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Merge branch 'master' of https://github.com/raysan5/raylib

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commit
bbf884d7b3
40 módosított fájl, 132 hozzáadás és 130 törlés
  1. 1 0
      BINDINGS.md
  2. 6 6
      examples/audio/audio_mixed_processor.c
  3. 2 2
      examples/audio/audio_raw_stream.c
  4. 4 4
      examples/audio/audio_stream_effects.c
  5. 1 1
      examples/core/core_2d_camera_platformer.c
  6. 2 2
      examples/core/core_3d_camera_first_person.c
  7. 1 1
      examples/core/core_3d_camera_fps.c
  8. 1 1
      examples/core/core_3d_camera_split_screen.c
  9. 1 1
      examples/core/core_3d_picking.c
  10. 1 1
      examples/core/core_high_dpi.c
  11. 1 2
      examples/core/core_random_sequence.c
  12. 1 1
      examples/core/core_window_flags.c
  13. 2 2
      examples/core/core_world_screen.c
  14. 7 7
      examples/models/models_loading_vox.c
  15. 2 1
      examples/models/models_mesh_picking.c
  16. 3 3
      examples/models/models_point_rendering.c
  17. 4 4
      examples/models/models_tesseract_view.c
  18. 3 3
      examples/models/resources/shaders/glsl100/voxel_lighting.fs
  19. 3 3
      examples/models/resources/shaders/glsl100/voxel_lighting.vs
  20. 3 3
      examples/models/resources/shaders/glsl120/voxel_lighting.fs
  21. 3 3
      examples/models/resources/shaders/glsl120/voxel_lighting.vs
  22. 1 1
      examples/others/rlgl_standalone.c
  23. 18 18
      examples/shaders/shaders_normal_map.c
  24. 4 4
      examples/shaders/shaders_shadowmap.c
  25. 4 4
      examples/shaders/shaders_spotlight.c
  26. 2 2
      examples/shapes/shapes_digital_clock.c
  27. 14 14
      examples/shapes/shapes_double_pendulum.c
  28. 2 2
      examples/shapes/shapes_draw_circle_sector.c
  29. 2 2
      examples/shapes/shapes_rectangle_advanced.c
  30. 3 3
      examples/shapes/shapes_top_down_lights.c
  31. 1 1
      examples/text/text_unicode.c
  32. 4 4
      examples/textures/textures_blend_modes.c
  33. 4 4
      examples/textures/textures_image_channel.c
  34. 3 3
      projects/4coder/main.c
  35. 1 1
      src/external/fix_win32_compatibility.h
  36. 7 7
      src/external/rl_gputex.h
  37. 6 6
      src/platforms/rcore_desktop_rgfw.c
  38. 2 2
      src/platforms/rcore_desktop_sdl.c
  39. 1 0
      src/rlgl.h
  40. 1 1
      src/rmodels.c

+ 1 - 0
BINDINGS.md

@@ -7,6 +7,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
 | Name                                                                                     | raylib Version   | Language                                                             | License              |
 | :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
 | [raylib](https://github.com/raysan5/raylib)                                              | **5.5**          | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language))      | Zlib                 |
+| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada)                                              | **5.5**          | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language))      | MIT                 |
 | [raylib-beef](https://github.com/Starpelly/raylib-beef)                                  | **5.5**          | [Beef](https://www.beeflang.org)                                     | MIT                  |
 | [raybit](https://github.com/Alex-Velez/raybit)                                           | **5.0**          | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck)                 | MIT                  |
 | [raylib-c3](https://github.com/c3lang/vendor/tree/main/libraries/raylib55.c3l)           | **5.5**          | [C3](https://c3-lang.org)                                            | MIT                  |

+ 6 - 6
examples/audio/audio_mixed_processor.c

@@ -30,13 +30,13 @@ void ProcessAudio(void *buffer, unsigned int frames)
 
     for (unsigned int frame = 0; frame < frames; frame++)
     {
-        float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1];
+        float *left = &samples[frame*2 + 0], *right = &samples[frame*2 + 1];
 
-        *left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f );
-        *right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f );
+        *left = powf(fabsf(*left), exponent)*( (*left < 0.0f)? -1.0f : 1.0f );
+        *right = powf(fabsf(*right), exponent)*( (*right < 0.0f)? -1.0f : 1.0f );
 
