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Remove trailing spaces

pull/2067/head
raysan5 3 年前
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cf12992b6a
共有 8 个文件被更改,包括 60 次插入60 次删除
  1. +22
    -22
      examples/core/core_basic_screen_manager.c
  2. +5
    -5
      examples/core/core_quat_conversion.c
  3. +3
    -3
      examples/core/core_smooth_pixelperfect.c
  4. +4
    -4
      examples/core/core_split_screen.c
  5. +1
    -1
      examples/models/models_animation.c
  6. +7
    -7
      examples/models/models_loading_vox.c
  7. +3
    -3
      src/rlgl.h
  8. +15
    -15
      src/rmodels.c

+ 22
- 22
examples/core/core_basic_screen_manager.c 查看文件

@ -38,15 +38,15 @@ int main(void)
SetTargetFPS(60); // Set desired framerate (frames-per-second)
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch(currentScreen)
switch(currentScreen)
{
case LOGO:
case LOGO:
{
// TODO: Update LOGO screen variables here!
@ -58,7 +58,7 @@ int main(void)
currentScreen = TITLE;
}
} break;
case TITLE:
case TITLE:
{
// TODO: Update TITLE screen variables here!
@ -69,16 +69,16 @@ int main(void)
}
} break;
case GAMEPLAY:
{
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = ENDING;
}
}
} break;
case ENDING:
case ENDING:
{
// TODO: Update ENDING screen variables here!
@ -86,63 +86,63 @@ int main(void)
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
currentScreen = TITLE;
}
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
switch(currentScreen)
{
case LOGO:
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
} break;
case TITLE:
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
} break;
case ENDING:
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 5
- 5
examples/core/core_quat_conversion.c 查看文件

@ -39,13 +39,13 @@ int main(void)
// Generic quaternion for operations
Quaternion q1 = { 0 };
// Transform matrices required to draw 4 cylinders
Matrix m1 = { 0 };
Matrix m2 = { 0 };
Matrix m3 = { 0 };
Matrix m4 = { 0 };
// Generic vectors for rotations
Vector3 v1 = { 0 };
Vector3 v2 = { 0 };
@ -95,13 +95,13 @@ int main(void)
model.transform = m1;
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
model.transform = m2;
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
model.transform = m3;
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
model.transform = m4;
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);

+ 3
- 3
examples/core/core_smooth_pixelperfect.c 查看文件

@ -84,14 +84,14 @@ int main(void)
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(RAYWHITE);
BeginMode2D(worldSpaceCamera);
DrawRectanglePro(rec01, origin, rotation, BLACK);
DrawRectanglePro(rec02, origin, -rotation, RED);
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
EndMode2D();
EndTextureMode();
BeginDrawing();
ClearBackground(RED);
@ -109,7 +109,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 4
- 4
examples/core/core_split_screen.c 查看文件

@ -22,7 +22,7 @@ void DrawScene(void)
{
int count = 5;
float spacing = 4;
// Grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
@ -73,10 +73,10 @@ int main(void)
cameraPlayer2.position.y = 3.0f;
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -147,7 +147,7 @@ int main(void)
UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture
UnloadTexture(textureGrid); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

+ 1
- 1
examples/models/models_animation.c 查看文件

@ -46,7 +46,7 @@ int main(void)
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animsCount = 0;
unsigned int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
int animFrameCounter = 0;

+ 7
- 7
examples/models/models_loading_vox.c 查看文件

@ -23,7 +23,7 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const char *voxFileNames[] = {
"resources/models/vox/chr_knight.vox",
"resources/models/vox/chr_sword.vox",
@ -31,7 +31,7 @@ int main(void)
};
InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
@ -52,7 +52,7 @@ int main(void)
TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
// Compute model translation matrix to center model on draw position (0, 0 , 0)
// Compute model translation matrix to center model on draw position (0, 0 , 0)
BoundingBox bb = GetModelBoundingBox(models[i]);
Vector3 center = { 0 };
center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
@ -68,7 +68,7 @@ int main(void)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@ -77,7 +77,7 @@ int main(void)
UpdateCamera(&camera); // Update our camera to orbit
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
// Cycle between models on key pressed
if (IsKeyPressed(KEY_RIGHT))
@ -91,13 +91,13 @@ int main(void)
if (currentModel < 0) currentModel = MAX_VOX_FILES - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw 3D model
BeginMode3D(camera);

