Demos (master): arbfslight: re-indent the code

Brian Paul brianp at kemper.freedesktop.org
Sat Sep 15 14:45:33 UTC 2012


Module: Demos
Branch: master
Commit: f2757ef39757bdc1abc181270e86f8f0b4e5dac0
URL:    http://cgit.freedesktop.org/mesa/demos/commit/?id=f2757ef39757bdc1abc181270e86f8f0b4e5dac0

Author: Brian Paul <brianp at vmware.com>
Date:   Sat Sep 15 08:42:05 2012 -0600

arbfslight: re-indent the code

---

 src/demos/arbfslight.c |  386 +++++++++++++++++++++++------------------------
 1 files changed, 189 insertions(+), 197 deletions(-)

diff --git a/src/demos/arbfslight.c b/src/demos/arbfslight.c
index 8522c05..c3a0c84 100644
--- a/src/demos/arbfslight.c
+++ b/src/demos/arbfslight.c
@@ -19,6 +19,7 @@
 static GLfloat diffuse[4] = { 0.5f, 0.5f, 1.0f, 1.0f };
 static GLfloat specular[4] = { 0.8f, 0.8f, 0.8f, 1.0f };
 static GLfloat lightPos[4] = { 0.0f, 10.0f, 20.0f, 1.0f };
+
 static GLfloat delta = 1.0f;
 
 static GLhandleARB fragShader;
@@ -38,145 +39,147 @@ static GLint frames = 0;
 
 static GLfloat xRot = 0.0f, yRot = 0.0f;
 
-static void normalize (GLfloat *dst, const GLfloat *src)
+static void
+normalize(GLfloat * dst, const GLfloat * src)
 {
-   GLfloat len = sqrt (src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
+   GLfloat len = sqrt(src[0] * src[0] + src[1] * src[1] + src[2] * src[2]);
    dst[0] = src[0] / len;
    dst[1] = src[1] / len;
    dst[2] = src[2] / len;
 }
 
-static void Redisplay (void)
+static void
+Redisplay(void)
 {
-	glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-	if (pixelLight)
-	{
+   if (pixelLight) {
       GLfloat vec[3];
 
-		glUseProgramObjectARB (program);
-      normalize (vec, lightPos);
-      glUniform3fvARB (uLightPos, 1, vec);
-		glDisable(GL_LIGHTING);
-	}
-	else
-	{
-		glUseProgramObjectARB (0);
-		glLightfv (GL_LIGHT0, GL_POSITION, lightPos);
-		glEnable(GL_LIGHTING);
-	}
-
-	glPushMatrix ();
-	glRotatef (xRot, 1.0f, 0.0f, 0.0f);
-	glRotatef (yRot, 0.0f, 1.0f, 0.0f);
-	glutSolidSphere (2.0, 10, 5);
-	glPopMatrix ();
-
-	glutSwapBuffers();
-	frames++;
-
-	if (anim)
-	{
-		GLint t = glutGet (GLUT_ELAPSED_TIME);
-		if (t - t0 >= 5000)
-		{
-			GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
-			GLfloat fps = frames / seconds;
-			printf ("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds, fps);
-                        fflush(stdout);
-			t0 = t;
-			frames = 0;
-		}
-	}
+      glUseProgramObjectARB(program);
+      normalize(vec, lightPos);
+      glUniform3fvARB(uLightPos, 1, vec);
+      glDisable(GL_LIGHTING);
+   }
+   else {
+      glUseProgramObjectARB(0);
+      glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
+      glEnable(GL_LIGHTING);
+   }
+
+   glPushMatrix();
+   glRotatef(xRot, 1.0f, 0.0f, 0.0f);
+   glRotatef(yRot, 0.0f, 1.0f, 0.0f);
+   glutSolidSphere(2.0, 10, 5);
+   glPopMatrix();
+
+   glutSwapBuffers();
+   frames++;
+
+   if (anim) {
+      GLint t = glutGet(GLUT_ELAPSED_TIME);
+      if (t - t0 >= 5000) {
+         GLfloat seconds = (GLfloat) (t - t0) / 1000.0f;
+         GLfloat fps = frames / seconds;
+         printf("%d frames in %6.3f seconds = %6.3f FPS\n", frames, seconds,
+                fps);
+         fflush(stdout);
+         t0 = t;
+         frames = 0;
+      }
+   }
 }
 
-static void Idle (void)
+static void
+Idle(void)
 {
-	lightPos[0] += delta;
-	if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
-		delta = -delta;
-	glutPostRedisplay ();
+   lightPos[0] += delta;
+   if (lightPos[0] > 25.0f || lightPos[0] < -25.0f)
+      delta = -delta;
+   glutPostRedisplay();
 }
 
-static void Reshape (int width, int height)
+static void
+Reshape(int width, int height)
 {
-	glViewport (0, 0, width, height);
-	glMatrixMode (GL_PROJECTION);
-	glLoadIdentity ();
-	glFrustum (-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
-	glMatrixMode (GL_MODELVIEW);
-	glLoadIdentity ();
-	glTranslatef (0.0f, 0.0f, -15.0f);
+   glViewport(0, 0, width, height);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0.0f, 0.0f, -15.0f);
 }
 
