Remove trailing spaces

This commit is contained in:
raysan5
2021-04-01 20:24:33 +02:00
parent b4975619ed
commit aed0fee2ca
8 changed files with 60 additions and 60 deletions

View File

@@ -291,7 +291,7 @@ typedef struct RenderBatch {
typedef enum {
SHADER_ATTRIB_FLOAT = 0,
SHADER_ATTRIB_VEC2,
SHADER_ATTRIB_VEC3,
SHADER_ATTRIB_VEC3,
SHADER_ATTRIB_VEC4
} ShaderAttributeDataType;
@@ -387,7 +387,7 @@ typedef enum {
TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilter;
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
@@ -435,7 +435,7 @@ typedef enum {
SHADER_LOC_MAP_PREFILTER,
SHADER_LOC_MAP_BRDF
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
@@ -526,7 +526,7 @@ RLAPI void rlDisableStatePointer(int vertexAttribType);
// Textures state
RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
RLAPI void rlEnableTexture(unsigned int id); // Enable texture
RLAPI void rlEnableTexture(unsigned int id); // Enable texture
RLAPI void rlDisableTexture(void); // Disable texture
RLAPI void rlEnableTextureCubemap(unsigned int id); // Enable texture cubemap
RLAPI void rlDisableTextureCubemap(void); // Disable texture cubemap
@@ -732,8 +732,8 @@ RLAPI Texture2D rlGenTextureBRDF(Shader shader, int size); // Gener
#include <EGL/egl.h> // EGL library
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
// It seems OpenGL ES 2.0 instancing entry points are not defined on Raspberry Pi
// provided headers (despite being defined in official Khronos GLES2 headers)
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount);
@@ -853,7 +853,7 @@ typedef struct rlglData {
unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
Shader defaultShader; // Basic shader, support vertex color and diffuse texture
Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
bool stereoRender; // Stereo rendering flag
Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
@@ -1182,7 +1182,7 @@ void rlEnd(void)
// Verify internal buffers limits
// NOTE: This check is combined with usage of rlCheckRenderBatchLimit()
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4))
{
// WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(),
@@ -1280,7 +1280,7 @@ void rlSetTexture(unsigned int id)
rlDisableTexture();
#else
// NOTE: If quads batch limit is reached, we force a draw call and next batch starts
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >=
RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)
{
rlDrawRenderBatch(RLGL.currentBatch);
@@ -1332,7 +1332,7 @@ void rlActiveTextureSlot(int slot)
#endif
}
// Enable texture
// Enable texture
void rlEnableTexture(unsigned int id)
{
#if defined(GRAPHICS_API_OPENGL_11)
@@ -1537,7 +1537,7 @@ bool rlIsStereoRenderEnabled(void)
return RLGL.State.stereoRender;
#else
return false;
#endif
#endif
}
// Clear color buffer with color
@@ -1567,7 +1567,7 @@ void rlCheckErrors()
while (check)
{
const GLenum err = glGetError();
switch (err)
switch (err)
{
case GL_NO_ERROR: check = 0; break;
case 0x0500: TRACELOG(LOG_WARNING, "GL: Error detected: GL_INVALID_ENUM"); break;
@@ -2032,7 +2032,7 @@ void rlSetShapesTexture(Texture2D texture, Rectangle source)
RenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements)
{
RenderBatch batch = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Initialize CPU (RAM) vertex buffers (position, texcoord, color data and indexes)
//--------------------------------------------------------------------------------------------
@@ -2389,7 +2389,7 @@ void rlSetRenderBatchActive(RenderBatch *batch)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlDrawRenderBatch(RLGL.currentBatch);
if (batch != NULL) RLGL.currentBatch = batch;
else RLGL.currentBatch = &RLGL.defaultBatch;
#endif
@@ -2410,8 +2410,8 @@ bool rlCheckRenderBatchLimit(int vCount)
bool overflow = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >=
(RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4))
{
overflow = true;
rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside
@@ -3137,7 +3137,7 @@ bool rlEnableVertexArray(unsigned int vaoId)
{
bool result = false;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (RLGL.ExtSupported.vao)
if (RLGL.ExtSupported.vao)
{
glBindVertexArray(vaoId);
result = true;
@@ -3262,7 +3262,7 @@ void rlUnloadVertexBuffer(unsigned int vboId)
unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
@@ -3437,7 +3437,7 @@ int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetAttribLocation(shaderId, attribName);
if (location == -1) TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to find shader attribute: %s", shaderId, attribName);
else TRACELOG(LOG_INFO, "SHADER: [ID %i] Shader attribute (%s) set at location: %i", shaderId, attribName, location);
#endif