diff --git a/src/rtextures.c b/src/rtextures.c index f6a747c0..eeeebba8 100644 --- a/src/rtextures.c +++ b/src/rtextures.c @@ -692,27 +692,26 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start, { Color *pixels = (Color *)RL_MALLOC(width*height*sizeof(Color)); - float radianDirection = (float)(90 - direction) / 180.f * 3.14159f; + float radianDirection = (float)(90 - direction)/180.f*3.14159f; float cosDir = cos(radianDirection); float sinDir = sin(radianDirection); - int i, j; - for (i = 0; i < width; i++) + for (int i = 0; i < width; i++) { - for (j = 0; j < height; j++) + for (int j = 0; j < height; j++) { // Calculate the relative position of the pixel along the gradient direction - float pos = (i * cosDir + j * sinDir) / (width * cosDir + height * sinDir); + float pos = (i*cosDir + j*sinDir)/(width*cosDir + height*sinDir); float factor = pos; - factor = (factor > 1.f) ? 1.f : factor; // Clamp to [0,1] - factor = (factor < 0.f) ? 0.f : factor; // Clamp to [0,1] + factor = (factor > 1.0f)? 1.0f : factor; // Clamp to [0,1] + factor = (factor < 0.0f)? 0.0f : factor; // Clamp to [0,1] // Generate the color for this pixel - pixels[j * width + i].r = (int)((float)end.r*factor + (float)start.r*(1.f - factor)); - pixels[j * width + i].g = (int)((float)end.g*factor + (float)start.g*(1.f - factor)); - pixels[j * width + i].b = (int)((float)end.b*factor + (float)start.b*(1.f - factor)); - pixels[j * width + i].a = (int)((float)end.a*factor + (float)start.a*(1.f - factor)); + pixels[j*width + i].r = (int)((float)end.r*factor + (float)start.r*(1.0f - factor)); + pixels[j*width + i].g = (int)((float)end.g*factor + (float)start.g*(1.0f - factor)); + pixels[j*width + i].b = (int)((float)end.b*factor + (float)start.b*(1.0f - factor)); + pixels[j*width + i].a = (int)((float)end.a*factor + (float)start.a*(1.0f - factor)); } } @@ -789,10 +788,10 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner, // Subtract the density from the manhattanDist, then divide by (1 - density) // This makes the gradient start from the center when density is 0, and from the edge when density is 1 - float factor = (manhattanDist - density) / (1.0f - density); + float factor = (manhattanDist - density)/(1.0f - density); // Clamp the factor between 0 and 1 - factor = fminf(fmaxf(factor, 0.f), 1.f); + factor = fminf(fmaxf(factor, 0.0f), 1.0f); // Blend the colors based on the calculated factor pixels[y*width + x].r = (int)((float)outer.r*factor + (float)inner.r*(1.0f - factor));