diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c index 85231a89f..cd7777e6d 100644 --- a/examples/core/core_quat_conversion.c +++ b/examples/core/core_quat_conversion.c @@ -34,16 +34,17 @@ int main(void) camera.fovy = 45.0f; // Camera field-of-view Y camera.type = CAMERA_PERSPECTIVE; // Camera mode type - Mesh msh = GenMeshCylinder(.2, 1, 32); - Model mod = LoadModelFromMesh(msh); + Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); + Model model = LoadModelFromMesh(mesh); + + // Some required variables + Quaternion q1 = { 0 }; + Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 }; + Vector3 v1 = { 0 }, v2 = { 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - - Quaternion q1; - Matrix m1,m2,m3,m4; - Vector3 v1,v2; - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -51,11 +52,11 @@ int main(void) //-------------------------------------------------------------------------------------- if (!IsKeyDown(KEY_SPACE)) { - v1.x += 0.01; - v1.y += 0.03; - v1.z += 0.05; + v1.x += 0.01f; + v1.y += 0.03f; + v1.z += 0.05f; } - + if (v1.x > PI*2) v1.x -= PI*2; if (v1.y > PI*2) v1.y -= PI*2; if (v1.z > PI*2) v1.z -= PI*2; @@ -70,7 +71,7 @@ int main(void) v2 = QuaternionToEuler(q1); v2.x *= DEG2RAD; v2.y *= DEG2RAD; - v2.z *=DEG2RAD; + v2.z *= DEG2RAD; m4 = MatrixRotateZYX(v2); //-------------------------------------------------------------------------------------- @@ -80,16 +81,17 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); + BeginMode3D(camera); - mod.transform = m1; - DrawModel(mod, (Vector3){-1,0,0},1.0,RED); - mod.transform = m2; - DrawModel(mod, (Vector3){1,0,0},1.0,RED); - mod.transform = m3; - DrawModel(mod, (Vector3){0,0,0},1.0,RED); - mod.transform = m4; - DrawModel(mod, (Vector3){0,0,-1},1.0,RED); + model.transform = m1; + DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED); + model.transform = m2; + DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED); + model.transform = m3; + DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED); + model.transform = m4; + DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED); DrawGrid(10, 1.0f); @@ -105,13 +107,13 @@ int main(void) if (v1.y == v2.y) cy = GREEN; if (v1.z == v2.z) cz = GREEN; - DrawText(TextFormat("%2.3f",v1.x),20,20,20,cx); - DrawText(TextFormat("%2.3f",v1.y),20,40,20,cy); - DrawText(TextFormat("%2.3f",v1.z),20,60,20,cz); + DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx); + DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy); + DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz); - DrawText(TextFormat("%2.3f",v2.x),200,20,20,cx); - DrawText(TextFormat("%2.3f",v2.y),200,40,20,cy); - DrawText(TextFormat("%2.3f",v2.z),200,60,20,cz); + DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx); + DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy); + DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz); EndDrawing(); //---------------------------------------------------------------------------------- @@ -119,6 +121,8 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- + UnloadModel(model); // Unload model data (mesh and materials) + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_spotlight.c b/examples/shaders/shaders_spotlight.c index 6c0754414..51e5f6f4d 100644 --- a/examples/shaders/shaders_spotlight.c +++ b/examples/shaders/shaders_spotlight.c @@ -39,10 +39,8 @@ #define GLSL_VERSION 100 #endif - -#define MAXSPOT 3 // NB must be the same as define in shader -#define numStars 400 - +#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader +#define MAX_STARS 400 // Spot data typedef struct { @@ -78,76 +76,67 @@ int main(void) Texture texRay = LoadTexture("resources/raysan.png"); - Star stars[numStars] = { 0 }; + Star stars[MAX_STARS] = { 0 }; - for (int n = 0; n < numStars; n++) ResetStar(&stars[n]); + for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]); // Progress all the stars on, so they don't all start in the centre for (int m = 0; m < screenWidth/2.0; m++) { - for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]); + for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]); } int frameCounter = 0; - - // Use default vert shader - Shader spotShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); + Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION)); - // Get the locations of spots in the shader - Spot spots[MAXSPOT]; -/* - unsigned int posLoc; - unsigned int innerLoc; - unsigned int radiusLoc; -*/ - for (int i = 0; i < MAXSPOT; i++) + // Get the locations of spots in the shader + Spot spots[MAX_SPOTS]; + + for (int i = 0; i < MAX_SPOTS; i++) { - char posName[32] = "spots[x].pos\0"; - char innerName[32] = "spots[x].inner\0"; - char radiusName[32] = "spots[x].radius\0"; - - posName[6] = '0' + i; - innerName[6] = '0' + i; - radiusName[6] = '0' + i; - - spots[i].posLoc = GetShaderLocation(spotShader, posName); - spots[i].innerLoc = GetShaderLocation(spotShader, innerName); - spots[i].radiusLoc = GetShaderLocation(spotShader, radiusName); - - } - - // tell the shader how wide the screen is so we can have - // a pitch black half and a dimly lit half. - { - unsigned int wLoc = GetShaderLocation(spotShader, "screenWidth"); - float sw = (float)GetScreenWidth(); - SetShaderValue(spotShader, wLoc, &sw, UNIFORM_FLOAT); - } - - // randomise the locations and velocities of the spotlights + char posName[32] = "spots[x].pos\0"; + char innerName[32] = "spots[x].inner\0"; + char radiusName[32] = "spots[x].radius\0"; + + posName[6] = '0' + i; + innerName[6] = '0' + i; + radiusName[6] = '0' + i; + + spots[i].posLoc = GetShaderLocation(shdrSpot, posName); + spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName); + spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName); + + } + + // Tell the shader how wide the screen is so we can have + // a pitch black half and a dimly lit half. + unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth"); + float sw = (float)GetScreenWidth(); + SetShaderValue(shdrSpot, wLoc, &sw, UNIFORM_FLOAT); + + // Randomise