-        average += fabsf(*left) / frames;   // accumulating average volume
-        average += fabsf(*right) / frames;
+        average += fabsf(*left)/frames;   // accumulating average volume
+        average += fabsf(*right)/frames;
     }
 
     // Moving history to the left
@@ -99,7 +99,7 @@ int main(void)
             DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
             for (int i = 0; i < 400; i++)
             {
-                DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, MAROON);
+                DrawLine(201 + i, 232 - (int)(averageVolume[i]*32), 201 + i, 232, MAROON);
             }
             DrawRectangleLines(199, 199, 402, 34, GRAY);
 

+ 2 - 2
examples/audio/audio_raw_stream.c

@@ -115,7 +115,7 @@ int main(void)
             float fp = (float)(mousePosition.y);
             frequency = 40.0f + (float)(fp);
 
-            float pan = (float)(mousePosition.x) / (float)screenWidth;
+            float pan = (float)(mousePosition.x)/(float)screenWidth;
             SetAudioStreamPan(stream, pan);
         }
 
@@ -141,7 +141,7 @@ int main(void)
             }
 
             // Scale read cursor's position to minimize transition artifacts
-            //readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength));
+            //readCursor = (int)(readCursor*((float)waveLength/(float)oldWavelength));
             oldFrequency = frequency;
         }
 

+ 4 - 4
examples/audio/audio_stream_effects.c

@@ -148,8 +148,8 @@ int main(void)
 static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
 {
     static float low[2] = { 0.0f, 0.0f };
-    static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
-    const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
+    static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter
+    const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula
 
     // Converts the buffer data before using it
     float *bufferData = (float *)buffer;
@@ -158,8 +158,8 @@ static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
         const float l = bufferData[i];
         const float r = bufferData[i + 1];
 
-        low[0] += k * (l - low[0]);
-        low[1] += k * (r - low[1]);
+        low[0] += k*(l - low[0]);
+        low[1] += k*(r - low[1]);
         bufferData[i] = low[0];
         bufferData[i + 1] = low[1];
     }

+ 1 - 1
examples/core/core_2d_camera_platformer.c

@@ -294,7 +294,7 @@ void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *env
 
     Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
     Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
-    camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height };
+    camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height };
 
     if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
     if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;

+ 2 - 2
examples/core/core_3d_camera_first_person.c

@@ -100,8 +100,8 @@ int main(void)
                 camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
                 camera.projection = CAMERA_ORTHOGRAPHIC;
                 camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
-                CameraYaw(&camera, -135 * DEG2RAD, true);
-                CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
+                CameraYaw(&camera, -135*DEG2RAD, true);
+                CameraPitch(&camera, -45*DEG2RAD, true, true, false);
             }
             else if (camera.projection == CAMERA_ORTHOGRAPHIC)
             {

+ 1 - 1
examples/core/core_3d_camera_fps.c

@@ -263,7 +263,7 @@ static void UpdateCameraAngle(Camera *camera)
     // Rotate view vector around right axis
     float pitchAngle = -lookRotation.y - 
     lean.y;
-    pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
+    pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
     Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
 
     // Head animation

+ 1 - 1
examples/core/core_3d_camera_split_screen.c

@@ -47,7 +47,7 @@ int main(void)
     cameraPlayer2.position.x = -3.0f;
     cameraPlayer2.position.y = 3.0f;
 
-    RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
+    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 };

+ 1 - 1
examples/core/core_3d_picking.c

@@ -101,7 +101,7 @@ int main(void)
 
             DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
 
-            if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
+            if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, (int)(screenHeight*0.1f), 30, GREEN);
 
             DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
 

+ 1 - 1
examples/core/core_high_dpi.c

@@ -91,7 +91,7 @@ int main(void)
                 int x = (int)(((float)i)/dpiScale.x);
                 if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
 
-                DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
+                DrawLine(x, pixelGridTop, (int)(((float)i)/dpiScale.x), pixelGridLabelY - 10, GRAY);
 
                 if ((x - lastTextX) >= minTextSpace)
                 {

+ 1 - 2
examples/core/core_random_sequence.c

@@ -175,7 +175,6 @@ static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, i
     int spaceSize = MeasureText(" ", fontSize);
     int pressSize = MeasureText("Press", fontSize);
     int keySize = MeasureText(key, fontSize);
-    int textSize = MeasureText(text, fontSize);
     int textSizeCurrent = 0;
 
