mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-28 14:08:29 +00:00
Explicit define of functions prototypes
No-parameters functions use the prototype style FunctionName(void);
This commit is contained in:
46
src/rlgl.c
46
src/rlgl.c
@@ -179,10 +179,10 @@ static GLuint whiteTexture;
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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static GLuint LoadDefaultShaders();
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static void InitializeBuffers();
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static void InitializeVAOs();
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static void UpdateBuffers();
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static GLuint LoadDefaultShaders(void);
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static void InitializeBuffers(void);
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static void InitializeVAOs(void);
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static void UpdateBuffers(void);
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// Shader files loading (external) - Not used but useful...
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static GLuint LoadShaders(char *vertexFileName, char *fragmentFileName);
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@@ -223,9 +223,9 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
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glOrtho(left, right, bottom, top, near, far);
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}
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void rlPushMatrix() { glPushMatrix(); }
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void rlPopMatrix() { glPopMatrix(); }
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void rlLoadIdentity() { glLoadIdentity(); }
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void rlPushMatrix(void) { glPushMatrix(); }
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void rlPopMatrix(void) { glPopMatrix(); }
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void rlLoadIdentity(void) { glLoadIdentity(); }
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void rlTranslatef(float x, float y, float z) { glTranslatef(x, y, z); }
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void rlRotatef(float angleDeg, float x, float y, float z) { glRotatef(angleDeg, x, y, z); }
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void rlScalef(float x, float y, float z) { glScalef(x, y, z); }
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@@ -244,7 +244,7 @@ void rlMatrixMode(int mode)
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}
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// Push the current matrix to stack
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void rlPushMatrix()
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void rlPushMatrix(void)
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{
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if (stackCounter == MATRIX_STACK_SIZE - 1)
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{
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@@ -259,7 +259,7 @@ void rlPushMatrix()
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}
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// Pop lattest inserted matrix from stack
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void rlPopMatrix()
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void rlPopMatrix(void)
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{
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if (stackCounter > 0)
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{
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@@ -270,7 +270,7 @@ void rlPopMatrix()
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}
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// Reset current matrix to identity matrix
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void rlLoadIdentity()
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void rlLoadIdentity(void)
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{
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*currentMatrix = MatrixIdentity();
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}
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@@ -358,7 +358,7 @@ void rlBegin(int mode)
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}
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}
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void rlEnd() { glEnd(); }
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void rlEnd(void) { glEnd(); }
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void rlVertex2i(int x, int y) { glVertex2i(x, y); }
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void rlVertex2f(float x, float y) { glVertex2f(x, y); }
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void rlVertex3f(float x, float y, float z) { glVertex3f(x, y, z); }
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@@ -378,7 +378,7 @@ void rlBegin(int mode)
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}
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// Finish vertex providing
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void rlEnd()
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void rlEnd(void)
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{
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if (useTempBuffer)
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{
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@@ -633,7 +633,7 @@ void rlEnableTexture(unsigned int id)
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}
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// Disable texture usage
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void rlDisableTexture()
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void rlDisableTexture(void)
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{
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#ifdef USE_OPENGL_11
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glDisable(GL_TEXTURE_2D);
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@@ -668,7 +668,7 @@ void rlClearColor(byte r, byte g, byte b, byte a)
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}
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// Clear used screen buffers (color and depth)
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void rlClearScreenBuffers()
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void rlClearScreenBuffers(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers: Color and Depth (Depth is used for 3D)
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Stencil buffer not used...
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@@ -681,7 +681,7 @@ void rlClearScreenBuffers()
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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// Init OpenGL 3.3+ required data
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void rlglInit()
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void rlglInit(void)
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{
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// Initialize GLEW
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glewExperimental = 1; // Needed for core profile
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@@ -765,7 +765,7 @@ void rlglInit()
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}
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// Vertex Buffer Object deinitialization (memory free)
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void rlglClose()
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void rlglClose(void)
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{
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// Unbind everything
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glBindVertexArray(0);
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@@ -815,7 +815,7 @@ void rlglClose()
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free(draws);
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}
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void rlglDraw()
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void rlglDraw(void)
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{
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UpdateBuffers();
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@@ -1254,12 +1254,12 @@ unsigned char *rlglReadScreenPixels(int width, int height)
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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void PrintProjectionMatrix()
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void PrintProjectionMatrix(void)
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{
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PrintMatrix(projection);
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}
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void PrintModelviewMatrix()
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void PrintModelviewMatrix(void)
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{
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PrintMatrix(modelview);
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}
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@@ -1273,7 +1273,7 @@ void PrintModelviewMatrix()
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#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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// Load Shaders (Vertex and Fragment)
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static GLuint LoadDefaultShaders()
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static GLuint LoadDefaultShaders(void)
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{
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// NOTE: Shaders are written using GLSL 110 (desktop), that is equivalent to GLSL 100 on ES2
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@@ -1411,7 +1411,7 @@ static char *TextFileRead(char *fn)
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}
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// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
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static void InitializeBuffers()
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static void InitializeBuffers(void)
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{
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// Initialize lines arrays (vertex position and color data)
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lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
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@@ -1464,7 +1464,7 @@ static void InitializeBuffers()
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}
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// Initialize Vertex Array Objects (Contain VBO)
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static void InitializeVAOs()
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static void InitializeVAOs(void)
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{
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// Initialize Lines VAO
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glGenVertexArrays(1, &vaoLines);
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@@ -1543,7 +1543,7 @@ static void InitializeVAOs()
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}
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// Update VBOs with vertex array data
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static void UpdateBuffers()
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static void UpdateBuffers(void)
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{
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// Activate Lines VAO
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glBindVertexArray(vaoLines);
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