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Review code formating

pull/3927/head
Ray 9 months ago
parent
commit
a17a81f05b
2 changed files with 43 additions and 33 deletions
  1. +21
    -17
      src/rmodels.c
  2. +22
    -16
      src/rtextures.c

+ 21
- 17
src/rmodels.c View File

@ -570,8 +570,9 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < sides; i++) {
// compute the four vertices
for (int i = 0; i < sides; i++)
{
// Compute the four vertices
float s1 = sinf(baseAngle*(i + 0))*startRadius;
float c1 = cosf(baseAngle*(i + 0))*startRadius;
Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
@ -585,11 +586,12 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
float c4 = cosf(baseAngle*(i + 1))*endRadius;
Vector3 w4 = { endPos.x + s4*b1.x + c4*b2.x, endPos.y + s4*b1.y + c4*b2.y, endPos.z + s4*b1.z + c4*b2.z };
if (startRadius > 0) { //
if (startRadius > 0)
{
rlVertex3f(startPos.x, startPos.y, startPos.z); // |
rlVertex3f(w2.x, w2.y, w2.z); // T0
rlVertex3f(w1.x, w1.y, w1.z); // |
} //
}
// w2 x.-----------x startPos
rlVertex3f(w1.x, w1.y, w1.z); // | |\'. T0 /
rlVertex3f(w2.x, w2.y, w2.z); // T1 | \ '. /
@ -599,7 +601,8 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
rlVertex3f(w4.x, w4.y, w4.z); // T2 '. \ |T3/
rlVertex3f(w3.x, w3.y, w3.z); // | '. \ | /
// '.\|/
if (endRadius > 0) { // 'x w3
if (endRadius > 0) // 'x w3
{
rlVertex3f(endPos.x, endPos.y, endPos.z); // |
rlVertex3f(w3.x, w3.y, w3.z); // T3
rlVertex3f(w4.x, w4.y, w4.z); // |
@ -657,8 +660,9 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < sides; i++) {
// compute the four vertices
for (int i = 0; i < sides; i++)
{
// Compute the four vertices
float s1 = sinf(baseAngle*(i + 0))*startRadius;
float c1 = cosf(baseAngle*(i + 0))*startRadius;
Vector3 w1 = { startPos.x + s1*b1.x + c1*b2.x, startPos.y + s1*b1.y + c1*b2.y, startPos.z + s1*b1.z + c1*b2.z };
@ -4749,7 +4753,8 @@ static cgltf_result LoadFileGLTFCallback(const struct cgltf_memory_options *memo
}
// Release file data callback for cgltf
static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data) {
static void ReleaseFileGLTFCallback(const struct cgltf_memory_options *memoryOptions, const struct cgltf_file_options *fileOptions, void *data)
{
UnloadFileData(data);
}
@ -5335,7 +5340,8 @@ static Model LoadGLTF(const char *fileName)
model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float));
model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
if (model.meshes[meshIndex].normals != NULL) {
if (model.meshes[meshIndex].normals != NULL)
{
memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
}
@ -5379,7 +5385,7 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
break;
}
}
float duration = fmax((tend - tstart), EPSILON);
float t = (time - tstart)/duration;
t = (t < 0.0f)? 0.0f : t;
@ -5400,7 +5406,6 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
*r = v1;
} break;
case cgltf_interpolation_type_linear:
{
float tmp[3] = { 0.0f };
@ -5409,10 +5414,9 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
cgltf_accessor_read_float(output, keyframe+1, tmp, 3);
Vector3 v2 = {tmp[0], tmp[1], tmp[2]};
Vector3 *r = data;
*r = Vector3Lerp(v1, v2, t);
} break;
case cgltf_interpolation_type_cubic_spline:
{
float tmp[3] = { 0.0f };
@ -5428,6 +5432,7 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
*r = Vector3CubicHermite(v1, tangent1, v2, tangent2, t);
} break;
default: break;
}
}
else if (output->type == cgltf_type_vec4)
@ -5444,7 +5449,6 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
*r = v1;
} break;
case cgltf_interpolation_type_linear:
{
float tmp[4] = { 0.0f };
@ -5453,10 +5457,9 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
cgltf_accessor_read_float(output, keyframe+1, tmp, 4);
Vector4 v2 = {tmp[0], tmp[1], tmp[2], tmp[3]};
Vector4 *r = data;
*r = QuaternionSlerp(v1, v2, t);
} break;
case cgltf_interpolation_type_cubic_spline:
{
float tmp[4] = { 0.0f };
@ -5477,12 +5480,13 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
{
v2 = Vector4Negate(v2);
}
outTangent1 = Vector4Scale(outTangent1, duration);
inTangent2 = Vector4Scale(inTangent2, duration);
*r = QuaternionCubicHermiteSpline(v1, outTangent1, v2, inTangent2, t);
} break;
default: break;
}
}

