Browse Source

Removed trailing spaces

Ray 10 months ago
parent
commit
f141c75cde
7 changed files with 47 additions and 47 deletions
  1. 3 3
      src/platforms/rcore_desktop_glfw.c
  2. 1 1
      src/raymath.h
  3. 3 3
      src/rcore.c
  4. 5 5
      src/rlgl.h
  5. 29 29
      src/rmodels.c
  6. 1 1
      src/rtext.c
  7. 5 5
      src/rtextures.c

+ 3 - 3
src/platforms/rcore_desktop_glfw.c

@@ -149,7 +149,7 @@ void ToggleFullscreen(void)
     {
         // Store previous window position (in case we exit fullscreen)
         CORE.Window.previousPosition = CORE.Window.position;
-        
+
         int monitorCount = 0;
         int monitorIndex = GetCurrentMonitor();
         GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
@@ -1289,7 +1289,7 @@ int InitPlatform(void)
     // Disable GlFW auto iconify behaviour
     // Auto Iconify automatically minimizes (iconifies) the window if the window loses focus
     // additionally auto iconify restores the hardware resolution of the monitor if the window that loses focus is a fullscreen window
-    glfwWindowHint(GLFW_AUTO_ICONIFY, 0); 
+    glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
 
     // Check window creation flags
     if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
@@ -1579,7 +1579,7 @@ int InitPlatform(void)
         int monitorWidth = 0;
         int monitorHeight = 0;
         glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
-        
+
         // Here CORE.Window.render.width/height should be used instead of CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled.
         int posX = monitorX + (monitorWidth - (int)CORE.Window.render.width)/2;
         int posY = monitorY + (monitorHeight - (int)CORE.Window.render.height)/2;

+ 1 - 1
src/raymath.h

@@ -26,7 +26,7 @@
 *       #define RAYMATH_STATIC_INLINE
 *           Define static inline functions code, so #include header suffices for use.
 *           This may use up lots of memory.
-* 
+*
 *       #define RAYMATH_DISABLE_CPP_OPERATORS
 *           Disables C++ operator overloads for raymath types.
 *

+ 3 - 3
src/rcore.c

@@ -691,7 +691,7 @@ void InitWindow(int width, int height, const char *title)
 
     // Initialize random seed
     SetRandomSeed((unsigned int)time(NULL));
-    
+
     TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", GetWorkingDirectory());
 }
 
@@ -3716,14 +3716,14 @@ static void ScanDirectoryFilesRecursively(const char *basePath, FilePathList *fi
                         break;
                     }
                 }
-                else 
+                else
                 {
                     if ((filter != NULL) && (TextFindIndex(filter, DIRECTORY_FILTER_TAG) >= 0))
                     {
                         strcpy(files->paths[files->count], path);
                         files->count++;
                     }
-                    
+
                     if (files->count >= files->capacity)
                     {
                         TRACELOG(LOG_WARNING, "FILEIO: Maximum filepath scan capacity reached (%i files)", files->capacity);

+ 5 - 5
src/rlgl.h

@@ -2486,17 +2486,17 @@ void rlLoadExtensions(void *loader)
                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorEXT");
-            } 
+            }
             else if (strcmp(extList[i], (const char *)"GL_NV_instanced_arrays") == 0)    // NVIDIA GLES
             {
                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
                 glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)((rlglLoadProc)loader)("glVertexAttribDivisorNV");
             }
-            
+
             // The feature will only be marked as supported if the elements from GL_XXX_instanced_arrays are present
             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
-        } 
+        }
         else if (strstr(extList[i], (const char *)"draw_instanced") != NULL)
         {
             // GL_ANGLE_draw_instanced doesn't exist
@@ -2504,13 +2504,13 @@ void rlLoadExtensions(void *loader)
             {
                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedEXT");
                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedEXT");
-            } 
+            }
             else if (strcmp(extList[i], (const char*)"GL_NV_draw_instanced") == 0)
             {
                 glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawArraysInstancedNV");
                 glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)((rlglLoadProc)loader)("glDrawElementsInstancedNV");
             }
-        
+
             // But the functions will at least be loaded if only GL_XX_EXT_draw_instanced exist
             if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true;
         }

