Removed trailing spaces
This commit is contained in:
parent
c935ca3168
commit
f141c75cde
@ -149,7 +149,7 @@ void ToggleFullscreen(void)
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{
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// Store previous window position (in case we exit fullscreen)
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CORE.Window.previousPosition = CORE.Window.position;
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int monitorCount = 0;
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int monitorIndex = GetCurrentMonitor();
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GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
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@ -1289,7 +1289,7 @@ int InitPlatform(void)
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// Disable GlFW auto iconify behaviour
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// Auto Iconify automatically minimizes (iconifies) the window if the window loses focus
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// additionally auto iconify restores the hardware resolution of the monitor if the window that loses focus is a fullscreen window
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glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
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glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
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// Check window creation flags
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if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
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@ -1579,7 +1579,7 @@ int InitPlatform(void)
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int monitorWidth = 0;
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int monitorHeight = 0;
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glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
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// Here CORE.Window.render.width/height should be used instead of CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled.
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int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
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int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;
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@ -26,7 +26,7 @@
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* #define RAYMATH_STATIC_INLINE
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* Define static inline functions code, so #include header suffices for use.
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* This may use up lots of memory.
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*
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*
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* #define RAYMATH_DISABLE_CPP_OPERATORS
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* Disables C++ operator overloads for raymath types.
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*
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@ -691,7 +691,7 @@ void InitWindow(int width, int height, const char *title)
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// Initialize random seed
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SetRandomSeed((unsigned int)time(NULL));
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TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", GetWorkingDirectory());
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}
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@ -3716,14 +3716,14 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
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break;
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}
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}
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else
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else
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{
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if ((filter != NULL) && (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0))
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{
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strcpy(files->paths[files->count], path);
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files->count++;
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}
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if (files->count >= files->capacity)
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{
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TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);
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10
src/rlgl.h
10
src/rlgl.h
@ -2486,17 +2486,17 @@ void rlLoadExtensions(void *loader)
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
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glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
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glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
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}
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}
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else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
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{
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
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glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
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glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
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}
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// The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
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if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
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}
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}
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else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
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{
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// GL_ANGLE_draw_instanced doesn't exist
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@ -2504,13 +2504,13 @@ void rlLoadExtensions(void *loader)
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{
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
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glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
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}
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}
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else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
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{
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
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glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
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}
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// But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
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if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
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}
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@ -426,14 +426,14 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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{
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#if 0
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// Basic implementation, do not use it!
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// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
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// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
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// New optimized version below only requires 4 cos()/sin() calls
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rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> translate)
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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rlScalef(radius, radius, radius);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -488,7 +488,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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for (int i = 0; i < rings + 1; i++)
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{
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for (int j = 0; j < slices; j++)
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for (int j = 0; j < slices; j++)
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{
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vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
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vertices[1] = vertices[3];
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@ -1165,7 +1165,7 @@ bool IsModelValid(Model model)
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(model.meshMaterial != NULL) && // Validate mesh-material linkage
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(model.meshCount > 0) && // Validate mesh count
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(model.materialCount > 0)) result = true; // Validate material count
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// NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs
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// but some VBOs could not be used, it depends on Mesh vertex data
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for (int i = 0; i < model.meshCount; i++)
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@ -1179,7 +1179,7 @@ bool IsModelValid(Model model)
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if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; } // Vertex indices buffer not uploaded to GPU
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if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; } // Vertex boneIds buffer not uploaded to GPU
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if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; } // Vertex boneWeights buffer not uploaded to GPU
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// NOTE: Some OpenGL versions do not support VAO, so we don't check it
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//if (model.meshes[i].vaoId == 0) { result = false; break }
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}
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@ -1375,7 +1375,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
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rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
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}
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if (mesh->boneWeights != NULL)
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{
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// Enable vertex attribute: boneWeights (shader-location = 8)
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@ -1507,7 +1507,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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// Upload Bone Transforms
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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@ -1600,7 +1600,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
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}
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// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
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{
