From cf12992b6a3bdf1f5332111708aa0200525cc60a Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 17 Oct 2021 21:00:20 +0200 Subject: [PATCH] Remove trailing spaces --- examples/core/core_basic_screen_manager.c | 44 +++++++++++------------ examples/core/core_quat_conversion.c | 10 +++--- examples/core/core_smooth_pixelperfect.c | 6 ++-- examples/core/core_split_screen.c | 8 ++--- examples/models/models_animation.c | 2 +- examples/models/models_loading_vox.c | 14 ++++---- src/rlgl.h | 6 ++-- src/rmodels.c | 30 ++++++++-------- 8 files changed, 60 insertions(+), 60 deletions(-) diff --git a/examples/core/core_basic_screen_manager.c b/examples/core/core_basic_screen_manager.c index 9c19d862..6051f175 100644 --- a/examples/core/core_basic_screen_manager.c +++ b/examples/core/core_basic_screen_manager.c @@ -38,15 +38,15 @@ int main(void) SetTargetFPS(60); // Set desired framerate (frames-per-second) //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- - switch(currentScreen) + switch(currentScreen) { - case LOGO: + case LOGO: { // TODO: Update LOGO screen variables here! @@ -58,7 +58,7 @@ int main(void) currentScreen = TITLE; } } break; - case TITLE: + case TITLE: { // TODO: Update TITLE screen variables here! @@ -69,16 +69,16 @@ int main(void) } } break; case GAMEPLAY: - { + { // TODO: Update GAMEPLAY screen variables here! // Press enter to change to ENDING screen if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) { currentScreen = ENDING; - } + } } break; - case ENDING: + case ENDING: { // TODO: Update ENDING screen variables here! @@ -86,63 +86,63 @@ int main(void) if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) { currentScreen = TITLE; - } + } } break; default: break; } //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); - - switch(currentScreen) + + switch(currentScreen) { - case LOGO: + case LOGO: { // TODO: Draw LOGO screen here! DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY); - + } break; - case TITLE: + case TITLE: { // TODO: Draw TITLE screen here! DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN); - + } break; case GAMEPLAY: - { + { // TODO: Draw GAMEPLAY screen here! DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE); DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); } break; - case ENDING: + case ENDING: { // TODO: Draw ENDING screen here! DrawRectangle(0, 0, screenWidth, screenHeight, BLUE); DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE); - + } break; default: break; } - + EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- - + // TODO: Unload all loaded data (textures, fonts, audio) here! - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c index 3fc98b3d..a60e4000 100644 --- a/examples/core/core_quat_conversion.c +++ b/examples/core/core_quat_conversion.c @@ -39,13 +39,13 @@ int main(void) // Generic quaternion for operations Quaternion q1 = { 0 }; - + // Transform matrices required to draw 4 cylinders Matrix m1 = { 0 }; Matrix m2 = { 0 }; Matrix m3 = { 0 }; Matrix m4 = { 0 }; - + // Generic vectors for rotations Vector3 v1 = { 0 }; Vector3 v2 = { 0 }; @@ -95,13 +95,13 @@ int main(void) model.transform = m1; DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED); - + model.transform = m2; DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED); - + model.transform = m3; DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED); - + model.transform = m4; DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED); diff --git a/examples/core/core_smooth_pixelperfect.c b/examples/core/core_smooth_pixelperfect.c index 86a64701..e0c6d197 100644 --- a/examples/core/core_smooth_pixelperfect.c +++ b/examples/core/core_smooth_pixelperfect.c @@ -84,14 +84,14 @@ int main(void) //---------------------------------------------------------------------------------- BeginTextureMode(target); ClearBackground(RAYWHITE); - + BeginMode2D(worldSpaceCamera); DrawRectanglePro(rec01, origin, rotation, BLACK); DrawRectanglePro(rec02, origin, -rotation, RED); DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE); EndMode2D(); EndTextureMode(); - + BeginDrawing(); ClearBackground(RED); @@ -109,7 +109,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadRenderTexture(target); // Unload render texture - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c index 1f4242e7..c05c0b32 100644 --- a/examples/core/core_split_screen.c +++ b/examples/core/core_split_screen.c @@ -22,7 +22,7 @@ void DrawScene(void) { int count = 5; float spacing = 4; - + // Grid of cube trees on a plane to make a "world" DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane @@ -73,10 +73,10 @@ int main(void) cameraPlayer2.position.y = 3.0f; RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); - + // Build a flipped rectangle the size of the split view to use for drawing later Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; - + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -147,7 +147,7 @@ int main(void) UnloadRenderTexture(screenPlayer1); // Unload render texture UnloadRenderTexture(screenPlayer2); // Unload render texture UnloadTexture(textureGrid); // Unload texture - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index 6386ad76..0a375c90 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -46,7 +46,7 @@ int main(void) Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load animation data - int animsCount = 0; + unsigned int animsCount = 0; ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount); int