     DrawText("Press", posX, posY, fontSize, color);
@@ -184,4 +183,4 @@ static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, i
     DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
     textSizeCurrent += keySize + 2*spaceSize;
     DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
-}
+}

+ 1 - 1
examples/core/core_window_flags.c

@@ -46,7 +46,7 @@ int main(void)
     //SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
     InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
 
-    Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f };
+    Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
     Vector2 ballSpeed = { 5.0f, 4.0f };
     float ballRadius = 20;
 

+ 2 - 2
examples/core/core_world_screen.c

@@ -69,7 +69,7 @@ int main(void)
 
             EndMode3D();
 
-            DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
+            DrawText("Enemy: 100/100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
 
             DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
             DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
@@ -84,4 +84,4 @@ int main(void)
     //--------------------------------------------------------------------------------------
 
     return 0;
-}
+}

+ 7 - 7
examples/models/models_loading_vox.c

@@ -127,8 +127,8 @@ int main(void)
 		if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
 		{
 			const Vector2 mouseDelta = GetMouseDelta();
-			camerarot.x = mouseDelta.x * 0.05f;
-			camerarot.y = mouseDelta.y * 0.05f;
+			camerarot.x = mouseDelta.x*0.05f;
+			camerarot.y = mouseDelta.y*0.05f;
 		}
 		else
 		{
@@ -138,14 +138,14 @@ int main(void)
 
 		UpdateCameraPro(&camera,
 			(Vector3) {
-			(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f -      // Move forward-backward
-				(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
-				(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f -   // Move right-left
-				(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
+			(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f -      // Move forward-backward
+				(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
+				(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f -   // Move right-left
+				(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
 				0.0f                                                // Move up-down
 		},
 			camerarot,
-			GetMouseWheelMove() * -2.0f);                              // Move to target (zoom)
+			GetMouseWheelMove()*-2.0f);                              // Move to target (zoom)
 
 		// Cycle between models on mouse click
 		if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;

+ 2 - 1
examples/models/models_mesh_picking.c

@@ -18,6 +18,7 @@
 #include "raylib.h"
 #include "raymath.h"
 
+#undef FLT_MAX
 #define FLT_MAX     340282346638528859811704183484516925440.0f     // Maximum value of a float, from bit pattern 01111111011111111111111111111111
 
 //------------------------------------------------------------------------------------
@@ -245,4 +246,4 @@ int main(void)
     //--------------------------------------------------------------------------------------
 
     return 0;
-}
+}

+ 3 - 3
examples/models/models_point_rendering.c

@@ -161,9 +161,9 @@ static Mesh GenMeshPoints(int numPoints)
     // https://en.wikipedia.org/wiki/Spherical_coordinate_system
     for (int i = 0; i < numPoints; i++)
     {
-        float theta = ((float)PI*rand())/RAND_MAX;
-        float phi = (2.0f*PI*rand())/RAND_MAX;
-        float r = (10.0f*rand())/RAND_MAX;
+        float theta = ((float)PI*rand())/((float)RAND_MAX);
+        float phi = (2.0f*PI*rand())/((float)RAND_MAX);
+        float r = (10.0f*rand())/((float)RAND_MAX);
 
         mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
         mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);

+ 4 - 4
examples/models/models_tesseract_view.c

@@ -79,9 +79,9 @@ int main(void)
             // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
             // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
             float c = 3.0f/(3.0f - p.w);
-            p.x = c * p.x;
-            p.y = c * p.y;
-            p.z = c * p.z;
+            p.x = c*p.x;
+            p.y = c*p.y;
+            p.z = c*p.z;
 
             // Split XYZ coordinate and W values later for drawing
             transformed[i] = (Vector3){ p.x, p.y, p.z };
@@ -125,4 +125,4 @@ int main(void)
     //--------------------------------------------------------------------------------------
 
     return 0;
-}
+}

+ 3 - 3
examples/models/resources/shaders/glsl100/voxel_lighting.fs

@@ -46,7 +46,7 @@ void main()
                 light = normalize(lights[i].position - fragPosition);
 
             float NdotL = max(dot(normal, light), 0.0);
-            lightDot += lights[i].color.rgb * NdotL;
+            lightDot += lights[i].color.rgb*NdotL;
 
             if (NdotL > 0.0)
             {
@@ -56,8 +56,8 @@ void main()
         }
     }
 
-    vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
-    finalColor += fragColor * (ambient / 10.0) * colDiffuse;
+    vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+    finalColor += fragColor*(ambient/10.0)*colDiffuse;
 
     finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
 

+ 3 - 3
examples/models/resources/shaders/glsl100/voxel_lighting.vs

@@ -20,9 +20,9 @@ varying vec3 fragNormal;
 
 void main()
 {
-    fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
     fragColor = vertexColor;
-    fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
+    fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
 
-    gl_Position = mvp * vec4(vertexPosition, 1.0);
+    gl_Position = mvp*vec4(vertexPosition, 1.0);
 }

+ 3 - 3
examples/models/resources/shaders/glsl120/voxel_lighting.fs

@@ -43,7 +43,7 @@ void main()
                 light = normalize(lights[i].position - fragPosition);
 
             float NdotL = max(dot(normal, light), 0.0);
-            lightDot += lights[i].color.rgb * NdotL;
+            lightDot += lights[i].color.rgb*NdotL;
 
             if (NdotL > 0.0)
             {
@@ -53,8 +53,8 @@ void main()
         }
     }
 
-    vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
-    finalColor += fragColor * (ambient / 10.0) * colDiffuse;
+    vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+    finalColor += fragColor*(ambient/10.0)*colDiffuse;
 
     finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
 

+ 3 - 3
examples/models/resources/shaders/glsl120/voxel_lighting.vs

@@ -16,9 +16,9 @@ varying vec3 fragNormal;
 
 void main()
 {
-    fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
+    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
     fragColor = vertexColor;
-    fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
+    fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
 
-    gl_Position = mvp * vec4(vertexPosition, 1.0);
+    gl_Position = mvp*vec4(vertexPosition, 1.0);
 }

+ 1 - 1
examples/others/rlgl_standalone.c

@@ -297,7 +297,7 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
 // Draw a grid centered at (0, 0, 0)
 static void DrawGrid(int slices, float spacing)
 {
-    int halfSlices = slices / 2;
+    int halfSlices = slices/2;
 
     rlBegin(RL_LINES);
         for (int i = -halfSlices; i <= halfSlices; i++)

+ 18 - 18
examples/shaders/shaders_normal_map.c

@@ -1,22 +1,22 @@
 /*******************************************************************************************
- *
- *  raylib [shaders] example - normal map
- *
- *   Example complexity rating: [★★★★] 4/4
- *
- *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
- *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
- *
- *   Example originally created with raylib 5.6, last time updated with raylib 5.6
- *
- *   Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
- *
- *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- *   BSD-like license that allows static linking with closed source software
- *
- *   Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
- *k
- ********************************************************************************************/
+*
+* raylib [shaders] example - normal map
+*
+*  Example complexity rating: [★★★★] 4/4
+*
+*  NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
+*        OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
+*
+*  Example originally created with raylib 5.6, last time updated with raylib 5.6
+*
+*  Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
+*
+*  Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+*  BSD-like license that allows static linking with closed source software
+*
+*  Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
 
 #include <raylib.h>
 

+ 4 - 4
examples/shaders/shaders_shadowmap.c

@@ -115,22 +115,22 @@ int main(void)
         if (IsKeyDown(KEY_LEFT))
         {
             if (lightDir.x < 0.6f)
-                lightDir.x += cameraSpeed * 60.0f * dt;
+                lightDir.x += cameraSpeed*60.0f*dt;
         }
         if (IsKeyDown(KEY_RIGHT))
         {
             if (lightDir.x > -0.6f)
-                lightDir.x -= cameraSpeed * 60.0f * dt;
+                lightDir.x -= cameraSpeed*60.0f*dt;
         }
         if (IsKeyDown(KEY_UP))
         {
             if (lightDir.z < 0.6f)
-                lightDir.z += cameraSpeed * 60.0f * dt;
+                lightDir.z += cameraSpeed*60.0f*dt;
         }
         if (IsKeyDown(KEY_DOWN))
         {
             if (lightDir.z > -0.6f)
-                lightDir.z -= cameraSpeed * 60.0f * dt;
+                lightDir.z -= cameraSpeed*60.0f*dt;
         }
         lightDir = Vector3Normalize(lightDir);
         lightCam.position = Vector3Scale(lightDir, -15.0f);

