commit 4916e7e3190118f2539fd092a3a9140ca77559fc
parent f6e1221deb3b244947f62a29a994ea0e1057ac6e
Author: Vincent Forest <vincent.forest@meso-star.com>
Date: Fri, 2 Sep 2016 10:37:11 +0200
Fix coding style
Diffstat:
1 file changed, 14 insertions(+), 17 deletions(-)
diff --git a/src/ssol_material.c b/src/ssol_material.c
@@ -190,12 +190,12 @@ ssol_material_create_virtual
******************************************************************************/
void
surface_fragment_setup
-(struct surface_fragment* fragment,
- const float pos[3],
- const float dir[3],
- const float normal[3],
- const struct s3d_primitive* primitive,
- const float uv[2])
+ (struct surface_fragment* fragment,
+ const float pos[3],
+ const float dir[3],
+ const float normal[3],
+ const struct s3d_primitive* primitive,
+ const float uv[2])
{
struct s3d_attrib attr;
char has_texcoord, has_normal;
@@ -215,8 +215,7 @@ surface_fragment_setup
S3D(primitive_has_attrib(primitive, SSOL_TO_S3D_TEXCOORD, &has_texcoord));
if (!has_texcoord) {
d2_set_f2(fragment->uv, uv);
- }
- else {
+ } else {
S3D(primitive_get_attrib(primitive, SSOL_TO_S3D_TEXCOORD, uv, &attr));
ASSERT(attr.type == S3D_FLOAT2);
d2_set_f2(fragment->uv, attr.value);
@@ -226,24 +225,22 @@ surface_fragment_setup
S3D(primitive_has_attrib(primitive, SSOL_TO_S3D_NORMAL, &has_normal));
if (!has_normal) {
d3_set(fragment->Ns, fragment->Ng);
- }
- else {
+ } else {
float transform[12];
float vec[3];
- /* TODO: review this code */
S3D(primitive_get_attrib(primitive, SSOL_TO_S3D_NORMAL, uv, &attr));
ASSERT(attr.type == S3D_FLOAT3);
S3D(primitive_get_transform(primitive, transform));
/* Check that transform is not "identity" */
- if (!f3_eq(transform + 0, f3(vec, 1.f, 0.f, 0.f))
- && !f3_eq(transform + 3, f3(vec, 0.f, 1.f, 0.f))
- && !f3_eq(transform + 6, f3(vec, 0.f, 0.f, 1.f))) {
+ if(!f3_eq(transform + 0, f3(vec, 1.f, 0.f, 0.f))
+ && !f3_eq(transform + 3, f3(vec, 0.f, 1.f, 0.f))
+ && !f3_eq(transform + 6, f3(vec, 0.f, 0.f, 1.f))) {
/* Transform the normal in world space, i.e. multiply it by the inverse
- * transpose of the "object to world" primitive matrix. Since the affine
- * part of the 3x4 transformation matrix does not influence the normal
- * transformation, use the linear part only. */
+ * transpose of the "object to world" primitive matrix. Since the affine
+ * part of the 3x4 transformation matrix does not influence the normal
+ * transformation, use the linear part only. */
f33_invtrans(transform, transform);
f33_mulf3(attr.value, transform, attr.value);
}