animFrameCounter = 0; diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c index c693861e..7836cdd3 100644 --- a/examples/models/models_loading_vox.c +++ b/examples/models/models_loading_vox.c @@ -23,7 +23,7 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + const char *voxFileNames[] = { "resources/models/vox/chr_knight.vox", "resources/models/vox/chr_sword.vox", @@ -31,7 +31,7 @@ int main(void) }; InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading"); - + // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position @@ -52,7 +52,7 @@ int main(void) TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0)); - // Compute model translation matrix to center model on draw position (0, 0 , 0) + // Compute model translation matrix to center model on draw position (0, 0 , 0) BoundingBox bb = GetModelBoundingBox(models[i]); Vector3 center = { 0 }; center.x = bb.min.x + (((bb.max.x - bb.min.x)/2)); @@ -68,7 +68,7 @@ int main(void) SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -77,7 +77,7 @@ int main(void) UpdateCamera(&camera); // Update our camera to orbit // Cycle between models on mouse click - if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES; + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES; // Cycle between models on key pressed if (IsKeyPressed(KEY_RIGHT)) @@ -91,13 +91,13 @@ int main(void) if (currentModel < 0) currentModel = MAX_VOX_FILES - 1; } //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); - + // Draw 3D model BeginMode3D(camera); diff --git a/src/rlgl.h b/src/rlgl.h index adf5ccf9..a1499b1b 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -938,7 +938,7 @@ typedef struct rlglData { bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr) bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp) bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic) - bool computeShader; // Compute shaders support (GL_ARB_compute_shader) + bool computeShader; // Compute shaders support (GL_ARB_compute_shader) bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object) float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f) @@ -1918,9 +1918,9 @@ void rlLoadExtensions(void *loader) RLGL.ExtSupported.maxDepthBits = 32; RLGL.ExtSupported.texAnisoFilter = true; RLGL.ExtSupported.texMirrorClamp = true; - #if defined(GRAPHICS_API_OPENGL_43) + #if defined(GRAPHICS_API_OPENGL_43) if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true; - if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true; + if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true; #endif #if !defined(__APPLE__) // NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans diff --git a/src/rmodels.c b/src/rmodels.c index 1536e53e..2042195f 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -4511,23 +4511,23 @@ char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/' }; - + static const int modTable[] = { 0, 2, 1 }; - + *outputLength = 4*((inputLength + 2)/3); - + char *encodedData = RL_MALLOC(*outputLength); - + if (encodedData == NULL) return NULL; - + for (int i = 0, j = 0; i < inputLength;) { unsigned int octetA = (i < inputLength)? (unsigned char)data[i++] : 0; unsigned int octetB = (i < inputLength)? (unsigned char)data[i++] : 0; unsigned int octetC = (i < inputLength)? (unsigned char)data[i++] : 0; - + unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC; - + encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F]; encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F]; encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F]; @@ -4535,7 +4535,7 @@ char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength } for (int i = 0; i < modTable[inputLength%3]; i++) encodedData[*outputLength - 1 - i] = '='; - + return encodedData; } @@ -4544,11 +4544,11 @@ static unsigned char *DecodeBase64(char *data, int *outputLength) { static const unsigned char base64decodeTable[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, - 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, + 0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, + 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51 }; - + // Get output size of Base64 input data int outLength = 0; for (int i = 0; data[4*i] != 0; i++) @@ -4625,7 +4625,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co int size = 0; unsigned char *data = DecodeBase64(image->uri + i + 1, &size); // TODO: Use cgltf_load_buffer_base64() - + rimage = LoadImageFromMemory(".png", data, size); RL_FREE(data); @@ -5596,7 +5596,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu { cgltf_accessor *acc = mesh->primitives[p].attributes[j].data; outModel->meshes[(*primitiveIndex)].vertexCount = (int)acc->count; - + int bufferSize = outModel->meshes[(*primitiveIndex)].vertexCount*3*sizeof(float); outModel->meshes[(*primitiveIndex)].animVertices = RL_MALLOC(bufferSize); @@ -5657,7 +5657,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu unsigned int totalBoneWeights = boneCount*4; outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int)); short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false); - + // Find skin joint for (unsigned int a = 0; a < totalBoneWeights; a++) { @@ -5667,7 +5667,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu unsigned int skinJointId = skinJoint - data->nodes; outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId; } - + RL_FREE(bones); } else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights)