From 0f0983c06565b3a7ec7c2248a8361037cf3e4d24 Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 25 Mar 2026 16:51:02 +0100 Subject: [PATCH] Remove trailing spaces --- examples/audio/audio_raw_stream.c | 6 +- examples/core/core_highdpi_testbed.c | 2 +- examples/core/core_keyboard_testbed.c | 34 +++++------ .../models/models_animation_blend_custom.c | 42 +++++++------- examples/models/models_animation_blending.c | 28 ++++----- examples/models/models_animation_timing.c | 10 ++-- examples/models/models_basic_voxel.c | 10 ++-- examples/models/models_skybox_rendering.c | 2 +- examples/models/models_yaw_pitch_roll.c | 2 +- examples/shaders/shaders_cel_shading.c | 16 ++--- examples/shaders/shaders_deferred_rendering.c | 4 +- examples/shaders/shaders_game_of_life.c | 18 +++--- examples/shapes/shapes_ball_physics.c | 12 ++-- examples/shapes/shapes_easings_testbed.c | 2 +- examples/shapes/shapes_hilbert_curve.c | 30 +++++----- examples/shapes/shapes_penrose_tile.c | 30 +++++----- examples/text/text_strings_management.c | 28 ++++----- examples/textures/textures_clipboard_image.c | 12 ++-- examples/textures/textures_magnifying_glass.c | 12 ++-- examples/textures/textures_screen_buffer.c | 8 +-- src/external/rlsw.h | 58 +++++++++---------- src/rcore.c | 2 +- src/rtext.c | 1 - 23 files changed, 184 insertions(+), 185 deletions(-) diff --git a/examples/audio/audio_raw_stream.c b/examples/audio/audio_raw_stream.c index 64c9b5a50..1978511ed 100644 --- a/examples/audio/audio_raw_stream.c +++ b/examples/audio/audio_raw_stream.c @@ -110,16 +110,16 @@ int main(void) //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); - + DrawText(TextFormat("sine frequency: %i", sineFrequency), screenWidth - 220, 10, 20, RED); DrawText(TextFormat("pan: %.2f", pan), screenWidth - 220, 30, 20, RED); DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY); DrawText("Left/right to pan", 10, 30, 20, DARKGRAY); - + int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE; int windowSize = 0.1f*SAMPLE_RATE; int wavelength = SAMPLE_RATE/sineFrequency; - + // Draw a sine wave with the same frequency as the one being sent to the audio stream for (int i = 0; i < screenWidth; i++) { diff --git a/examples/core/core_highdpi_testbed.c b/examples/core/core_highdpi_testbed.c index 601d12e8c..246ef4b42 100644 --- a/examples/core/core_highdpi_testbed.c +++ b/examples/core/core_highdpi_testbed.c @@ -73,7 +73,7 @@ int main(void) } // Draw UI info - DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(), + DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(), GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY); DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY); DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY); diff --git a/examples/core/core_keyboard_testbed.c b/examples/core/core_keyboard_testbed.c index 2ea5c361a..f65260b59 100644 --- a/examples/core/core_keyboard_testbed.c +++ b/examples/core/core_keyboard_testbed.c @@ -4,7 +4,7 @@ * * Example complexity rating: [★★☆☆] 2/4 * -* NOTE: raylib defined keys refer to ENG-US Keyboard layout, +* NOTE: raylib defined keys refer to ENG-US Keyboard layout, * mapping to other layouts is up to the user * * Example originally created with raylib 5.6, last time updated with raylib 5.6 @@ -43,20 +43,20 @@ int main(void) int line01KeyWidths[15] = { 0 }; for (int i = 0; i < 15; i++) line01KeyWidths[i] = 45; line01KeyWidths[13] = 62; // PRINTSCREEN - int line01Keys[15] = { - KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, - KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11, - KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE + int line01Keys[15] = { + KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, + KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11, + KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE }; - + // Keyboard line 02 int line02KeyWidths[15] = { 0 }; for (int i = 0; i < 15; i++) line02KeyWidths[i] = 45; line02KeyWidths[0] = 25; // GRAVE line02KeyWidths[13] = 82; // BACKSPACE - int line02Keys[15] = { - KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR, - KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE, + int line02Keys[15] = { + KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR, + KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE, KEY_ZERO, KEY_MINUS, KEY_EQUAL, KEY_BACKSPACE, KEY_DELETE }; // Keyboard line 03 @@ -103,7 +103,7 @@ int main(void) KEY_SPACE, KEY_RIGHT_ALT, 162, KEY_NULL, KEY_RIGHT_CONTROL, KEY_LEFT, KEY_DOWN, KEY_RIGHT }; - + Vector2 keyboardOffset = { 26, 80 }; SetTargetFPS(60); @@ -128,23 +128,23 @@ int main(void) ClearBackground(RAYWHITE); DrawText("KEYBOARD LAYOUT: ENG-US", 26, 38, 20, LIGHTGRAY); - + // Keyboard line 01 - 15 keys // ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, IMP, CLOSE - for (int i = 0, recOffsetX = 0; i < 15; i++) + for (int i = 0, recOffsetX = 0; i < 15; i++) { GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y, (float)line01KeyWidths[i], 30.0f }, line01Keys[i]); recOffsetX += line01KeyWidths[i] + KEY_REC_SPACING; } - + // Keyboard line 02 - 15 keys // `, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, BACKSPACE, DEL - for (int i = 0, recOffsetX = 0; i < 15; i++) + for (int i = 0, recOffsetX = 0; i < 15; i++) { GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + KEY_REC_SPACING, (float)line02KeyWidths[i], 38.0f }, line02Keys[i]); recOffsetX += line02KeyWidths[i] + KEY_REC_SPACING; } - + // Keyboard line 03 - 15 keys // TAB, Q, W, E, R, T, Y, U, I, O, P, [, ], \, INS for (int i = 0, recOffsetX = 0; i < 15; i++) @@ -324,8 +324,8 @@ static void GuiKeyboardKey(Rectangle bounds, int key) DrawText(GetKeyText(key), (int)(bounds.x + 4), (int)(bounds.y + 4), 10, DARKGRAY); } } - - if (CheckCollisionPointRec(GetMousePosition(), bounds)) + + if (CheckCollisionPointRec(GetMousePosition(), bounds)) { DrawRectangleRec(bounds, Fade(RED, 0.2f)); DrawRectangleLinesEx(bounds, 3.0f, RED); diff --git a/examples/models/models_animation_blend_custom.c b/examples/models/models_animation_blend_custom.c index 8262f6ac2..018012e9b 100644 --- a/examples/models/models_animation_blend_custom.c +++ b/examples/models/models_animation_blend_custom.c @@ -43,7 +43,7 @@ // Module Functions Declaration //------------------------------------------------------------------------------------ static bool IsUpperBodyBone(const char *boneName); -static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1, +static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1, ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend); //------------------------------------------------------------------------------------ @@ -86,7 +86,7 @@ int main(void) int animIndex1 = 3; // Attack animation (index 3) int animCurrentFrame0 = 0; int animCurrentFrame1 = 0; - + // Validate indices if (animIndex0 >= animCount) animIndex0 = 0; if (animIndex1 >= animCount) animIndex1 = (animCount > 1) ? 1 : 0; @@ -109,7 +109,7 @@ int main(void) // Update animation frames ModelAnimation anim0 = anims[animIndex0]; ModelAnimation anim1 = anims[animIndex1]; - + animCurrentFrame0 = (animCurrentFrame0 + 1)%anim0.keyframeCount; animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount; @@ -117,11 +117,11 @@ int main(void) // When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0) // When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack) float blendFactor = (upperBodyBlend? 1.0f : 0.5f); - UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0, + UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0, &anim1, animCurrentFrame1, blendFactor, upperBodyBlend); // raylib provided animation blending function - //UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0, + //UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0, // anim1, (float)animCurrentFrame1, blendFactor); //---------------------------------------------------------------------------------- @@ -142,8 +142,8 @@ int main(void) // Draw UI DrawText(TextFormat("ANIM 0: %s", anim0.name), 10, 10, 20, GRAY); DrawText(TextFormat("ANIM 1: %s", anim1.name), 10, 40, 20, GRAY); - DrawText(TextFormat("[SPACE] Toggle blending mode: %s", - upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"), + DrawText(TextFormat("[SPACE] Toggle blending mode: %s", + upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"), 10, GetScreenHeight() - 30, 20, DARKGRAY); EndDrawing(); @@ -180,7 +180,7 @@ static bool IsUpperBodyBone(const char *boneName) { return true; } - + // Check if bone name contains upper body keywords if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL || strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL || @@ -189,12 +189,12 @@ static bool IsUpperBodyBone(const char *boneName) { return true; } - + return false; } // Blend two animations per-bone with selective upper/lower body blending -static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0, +static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0, ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend) { // Validate inputs @@ -204,59 +204,59 @@ static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int f { // Clamp blend factor to [0, 1] blend = fminf(1.0f, fmaxf(0.0f, blend)); - + // Ensure frame indices are valid if (frame0 >= anim0->keyframeCount) frame0 = anim0->keyframeCount - 1; if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1; if (frame0 < 0) frame0 = 0; if (frame1 < 0) frame1 = 0; - + // Get bone count (use minimum of all to be safe) int boneCount = model->skeleton.boneCount; if (anim0->boneCount < boneCount) boneCount = anim0->boneCount; if (anim1->boneCount < boneCount) boneCount = anim1->boneCount; - + // Blend each bone for (int boneIndex = 0; boneIndex < boneCount; boneIndex++) { // Determine blend factor for this bone float boneBlendFactor = blend; - + // If upper body blending is enabled, use different blend factors for upper vs lower body if (upperBodyBlend) { const char *boneName = model->skeleton.bones[boneIndex].name; bool isUpperBody = IsUpperBodyBone(boneName); - + // Upper body: use anim1 (attack), Lower body: use anim0 (walk) // blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack) if (isUpperBody) boneBlendFactor = blend; // Upper body: blend towards anim1 (attack) else boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend } - + // Get transforms from both animations Transform *bindTransform = &model->skeleton.bindPose[boneIndex]; Transform *animTransform0 = &anim0->keyframePoses[frame0][boneIndex]; Transform *animTransform1 = &anim1->keyframePoses[frame1][boneIndex]; - + // Blend the transforms Transform blended = { 0 }; blended.translation = Vector3Lerp(animTransform0->translation, animTransform1->translation, boneBlendFactor); blended.rotation = QuaternionSlerp(animTransform0->rotation, animTransform1->rotation, boneBlendFactor); blended.scale = Vector3Lerp(animTransform0->scale, animTransform1->scale, boneBlendFactor); - + // Convert bind pose to matrix Matrix bindMatrix = MatrixMultiply(MatrixMultiply( MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z), QuaternionToMatrix(bindTransform->rotation)), MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z)); - + // Convert blended transform to matrix Matrix blendedMatrix = MatrixMultiply(MatrixMultiply( MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z), QuaternionToMatrix(blended.rotation)), MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z)); - + // Calculate final bone matrix (similar to UpdateModelAnimationBones) model->boneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix); } @@ -276,7 +276,7 @@ static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int f bool bufferUpdateRequired = false; // Flag to check when anim vertex information is updated // Skip if missing bone data or missing anim buffers initialization - if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) || + if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) || (mesh.animVertices == NULL) || (mesh.animNormals == NULL)) continue; for (int vCounter = 0; vCounter < vertexValuesCount; vCounter += 3) diff --git a/examples/models/models_animation_blending.c b/examples/models/models_animation_blending.c index e79067c3d..63eba61cd 100644 --- a/examples/models/models_animation_blending.c +++ b/examples/models/models_animation_blending.c @@ -3,7 +3,7 @@ * raylib [models] example - animation blending * * Example complexity rating: [★★★★] 4/4 -* +* * Example originally created with raylib 5.5, last time updated with raylib 6.0 * * Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) and reviewed by Ramon Santamaria (@raysan5) @@ -57,7 +57,7 @@ int main(void) // WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default) Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION)); - + // Assign skinning shader to all materials shaders //for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader; @@ -105,7 +105,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera, CAMERA_ORBITAL); - + if (IsKeyPressed(KEY_P)) animPause = !animPause; if (!animPause) @@ -127,7 +127,7 @@ int main(void) } // Set animation transition - animTransition = true; + animTransition = true; animBlendTimeCounter = 0.0f; animBlendFactor = 0.0f; } @@ -182,7 +182,7 @@ int main(void) animCurrentFrame0 += animFrameSpeed0; if (animCurrentFrame0 >= anims[animIndex0].keyframeCount) animCurrentFrame0 = 0.0f; UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0); - //UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, + //UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, // anims[animIndex1], animCurrentFrame1, 0.0f); // Same as above, first animation frame blend } else if (currentAnimPlaying == 1) @@ -191,7 +191,7 @@ int main(void) animCurrentFrame1 += animFrameSpeed1; if (animCurrentFrame1 >= anims[animIndex1].keyframeCount) animCurrentFrame1 = 0.0f; UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1); - //UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, + //UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0, // anims[animIndex1], animCurrentFrame1, 1.0f); // Same as above, second animation frame blend } } @@ -213,7 +213,7 @@ int main(void) DrawModel(model, position, 1.0f, WHITE); // Draw animated model DrawGrid(10, 1.0f); - + EndMode3D(); if (animTransition) DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, BLUE); @@ -221,18 +221,18 @@ int main(void) // Draw UI elements //--------------------------------------------------------------------------------------------- if (dropdownEditMode0) GuiDisable(); - GuiSlider((Rectangle){ 10, 38, 160, 12 }, + GuiSlider((Rectangle){ 10, 38, 160, 12 }, NULL, TextFormat("x%.1f", animFrameSpeed0), &animFrameSpeed0, 0.1f, 2.0f); GuiEnable(); if (dropdownEditMode1) GuiDisable(); - GuiSlider((Rectangle){ GetScreenWidth() - 170.0f, 38, 160, 12 }, + GuiSlider((Rectangle){ GetScreenWidth() - 170.0f, 38, 160, 12 }, TextFormat("%.1fx", animFrameSpeed1), NULL, &animFrameSpeed1, 0.1f, 2.0f); GuiEnable(); // Draw animation selectors for blending transition - // NOTE: Transition does not start until requested + // NOTE: Transition does not start until requested GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1); - if (GuiDropdownBox((Rectangle){ 10, 10, 160, 24 }, TextJoin(animNames, animCount, ";"), + if (GuiDropdownBox((Rectangle){ 10, 10, 160, 24 }, TextJoin(animNames, animCount, ";"), &animIndex0, dropdownEditMode0)) dropdownEditMode0 = !dropdownEditMode0; // Blending process progress bar @@ -249,7 +249,7 @@ int main(void) TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount), &animFrameProgress0, 0.0f, (float)anims[animIndex0].keyframeCount); for (int i = 0; i < anims[animIndex0].keyframeCount; i++) - DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i), + DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i), GetScreenHeight() - 60, 1, 20, BLUE); // Draw playing timeline with keyframes for anim1[] @@ -257,7 +257,7 @@ int main(void) TextFormat("FRAME: %.2f / %i", animFrameProgress1, anims[animIndex1].keyframeCount), &animFrameProgress1, 0.0f, (float)anims[animIndex1].keyframeCount); for (int i = 0; i < anims[animIndex1].keyframeCount; i++) - DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i), + DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i), GetScreenHeight() - 30, 1, 20, BLUE); //--------------------------------------------------------------------------------------------- @@ -270,7 +270,7 @@ int main(void) UnloadModelAnimations(anims, animCount); // Unload model animation UnloadModel(model); // Unload model and meshes/material UnloadShader(skinningShader); // Unload GPU skinning shader - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_animation_timing.c b/examples/models/models_animation_timing.c index a302322fe..b88deb49d 100644 --- a/examples/models/models_animation_timing.c +++ b/examples/models/models_animation_timing.c @@ -94,26 +94,26 @@ int main(void) BeginMode3D(camera); DrawModel(model, position, 1.0f, WHITE); - + DrawGrid(10, 1.0f); - + EndMode3D(); // Draw UI, select anim and playing speed GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1); - if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"), + if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"), &animIndex, dropdownEditMode)) dropdownEditMode = !dropdownEditMode; GuiSlider((Rectangle){ 260, 10, 500, 24 }, "FRAME SPEED: ", TextFormat("x%.1f", animFrameSpeed), &animFrameSpeed, 0.1f, 2.0f); // Draw playing timeline with keyframes - GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 }, + GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 }, TextFormat("CURRENT FRAME: %.2f / %i", animFrameProgress, anims[animIndex].keyframeCount)); GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40.0f, GetScreenWidth() - 20.0f, 24 }, NULL, NULL, &animFrameProgress, 0.0f, (float)anims[animIndex].keyframeCount); for (int i = 0; i < anims[animIndex].keyframeCount; i++) - DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i), + DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i), GetScreenHeight() - 40, 1, 24, BLUE); EndDrawing(); diff --git a/examples/models/models_basic_voxel.c b/examples/models/models_basic_voxel.c index 2e2756f2b..127a7e989 100644 --- a/examples/models/models_basic_voxel.c +++ b/examples/models/models_basic_voxel.c @@ -60,7 +60,7 @@ int main(void) } } } - + SetTargetFPS(60); //-------------------------------------------------------------------------------------- @@ -109,7 +109,7 @@ int main(void) } } } - + // Remove the closest voxel if one was hit if (voxelFound) { @@ -145,9 +145,9 @@ int main(void) } } } - + EndMode3D(); - + // Draw reference point for raycasting to delete blocks DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 4, RED); @@ -161,7 +161,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(cubeModel); - + CloseWindow(); //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_skybox_rendering.c b/examples/models/models_skybox_rendering.c index 9359e03dc..c8d10dc25 100644 --- a/examples/models/models_skybox_rendering.c +++ b/examples/models/models_skybox_rendering.c @@ -92,7 +92,7 @@ int main(void) } else { - // TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image + // TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image // and generate the required cubemap image to be passed to rlLoadTextureCubemap() Image image = LoadImage("resources/skybox.png"); skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(image, CUBEMAP_LAYOUT_AUTO_DETECT); diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index af0f06daf..76074cca4 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -41,7 +41,7 @@ int main(void) Model model = LoadModel("resources/models/obj/plane.obj"); // Load model Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture - + SetTextureWrap(texture, TEXTURE_WRAP_REPEAT); // Force Repeat to avoid issue on Web version model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture diff --git a/examples/shaders/shaders_cel_shading.c b/examples/shaders/shaders_cel_shading.c index 133b8db9e..beda73bca 100644 --- a/examples/shaders/shaders_cel_shading.c +++ b/examples/shaders/shaders_cel_shading.c @@ -52,7 +52,7 @@ int main(void) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; - + // Load model Model model = LoadModel("resources/models/old_car_new.glb"); @@ -61,7 +61,7 @@ int main(void) TextFormat("resources/shaders/glsl%i/cel.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION)); celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos"); - + // Apply cel shader to model, keep copy of default shader Shader defaultShader = model.materials[0].shader; model.materials[0].shader = celShader; @@ -134,16 +134,16 @@ int main(void) // Outline pass: cull front faces, draw extruded back faces as silhouette float thickness = 0.005f; SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT); - + rlSetCullFace(RL_CULL_FACE_FRONT); - + model.materials[0].shader = outlineShader; - + DrawModel(model, Vector3Zero(), 0.75f, WHITE); - + if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model else model.materials[0].shader = defaultShader; // Apply default shader to model - + rlSetCullFace(RL_CULL_FACE_BACK); } @@ -167,7 +167,7 @@ int main(void) UnloadModel(model); UnloadShader(celShader); UnloadShader(outlineShader); - + CloseWindow(); //-------------------------------------------------------------------------------------- diff --git a/examples/shaders/shaders_deferred_rendering.c b/examples/shaders/shaders_deferred_rendering.c index 4b03b69a4..ea27f9b8b 100644 --- a/examples/shaders/shaders_deferred_rendering.c +++ b/examples/shaders/shaders_deferred_rendering.c @@ -210,7 +210,7 @@ int main(void) rlClearColor(0, 0, 0, 0); rlClearScreenBuffers(); // Clear color and depth buffer rlDisableColorBlend(); - + BeginMode3D(camera); // NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader` // will not work, as they won't immediately load the shader program @@ -226,7 +226,7 @@ int main(void) } rlDisableShader(); EndMode3D(); - + rlEnableColorBlend(); // Go back to the default framebufferId (0) and draw our deferred shading diff --git a/examples/shaders/shaders_game_of_life.c b/examples/shaders/shaders_game_of_life.c index 251095e2b..a09d889ac 100644 --- a/examples/shaders/shaders_game_of_life.c +++ b/examples/shaders/shaders_game_of_life.c @@ -59,7 +59,7 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life"); const int menuWidth = 100; @@ -81,7 +81,7 @@ int main(void) { "Puffer train", { 0.1f, 0.5f } }, { "Glider Gun", { 0.2f, 0.2f } }, { "Breeder", { 0.1f, 0.5f } }, { "Random", { 0.5f, 0.5f } } }; - + const int numberOfPresets = sizeof(presetPatterns)/sizeof(presetPatterns[0]); int zoom = 1; @@ -90,7 +90,7 @@ int main(void) int framesPerStep = 1; int frame = 0; - int preset = -1; // No button pressed for preset + int preset = -1; // No button pressed for preset int mode = MODE_RUN; // Starting mode: running bool buttonZoomIn = false; // Button states: false not pressed bool buttonZomOut = false; @@ -185,7 +185,7 @@ int main(void) EndTextureMode(); imageToDraw = (Image*)RL_MALLOC(sizeof(Image)); *imageToDraw = LoadImageFromTexture(worldOnScreen.texture); - + UnloadRenderTexture(worldOnScreen); } @@ -199,9 +199,9 @@ int main(void) if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1; if (firstColor == -1) firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1; const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1; - + ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE); - + if (prevColor != firstColor) UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data); } else firstColor = -1; @@ -228,7 +228,7 @@ int main(void) BeginTextureMode(*currentWorld); ClearBackground(RAYWHITE); EndTextureMode(); - + UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f, worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f, (float)(pattern.width), (float)(pattern.height) }, pattern.data); @@ -256,7 +256,7 @@ int main(void) } UnloadImage(pattern); - + mode = MODE_PAUSE; offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f; offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f; @@ -293,7 +293,7 @@ int main(void) // Draw to screen //---------------------------------------------------------------------------------- BeginDrawing(); - + DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE); DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 }); diff --git a/examples/shapes/shapes_ball_physics.c b/examples/shapes/shapes_ball_physics.c index 9c18ab66e..2a4cc8f18 100644 --- a/examples/shapes/shapes_ball_physics.c +++ b/examples/shapes/shapes_ball_physics.c @@ -31,7 +31,7 @@ typedef struct Ball { Vector2 speed; Vector2 prevPosition; float radius; - float friction; + float friction; float elasticity; Color color; bool grabbed; @@ -62,7 +62,7 @@ int main(void) .color = BLUE, .grabbed = false }; - + int ballCount = 1; Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd @@ -157,10 +157,10 @@ int main(void) { ball->position.x = screenWidth - ball->radius; // Ball repositioning ball->speed.x = -ball->speed.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit - } + } // Does the ball hit the screen left boundary? else if ((ball->position.x - ball->radius) <= 0) - { + { ball->position.x = ball->radius; ball->speed.x = -ball->speed.x*ball->elasticity; } @@ -170,9 +170,9 @@ int main(void) { ball->position.y = screenHeight - ball->radius; ball->speed.y = -ball->speed.y*ball->elasticity; - } + } else if ((ball->position.y - ball->radius) <= 0) - { + { ball->position.y = ball->radius; ball->speed.y = -ball->speed.y*ball->elasticity; } diff --git a/examples/shapes/shapes_easings_testbed.c b/examples/shapes/shapes_easings_testbed.c index 1c9fcf741..6912422ea 100644 --- a/examples/shapes/shapes_easings_testbed.c +++ b/examples/shapes/shapes_easings_testbed.c @@ -72,7 +72,7 @@ typedef struct EasingFuncs { // Module Functions Declaration //------------------------------------------------------------------------------------ // Function used when "no easing" is selected for any axis -static float NoEase(float t, float b, float c, float d); +static float NoEase(float t, float b, float c, float d); //------------------------------------------------------------------------------------ // Global Variables Definition diff --git a/examples/shapes/shapes_hilbert_curve.c b/examples/shapes/shapes_hilbert_curve.c index 759fe93fd..64270fa24 100644 --- a/examples/shapes/shapes_hilbert_curve.c +++ b/examples/shapes/shapes_hilbert_curve.c @@ -46,13 +46,13 @@ int main(void) float size = (float)GetScreenHeight(); int strokeCount = 0; Vector2 *hilbertPath = LoadHilbertPath(order, size, &strokeCount); - + int prevOrder = order; int prevSize = (int)size; // NOTE: Size from slider is float but for comparison we use int int counter = 0; float thick = 2.0f; bool animate = true; - + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -68,19 +68,19 @@ int main(void) { UnloadHilbertPath(hilbertPath); hilbertPath = LoadHilbertPath(order, size, &strokeCount); - + if (animate) counter = 0; else counter = strokeCount; - + prevOrder = order; prevSize = (int)size; } //---------------------------------------------------------------------------------- - + // Draw //-------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); if (counter < strokeCount) @@ -90,7 +90,7 @@ int main(void) { DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f)); } - + counter += 1; } else @@ -101,13 +101,13 @@ int main(void) DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f)); } } - + // Draw UI using raygui GuiCheckBox((Rectangle){ 450, 50, 20, 20 }, "ANIMATE GENERATION ON CHANGE", &animate); GuiSpinner((Rectangle){ 585, 100, 180, 30 }, "HILBERT CURVE ORDER: ", &order, 2, 8, false); GuiSlider((Rectangle){ 524, 150, 240, 24 }, "THICKNESS: ", NULL, &thick, 1.0f, 10.0f); GuiSlider((Rectangle){ 524, 190, 240, 24 }, "TOTAL SIZE: ", NULL, &size, 10.0f, GetScreenHeight()*1.5f); - + EndDrawing(); //-------------------------------------------------------------------------- } @@ -116,7 +116,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadHilbertPath(hilbertPath); - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; @@ -133,14 +133,14 @@ static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount) *strokeCount = N*N; Vector2 *hilbertPath = (Vector2 *)RL_CALLOC(*strokeCount, sizeof(Vector2)); - + for (int i = 0; i < *strokeCount; i++) { hilbertPath[i] = ComputeHilbertStep(order, i); hilbertPath[i].x = hilbertPath[i].x*len + len/2.0f; hilbertPath[i].y = hilbertPath[i].y*len + len/2.0f; } - + return hilbertPath; } @@ -160,7 +160,7 @@ static Vector2 ComputeHilbertStep(int order, int index) [2] = { .x = 1, .y = 1 }, [3] = { .x = 1, .y = 0 }, }; - + int hilbertIndex = index&3; Vector2 vect = hilbertPoints[hilbertIndex]; float temp = 0.0f; @@ -171,7 +171,7 @@ static Vector2 ComputeHilbertStep(int order, int index) index = index >> 2; hilbertIndex = index&3; len = 1 << j; - + switch (hilbertIndex) { case 0: @@ -191,6 +191,6 @@ static Vector2 ComputeHilbertStep(int order, int index) default: break; } } - + return vect; } diff --git a/examples/shapes/shapes_penrose_tile.c b/examples/shapes/shapes_penrose_tile.c index 0221a10b3..74d4bb717 100644 --- a/examples/shapes/shapes_penrose_tile.c +++ b/examples/shapes/shapes_penrose_tile.c @@ -106,7 +106,7 @@ int main(void) if (generations > 0) rebuild = true; } } - + if (rebuild) { RL_FREE(ls.production); // Free previous production for re-creation @@ -118,15 +118,15 @@ int main(void) // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground( RAYWHITE ); - + if (generations > 0) DrawPenroseLSystem(&ls); - + DrawText("penrose l-system", 10, 10, 20, DARKGRAY); DrawText("press up or down to change generations", 10, 30, 20, DARKGRAY); DrawText(TextFormat("generations: %d", generations), 10, 50, 20, DARKGRAY); - + EndDrawing(); //---------------------------------------------------------------------------------- } @@ -171,11 +171,11 @@ static PenroseLSystem CreatePenroseLSystem(float drawLength) .drawLength = drawLength, .theta = 36.0f // Degrees }; - + ls.production = (char *)RL_MALLOC(sizeof(char)*STR_MAX_SIZE); ls.production[0] = '\0'; strncpy(ls.production, "[X]++[X]++[X]++[X]++[X]", STR_MAX_SIZE); - + return ls; } @@ -211,7 +211,7 @@ static void BuildProductionStep(PenroseLSystem *ls) ls->drawLength *= 0.5f; strncpy(ls->production, newProduction, STR_MAX_SIZE); - + RL_FREE(newProduction); } @@ -228,9 +228,9 @@ static void DrawPenroseLSystem(PenroseLSystem *ls) int repeats = 1; int productionLength = (int)strnlen(ls->production, STR_MAX_SIZE); ls->steps += 12; - + if (ls->steps > productionLength) ls->steps = productionLength; - + for (int i = 0; i < ls->steps; i++) { char step = ls->production[i]; @@ -244,24 +244,24 @@ static void DrawPenroseLSystem(PenroseLSystem *ls) turtle.origin.y += ls->drawLength*sinf(radAngle); Vector2 startPosScreen = { startPosWorld.x + screenCenter.x, startPosWorld.y + screenCenter.y }; Vector2 endPosScreen = { turtle.origin.x + screenCenter.x, turtle.origin.y + screenCenter.y }; - + DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2f)); } - + repeats = 1; - } + } else if (step == '+') { for (int j = 0; j < repeats; j++) turtle.angle += ls->theta; repeats = 1; - } + } else if (step == '-') { for (int j = 0; j < repeats; j++) turtle.angle += -ls->theta; repeats = 1; - } + } else if (step == '[') PushTurtleState(turtle); else if (step == ']') turtle = PopTurtleState(); else if ((step >= 48) && (step <= 57)) repeats = (int) step - 48; diff --git a/examples/text/text_strings_management.c b/examples/text/text_strings_management.c index 60f0941f3..449677eb6 100644 --- a/examples/text/text_strings_management.c +++ b/examples/text/text_strings_management.c @@ -33,7 +33,7 @@ typedef struct TextParticle { Vector2 ppos; // Previous position float padding; float borderWidth; - float friction; + float friction; float elasticity; Color color; bool grabbed; @@ -118,7 +118,7 @@ int main(void) if (IsKeyDown(KEY_LEFT_SHIFT)) { ShatterTextParticle(tp, i, textParticles, &particleCount); - } + } else { SliceTextParticle(tp, i, TextLength(tp->text)/2, textParticles, &particleCount); @@ -158,33 +158,33 @@ int main(void) TextParticle *tp = &textParticles[i]; // The text particle is not grabbed - if (!tp->grabbed) + if (!tp->grabbed) { // text particle repositioning using the velocity tp->rect.x += tp->vel.x * delta; tp->rect.y += tp->vel.y * delta; // Does the text particle hit the screen right boundary? - if ((tp->rect.x + tp->rect.width) >= screenWidth) + if ((tp->rect.x + tp->rect.width) >= screenWidth) { tp->rect.x = screenWidth - tp->rect.width; // Text particle repositioning tp->vel.x = -tp->vel.x*tp->elasticity; // Elasticity makes the text particle lose 10% of its velocity on hit - } + } // Does the text particle hit the screen left boundary? else if (tp->rect.x <= 0) - { + { tp->rect.x = 0.0f; tp->vel.x = -tp->vel.x*tp->elasticity; } // The same for y axis - if ((tp->rect.y + tp->rect.height) >= screenHeight) + if ((tp->rect.y + tp->rect.height) >= screenHeight) { tp->rect.y = screenHeight - tp->rect.height; tp->vel.y = -tp->vel.y*tp->elasticity; - } - else if (tp->rect.y <= 0) - { + } + else if (tp->rect.y <= 0) + { tp->rect.y = 0.0f; tp->vel.y = -tp->vel.y*tp->elasticity; } @@ -264,9 +264,9 @@ int main(void) void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particleCount) { tps[0] = CreateTextParticle( - text, - GetScreenWidth()/2.0f, - GetScreenHeight()/2.0f, + text, + GetScreenWidth()/2.0f, + GetScreenHeight()/2.0f, RAYWHITE ); *particleCount = 1; @@ -317,7 +317,7 @@ void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *t { int tokenCount = 0; char **tokens = TextSplit(tp->text, charToSlice, &tokenCount); - + if (tokenCount > 1) { int textLength = TextLength(tp->text); diff --git a/examples/textures/textures_clipboard_image.c b/examples/textures/textures_clipboard_image.c index 1e9ec0846..16501be31 100644 --- a/examples/textures/textures_clipboard_image.c +++ b/examples/textures/textures_clipboard_image.c @@ -51,7 +51,7 @@ int main(void) { // Unload textures to avoid memory leaks for (int i = 0; i < MAX_TEXTURE_COLLECTION; i++) UnloadTexture(collection[i].texture); - + currentCollectionIndex = 0; } @@ -59,7 +59,7 @@ int main(void) (currentCollectionIndex < MAX_TEXTURE_COLLECTION)) { Image image = GetClipboardImage(); - + if (IsImageValid(image)) { collection[currentCollectionIndex].texture = LoadTextureFromImage(image); @@ -76,15 +76,15 @@ int main(void) BeginDrawing(); ClearBackground(RAYWHITE); - + for (int i = 0; i < currentCollectionIndex; i++) { if (IsTextureValid(collection[i].texture)) { - DrawTexturePro(collection[i].texture, - (Rectangle){0,0,collection[i].texture.width, collection[i].texture.height}, + DrawTexturePro(collection[i].texture, + (Rectangle){0,0,collection[i].texture.width, collection[i].texture.height}, (Rectangle){collection[i].position.x,collection[i].position.y,collection[i].texture.width, collection[i].texture.height}, - (Vector2){collection[i].texture.width*0.5f, collection[i].texture.height*0.5f}, + (Vector2){collection[i].texture.width*0.5f, collection[i].texture.height*0.5f}, 0.0f, WHITE); } } diff --git a/examples/textures/textures_magnifying_glass.c b/examples/textures/textures_magnifying_glass.c index 12cd0cdee..e6d5d6316 100644 --- a/examples/textures/textures_magnifying_glass.c +++ b/examples/textures/textures_magnifying_glass.c @@ -3,7 +3,7 @@ * raylib textures example - magnifying glass * * Example complexity rating: [★★★☆] 3/4 -* +* * Example originally created with raylib 5.6, last time updated with raylib 5.6 * * Example contributed by Luke Vaughan (@badram) and reviewed by Ramon Santamaria (@raysan5) @@ -29,18 +29,18 @@ int main(void) const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - magnifying glass"); - + Texture2D bunny = LoadTexture("resources/raybunny.png"); Texture2D parrots = LoadTexture("resources/parrots.png"); - + // Use image draw to generate a mask texture instead of loading it from a file. Image circle = GenImageColor(256, 256, BLANK); ImageDrawCircle(&circle, 128, 128, 128, WHITE); Texture2D mask = LoadTextureFromImage(circle); // Copy the mask image from RAM to VRAM UnloadImage(circle); // Unload the image from RAM - + RenderTexture2D magnifiedWorld = LoadRenderTexture(256, 256); - + Camera2D camera = { 0 }; // Set magnifying glass zoom camera.zoom = 2; @@ -71,7 +71,7 @@ int main(void) DrawTexture(parrots, 144, 33, WHITE); DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, BLACK); - // Render to a the magnifying glass + // Render to a the magnifying glass BeginTextureMode(magnifiedWorld); ClearBackground(RAYWHITE); diff --git a/examples/textures/textures_screen_buffer.c b/examples/textures/textures_screen_buffer.c index 9c0f25031..928b1a929 100644 --- a/examples/textures/textures_screen_buffer.c +++ b/examples/textures/textures_screen_buffer.c @@ -52,7 +52,7 @@ int main(void) float hue = t*t; float saturation = t; float value = t; - + palette[i] = ColorFromHSV(250.0f + 150.0f*hue, saturation, value); } @@ -92,14 +92,14 @@ int main(void) { unsigned int i = x + y*imageWidth; unsigned char colorIndex = indexBuffer[i]; - + if (colorIndex != 0) { // Move pixel a row above indexBuffer[i] = 0; int moveX = GetRandomValue(0, 2) - 1; int newX = x + moveX; - + if ((newX > 0) && (newX < imageWidth)) { unsigned int iabove = i - imageWidth + moveX; @@ -130,7 +130,7 @@ int main(void) // Draw //---------------------------------------------------------------------------------- BeginDrawing(); - + ClearBackground(RAYWHITE); DrawTextureEx(screenTexture, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE); diff --git a/src/external/rlsw.h b/src/external/rlsw.h index 8472b03e9..0342211d2 100644 --- a/src/external/rlsw.h +++ b/src/external/rlsw.h @@ -2281,7 +2281,7 @@ static inline sw_pixel_write_color_f sw_pixel_get_write_color_func(sw_pixelforma { case SW_PIXELFORMAT_COLOR_GRAYSCALE: return sw_pixel_write_color_GRAYSCALE; case SW_PIXELFORMAT_COLOR_GRAYALPHA: return sw_pixel_write_color_GRAYALPHA; - case SW_PIXELFORMAT_COLOR_R3G3B2: return sw_pixel_write_color_R3G3B2; + case SW_PIXELFORMAT_COLOR_R3G3B2: return sw_pixel_write_color_R3G3B2; case SW_PIXELFORMAT_COLOR_R5G6B5: return sw_pixel_write_color_R5G6B5; case SW_PIXELFORMAT_COLOR_R8G8B8: return sw_pixel_write_color_R8G8B8; case SW_PIXELFORMAT_COLOR_R5G5B5A1: return sw_pixel_write_color_R5G5B5A1; @@ -2472,7 +2472,7 @@ static inline void sw_texture_sample_linear(float *SW_RESTRICT color, const sw_t static inline void sw_texture_sample(float *SW_RESTRICT color, const sw_texture_t *SW_RESTRICT tex, float u, float v, float dUdx, float dUdy, float dVdx, float dVdy) { - // NOTE: Commented there is the previous method used + // NOTE: Commented there is the previous method used // There was no need to compute the square root because // using the squared value, the comparison remains (L2 > 1.0f*1.0f) //float du = sqrtf(dUdx*dUdx + dUdy*dUdy); @@ -2673,7 +2673,7 @@ static inline void sw_framebuffer_output_copy(void *dst, const sw_texture_t *buf } } -static inline void sw_framebuffer_output_blit(void *dst, const sw_texture_t *buffer, +static inline void sw_framebuffer_output_blit(void *dst, const sw_texture_t *buffer, int xDst, int yDst, int wDst, int hDst, int xSrc, int ySrc, int wSrc, int hSrc, sw_pixelformat_t format) { const uint8_t *srcBase = buffer->pixels; @@ -3007,25 +3007,25 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #define RLSW_TEMPLATE_RASTER_TRIANGLE BASE #include __FILE__ // IWYU pragma: keep #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE TEX #define SW_ENABLE_TEXTURE #include __FILE__ #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE DEPTH #define SW_ENABLE_DEPTH_TEST #include __FILE__ #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE BLEND #define SW_ENABLE_BLEND #include __FILE__ #undef SW_ENABLE_BLEND #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE TEX_DEPTH #define SW_ENABLE_TEXTURE #define SW_ENABLE_DEPTH_TEST @@ -3033,7 +3033,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_DEPTH_TEST #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE TEX_BLEND #define SW_ENABLE_TEXTURE #define SW_ENABLE_BLEND @@ -3041,7 +3041,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_BLEND #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE DEPTH_BLEND #define SW_ENABLE_DEPTH_TEST #define SW_ENABLE_BLEND @@ -3049,7 +3049,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_BLEND #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + #define RLSW_TEMPLATE_RASTER_TRIANGLE TEX_DEPTH_BLEND #define SW_ENABLE_TEXTURE #define SW_ENABLE_DEPTH_TEST @@ -3059,7 +3059,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_DEPTH_TEST #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_TRIANGLE - + // Dispatch table (auto-generated from SW_RASTER_VARIANTS) #define SW_TABLE_ENTRY(NAME, FLAGS) [FLAGS] = sw_raster_triangle_##NAME, static const sw_raster_triangle_f SW_RASTER_TRIANGLE_TABLE[] = { @@ -3106,25 +3106,25 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #define RLSW_TEMPLATE_RASTER_QUAD BASE #include __FILE__ // IWYU pragma: keep #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD TEX #define SW_ENABLE_TEXTURE #include __FILE__ #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD DEPTH #define SW_ENABLE_DEPTH_TEST #include __FILE__ #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD BLEND #define SW_ENABLE_BLEND #include __FILE__ #undef SW_ENABLE_BLEND #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD TEX_DEPTH #define SW_ENABLE_TEXTURE #define SW_ENABLE_DEPTH_TEST @@ -3132,7 +3132,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_DEPTH_TEST #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD TEX_BLEND #define SW_ENABLE_TEXTURE #define SW_ENABLE_BLEND @@ -3140,7 +3140,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_BLEND #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD DEPTH_BLEND #define SW_ENABLE_DEPTH_TEST #define SW_ENABLE_BLEND @@ -3148,7 +3148,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_BLEND #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_QUAD - + #define RLSW_TEMPLATE_RASTER_QUAD TEX_DEPTH_BLEND #define SW_ENABLE_TEXTURE #define SW_ENABLE_DEPTH_TEST @@ -3158,7 +3158,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_DEPTH_TEST #undef SW_ENABLE_TEXTURE #undef RLSW_TEMPLATE_RASTER_QUAD - + // Dispatch table (auto-generated from SW_RASTER_VARIANTS) #define SW_TABLE_ENTRY(NAME, FLAGS) [FLAGS] = sw_raster_quad_##NAME, static const sw_raster_quad_f SW_RASTER_QUAD_TABLE[] = { @@ -3202,19 +3202,19 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #define RLSW_TEMPLATE_RASTER_LINE BASE #include __FILE__ // IWYU pragma: keep #undef RLSW_TEMPLATE_RASTER_LINE - + #define RLSW_TEMPLATE_RASTER_LINE DEPTH #define SW_ENABLE_DEPTH_TEST #include __FILE__ #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_LINE - + #define RLSW_TEMPLATE_RASTER_LINE BLEND #define SW_ENABLE_BLEND #include __FILE__ #undef SW_ENABLE_BLEND #undef RLSW_TEMPLATE_RASTER_LINE - + #define RLSW_TEMPLATE_RASTER_LINE DEPTH_BLEND #define SW_ENABLE_DEPTH_TEST #define SW_ENABLE_BLEND @@ -3222,7 +3222,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_BLEND #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_LINE - + // Dispatch table (auto-generated from SW_RASTER_VARIANTS) #define SW_TABLE_ENTRY0(NAME, FLAGS) [FLAGS] = sw_raster_line_##NAME, #define SW_TABLE_ENTRY1(NAME, FLAGS) [FLAGS] = sw_raster_line_thick_##NAME, @@ -3266,19 +3266,19 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #define RLSW_TEMPLATE_RASTER_POINT BASE #include __FILE__ // IWYU pragma: keep #undef RLSW_TEMPLATE_RASTER_POINT - + #define RLSW_TEMPLATE_RASTER_POINT DEPTH #define SW_ENABLE_DEPTH_TEST #include __FILE__ #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_POINT - + #define RLSW_TEMPLATE_RASTER_POINT BLEND #define SW_ENABLE_BLEND #include __FILE__ #undef SW_ENABLE_BLEND #undef RLSW_TEMPLATE_RASTER_POINT - + #define RLSW_TEMPLATE_RASTER_POINT DEPTH_BLEND #define SW_ENABLE_DEPTH_TEST #define SW_ENABLE_BLEND @@ -3286,7 +3286,7 @@ static bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VERTICES] #undef SW_ENABLE_BLEND #undef SW_ENABLE_DEPTH_TEST #undef RLSW_TEMPLATE_RASTER_POINT - + // Dispatch table (auto-generated from SW_RASTER_VARIANTS) #define SW_TABLE_ENTRY(NAME, FLAGS) [FLAGS] = sw_raster_point_##NAME, static const sw_raster_point_f SW_RASTER_POINT_TABLE[] = { @@ -5171,7 +5171,7 @@ void swFramebufferTexture2D(SWattachment attach, uint32_t texture) RLSW.colorBuffer = sw_pool_get(&RLSW.texturePool, texture); } break; case SW_DEPTH_ATTACHMENT: - { + { fb->depthAttachment = texture; RLSW.depthBuffer = sw_pool_get(&RLSW.texturePool, texture); } break; @@ -5262,7 +5262,7 @@ void swGetFramebufferAttachmentParameteriv(SWattachment attachment, SWattachget static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t *end, float dUdy, float dVdy) { - // Gets the start/end coordinates and skip empty lines + // Gets the start/end coordinates and skip empty lines int xStart = (int)start->position[0]; int xEnd = (int)end->position[0]; if (xStart == xEnd) return; diff --git a/src/rcore.c b/src/rcore.c index 894e00832..87df4d5d4 100644 --- a/src/rcore.c +++ b/src/rcore.c @@ -684,7 +684,7 @@ void InitWindow(int width, int height, const char *title) } // Initialize render dimensions for embedded platforms - // NOTE: On desktop platforms (GLFW, SDL, etc.), CORE.Window.render.width/height are set during window creation + // NOTE: On desktop platforms (GLFW, SDL, etc.), CORE.Window.render.width/height are set during window creation // On embedded platforms with no window manager, InitPlatform() doesn't set these values, so they should be initialized // here from screen dimensions (which are set from the InitWindow parameters) if ((CORE.Window.render.width == 0) || (CORE.Window.render.height == 0)) diff --git a/src/rtext.c b/src/rtext.c index 936ab9c16..16fe8e75f 100644 --- a/src/rtext.c +++ b/src/rtext.c @@ -2265,7 +2265,6 @@ int GetCodepoint(const char *text, int *codepointSize) 0001 0000-0010 FFFF | 11110xxx 10xxxxxx 10xxxxxx 10xxxxxx */ - int codepoint = 0x3f; // Codepoint (defaults to '?') *codepointSize = 1; if (text == NULL) return codepoint;