-static void Key (unsigned char key, int x, int y)
+static void
+Key(unsigned char key, int x, int y)
 {
-	(void) x;
-	(void) y;
-
-	switch (key)
-	{
-	case ' ':
-	case 'a':
-		anim = !anim;
-		if (anim)
-			glutIdleFunc (Idle);
-		else
-			glutIdleFunc (NULL);
-		break;
-	case 'x':
-		lightPos[0] -= 1.0f;
-		break;
-	case 'X':
-		lightPos[0] += 1.0f;
-		break;
-	case 'w':
-		wire = !wire;
-		if (wire)
-			glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
-		else
-			glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-		break;
-	case 'p':
-		pixelLight = !pixelLight;
-		if (pixelLight)
-			printf ("Per-pixel lighting\n");
-		else
-			printf ("Conventional lighting\n");
-		break;
-	case 27:
-		exit(0);
-		break;
-	}
-	glutPostRedisplay ();
+   (void) x;
+   (void) y;
+
+   switch (key) {
+   case ' ':
+   case 'a':
+      anim = !anim;
+      if (anim)
+         glutIdleFunc(Idle);
+      else
+         glutIdleFunc(NULL);
+      break;
+   case 'x':
+      lightPos[0] -= 1.0f;
+      break;
+   case 'X':
+      lightPos[0] += 1.0f;
+      break;
+   case 'w':
+      wire = !wire;
+      if (wire)
+         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+      else
+         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+      break;
+   case 'p':
+      pixelLight = !pixelLight;
+      if (pixelLight)
+         printf("Per-pixel lighting\n");
+      else
+         printf("Conventional lighting\n");
+      break;
+   case 27:
+      exit(0);
+      break;
+   }
+   glutPostRedisplay();
 }
 
-static void SpecialKey (int key, int x, int y)
+static void
+SpecialKey(int key, int x, int y)
 {
-	const GLfloat step = 3.0f;
-
-	(void) x;
-	(void) y;
-
-	switch (key)
-	{
-	case GLUT_KEY_UP:
-		xRot -= step;
-		break;
-	case GLUT_KEY_DOWN:
-		xRot += step;
-		break;
-	case GLUT_KEY_LEFT:
-		yRot -= step;
-		break;
-	case GLUT_KEY_RIGHT:
-		yRot += step;
-		break;
-	}
-	glutPostRedisplay ();
+   const GLfloat step = 3.0f;
+
+   (void) x;
+   (void) y;
+
+   switch (key) {
+   case GLUT_KEY_UP:
+      xRot -= step;
+      break;
+   case GLUT_KEY_DOWN:
+      xRot += step;
+      break;
+   case GLUT_KEY_LEFT:
+      yRot -= step;
+      break;
+   case GLUT_KEY_RIGHT:
+      yRot += step;
+      break;
+   }
+   glutPostRedisplay();
 }
 