+ 4 - 4
examples/shaders/shaders_spotlight.c

@@ -130,12 +130,12 @@ int main(void)
 
         while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
         {
-            spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
-            spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
+            spots[i].speed.x = GetRandomValue(-400, 40)/10.0f;
+            spots[i].speed.y = GetRandomValue(-400, 40)/10.0f;
         }
 
-        spots[i].inner = 28.0f * (i + 1);
-        spots[i].radius = 48.0f * (i + 1);
+        spots[i].inner = 28.0f*(i + 1);
+        spots[i].radius = 48.0f*(i + 1);
 
         SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
         SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);

+ 2 - 2
examples/shapes/shapes_digital_clock.c

@@ -133,7 +133,7 @@ int main(void)
 static void UpdateClock(Clock *clock)
 {
     time_t rawtime;
-    struct tm * timeinfo;
+    struct tm *timeinfo;
 
     time(&rawtime);
     timeinfo = localtime(&rawtime);
@@ -164,7 +164,7 @@ static void DrawClock(Clock clock, Vector2 centerPosition)
 
         DrawText(TextFormat("%i", clock.second.value), centerPosition.x + (clock.second.length - 10)*cosf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.second.length*sinf(clock.second.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GRAY);
 
-        DrawText(TextFormat("%i", clock.minute.value), clock.minute.origin.x + clock.minute.length*cosf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.minute.length*sinf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, RED);
+        DrawText(TextFormat("%i", clock.minute.value), centerPosition.x + clock.minute.length*cosf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.minute.length*sinf(clock.minute.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, RED);
 
         DrawText(TextFormat("%i", clock.hour.value), centerPosition.x + clock.hour.length*cosf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, centerPosition.y + clock.hour.length*sinf(clock.hour.angle*(float)(PI/180)) - DIGIT_SIZE/2, DIGIT_SIZE, GOLD);
     }

+ 14 - 14
examples/shapes/shapes_double_pendulum.c

@@ -46,8 +46,8 @@ int main(void)
     InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
 
     // Simulation Paramters
-    float l1 = 15, m1 = 0.2, theta1 = DEG2RAD * 170, w1 = 0;
-    float l2 = 15, m2 = 0.1, theta2 = DEG2RAD * 0, w2 = 0;
+    float l1 = 15, m1 = 0.2, theta1 = DEG2RAD*170, w1 = 0;
+    float l2 = 15, m2 = 0.1, theta2 = DEG2RAD*0, w2 = 0;
     float lengthScaler = 0.1;
     float totalM = m1 + m2;
 
@@ -56,8 +56,8 @@ int main(void)
     previousPosition.y += (screenHeight/2 - 100);
 
     // Scale length
-    float L1 = l1 * lengthScaler;
-    float L2 = l2 * lengthScaler;
+    float L1 = l1*lengthScaler;
+    float L2 = l2*lengthScaler;
 
     // Draw parameters
     int lineThick = 20, trailThick = 2;
@@ -76,26 +76,26 @@ int main(void)
         // Update
         //----------------------------------------------------------------------------------
         float dt = GetFrameTime();
-        float step = dt / SIMULATION_STEPS, step2 = step * step;
+        float step = dt/SIMULATION_STEPS, step2 = step*step;
 
         // Update Physics - larger steps = better approximation
         for (int i = 0; i < SIMULATION_STEPS; ++i)
         {
             float delta = theta1 - theta2;
             float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
-            float ww1 = w1 * w1, ww2 = w2 * w2;
+            float ww1 = w1*w1, ww2 = w2*w2;
 
             // Calculate a1
             float a1 = (-G*(2*m1 + m2)*sinf(theta1)
                          - m2*G*sinf(theta1 - 2*theta2)
                          - 2*sinD*m2*(ww2*L2 + ww1*L1*cosD))
-                         / (L1*(2*m1 + m2 - m2*cos2D));
+                        /(L1*(2*m1 + m2 - m2*cos2D));
 
