Removed trailing spaces

This commit is contained in:
Ray 2024-10-21 17:00:52 +02:00
parent c935ca3168
commit f141c75cde
7 changed files with 47 additions and 47 deletions

View File

@ -149,7 +149,7 @@ void ToggleFullscreen(void)
{
// Store previous window position (in case we exit fullscreen)
CORE.Window.previousPosition = CORE.Window.position;
int monitorCount = 0;
int monitorIndex = GetCurrentMonitor();
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
@ -1289,7 +1289,7 @@ int InitPlatform(void)
// Disable GlFW auto iconify behaviour
// Auto Iconify automatically minimizes (iconifies) the window if the window loses focus
// additionally auto iconify restores the hardware resolution of the monitor if the window that loses focus is a fullscreen window
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
// Check window creation flags
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
@ -1579,7 +1579,7 @@ int InitPlatform(void)
int monitorWidth = 0;
int monitorHeight = 0;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
// 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.
int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;

View File

@ -26,7 +26,7 @@
* #define RAYMATH_STATIC_INLINE
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
*
* #define RAYMATH_DISABLE_CPP_OPERATORS
* Disables C++ operator overloads for raymath types.
*

View File

@ -691,7 +691,7 @@ void InitWindow(int width, int height, const char *title)
// Initialize random seed
SetRandomSeed((unsigned int)time(NULL));
TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", GetWorkingDirectory());
}
@ -3716,14 +3716,14 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
break;
}
}
else
else
{
if ((filter != NULL) && (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0))
{
strcpy(files->paths[files->count], path);
files->count++;
}
if (files->count >= files->capacity)
{
TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);

View File

@ -2486,17 +2486,17 @@ void rlLoadExtensions(void *loader)
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
}
}
else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0) // NVIDIA GLES
{
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
}
// The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
}
}
else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
{
// GL_ANGLE_draw_instanced doesn't exist
@ -2504,13 +2504,13 @@ void rlLoadExtensions(void *loader)
{
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
}
}
else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
{
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
}
// But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
}

View File

@ -426,14 +426,14 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
{
#if 0
// Basic implementation, do not use it!
// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
// For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
// New optimized version below only requires 4 cos()/sin() calls
rlPushMatrix();
// NOTE: Transformation is applied in inverse order (scale -> translate)
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
rlScalef(radius, radius, radius);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -488,7 +488,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
for (int i = 0; i < rings + 1; i++)
{
for (int j = 0; j < slices; j++)
for (int j = 0; j < slices; j++)
{
vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
vertices[1] = vertices[3];
@ -1165,7 +1165,7 @@ bool IsModelValid(Model model)
(model.meshMaterial != NULL) && // Validate mesh-material linkage
(model.meshCount > 0) && // Validate mesh count
(model.materialCount > 0)) result = true; // Validate material count
// NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs
// but some VBOs could not be used, it depends on Mesh vertex data
for (int i = 0; i < model.meshCount; i++)
@ -1179,7 +1179,7 @@ bool IsModelValid(Model model)
if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; } // Vertex indices buffer not uploaded to GPU
if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; } // Vertex boneIds buffer not uploaded to GPU
if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; } // Vertex boneWeights buffer not uploaded to GPU
// NOTE: Some OpenGL versions do not support VAO, so we don't check it
//if (model.meshes[i].vaoId == 0) { result = false; break }
}
@ -1375,7 +1375,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
}
if (mesh->boneWeights != NULL)
{
// Enable vertex attribute: boneWeights (shader-location = 8)
@ -1507,7 +1507,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Upload Bone Transforms
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
@ -1600,7 +1600,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
}
// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
{
@ -1751,15 +1751,15 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
// 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(matModel)));
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
// Upload Bone Transforms
// Upload Bone Transforms
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
{
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
}
#endif
//-----------------------------------------------------
// Bind active texture maps (if available)
@ -1845,7 +1845,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
}
// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
{
@ -2205,7 +2205,7 @@ bool IsMaterialValid(Material material)
if ((material.maps != NULL) && // Validate material contain some map
(material.shader.id > 0)) result = true; // Validate material shader is valid
// TODO: Check if available maps contain loaded textures
return result;
@ -2368,20 +2368,20 @@ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int fram
{
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
{
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
for (int i = 0; i < model.meshCount; i++)
{
if (model.meshes[i].boneMatrices)
{
assert(model.meshes[i].boneCount == anim.boneCount);
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
{
Vector3 inTranslation = model.bindPose[boneId].translation;
Quaternion inRotation = model.bindPose[boneId].rotation;
Vector3 inScale = model.bindPose[boneId].scale;
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
Vector3 outScale = anim.framePoses[frame][boneId].scale;
@ -2392,15 +2392,15 @@ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int fram
Vector3 boneTranslation = Vector3Add(
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
outRotation), outTranslation);
outRotation), outTranslation);
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
Vector3 boneScale = Vector3Multiply(outScale, invScale);
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
QuaternionToMatrix(boneRotation),
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
model.meshes[i].boneMatrices[boneId] = boneMatrix;
}
}
@ -4824,12 +4824,12 @@ static Model LoadIQM(const char *fileName)
}
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
for (int i = 0; i < model.meshCount; i++)
{
model.meshes[i].boneCount = model.boneCount;
model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
for (int j = 0; j < model.meshes[i].boneCount; j++)
{
model.meshes[i].boneMatrices[j] = MatrixIdentity();
@ -5244,7 +5244,7 @@ static Model LoadGLTF(const char *fileName)
***********************************************************************************************/
// Macro to simplify attributes loading code
#define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType)
#define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType)
#define LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, dstType) \
{ \
@ -5732,7 +5732,7 @@ static Model LoadGLTF(const char *fileName)
TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName);
}
else
else
{
TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName);
}
@ -5920,11 +5920,11 @@ static Model LoadGLTF(const char *fileName)
{
memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
}
// Bone Transform Matrices
model.meshes[meshIndex].boneCount = model.boneCount;
model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix));
for (int j = 0; j < model.meshes[meshIndex].boneCount; j++)
{
model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity();
@ -6245,7 +6245,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
RL_FREE(boneChannels);
}
}
if (data->skins_count > 1)
{
TRACELOG(LOG_WARNING, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
@ -6701,7 +6701,7 @@ static Model LoadM3D(const char *fileName)
{
memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
model.meshes[i].boneCount = model.boneCount;
model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
for (j = 0; j < model.meshes[i].boneCount; j++)

View File

@ -676,7 +676,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
{
stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL);
chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor);
if (chh > fontSize) TRACELOG(LOG_WARNING, "FONT: Character [0x%08x] size is bigger than expected font size", ch);
// Load characters images

View File

@ -1007,7 +1007,7 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
// Apply aspect ratio compensation to wider side
if (width > height) nx *= aspectRatio;
else ny /= aspectRatio;
// Basic perlin noise implementation (not used)
//float p = (stb_perlin_noise3(nx, ny, 0.0f, 0, 0, 0);
@ -4457,7 +4457,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
if (source.width < 0) { flipX = true; source.width *= -1; }
if (source.height < 0) source.y -= source.height;
if (dest.width < 0) dest.width *= -1;
if (dest.height < 0) dest.height *= -1;
@ -5079,10 +5079,10 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
}
// Get color lerp interpolation between two colors, factor [0.0f..1.0f]
Color ColorLerp(Color color1, Color color2, float factor)
{
Color ColorLerp(Color color1, Color color2, float factor)
{
Color color = { 0 };
if (factor < 0.0f) factor = 0.0f;
else if (factor > 1.0f) factor = 1.0f;