Remove trailing spaces

This commit is contained in:
Ray
2021-08-16 23:23:16 +02:00
parent f3385b6ad2
commit a5beb940f8
7 changed files with 97 additions and 97 deletions

View File

@@ -41,7 +41,7 @@
* #define SUPPORT_GL_DETAILS_INFO
* Show OpenGL extensions and capabilities detailed logs on init
*
* rlgl capabilities could be customized just defining some internal
* rlgl capabilities could be customized just defining some internal
* values before library inclusion (default values listed):
*
* #define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
@@ -54,7 +54,7 @@
* #define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
* #define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
*
* When loading a shader, the following vertex attribute and uniform
* When loading a shader, the following vertex attribute and uniform
* location names are tried to be set automatically:
*
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
@@ -246,11 +246,11 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum {
OPENGL_11 = 1,
OPENGL_21,
OPENGL_33,
OPENGL_ES_20
typedef enum {
OPENGL_11 = 1,
OPENGL_21,
OPENGL_33,
OPENGL_ES_20
} rlGlVersion;
typedef enum {
@@ -1025,7 +1025,7 @@ void rlLoadIdentity(void)
// Multiply the current matrix by a translation matrix
void rlTranslatef(float x, float y, float z)
{
Matrix matTranslation = {
Matrix matTranslation = {
1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, z,
@@ -1041,7 +1041,7 @@ void rlTranslatef(float x, float y, float z)
void rlRotatef(float angle, float x, float y, float z)
{
Matrix matRotation = rlMatrixIdentity();
// Axis vector (x, y, z) normalization
float lengthSquared = x*x + y*y + z*z;
if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f))
@@ -1051,7 +1051,7 @@ void rlRotatef(float angle, float x, float y, float z)
y *= inverseLength;
z *= inverseLength;
}
// Rotation matrix generation
float sinres = sinf(DEG2RAD*angle);
float cosres = cosf(DEG2RAD*angle);
@@ -1084,11 +1084,11 @@ void rlRotatef(float angle, float x, float y, float z)
// Multiply the current matrix by a scaling matrix
void rlScalef(float x, float y, float z)
{
Matrix matScale = {
Matrix matScale = {
x, 0.0f, 0.0f, 0.0f,
0.0f, y, 0.0f, 0.0f,
0.0f, 0.0f, z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
0.0f, 0.0f, 0.0f, 1.0f
};
// NOTE: We transpose matrix with multiplication order
@@ -1145,7 +1145,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
// NOTE: If left-right and top-botton values are equal it could create a division by zero,
// response to it is platform/compiler dependant
Matrix matOrtho = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(zfar - znear);
@@ -1558,11 +1558,11 @@ void rlActiveDrawBuffers(int count)
// it can be queried with glGet*() but it must be at least 8
//GLint maxDrawBuffers = 0;
//glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxDrawBuffers);
if (count > 0)
{
if (count > 8) TRACELOG(LOG_WARNING, "GL: Max color buffers limited to 8");
else
else
{
unsigned int buffers[8] = {
GL_COLOR_ATTACHMENT0,
@@ -2399,10 +2399,10 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
// Create modelview-projection matrix and upload to shader
Matrix matMVP = rlMatrixMultiply(RLGL.State.modelview, RLGL.State.projection);
float matMVPfloat[16] = {
matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
float matMVPfloat[16] = {
matMVP.m0, matMVP.m1, matMVP.m2, matMVP.m3,
matMVP.m4, matMVP.m5, matMVP.m6, matMVP.m7,
matMVP.m8, matMVP.m9, matMVP.m10, matMVP.m11,
matMVP.m12, matMVP.m13, matMVP.m14, matMVP.m15
};
glUniformMatrix4fv(RLGL.State.currentShaderLocs[RL_SHADER_LOC_MATRIX_MVP], 1, false, matMVPfloat);
@@ -3431,7 +3431,7 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
else
{
@@ -3582,13 +3582,13 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
program = 0;
}
else
else
{
// Get the size of compiled shader program (not available on OpenGL ES 2.0)
// NOTE: If GL_LINK_STATUS is GL_FALSE, program binary length is zero.
//GLint binarySize = 0;
//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
}
#endif
@@ -3670,10 +3670,10 @@ void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType
void rlSetUniformMatrix(int locIndex, Matrix mat)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
float matfloat[16] = {
mat.m0, mat.m1, mat.m2, mat.m3,
mat.m4, mat.m5, mat.m6, mat.m7,
mat.m8, mat.m9, mat.m10, mat.m11,
float matfloat[16] = {
mat.m0, mat.m1, mat.m2, mat.m3,
mat.m4, mat.m5, mat.m6, mat.m7,
mat.m8, mat.m9, mat.m10, mat.m11,
mat.m12, mat.m13, mat.m14, mat.m15
};
glUniformMatrix4fv(locIndex, 1, false, matfloat);