+ 3
- 3
src/rlgl.h 查看文件

@ -938,7 +938,7 @@ typedef struct rlglData {
bool texCompASTC; // ASTC texture compression support (GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr)
bool texMirrorClamp; // Clamp mirror wrap mode supported (GL_EXT_texture_mirror_clamp)
bool texAnisoFilter; // Anisotropic texture filtering support (GL_EXT_texture_filter_anisotropic)
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
bool computeShader; // Compute shaders support (GL_ARB_compute_shader)
bool ssbo; // Shader storage buffer object support (GL_ARB_shader_storage_buffer_object)
float maxAnisotropyLevel; // Maximum anisotropy level supported (minimum is 2.0f)
@ -1918,9 +1918,9 @@ void rlLoadExtensions(void *loader)
RLGL.ExtSupported.maxDepthBits = 32;
RLGL.ExtSupported.texAnisoFilter = true;
RLGL.ExtSupported.texMirrorClamp = true;
#if defined(GRAPHICS_API_OPENGL_43)
#if defined(GRAPHICS_API_OPENGL_43)
if (GLAD_GL_ARB_compute_shader) RLGL.ExtSupported.computeShader = true;
if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
if (GLAD_GL_ARB_shader_storage_buffer_object) RLGL.ExtSupported.ssbo = true;
#endif
#if !defined(__APPLE__)
// NOTE: With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans

+ 15
- 15
src/rmodels.c 查看文件

@ -4511,23 +4511,23 @@ char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength
'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
};
static const int modTable[] = { 0, 2, 1 };
*outputLength = 4*((inputLength + 2)/3);
char *encodedData = RL_MALLOC(*outputLength);
if (encodedData == NULL) return NULL;
for (int i = 0, j = 0; i < inputLength;)
{
unsigned int octetA = (i < inputLength)? (unsigned char)data[i++] : 0;
unsigned int octetB = (i < inputLength)? (unsigned char)data[i++] : 0;
unsigned int octetC = (i < inputLength)? (unsigned char)data[i++] : 0;
unsigned int triple = (octetA << 0x10) + (octetB << 0x08) + octetC;
encodedData[j++] = base64encodeTable[(triple >> 3*6) & 0x3F];
encodedData[j++] = base64encodeTable[(triple >> 2*6) & 0x3F];
encodedData[j++] = base64encodeTable[(triple >> 1*6) & 0x3F];
@ -4535,7 +4535,7 @@ char *EncodeBase64(const unsigned char *data, int inputLength, int *outputLength
}
for (int i = 0; i < modTable[inputLength%3]; i++) encodedData[*outputLength - 1 - i] = '=';
return encodedData;
}
@ -4544,11 +4544,11 @@ static unsigned char *DecodeBase64(char *data, int *outputLength)
{
static const unsigned char base64decodeTable[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
0, 0, 0, 62, 0, 0, 0, 63, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,
11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,
37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51
};
// Get output size of Base64 input data
int outLength = 0;
for (int i = 0; data[4*i] != 0; i++)
@ -4625,7 +4625,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *image, const char *texPath, Co
int size = 0;
unsigned char *data = DecodeBase64(image->uri + i + 1, &size); // TODO: Use cgltf_load_buffer_base64()
rimage = LoadImageFromMemory(".png", data, size);
RL_FREE(data);
@ -5596,7 +5596,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
{
cgltf_accessor *acc = mesh->primitives[p].attributes[j].data;
outModel->meshes[(*primitiveIndex)].vertexCount = (int)acc->count;
int bufferSize = outModel->meshes[(*primitiveIndex)].vertexCount*3*sizeof(float);
outModel->meshes[(*primitiveIndex)].animVertices = RL_MALLOC(bufferSize);
@ -5657,7 +5657,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
unsigned int totalBoneWeights = boneCount*4;
outModel->meshes[(*primitiveIndex)].boneIds = RL_MALLOC(totalBoneWeights*sizeof(int));
short *bones = ReadGLTFValuesAs(acc, cgltf_component_type_r_16, false);
// Find skin joint
for (unsigned int a = 0; a < totalBoneWeights; a++)
{
@ -5667,7 +5667,7 @@ void LoadGLTFMesh(cgltf_data *data, cgltf_node *node, Model *outModel, Matrix cu
unsigned int skinJointId = skinJoint - data->nodes;
outModel->meshes[(*primitiveIndex)].boneIds[a] = skinJointId;
}
RL_FREE(bones);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights)

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