+ 29 - 29
src/rmodels.c

@@ -426,14 +426,14 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
 {
 #if 0
     // Basic implementation, do not use it!
-    // For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls! 
+    // For a sphere with 16 rings and 16 slices it requires 8640 cos()/sin() function calls!
     // New optimized version below only requires 4 cos()/sin() calls
-    
+
     rlPushMatrix();
         // NOTE: Transformation is applied in inverse order (scale -> translate)
         rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
         rlScalef(radius, radius, radius);
-        
+
         rlBegin(RL_TRIANGLES);
             rlColor4ub(color.r, color.g, color.b, color.a);
 
@@ -488,7 +488,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
 
             for (int i = 0; i < rings + 1; i++)
             {
-                for (int j = 0; j < slices; j++) 
+                for (int j = 0; j < slices; j++)
                 {
                     vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
                     vertices[1] = vertices[3];
@@ -1165,7 +1165,7 @@ bool IsModelValid(Model model)
         (model.meshMaterial != NULL) &&     // Validate mesh-material linkage
         (model.meshCount > 0) &&            // Validate mesh count
         (model.materialCount > 0)) result = true; // Validate material count
-        
+
     // NOTE: Many elements could be validated from a model, including every model mesh VAO/VBOs
     // but some VBOs could not be used, it depends on Mesh vertex data
     for (int i = 0; i < model.meshCount; i++)
@@ -1179,7 +1179,7 @@ bool IsModelValid(Model model)
         if ((model.meshes[i].indices != NULL) && (model.meshes[i].vboId[6] == 0)) { result = false; break; }  // Vertex indices buffer not uploaded to GPU
         if ((model.meshes[i].boneIds != NULL) && (model.meshes[i].vboId[7] == 0)) { result = false; break; }  // Vertex boneIds buffer not uploaded to GPU
         if ((model.meshes[i].boneWeights != NULL) && (model.meshes[i].vboId[8] == 0)) { result = false; break; }  // Vertex boneWeights buffer not uploaded to GPU
-            
+
         // NOTE: Some OpenGL versions do not support VAO, so we don't check it
         //if (model.meshes[i].vaoId == 0) { result = false; break }
     }
@@ -1375,7 +1375,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
         rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
         rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
     }
-    
+
     if (mesh->boneWeights != NULL)
     {
         // Enable vertex attribute: boneWeights (shader-location = 8)
@@ -1507,7 +1507,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
     if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
 
 #ifdef RL_SUPPORT_MESH_GPU_SKINNING
-    // Upload Bone Transforms    
+    // Upload Bone Transforms
     if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
     {
         rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
@@ -1600,7 +1600,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
             rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
             rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
         }
-        
+
         // Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
         if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
         {
@@ -1751,15 +1751,15 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
 
     // Upload model normal matrix (if locations available)
     if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
-    
+
 #ifdef RL_SUPPORT_MESH_GPU_SKINNING
-    // Upload Bone Transforms    
+    // Upload Bone Transforms
     if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
     {
         rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
     }
 #endif
-    
+
     //-----------------------------------------------------
 
     // Bind active texture maps (if available)
@@ -1845,7 +1845,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
             rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
             rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
         }
-        
+
         // Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
         if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
         {
@@ -2205,7 +2205,7 @@ bool IsMaterialValid(Material material)
 
     if ((material.maps != NULL) &&      // Validate material contain some map
         (material.shader.id > 0)) result = true; // Validate material shader is valid
-        
+
     // TODO: Check if available maps contain loaded textures
 
     return result;
@@ -2368,20 +2368,20 @@ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int fram
 {
     if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
     {
-        if (frame >= anim.frameCount) frame = frame%anim.frameCount;    
-    
+        if (frame >= anim.frameCount) frame = frame%anim.frameCount;
+
         for (int i = 0; i < model.meshCount; i++)
         {
             if (model.meshes[i].boneMatrices)
             {
                 assert(model.meshes[i].boneCount == anim.boneCount);
-              
+
                 for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
                 {
                     Vector3 inTranslation = model.bindPose[boneId].translation;
                     Quaternion inRotation = model.bindPose[boneId].rotation;
                     Vector3 inScale = model.bindPose[boneId].scale;
-                    
+
                     Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
                     Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
                     Vector3 outScale = anim.framePoses[frame][boneId].scale;
@@ -2392,15 +2392,15 @@ void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int fram
 
