changeset 1445:60337b31e427

Cosmetics.
author Matti Hamalainen <ccr@tnsp.org>
date Thu, 10 May 2018 04:44:08 +0300
parents 5be4e2eec84f
children 948b32bd67ef
files tests/efu.c
diffstat 1 files changed, 91 insertions(+), 91 deletions(-) [+]
line wrap: on
line diff
--- a/tests/efu.c	Thu May 10 04:39:34 2018 +0300
+++ b/tests/efu.c	Thu May 10 04:44:08 2018 +0300
@@ -47,7 +47,7 @@
     case 2:
         dmVerbosity++;
         break;
-    
+
     case 3:
         optVFlags |= SDL_FULLSCREEN;
         break;
@@ -70,7 +70,7 @@
                 optScrWidth = w;
                 optScrHeight = h;
             }
-            else 
+            else
             {
                 dmErrorMsg("Invalid size argument '%s'.\n", optArg);
                 return FALSE;
@@ -86,7 +86,7 @@
         dmErrorMsg("Unknown option '%s'.\n", currArg);
         return FALSE;
     }
-    
+
     return TRUE;
 }
 
@@ -141,7 +141,7 @@
 {
     Uint8 *pix = screen->pixels;
     int xc, yc;
-    
+
     for (yc = 0; yc < screen->h; yc++)
     {
         Uint8 *dp = pix;
@@ -179,101 +179,102 @@
     light->z = 150;
 
     for (j = 0; j < QHEIGHT; j++)
-        for (i = 0; i < QWIDTH; i++)
-        {
-            DMVector vr, vl, va;
-            DMFloat vrayLen, vfactor;
-            int vlen;
-            BOOL wasHit;
+    for (i = 0; i < QWIDTH; i++)
+    {
+        DMVector vr, vl, va;
+        DMFloat vrayLen, vfactor;
+        int vlen;
+        BOOL wasHit;
+
+        // Perform shadow occlusion via simplistic raytracing
+        vr.x = i;
+        vr.y = j;
+        vr.z = 200; //light->z; // - 10.0;
+
+        // Calculate light vector vector
+        dm_vector_sub_r(&vl, &vr, light);
+        vrayLen = dm_vector_length(&vl);
 
-            // Perform shadow occlusion via simplistic raytracing
-            vr.x = i;
-            vr.y = j;
-            vr.z = 200; //light->z; // - 10.0;
-            
-            // Calculate light vector vector
-            dm_vector_sub_r(&vl, &vr, light);
-            vrayLen = dm_vector_length(&vl);
-            
 #if 1
-            dm_vector_copy(&va, &vl);
-            dm_vector_normalize(&va);
-            dm_vector_copy(&vr, light);
+        dm_vector_copy(&va, &vl);
+        dm_vector_normalize(&va);
+        dm_vector_copy(&vr, light);
+
+        vlen = 0;
+        wasHit = FALSE;
+        do
+        {
+            float h;
 
-            vlen = 0;
-            wasHit = FALSE;
-            do
+            // If ray is inside the heightmap, get value
+            if (vr.x >= 0 && vr.y >= 0 && vr.x < QWIDTH && vr.y < QHEIGHT)
+                h = pheightMap[(int) vr.y][(int) vr.x];
+            else
+                break;
+
+            // Check for hits
+            if (h > vr.z)
+                wasHit = TRUE;
+            else
             {
-                float h;
-                
-                // If ray is inside the heightmap, get value
-                if (vr.x >= 0 && vr.y >= 0 && vr.x < QWIDTH && vr.y < QHEIGHT)
-                    h = pheightMap[(int) vr.y][(int) vr.x];
-                else
-                    break;
-                
-                // Check for hits
-                if (h > vr.z)
-                    wasHit = TRUE;
-                else
-                {
-                    // Move forwards
-                    dm_vector_add(&vr, &va);
-                    vlen++;
-                }
+                // Move forwards
+                dm_vector_add(&vr, &va);
+                vlen++;
             }
-            while (!wasHit && vlen <= vrayLen);
+        }
+        while (!wasHit && vlen <= vrayLen);
 
-            // Check if the ray hit something, e.g. is this point occluded?
-            if (wasHit && vlen < vrayLen)
-            {
-                vfactor = vlen * 0.05;
-            }
-            else
-                vfactor = vlen * 0.001;
+        // Check if the ray hit something, e.g. is this point occluded?
+        if (wasHit && vlen < vrayLen)
+        {
+            vfactor = vlen * 0.05;
+        }
+        else
+            vfactor = vlen * 0.001;
 #endif
 
 #if 0
-            {
-                /* Calculate light's intensity based on the angle it "hits"
-                 *
-                 * 1) Calculate the vectors that form the imaginary "plane"
-                 * 2) Cross-product -> normal vector of the plane
-                 * 2) Normalize the normal vector
-                 * 3) Calculate light vector's hit angle by dot product
-                 */
-                DMVector v1, v2;
-                DMFloat c;
+        {
+            /* Calculate light's intensity based on the angle it "hits"
+             *
+             * 1) Calculate the vectors that form the imaginary "plane"
+             * 2) Cross-product -> normal vector of the plane
+             * 2) Normalize the normal vector
+             * 3) Calculate light vector's hit angle by dot product
+             */
+            DMVector v1, v2;
+            DMFloat c;
 