             // Calculate a2
             float a2 = (2*sinD*(ww1*L1*totalM
                          + G*totalM*cosf(theta1)
                          + ww2*L2*m2*cosD))
-                         / (L2*(2*m1 + m2 - m2*cos2D));
+                        /(L2*(2*m1 + m2 - m2*cos2D));
 
             // Update thetas
             theta1 += w1*step + 0.5f*a1*step2;
@@ -118,7 +118,7 @@ int main(void)
 
             // Draw trail
             DrawCircleV(previousPosition, trailThick, RED);
-            DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED);
+            DrawLineEx(previousPosition, currentPosition, trailThick*2, RED);
         EndTextureMode();
 
         // Update previous position
@@ -135,12 +135,12 @@ int main(void)
             DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
 
             // Draw double pendulum
-            DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick },
-                (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
+            DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10*l1, lineThick },
+                (Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta1, RAYWHITE);
 
             Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
-            DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10 * l2, lineThick },
-                (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
+            DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10*l2, lineThick },
+                (Vector2){0, lineThick*0.5}, 90 - RAD2DEG*theta2, RAYWHITE);
 
         EndDrawing();
         //----------------------------------------------------------------------------------
@@ -159,7 +159,7 @@ int main(void)
 // Calculate Pendulum End Point
 static Vector2 CalculatePendulumEndPoint(float l, float theta)
 {
-    return (Vector2){ 10 * l * sin(theta), 10 * l * cos(theta) };
+    return (Vector2){ 10*l*sin(theta), 10*l*cos(theta) };
 }
 
 // Calculate Double Pendulum End Point

+ 2 - 2
examples/shapes/shapes_draw_circle_sector.c

@@ -72,7 +72,7 @@ int main(void)
             GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 100);
             //------------------------------------------------------------------------------
 
-            minSegments = truncf(ceilf((endAngle - startAngle) / 90));
+            minSegments = truncf(ceilf((endAngle - startAngle)/90));
             DrawText(TextFormat("MODE: %s", (segments >= minSegments)? "MANUAL" : "AUTO"), 600, 200, 10, (segments >= minSegments)? MAROON : DARKGRAY);
 
             DrawFPS(10, 10);
@@ -87,4 +87,4 @@ int main(void)
     //--------------------------------------------------------------------------------------
 
     return 0;
-}
+}

+ 2 - 2
examples/shapes/shapes_rectangle_advanced.c

@@ -46,8 +46,8 @@ int main(void)
         //----------------------------------------------------------------------------------
         float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f;
         Rectangle rec = {
-            GetScreenWidth() / 2.0f - width/2,
-            GetScreenHeight() / 2.0f - 5*(height/2),
+            GetScreenWidth()/2.0f - width/2,
+            GetScreenHeight()/2.0f - 5*(height/2),
             width, height
         };
         //--------------------------------------------------------------------------------------

+ 3 - 3
examples/shapes/shapes_top_down_lights.c

@@ -129,8 +129,8 @@ void SetupLight(int slot, float x, float y, float radius)
     lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
     lights[slot].outerRadius = radius;
 
-    lights[slot].bounds.width = radius * 2;
-    lights[slot].bounds.height = radius * 2;
+    lights[slot].bounds.width = radius*2;
+    lights[slot].bounds.height = radius*2;
 
     MoveLight(slot, x, y);
 
@@ -355,4 +355,4 @@ int main(void)
     //--------------------------------------------------------------------------------------
 
     return 0;
-}
+}

+ 1 - 1
examples/text/text_unicode.c

@@ -248,7 +248,7 @@ int main(void)
                 if (sz.x > 300) { sz.y *= sz.x/300; sz.x = 300; }
                 else if (sz.x < 160) sz.x = 160;
 
-                Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2 * horizontalPadding + sz.x, 2 * verticalPadding + sz.y };
+                Rectangle msgRect = { selectedPos.x - 38.8f, selectedPos.y, 2*horizontalPadding + sz.x, 2*verticalPadding + sz.y };
                 msgRect.y -= msgRect.height;
 
