TINYGL: Use astyle to (semi-selectively) apply the code-formatting conventions to TinyGL.
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b21271bd82
commit
698ef4a37c
26 changed files with 835 additions and 838 deletions
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@ -10,9 +10,9 @@ void glopMaterial(GLContext *c, GLParam *p) {
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GLMaterial *m;
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if (mode == TGL_FRONT_AND_BACK) {
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p[1].i=TGL_FRONT;
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glopMaterial(c,p);
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mode=TGL_BACK;
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p[1].i = TGL_FRONT;
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glopMaterial(c, p);
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mode = TGL_BACK;
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}
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if (mode == TGL_FRONT)
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m = &c->materials[0];
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@ -72,7 +72,7 @@ void glopLight(GLContext *c, GLParam *p) {
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for (int i = 0; i < 4; i++)
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v.v[i] = p[3 + i].f;
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switch(type) {
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switch (type) {
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case TGL_AMBIENT:
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l->ambient = v;
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break;
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@ -82,22 +82,21 @@ void glopLight(GLContext *c, GLParam *p) {
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case TGL_SPECULAR:
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l->specular = v;
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break;
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case TGL_POSITION:
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{
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V4 pos;
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gl_M4_MulV4(&pos, c->matrix_stack_ptr[0], &v);
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case TGL_POSITION: {
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V4 pos;
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gl_M4_MulV4(&pos, c->matrix_stack_ptr[0], &v);
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l->position=pos;
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l->position = pos;
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if (l->position.v[3] == 0) {
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l->norm_position.X = pos.X;
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l->norm_position.Y = pos.Y;
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l->norm_position.Z = pos.Z;
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if (l->position.v[3] == 0) {
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l->norm_position.X = pos.X;
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l->norm_position.Y = pos.Y;
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l->norm_position.Z = pos.Z;
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gl_V3_Norm(&l->norm_position);
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}
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gl_V3_Norm(&l->norm_position);
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}
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break;
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}
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break;
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case TGL_SPOT_DIRECTION:
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for (int i = 0; i < 3; i++) {
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l->spot_direction.v[i] = v.v[i];
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@ -108,15 +107,14 @@ void glopLight(GLContext *c, GLParam *p) {
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case TGL_SPOT_EXPONENT:
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l->spot_exponent = v.v[0];
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break;
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case TGL_SPOT_CUTOFF:
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{
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float a = v.v[0];
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assert(a == 180 || (a >= 0 && a <= 90));
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l->spot_cutoff=a;
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if (a != 180)
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l->cos_spot_cutoff = (float)(cos(a * LOCAL_PI / 180.0));
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}
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break;
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case TGL_SPOT_CUTOFF: {
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float a = v.v[0];
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assert(a == 180 || (a >= 0 && a <= 90));
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l->spot_cutoff = a;
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if (a != 180)
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l->cos_spot_cutoff = (float)(cos(a * LOCAL_PI / 180.0));
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}
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break;
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case TGL_CONSTANT_ATTENUATION:
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l->attenuation[0] = v.v[0];
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break;
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@ -154,12 +152,12 @@ void glopLightModel(GLContext *c, GLParam *p) {
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static inline float clampf(float a, float min, float max) {
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if (a < min)
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return min;
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else if (a > max)
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return max;
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else
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return a;
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if (a < min)
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return min;
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else if (a > max)
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return max;
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else
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return a;
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}
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void gl_enable_disable_light(GLContext *c, int light, int v) {
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@ -178,9 +176,9 @@ void gl_enable_disable_light(GLContext *c, int light, int v) {
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if (!l->prev)
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c->first_light = l->next;
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else
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l->prev->next=l->next;
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l->prev->next = l->next;
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if (l->next)
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l->next->prev=l->prev;
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l->next->prev = l->prev;
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}
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}
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@ -215,9 +213,9 @@ void gl_shade_vertex(GLContext *c, GLVertex *v) {
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if (l->position.v[3] == 0) {
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// light at infinity
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d.X = l->position.v[0];
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d.Y=l->position.v[1];
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d.Z=l->position.v[2];
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att=1;
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d.Y = l->position.v[1];
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d.Z = l->position.v[2];
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att = 1;
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} else {
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// distance attenuation
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d.X = l->position.v[0] - v->ec.v[0];
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@ -245,8 +243,8 @@ void gl_shade_vertex(GLContext *c, GLVertex *v) {
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// spot light
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if (l->spot_cutoff != 180) {
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dot_spot = -(d.X * l->norm_spot_direction.v[0] +
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d.Y * l->norm_spot_direction.v[1] +
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d.Z * l->norm_spot_direction.v[2]);
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d.Y * l->norm_spot_direction.v[1] +
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d.Z * l->norm_spot_direction.v[2]);
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if (twoside && dot_spot < 0)
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dot_spot = -dot_spot;
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if (dot_spot < l->cos_spot_cutoff) {
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@ -268,9 +266,9 @@ void gl_shade_vertex(GLContext *c, GLVertex *v) {
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vcoord.Y = v->ec.Y;
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vcoord.Z = v->ec.Z;
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gl_V3_Norm(&vcoord);
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s.X = d.X-vcoord.X;
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s.Y = d.Y-vcoord.X;
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s.Z = d.Z-vcoord.X;
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s.X = d.X - vcoord.X;
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s.Y = d.Y - vcoord.X;
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s.Z = d.Z - vcoord.X;
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} else {
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s.X = d.X;
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s.Y = d.Y;
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