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@ -1751,15 +1751,15 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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// Upload Bone Transforms
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
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{
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rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
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}
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#endif
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//-----------------------------------------------------
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// Bind active texture maps (if available)
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@ -1845,7 +1845,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
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}
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// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
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{
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@ -2205,7 +2205,7 @@ bool IsMaterialValid(Material material)
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if ((material.maps != NULL) && // Validate material contain some map
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(material.shader.id > 0)) result = true; // Validate material shader is valid
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// TODO: Check if available maps contain loaded textures
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return result;
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@ -2368,20 +2368,20 @@ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int fram
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{
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if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
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{
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if (frame >= anim.frameCount) frame = frame%anim.frameCount;
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if (frame >= anim.frameCount) frame = frame%anim.frameCount;
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for (int i = 0; i < model.meshCount; i++)
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{
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if (model.meshes[i].boneMatrices)
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{
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assert(model.meshes[i].boneCount == anim.boneCount);
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for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
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{
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Vector3 inTranslation = model.bindPose[boneId].translation;
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Quaternion inRotation = model.bindPose[boneId].rotation;
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Vector3 inScale = model.bindPose[boneId].scale;
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Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
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Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
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Vector3 outScale = anim.framePoses[frame][boneId].scale;
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@ -2392,15 +2392,15 @@ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int fram
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Vector3 boneTranslation = Vector3Add(
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Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
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outRotation), outTranslation);
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outRotation), outTranslation);
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Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
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Vector3 boneScale = Vector3Multiply(outScale, invScale);
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Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
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QuaternionToMatrix(boneRotation),
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MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
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MatrixScale(boneScale.x, boneScale.y, boneScale.z));
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model.meshes[i].boneMatrices[boneId] = boneMatrix;
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}
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}
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@ -4824,12 +4824,12 @@ static Model LoadIQM(const char *fileName)
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}
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BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
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for (int i = 0; i < model.meshCount; i++)
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{
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model.meshes[i].boneCount = model.boneCount;
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model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
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for (int j = 0; j < model.meshes[i].boneCount; j++)
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{
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model.meshes[i].boneMatrices[j] = MatrixIdentity();
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@ -5244,7 +5244,7 @@ static Model LoadGLTF(const char *fileName)
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***********************************************************************************************/
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// Macro to simplify attributes loading code
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#define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType)
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#define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType)
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#define LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, dstType) \
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{ \
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@ -5732,7 +5732,7 @@ static Model LoadGLTF(const char *fileName)
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TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName);
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}
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else
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else
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName);
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}
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@ -5920,11 +5920,11 @@ static Model LoadGLTF(const char *fileName)
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{
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memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
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}
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// Bone Transform Matrices
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model.meshes[meshIndex].boneCount = model.boneCount;
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model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix));
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for (int j = 0; j < model.meshes[meshIndex].boneCount; j++)
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{
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model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity();
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@ -6245,7 +6245,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
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RL_FREE(boneChannels);
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}
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}
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if (data->skins_count > 1)
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{
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TRACELOG(LOG_WARNING, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
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@ -6701,7 +6701,7 @@ static Model LoadM3D(const char *fileName)
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{
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memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
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memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
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model.meshes[i].boneCount = model.boneCount;
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model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
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for (j = 0; j < model.meshes[i].boneCount; j++)
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@ -676,7 +676,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
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{
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stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL);
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chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor);
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if (chh > fontSize) TRACELOG(LOG_WARNING, "FONT: Character [0x%08x] size is bigger than expected font size", ch);
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// Load characters images
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@ -1007,7 +1007,7 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
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// Apply aspect ratio compensation to wider side
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if (width > height) nx *= aspectRatio;
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else ny /= aspectRatio;
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// Basic perlin noise implementation (not used)
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//float p = (stb_perlin_noise3(nx, ny, 0.0f, 0, 0, 0);
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@ -4457,7 +4457,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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if (source.width < 0) { flipX = true; source.width *= -1; }
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if (source.height < 0) source.y -= source.height;
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if (dest.width < 0) dest.width *= -1;
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if (dest.height < 0) dest.height *= -1;
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@ -5079,10 +5079,10 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
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}
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// Get color lerp interpolation between two colors, factor [0.0f..1.0f]
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Color ColorLerp(Color color1, Color color2, float factor)
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{
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Color ColorLerp(Color color1, Color color2, float factor)
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{
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Color color = { 0 };
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if (factor < 0.0f) factor = 0.0f;
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else if (factor > 1.0f) factor = 1.0f;
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