                 // Coordinates for the chat bubble triangle

+ 4 - 4
examples/textures/textures_blend_modes.c

@@ -78,10 +78,10 @@ int main(void)
 
             switch (blendMode)
             {
-                case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, GRAY); break;
-                case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, GRAY); break;
-                case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, GRAY); break;
-                case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, GRAY); break;
+                case BLEND_ALPHA: DrawText("Current: BLEND_ALPHA", (screenWidth/2) - 60, 370, 10, GRAY); break;
+                case BLEND_ADDITIVE: DrawText("Current: BLEND_ADDITIVE", (screenWidth/2) - 60, 370, 10, GRAY); break;
+                case BLEND_MULTIPLIED: DrawText("Current: BLEND_MULTIPLIED", (screenWidth/2) - 60, 370, 10, GRAY); break;
+                case BLEND_ADD_COLORS: DrawText("Current: BLEND_ADD_COLORS", (screenWidth/2) - 60, 370, 10, GRAY); break;
                 default: break;
             }
 

+ 4 - 4
examples/textures/textures_image_channel.c

@@ -64,10 +64,10 @@ int main(void)
     Rectangle fudesumiRec = {0, 0, fudesumiImage.width, fudesumiImage.height};
 
     Rectangle fudesumiPos = {50, 10, fudesumiImage.width*0.8f, fudesumiImage.height*0.8f};
-    Rectangle redPos = { 410, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
-    Rectangle greenPos = { 600, 10, fudesumiPos.width / 2, fudesumiPos.height / 2 };
-    Rectangle bluePos = { 410, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
-    Rectangle alphaPos = { 600, 230, fudesumiPos.width / 2, fudesumiPos.height / 2 };
+    Rectangle redPos = { 410, 10, fudesumiPos.width/2, fudesumiPos.height/2 };
+    Rectangle greenPos = { 600, 10, fudesumiPos.width/2, fudesumiPos.height/2 };
+    Rectangle bluePos = { 410, 230, fudesumiPos.width/2, fudesumiPos.height/2 };
+    Rectangle alphaPos = { 600, 230, fudesumiPos.width/2, fudesumiPos.height/2 };
 
     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------

+ 3 - 3
projects/4coder/main.c

@@ -18,8 +18,8 @@ int main() {
     SetTargetFPS(60);
 
     while (!WindowShouldClose()) {
-        cam.position.x = sin(GetTime()) * 10.0f;
-        cam.position.z = cos(GetTime()) * 10.0f;
+        cam.position.x = sin(GetTime())*10.0f;
+        cam.position.z = cos(GetTime())*10.0f;
 
         BeginDrawing();
             ClearBackground(RAYWHITE);
@@ -35,4 +35,4 @@ int main() {
     
     CloseWindow();
     return 0;
-}
+}

+ 1 - 1
src/external/fix_win32_compatibility.h

@@ -42,7 +42,7 @@
 #define DrawTextW DrawTextWin32
 #define DrawTextExA DrawTextExAWin32
 #define DrawTextExW DrawTextExWin32
-#define PlaySoundA PlaySoundAWin32\
+#define PlaySoundA PlaySoundAWin32
 // include windows
 #define WIN32_LEAN_AND_MEAN 
 #include <windows.h>

+ 7 - 7
src/external/rl_gputex.h

@@ -288,7 +288,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
                 if (header->ddspf.flags == 0x40)        // No alpha channel
                 {
                     int data_size = image_pixel_size*sizeof(unsigned short);
-                    if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
+                    if (header->mipmap_count > 1) data_size = data_size + data_size/3;
                     image_data = RL_GPUTEX_MALLOC(data_size);
 
                     RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
@@ -300,7 +300,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
                     if (header->ddspf.a_bit_mask == 0x8000)     // 1bit alpha
                     {
                         int data_size = image_pixel_size*sizeof(unsigned short);
-                        if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
+                        if (header->mipmap_count > 1) data_size = data_size + data_size/3;
                         image_data = RL_GPUTEX_MALLOC(data_size);
 
                         RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
@@ -320,7 +320,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
                     else if (header->ddspf.a_bit_mask == 0xf000)   // 4bit alpha
                     {
                         int data_size = image_pixel_size*sizeof(unsigned short);
-                        if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
+                        if (header->mipmap_count > 1) data_size = data_size + data_size/3;
                         image_data = RL_GPUTEX_MALLOC(data_size);
 
