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authorraysan5 <[email protected]>2020-12-23 20:30:00 +0100
committerraysan5 <[email protected]>2020-12-23 20:30:00 +0100
commitd9a9bacb480ce173ffd3cb0e382fca5f0ddcf10f (patch)
tree830e4ec974d305819fdc805f0b24d2aab373ca16 /examples
parent10a57f297e991f3e54bc29d87705c5aef7c2511f (diff)
downloadraylib-d9a9bacb480ce173ffd3cb0e382fca5f0ddcf10f.tar.gz
raylib-d9a9bacb480ce173ffd3cb0e382fca5f0ddcf10f.zip
Review formatting
Diffstat (limited to 'examples')
-rw-r--r--examples/core/core_quat_conversion.c56
-rw-r--r--examples/shaders/shaders_spotlight.c188
2 files changed, 120 insertions, 124 deletions
diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c
index 85231a89..cd7777e6 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 6c075441..51e5f6f4 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);
}