From aed0fee2cadc64e136717c0c7b3a1e57225738dc Mon Sep 17 00:00:00 2001 From: raysan5 Date: Thu, 1 Apr 2021 20:24:33 +0200 Subject: [PATCH] Remove trailing spaces --- src/core.c | 14 +++++++------- src/models.c | 44 ++++++++++++++++++++++---------------------- src/raudio.c | 2 +- src/raylib.h | 2 +- src/rlgl.h | 38 +++++++++++++++++++------------------- src/shapes.c | 6 +++--- src/textures.c | 4 ++-- src/utils.c | 10 +++++----- 8 files changed, 60 insertions(+), 60 deletions(-) diff --git a/src/core.c b/src/core.c index 07de7365..79466914 100644 --- a/src/core.c +++ b/src/core.c @@ -2032,7 +2032,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName) if (vShaderStr != NULL) RL_FREE(vShaderStr); if (fShaderStr != NULL) RL_FREE(fShaderStr); - + // After shader loading, we TRY to set default location names if (shader.id > 0) { @@ -2043,7 +2043,7 @@ Shader LoadShader(const char *vsFileName, const char *fsFileName) // vertex color location = 3 // vertex tangent location = 4 // vertex texcoord2 location = 5 - + // NOTE: If any location is not found, loc point becomes -1 // Get handles to GLSL input attibute locations @@ -2075,9 +2075,9 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) { Shader shader = { 0 }; shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); - + shader.id = rlLoadShaderCode(vsCode, fsCode); - + // After shader loading, we TRY to set default location names if (shader.id > 0) { @@ -2088,7 +2088,7 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) // vertex color location = 3 // vertex tangent location = 4 // vertex texcoord2 location = 5 - + // NOTE: If any location is not found, loc point becomes -1 // Get handles to GLSL input attibute locations @@ -4406,7 +4406,7 @@ static bool InitGraphicsDevice(int width, int height) // Screen scaling matrix is required in case desired screen area is different than display area CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); - + // Mouse input scaling for the new screen size SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); #endif @@ -4443,7 +4443,7 @@ static void SetupViewport(int width, int height) float xScale = 1.0f, yScale = 1.0f; glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale); rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale); -#else +#else rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y); #endif diff --git a/src/models.c b/src/models.c index b0b54a21..ec7e5f86 100644 --- a/src/models.c +++ b/src/models.c @@ -738,7 +738,7 @@ Model LoadModel(const char *fileName) if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int)); } - + return model; } @@ -839,7 +839,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) rlEnableVertexArray(mesh->vaoId); // NOTE: Attributes must be uploaded considering default locations points - + // Enable vertex attributes: position (shader-location = 0) mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic); rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0); @@ -917,7 +917,7 @@ void UploadMesh(Mesh *mesh, bool dynamic) if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId); else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)"); - + rlDisableVertexArray(); #endif } @@ -943,12 +943,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords); rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals); rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors); - + rlPushMatrix(); rlMultMatrixf(MatrixToFloat(transforms[0])); - rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, - material.maps[MATERIAL_MAP_DIFFUSE].color.g, - material.maps[MATERIAL_MAP_DIFFUSE].color.b, + rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r, + material.maps[MATERIAL_MAP_DIFFUSE].color.g, + material.maps[MATERIAL_MAP_DIFFUSE].color.b, material.maps[MATERIAL_MAP_DIFFUSE].color.a); if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices); @@ -970,7 +970,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins else if (instances > 1) instancing = true; float16 *instanceTransforms = NULL; unsigned int instancesVboId = 0; - + // Bind shader program rlEnableShader(material.shader.id); @@ -983,9 +983,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins (float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f, (float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f, (float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f, - (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f + (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f }; - + rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1); } @@ -996,9 +996,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f, (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f, (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f, - (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f + (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f }; - + rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1); } @@ -1028,7 +1028,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins // This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData(). // It isn't clear which would be reliably faster in all cases and on all platforms, - // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems + // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems // no faster, since we're transferring all the transform matrices anyway instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false); @@ -1042,7 +1042,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins rlDisableVertexBuffer(); rlDisableVertexArray(); - + // Accumulate internal matrix transform (push/pop) and view matrix // NOTE: In this case, model instance transformation must be computed in the shader matModelView = MatrixMultiply(rlGetMatrixTransform(), matView); @@ -1058,7 +1058,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins // transform: function parameter transformation matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView)); } - + // Upload model normal matrix (if locations available) if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView))); //----------------------------------------------------- @@ -1070,10 +1070,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins { // Select current shader texture slot rlActiveTextureSlot(i); - + // Enable texture for active slot - if ((i == MATERIAL_MAP_IRRADIANCE) || - (i == MATERIAL_MAP_PREFILTER) || + if ((i == MATERIAL_MAP_IRRADIANCE) || + (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id); else rlEnableTexture(material.maps[i].texture.id); @@ -1089,7 +1089,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins rlEnableVertexBuffer(mesh.vboId[0]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); - + rlEnableVertexBuffer(mesh.vboId[0]); rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0); rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]); @@ -1180,10 +1180,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins { // Select current shader texture slot rlActiveTextureSlot(i); - + // Disable texture for active slot - if ((i == MATERIAL_MAP_IRRADIANCE) || - (i == MATERIAL_MAP_PREFILTER) || + if ((i == MATERIAL_MAP_IRRADIANCE) || + (i == MATERIAL_MAP_PREFILTER) || (i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap(); else rlDisableTexture(); } diff --git a/src/raudio.c b/src/raudio.c index d616fba9..4b0a7ddc 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -1313,7 +1313,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d else if (TextIsEqual(fileExtLower, ".wav")) { drwav *ctxWav = RL_CALLOC(1, sizeof(drwav)); - + bool success = drwav_init_memory(ctxWav, (const void*)data, dataSize, NULL); music.ctxType = MUSIC_AUDIO_WAV; diff --git a/src/raylib.h b/src/raylib.h index aac17098..c6adb2ec 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -709,7 +709,7 @@ typedef enum { MESH_VERTEX_NORMAL = 8, MESH_VERTEX_TANGENT = 16, MESH_VERTEX_COLOR = 32, - MESH_VERTEX_INDEX = 64 + MESH_VERTEX_INDEX = 64 } MeshVertexAttributes; // Material map index diff --git a/src/rlgl.h b/src/rlgl.h index a6b53848..1d514b7a 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -291,7 +291,7 @@ typedef struct RenderBatch { typedef enum { SHADER_ATTRIB_FLOAT = 0, SHADER_ATTRIB_VEC2, - SHADER_ATTRIB_VEC3, + SHADER_ATTRIB_VEC3, SHADER_ATTRIB_VEC4 } ShaderAttributeDataType; @@ -387,7 +387,7 @@ typedef enum { TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x } TextureFilter; - + // Texture parameters: wrap mode typedef enum { TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode @@ -435,7 +435,7 @@ typedef enum { SHADER_LOC_MAP_PREFILTER, SHADER_LOC_MAP_BRDF } ShaderLocationIndex; - + #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO #define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS @@ -526,7 +526,7 @@ RLAPI void rlDisableStatePointer(int vertexAttribType); // Textures state RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot -RLAPI void rlEnableTexture(unsigned int id); // Enable texture +RLAPI void rlEnableTexture(unsigned int id); // Enable texture RLAPI void rlDisableTexture(void); // Disable texture RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap @@ -732,8 +732,8 @@ RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Gener #include // EGL library #include // OpenGL ES 2.0 library #include // OpenGL ES 2.0 extensions library - - // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi + + // It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi // provided headers (despite being defined in official Khronos GLES2 headers) #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); @@ -853,7 +853,7 @@ typedef struct rlglData { unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) Shader defaultShader; // Basic shader, support vertex color and diffuse texture Shader currentShader; // Shader to be used on rendering (by default, defaultShader) - + bool stereoRender; // Stereo rendering flag Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices @@ -1182,7 +1182,7 @@ void rlEnd(void) // Verify internal buffers limits // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() - if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= + if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4)) { // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), @@ -1280,7 +1280,7 @@ void rlSetTexture(unsigned int id) rlDisableTexture(); #else // NOTE: If quads batch limit is reached, we force a draw call and next batch starts - if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4) { rlDrawRenderBatch(RLGL.currentBatch); @@ -1332,7 +1332,7 @@ void rlActiveTextureSlot(int slot) #endif } -// Enable texture +// Enable texture void rlEnableTexture(unsigned int id) { #if defined(GRAPHICS_API_OPENGL_11) @@ -1537,7 +1537,7 @@ bool rlIsStereoRenderEnabled(void) return RLGL.State.stereoRender; #else return false; -#endif +#endif } // Clear color buffer with color @@ -1567,7 +1567,7 @@ void rlCheckErrors() while (check) { const GLenum err = glGetError(); - switch (err) + switch (err) { case GL_NO_ERROR: check = 0; break; case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break; @@ -2032,7 +2032,7 @@ void rlSetShapesTexture(Texture2D texture, Rectangle source) RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) { RenderBatch batch = { 0 }; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) // Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes) //-------------------------------------------------------------------------------------------- @@ -2389,7 +2389,7 @@ void rlSetRenderBatchActive(RenderBatch *batch) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) rlDrawRenderBatch(RLGL.currentBatch); - + if (batch != NULL) RLGL.currentBatch = batch; else RLGL.currentBatch = &RLGL.defaultBatch; #endif @@ -2410,8 +2410,8 @@ bool rlCheckRenderBatchLimit(int vCount) bool overflow = false; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= - (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) + if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) { overflow = true; rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside @@ -3137,7 +3137,7 @@ bool rlEnableVertexArray(unsigned int vaoId) { bool result = false; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (RLGL.ExtSupported.vao) + if (RLGL.ExtSupported.vao) { glBindVertexArray(vaoId); result = true; @@ -3262,7 +3262,7 @@ void rlUnloadVertexBuffer(unsigned int vboId) unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) { unsigned int id = 0; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) unsigned int vertexShaderId = RLGL.State.defaultVShaderId; unsigned int fragmentShaderId = RLGL.State.defaultFShaderId; @@ -3437,7 +3437,7 @@ int rlGetLocationAttrib(unsigned int shaderId, const char *attribName) int location = -1; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetAttribLocation(shaderId, attribName); - + if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName); else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location); #endif diff --git a/src/shapes.c b/src/shapes.c index 915e9476..7771c366 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -812,7 +812,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co /* Quick sketch to make sense of all of this, there are 9 parts to draw, also mark the 12 points we'll use - + P0____________________P1 /| |\ /1| 2 |3\ @@ -1037,7 +1037,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int /* Quick sketch to make sense of all of this, marks the 16 + 4(corner centers P16-19) points we'll use - + P0 ================== P1 // P8 P9 \\ // \\ @@ -1555,7 +1555,7 @@ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshol float dxl = p2.x - p1.x; float dyl = p2.y - p1.y; float cross = dxc*dyl - dyc*dxl; - + if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl)))) { if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x)); diff --git a/src/textures.c b/src/textures.c index ec97757e..9e7d1fb7 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3511,12 +3511,12 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, } // Draw textured polygon, defined by vertex and texturecoordinates -// NOTE: Polygon center must have straight line path to all points +// NOTE: Polygon center must have straight line path to all points // without crossing perimeter, points must be in anticlockwise order void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint) { rlCheckRenderBatchLimit((pointsCount - 1)*4); - + rlSetTexture(texture.id); // Texturing is only supported on QUADs diff --git a/src/utils.c b/src/utils.c index 9579346e..9ef19b18 100644 --- a/src/utils.c +++ b/src/utils.c @@ -189,7 +189,7 @@ unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead) if (fileName != NULL) { - if (loadFileData) + if (loadFileData) { data = loadFileData(fileName, bytesRead); return data; @@ -243,7 +243,7 @@ bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite) if (fileName != NULL) { - if (saveFileData) + if (saveFileData) { saveFileData(fileName, data, bytesToWrite); return success; @@ -265,7 +265,7 @@ bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite) else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to open file", fileName); #else TRACELOG(LOG_WARNING, "FILEIO: Standard file io not supported, use custom file callback"); -#endif +#endif } else TRACELOG(LOG_WARNING, "FILEIO: File name provided is not valid"); @@ -280,7 +280,7 @@ char *LoadFileText(const char *fileName) if (fileName != NULL) { - if (loadFileText) + if (loadFileText) { text = loadFileText(fileName); return text; @@ -338,7 +338,7 @@ bool SaveFileText(const char *fileName, char *text) if (fileName != NULL) { - if (saveFileText) + if (saveFileText) { saveFileText(fileName, text); return success;