                         RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
@@ -342,7 +342,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
             else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24))   // DDS_RGB, no compressed
             {
                 int data_size = image_pixel_size*3*sizeof(unsigned char);
-                if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
+                if (header->mipmap_count > 1) data_size = data_size + data_size/3;
                 image_data = RL_GPUTEX_MALLOC(data_size);
 
                 RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
@@ -352,7 +352,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
             else if ((header->ddspf.flags == 0x41) && (header->ddspf.rgb_bit_count == 32)) // DDS_RGBA, no compressed
             {
                 int data_size = image_pixel_size*4*sizeof(unsigned char);
-                if (header->mipmap_count > 1) data_size = data_size + data_size / 3;
+                if (header->mipmap_count > 1) data_size = data_size + data_size/3;
                 image_data = RL_GPUTEX_MALLOC(data_size);
 
                 RL_GPUTEX_MEMCPY(image_data, file_data_ptr, data_size);
@@ -376,7 +376,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
                 int data_size = 0;
 
                 // Calculate data size, including all mipmaps
-                if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size / 3;
+                if (header->mipmap_count > 1) data_size = header->pitch_or_linear_size + header->pitch_or_linear_size/3;
                 else data_size = header->pitch_or_linear_size;
 
                 image_data = RL_GPUTEX_MALLOC(data_size*sizeof(unsigned char));
@@ -1547,4 +1547,4 @@ typedef enum VkFormat {
     // Provided by VK_KHR_maintenance5
     VK_FORMAT_A8_UNORM_KHR = VK_FORMAT_A8_UNORM,
 } VkFormat;
-*/
+*/

+ 6 - 6
src/platforms/rcore_desktop_rgfw.c

@@ -1041,8 +1041,8 @@ void PollInputEvents(void)
                 // if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
                 if (IsWindowState(FLAG_WINDOW_HIGHDPI))
                 {
-                    CORE.Window.screen.width = (int)(platform.window->r.w / GetWindowScaleDPI().x);
-                    CORE.Window.screen.height = (int)(platform.window->r.h / GetWindowScaleDPI().y);
+                    CORE.Window.screen.width = (int)(platform.window->r.w/GetWindowScaleDPI().x);
+                    CORE.Window.screen.height = (int)(platform.window->r.h/GetWindowScaleDPI().y);
                 }
                 else
                 {
@@ -1207,13 +1207,13 @@ void PollInputEvents(void)
                 {
                     case 0:
                     {
-                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
-                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
+                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x/100.0f;
+                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y/100.0f;
                     } break;
                     case 1:
                     {
-                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
-                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
+                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x/100.0f;
+                        CORE.Input.Gamepad.axisState[event->gamepad][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y/100.0f;
                     } break;
                     case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER;
                     case 3:

+ 2 - 2
src/platforms/rcore_desktop_sdl.c

@@ -1485,8 +1485,8 @@ void PollInputEvents(void)
                         // if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
                         if (IsWindowState(FLAG_WINDOW_HIGHDPI))
                         {
-                            CORE.Window.screen.width = (int)(width / GetWindowScaleDPI().x);
-                            CORE.Window.screen.height = (int)(height / GetWindowScaleDPI().y);
+                            CORE.Window.screen.width = (int)(width/GetWindowScaleDPI().x);
+                            CORE.Window.screen.height = (int)(height/GetWindowScaleDPI().y);
                         }
                         else
                         {

+ 1 - 0
src/rlgl.h

@@ -3243,6 +3243,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
     int mipWidth = width;
     int mipHeight = height;
     int mipOffset = 0;          // Mipmap data offset, only used for tracelog
+    (void)mipOffset;            // Used to avoid gcc warnings about unused variable
 
     // NOTE: Added pointer math separately from function to avoid UBSAN complaining
     unsigned char *dataPtr = NULL;

+ 1 - 1
src/rmodels.c

@@ -3722,7 +3722,7 @@ void GenMeshTangents(Mesh *mesh)
         }
 
         // Gram-Schmidt orthogonalization to make tangent orthogonal to normal
-        // T_prime = T - N * dot(N, T)
+        // T_prime = T - N*dot(N, T)
         Vector3 orthogonalized = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
 
         // Handle cases where orthogonalized vector is too small