the locations and velocities of the spotlights // and initialise the shader locations - for (int i = 0; i < MAXSPOT; i++) + for (int i = 0; i < MAX_SPOTS; i++) { - - spots[i].pos.x = GetRandomValue(64, screenWidth - 64); - spots[i].pos.y = GetRandomValue(64, screenHeight - 64); - spots[i].vel = (Vector2){ 0, 0 }; + spots[i].pos.x = GetRandomValue(64, screenWidth - 64); + spots[i].pos.y = GetRandomValue(64, screenHeight - 64); + spots[i].vel = (Vector2){ 0, 0 }; - while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2) + while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2) { - spots[i].vel.x = GetRandomValue(-40, 40)/10.0; - spots[i].vel.y = GetRandomValue(-40, 40)/10.0; - } - - spots[i].inner = 28 * (i + 1); - spots[i].radius = 48 * (i + 1); - - SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); - SetShaderValue(spotShader, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT); - SetShaderValue(spotShader, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT); - } + spots[i].vel.x = GetRandomValue(-40, 40)/10.0; + spots[i].vel.y = GetRandomValue(-40, 40)/10.0; + } + + spots[i].inner = 28 * (i + 1); + spots[i].radius = 48 * (i + 1); + + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); + SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, UNIFORM_FLOAT); + SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, UNIFORM_FLOAT); + } SetTargetFPS(60); // Set to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -159,39 +148,42 @@ int main(void) //---------------------------------------------------------------------------------- frameCounter++; - // Move the stars, resetting them if the go offscreen - for (int n = 0; n < numStars; n++) UpdateStar(&stars[n]); + // Move the stars, resetting them if the go offscreen + for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]); - // Update the spots, send them to the shader - for (int i = 0; i < MAXSPOT; i++) + // Update the spots, send them to the shader + for (int i = 0; i < MAX_SPOTS; i++) { - if ( i == 0 ) { - Vector2 mp = GetMousePosition(); - spots[i].pos.x = mp.x; - spots[i].pos.y = screenHeight - mp.y; - } else { - spots[i].pos.x += spots[i].vel.x; - spots[i].pos.y += spots[i].vel.y; - - if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; - if (spots[i].pos.x > screenWidth - 64) spots[i].vel.x = -spots[i].vel.x; - if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; - if (spots[i].pos.y > screenHeight - 64) spots[i].vel.y = -spots[i].vel.y; - } - - SetShaderValue(spotShader, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); - } - + if (i == 0) + { + Vector2 mp = GetMousePosition(); + spots[i].pos.x = mp.x; + spots[i].pos.y = screenHeight - mp.y; + } + else + { + spots[i].pos.x += spots[i].vel.x; + spots[i].pos.y += spots[i].vel.y; + + if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x; + if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y; + if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y; + } + + SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, UNIFORM_VEC2); + } + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(DARKBLUE); - // Draw stars and bobs - for (int n = 0; n < numStars; n++) + // Draw stars and bobs + for (int n = 0; n < MAX_STARS; n++) { - // Single pixel is just too small these days! + // Single pixel is just too small these days! DrawRectangle(stars[n].pos.x, stars[n].pos.y, 2, 2, WHITE); } @@ -199,24 +191,23 @@ int main(void) { DrawTexture(texRay, (screenWidth/2.0) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2) - 32, - (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), - WHITE); + (screenHeight/2.0) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2), WHITE); } - // Draw spot lights - BeginShaderMode(spotShader); - // instead of a blank rectangle you could render here - // a render texture of the full screen used to do screen - // scaling (slight adjustment to shader would be required - // to actually pay attention to the colour!) - DrawRectangle(0,0,screenWidth,screenHeight,WHITE); - EndShaderMode(); + // Draw spot lights + BeginShaderMode(shdrSpot); + // Instead of a blank rectangle you could render here + // a render texture of the full screen used to do screen + // scaling (slight adjustment to shader would be required + // to actually pay attention to the colour!) + DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + EndShaderMode(); DrawFPS(10, 10); DrawText("Move the mouse!", 10, 30, 20, GREEN); - DrawText("Pitch Black", screenWidth * .2, screenHeight / 2, 20, GREEN); - DrawText("Dark", screenWidth * .66, screenHeight / 2, 20, GREEN); + DrawText("Pitch Black", screenWidth*0.2f, screenHeight/2, 20, GREEN); + DrawText("Dark", screenWidth*.66f, screenHeight/2, 20, GREEN); EndDrawing(); @@ -226,6 +217,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texRay); + UnloadShader(shdrSpot); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- @@ -243,17 +235,17 @@ void ResetStar(Star *s) s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f; s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f; - } while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1)); + } while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1))); - s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8, 8 })); + s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f })); } void UpdateStar(Star *s) { s->pos = Vector2Add(s->pos, s->vel); - if (s->pos.x < 0 || s->pos.x > GetScreenWidth() || - s->pos.y < 0 || s->pos.y > GetScreenHeight()) + if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) || + (s->pos.y < 0) || (s->pos.y > GetScreenHeight())) { ResetStar(s); } diff --git a/src/rlgl.h b/src/rlgl.h index f5634a547..1b42c6413 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -1509,7 +1509,7 @@ void rlEnableSmoothLines(void) void rlDisableSmoothLines(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_11) - glDisable(GL_LINE_SMOOTH); + glDisable(GL_LINE_SMOOTH); #endif }