-                v1.x = 2.0f;
-                v1.y = 0.0f;
-                v1.z = (DMFloat) (pheightMap[j][i] - pheightMap[j][i + 1]);
+            v1.x = 2.0f;
+            v1.y = 0.0f;
+            v1.z = (DMFloat) (pheightMap[j][i] - pheightMap[j][i + 1]);
 
-                v2.x = 0.0f;
-                v2.y = 2.0f;
-                v2.z = (DMFloat) (pheightMap[j][i] - pheightMap[j + 1][i]);
+            v2.x = 0.0f;
+            v2.y = 2.0f;
+            v2.z = (DMFloat) (pheightMap[j][i] - pheightMap[j + 1][i]);
 
-                dm_vector_cross(&vr, &v1, &v2);
-                dm_vector_normalize(&vr);
-                dm_vector_normalize(&vl);
-                c = dm_vector_dot(&vl, &vr);
+            dm_vector_cross(&vr, &v1, &v2);
+            dm_vector_normalize(&vr);
+            dm_vector_normalize(&vl);
+            c = dm_vector_dot(&vl, &vr);
 
-		vrayLen = 255 - (vrayLen * 0.1) * vrayLen + (c * 128.0f) + (vfactor * vfactor * 1255);
-            }
+            vrayLen = 255 - (vrayLen * 0.1) * vrayLen + (c * 128.0f) + (vfactor * vfactor * 1255);
+        }
 #else
-            vrayLen = 255 - vrayLen * vrayLen * (vfactor * vfactor);
-            if (vrayLen < 0) vrayLen = 0;
-            vrayLen -= pheightMap[j][i];
+        vrayLen = 255 - vrayLen * vrayLen * (vfactor * vfactor);
+        if (vrayLen < 0) vrayLen = 0;
+        vrayLen -= pheightMap[j][i];
+
 #endif
 
-            // Clip result
-            if (vrayLen < 0)
-                vrayLen = 0;
-            else if (vrayLen > 255.0f)
-                vrayLen = 255.0f;
+        // Clip result
+        if (vrayLen < 0)
+            vrayLen = 0;
+        else if (vrayLen > 255.0f)
+            vrayLen = 255.0f;
 
-            lightMap[j][i] = vrayLen;
-        }
+        lightMap[j][i] = vrayLen;
+    }
 }
 
 #define Q_KERNEL(x, y, dist, coeff) ( \
@@ -316,7 +317,7 @@
     int mouseX, mouseY, res;
     BOOL initSDL = FALSE, initTTF = FALSE, exitFlag, showMap = FALSE;
     DMResource *file;
-    
+
     if (!dmArgsProcess(argc, argv, optList, optListN,
         argHandleOpt, NULL, OPTH_BAILOUT))
         exit(1);
@@ -368,7 +369,7 @@
             dmErrorMsg("Could not create screen surface.\n");
             goto error_exit;
         }
-        
+
         dmMsg(0, "Benchmark mode, not opening window.\n");
     }
     else
@@ -384,7 +385,7 @@
     bmap = SDL_CreateRGBSurface(SDL_SWSURFACE, QWIDTH, QHEIGHT, 8, 0, 0, 0, 0);
     DM_MakePalette(bmap);
     DM_Random(bmap, 15);
-    
+
     DMVector light;
     DMBlockMap heightMap;
     light.x = light.y = 128;
@@ -410,7 +411,7 @@
                     switch (event.key.keysym.sym)
                     {
                         case SDLK_ESCAPE: exitFlag = TRUE; break;
-                        
+
                         case SDLK_F1:
                             DM_Random(bmap, (SDL_GetTicks() / 10) % 1000);
                             break;
@@ -418,13 +419,13 @@
                         case SDLK_F5:
                             showMap = !showMap;
                             break;
-                            
+
                         default:
                             break;
                     }
 
                     break;
-                
+
                 case SDL_VIDEORESIZE:
                     optScrWidth = event.resize.w;
                     optScrHeight = event.resize.h;
@@ -433,7 +434,7 @@
                         goto error_exit;
 
                     break;
-                
+
                 case SDL_VIDEOEXPOSE:
                     break;
 
@@ -457,14 +458,13 @@
             memcpy(bmap->pixels, heightMap, QWIDTH * QHEIGHT);
         else
             dmShadowTraceHeightMap(bmap->pixels, logo->pixels, &light);
-        
         dmScaledBlitSurfaceAny(bmap, 0, 0, screen->w, screen->h, screen, DMD_NONE);
 
 
 
         if (!optBenchmark)
         {
-            dmDrawTTFText(screen, font, fontcol, 0, 0, "%3.1f FPS", 
+            dmDrawTTFText(screen, font, fontcol, 0, 0, "%3.1f FPS",
                 (float) (numFrames * 1000.0f) / (float) (endTime - startTime));
 
             if (SDL_MUSTLOCK(screen) != 0)