-static void Init (void)
+static void
+Init(void)
 {
    static const char *fragShaderText =
       "uniform vec3 lightPos;\n"
@@ -189,7 +192,7 @@ static void Init (void)
       "   // Compute diffuse and specular contributions\n"
 #if 1
       "   gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
-#elif 1 /* test IF/ELSE/ENDIF */
+#elif 1                         /* test IF/ELSE/ENDIF */
       "   if (normal.y > 0.0) { \n"
       "      gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
       "   } \n"
@@ -198,99 +201,88 @@ static void Init (void)
       "         gl_FragColor = vec4(1, 0, 0, 0); \n"
       "      } \n"
       "      else { \n"
-      "         gl_FragColor = vec4(1, 1, 0, 0); \n"
-      "      } \n"
-      "   } \n"
-#elif 1 /* test LOOP */
+      "         gl_FragColor = vec4(1, 1, 0, 0); \n" "      } \n" "   } \n"
+#elif 1                         /* test LOOP */
       "   while (1) { \n"
       "      if (normal.y >= 0.0) { \n"
       "         gl_FragColor = vec4(1, 0, 0, 0); \n"
       "         break; \n"
       "      } else { \n"
       "         gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
-      "         break; \n"
-      "      } \n"
-      "   } \n"
+      "         break; \n" "      } \n" "   } \n"
 #endif
-      "}\n"
-   ;
+      "}\n";
    static const char *vertShaderText =
       "varying vec3 normal;\n"
       "void main () {\n"
       "   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
-      "   normal = gl_NormalMatrix * gl_Normal;\n"
-      "}\n"
-   ;
-
-	if (!glutExtensionSupported ("GL_ARB_fragment_shader"))
-	{
-		printf ("Sorry, this demo requires GL_ARB_fragment_shader\n");
-		exit(1);
-	}
-	if (!glutExtensionSupported ("GL_ARB_shader_objects"))
-	{
-		printf ("Sorry, this demo requires GL_ARB_shader_objects\n");
-		exit(1);
-	}
-	if (!glutExtensionSupported ("GL_ARB_shading_language_100"))
-	{
-		printf ("Sorry, this demo requires GL_ARB_shading_language_100\n");
-		exit(1);
-	}
-	if (!glutExtensionSupported ("GL_ARB_vertex_shader"))
-	{
-		printf ("Sorry, this demo requires GL_ARB_vertex_shader\n");
-		exit(1);
-	}
-
-	fragShader = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
-	glShaderSourceARB (fragShader, 1, &fragShaderText, NULL);
-	glCompileShaderARB (fragShader);
-
-	vertShader = glCreateShaderObjectARB (GL_VERTEX_SHADER_ARB);
-	glShaderSourceARB (vertShader, 1, &vertShaderText, NULL);
-	glCompileShaderARB (vertShader);
-
-	program = glCreateProgramObjectARB ();
-	glAttachObjectARB (program, fragShader);
-	glAttachObjectARB (program, vertShader);
-	glLinkProgramARB (program);
-	glUseProgramObjectARB (program);
-
-	uLightPos = glGetUniformLocationARB (program, "lightPos");
-	uDiffuse = glGetUniformLocationARB (program, "diffuse");
-	uSpecular = glGetUniformLocationARB (program, "specular");
-
-   glUniform4fvARB (uDiffuse, 1, diffuse);
-   glUniform4fvARB (uSpecular, 1, specular);
-
-	glClearColor (0.3f, 0.3f, 0.3f, 0.0f);
-	glEnable (GL_DEPTH_TEST);
-	glEnable (GL_LIGHT0);
-	glEnable (GL_LIGHTING);
-	glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
-	glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
-	glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
-
-	printf ("GL_RENDERER = %s\n", (const char *) glGetString (GL_RENDERER));
-	printf ("Press p to toggle between per-pixel and per-vertex lighting\n");
+      "   normal = gl_NormalMatrix * gl_Normal;\n" "}\n";
+
+   if (!glutExtensionSupported("GL_ARB_fragment_shader")) {
+      printf("Sorry, this demo requires GL_ARB_fragment_shader\n");
+      exit(1);
+   }
+   if (!glutExtensionSupported("GL_ARB_shader_objects")) {
+      printf("Sorry, this demo requires GL_ARB_shader_objects\n");
+      exit(1);
+   }
+   if (!glutExtensionSupported("GL_ARB_shading_language_100")) {
+      printf("Sorry, this demo requires GL_ARB_shading_language_100\n");
+      exit(1);
+   }
+   if (!glutExtensionSupported("GL_ARB_vertex_shader")) {
+      printf("Sorry, this demo requires GL_ARB_vertex_shader\n");
+      exit(1);
+   }
+
+   fragShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+   glShaderSourceARB(fragShader, 1, &fragShaderText, NULL);
+   glCompileShaderARB(fragShader);
+
+   vertShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+   glShaderSourceARB(vertShader, 1, &vertShaderText, NULL);
+   glCompileShaderARB(vertShader);
+
+   program = glCreateProgramObjectARB();
+   glAttachObjectARB(program, fragShader);
+   glAttachObjectARB(program, vertShader);
+   glLinkProgramARB(program);
+   glUseProgramObjectARB(program);
+
+   uLightPos = glGetUniformLocationARB(program, "lightPos");
+   uDiffuse = glGetUniformLocationARB(program, "diffuse");
+   uSpecular = glGetUniformLocationARB(program, "specular");
+
+   glUniform4fvARB(uDiffuse, 1, diffuse);
+   glUniform4fvARB(uSpecular, 1, specular);
+
+   glClearColor(0.3f, 0.3f, 0.3f, 0.0f);
+   glEnable(GL_DEPTH_TEST);
+   glEnable(GL_LIGHT0);
+   glEnable(GL_LIGHTING);
+   glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
+   glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
+   glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 20.0f);
+
+   printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
+   printf("Press p to toggle between per-pixel and per-vertex lighting\n");
 }
 
-int main (int argc, char *argv[])
+int
+main(int argc, char *argv[])
 {
-	glutInitWindowSize (200, 200);
-	glutInit (&argc, argv);
-	glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
-	glutCreateWindow (argv[0]);
-	glewInit();
-	glutReshapeFunc (Reshape);
-	glutKeyboardFunc (Key);
-	glutSpecialFunc (SpecialKey);
-	glutDisplayFunc (Redisplay);
-	if (anim)
-		glutIdleFunc (Idle);
-	Init ();
-	glutMainLoop ();
-	return 0;
+   glutInitWindowSize(200, 200);
+   glutInit(&argc, argv);
+   glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
+   glutCreateWindow(argv[0]);
+   glewInit();
+   glutReshapeFunc(Reshape);
+   glutKeyboardFunc(Key);
+   glutSpecialFunc(SpecialKey);
+   glutDisplayFunc(Redisplay);
+   if (anim)
+      glutIdleFunc(Idle);
+   Init();
+   glutMainLoop();
+   return 0;
 }
-




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