                     Vector3 boneTranslation = Vector3Add(
                         Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
-                        outRotation), outTranslation); 
+                        outRotation), outTranslation);
                     Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
                     Vector3 boneScale = Vector3Multiply(outScale, invScale);
-                    
+
                     Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
                         QuaternionToMatrix(boneRotation),
                         MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
                         MatrixScale(boneScale.x, boneScale.y, boneScale.z));
-                    
+
                     model.meshes[i].boneMatrices[boneId] = boneMatrix;
                 }
             }
@@ -4824,12 +4824,12 @@ static Model LoadIQM(const char *fileName)
     }
 
     BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
-    
+
     for (int i = 0; i < model.meshCount; i++)
     {
         model.meshes[i].boneCount = model.boneCount;
         model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
-        
+
         for (int j = 0; j < model.meshes[i].boneCount; j++)
         {
             model.meshes[i].boneMatrices[j] = MatrixIdentity();
@@ -5244,7 +5244,7 @@ static Model LoadGLTF(const char *fileName)
     ***********************************************************************************************/
 
     // Macro to simplify attributes loading code
-    #define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType) 
+    #define LOAD_ATTRIBUTE(accesor, numComp, srcType, dstPtr) LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, srcType)
 
     #define LOAD_ATTRIBUTE_CAST(accesor, numComp, srcType, dstPtr, dstType) \
     { \
@@ -5732,7 +5732,7 @@ static Model LoadGLTF(const char *fileName)
 
                         TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data converted from u32 to u16, possible loss of data", fileName);
                     }
-                    else 
+                    else
                     {
                         TRACELOG(LOG_WARNING, "MODEL: [%s] Indices data format not supported, use u16", fileName);
                     }
@@ -5920,11 +5920,11 @@ static Model LoadGLTF(const char *fileName)
                 {
                     memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
                 }
-                
+
                 // Bone Transform Matrices
                 model.meshes[meshIndex].boneCount = model.boneCount;
                 model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix));
-                
+
                 for (int j = 0; j < model.meshes[meshIndex].boneCount; j++)
                 {
                     model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity();
@@ -6245,7 +6245,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
                 RL_FREE(boneChannels);
             }
         }
-        
+
         if (data->skins_count > 1)
         {
             TRACELOG(LOG_WARNING, "MODEL: [%s] expected exactly one skin to load animation data from, but found %i", fileName, data->skins_count);
@@ -6701,7 +6701,7 @@ static Model LoadM3D(const char *fileName)
             {
                 memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
                 memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
-                
+
                 model.meshes[i].boneCount = model.boneCount;
                 model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
                 for (j = 0; j < model.meshes[i].boneCount; j++)

+ 1 - 1
src/rtext.c

@@ -676,7 +676,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
                     {
                         stbtt_GetCodepointHMetrics(&fontInfo, ch, &chars[i].advanceX, NULL);
                         chars[i].advanceX = (int)((float)chars[i].advanceX*scaleFactor);
-                        
+
                         if (chh > fontSize) TRACELOG(LOG_WARNING, "FONT: Character [0x%08x] size is bigger than expected font size", ch);
 
                         // Load characters images

+ 5 - 5
src/rtextures.c

@@ -1007,7 +1007,7 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
             // Apply aspect ratio compensation to wider side
             if (width > height) nx *= aspectRatio;
             else ny /= aspectRatio;
-            
+
             // Basic perlin noise implementation (not used)
             //float p = (stb_perlin_noise3(nx, ny, 0.0f, 0, 0, 0);
 
@@ -4457,7 +4457,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
 
         if (source.width < 0) { flipX = true; source.width *= -1; }
         if (source.height < 0) source.y -= source.height;
-        
+
         if (dest.width < 0) dest.width *= -1;
         if (dest.height < 0) dest.height *= -1;
 
@@ -5079,10 +5079,10 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
 }
 
 // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
-Color ColorLerp(Color color1, Color color2, float factor) 
-{ 
+Color ColorLerp(Color color1, Color color2, float factor)
+{
     Color color = { 0 };
-    
+
     if (factor < 0.0f) factor = 0.0f;
     else if (factor > 1.0f) factor = 1.0f;