+ 22
- 16
src/rtextures.c View File

@ -1993,8 +1993,9 @@ void ImageAlphaPremultiply(Image *image)
ImageFormat(image, format);
}
// Apply box blur
void ImageBlurGaussian(Image *image, int blurSize) {
// Apply box blur to image
void ImageBlurGaussian(Image *image, int blurSize)
{
// Security check to avoid program crash
if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
@ -2006,7 +2007,8 @@ void ImageBlurGaussian(Image *image, int blurSize) {
Vector4 *pixelsCopy1 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4));
Vector4 *pixelsCopy2 = RL_MALLOC((image->height)*(image->width)*sizeof(Vector4));
for (int i = 0; i < (image->height)*(image->width); i++) {
for (int i = 0; i < (image->height*image->width); i++)
{
pixelsCopy1[i].x = pixels[i].r;
pixelsCopy1[i].y = pixels[i].g;
pixelsCopy1[i].z = pixels[i].b;
@ -2014,7 +2016,8 @@ void ImageBlurGaussian(Image *image, int blurSize) {
}
// Repeated convolution of rectangular window signal by itself converges to a gaussian distribution
for (int j = 0; j < GAUSSIAN_BLUR_ITERATIONS; j++) {
for (int j = 0; j < GAUSSIAN_BLUR_ITERATIONS; j++)
{
// Horizontal motion blur
for (int row = 0; row < image->height; row++)
{
@ -4997,22 +5000,25 @@ int GetPixelDataSize(int width, int height, int format)
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// From https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
static float HalfToFloat(unsigned short x) {
const unsigned int e = (x&0x7C00)>>10; // exponent
const unsigned int m = (x&0x03FF)<<13; // mantissa
// Convert half-float (stored as unsigned short) to float
// REF: https://stackoverflow.com/questions/1659440/32-bit-to-16-bit-floating-point-conversion/60047308#60047308
static float HalfToFloat(unsigned short x)
{
const unsigned int e = (x & 0x7C00) >> 10; // Exponent
const unsigned int m = (x & 0x03FF) << 13; // Mantissa
const float fm = (float)m;
const unsigned int v = (*(unsigned int*)&fm)>>23; // evil log2 bit hack to count leading zeros in denormalized format
const unsigned int r = (x&0x8000)<<16 | (e!=0)*((e+112)<<23|m) | ((e==0)&(m!=0))*((v-37)<<23|((m<<(150-v))&0x007FE000)); // sign : normalized : denormalized
const unsigned int v = (*(unsigned int*)&fm) >> 23; // Evil log2 bit hack to count leading zeros in denormalized format
const unsigned int r = (x & 0x8000) << 16 | (e != 0)*((e + 112) << 23 | m) | ((e == 0)&(m != 0))*((v - 37) << 23 | ((m << (150 - v)) & 0x007FE000)); // sign : normalized : denormalized
return *(float*)&r;
}
static unsigned short FloatToHalf(float x) {
const unsigned int b = (*(unsigned int*)&x)+0x00001000; // round-to-nearest-even: add last bit after truncated mantissa
const unsigned int e = (b&0x7F800000)>>23; // exponent
const unsigned int m = b&0x007FFFFF; // mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding
return (b&0x80000000)>>16 | (e>112)*((((e-112)<<10)&0x7C00)|m>>13) | ((e<113)&(e>101))*((((0x007FF000+m)>>(125-e))+1)>>1) | (e>143)*0x7FFF; // sign : normalized : denormalized : saturate
// Convert float to half-float (stored as unsigned short)
static unsigned short FloatToHalf(float x)
{
const unsigned int b = (*(unsigned int*) & x) + 0x00001000; // Round-to-nearest-even: add last bit after truncated mantissa
const unsigned int e = (b & 0x7F800000) >> 23; // Exponent
const unsigned int m = b & 0x007FFFFF; // Mantissa; in line below: 0x007FF000 = 0x00800000-0x00001000 = decimal indicator flag - initial rounding
return (b & 0x80000000) >> 16 | (e > 112)*((((e - 112) << 10) & 0x7C00) | m >> 13) | ((e < 113) & (e > 101))*((((0x007FF000 + m) >> (125 - e)) + 1) >> 1) | (e > 143)*0x7FFF; // sign : normalized : denormalized : saturate
}
// Get pixel data from image as Vector4 array (float normalized)

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