Review formatting

This commit is contained in:
Ray 2024-04-21 12:29:09 +02:00
parent cf47fbb20b
commit 3caa424ad4
7 changed files with 122 additions and 120 deletions

View file

@ -1377,7 +1377,7 @@ int InitPlatform(void)
if (CORE.Window.fullscreen) if (CORE.Window.fullscreen)
{ {
// remember center for switchinging from fullscreen to window // Remember center for switchinging from fullscreen to window
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{ {
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed. // If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed.

View file

@ -512,7 +512,7 @@ void InitAudioDevice(void)
} }
TRACELOG(LOG_INFO, "AUDIO: Device initialized successfully"); TRACELOG(LOG_INFO, "AUDIO: Device initialized successfully");
TRACELOG(LOG_INFO, " > Backend: miniaudio / %s", ma_get_backend_name(AUDIO.System.context.backend)); TRACELOG(LOG_INFO, " > Backend: miniaudio | %s", ma_get_backend_name(AUDIO.System.context.backend));
TRACELOG(LOG_INFO, " > Format: %s -> %s", ma_get_format_name(AUDIO.System.device.playback.format), ma_get_format_name(AUDIO.System.device.playback.internalFormat)); TRACELOG(LOG_INFO, " > Format: %s -> %s", ma_get_format_name(AUDIO.System.device.playback.format), ma_get_format_name(AUDIO.System.device.playback.internalFormat));
TRACELOG(LOG_INFO, " > Channels: %d -> %d", AUDIO.System.device.playback.channels, AUDIO.System.device.playback.internalChannels); TRACELOG(LOG_INFO, " > Channels: %d -> %d", AUDIO.System.device.playback.channels, AUDIO.System.device.playback.internalChannels);
TRACELOG(LOG_INFO, " > Sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate); TRACELOG(LOG_INFO, " > Sample rate: %d -> %d", AUDIO.System.device.sampleRate, AUDIO.System.device.playback.internalSampleRate);

View file

@ -706,7 +706,7 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int
Vector3 capCenter = endPos; Vector3 capCenter = endPos;
float baseSliceAngle = (2.0f*PI)/slices; float baseSliceAngle = (2.0f*PI)/slices;
float baseRingAngle = PI * 0.5f / rings; float baseRingAngle = PI*0.5f/rings;
rlBegin(RL_TRIANGLES); rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
@ -725,34 +725,34 @@ void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int
// as we iterate through the rings they must get smaller by the cos(angle(i)) // as we iterate through the rings they must get smaller by the cos(angle(i))
// compute the four vertices // compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
Vector3 w1 = (Vector3){ Vector3 w1 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius
}; };
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
Vector3 w2 = (Vector3){ Vector3 w2 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius
}; };
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
Vector3 w3 = (Vector3){ Vector3 w3 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius
}; };
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
Vector3 w4 = (Vector3){ Vector3 w4 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius
}; };
// Make sure cap triangle normals are facing outwards // Make sure cap triangle normals are facing outwards
@ -849,7 +849,7 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices
Vector3 capCenter = endPos; Vector3 capCenter = endPos;
float baseSliceAngle = (2.0f*PI)/slices; float baseSliceAngle = (2.0f*PI)/slices;
float baseRingAngle = PI * 0.5f / rings; float baseRingAngle = PI*0.5f/rings;
rlBegin(RL_LINES); rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
@ -868,34 +868,34 @@ void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices
// as we iterate through the rings they must get smaller by the cos(angle(i)) // as we iterate through the rings they must get smaller by the cos(angle(i))
// compute the four vertices // compute the four vertices
float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); float ringSin1 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 0 )); float ringCos1 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 0 ));
Vector3 w1 = (Vector3){ Vector3 w1 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin1*b1.x + ringCos1*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin1*b1.y + ringCos1*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin1*b1.z + ringCos1*b2.z)*radius
}; };
float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); float ringSin2 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 0 )); float ringCos2 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 0 ));
Vector3 w2 = (Vector3){ Vector3 w2 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 0 ))*b0.x + ringSin2*b1.x + ringCos2*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 0 ))*b0.y + ringSin2*b1.y + ringCos2*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 0 ))*b0.z + ringSin2*b1.z + ringCos2*b2.z)*radius
}; };
float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); float ringSin3 = sinf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle * ( i + 1 )); float ringCos3 = cosf(baseSliceAngle*(j + 0))*cosf(baseRingAngle*( i + 1 ));
Vector3 w3 = (Vector3){ Vector3 w3 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin3*b1.x + ringCos3*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin3*b1.y + ringCos3*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin3*b1.z + ringCos3*b2.z)*radius
}; };
float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); float ringSin4 = sinf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle * ( i + 1 )); float ringCos4 = cosf(baseSliceAngle*(j + 1))*cosf(baseRingAngle*( i + 1 ));
Vector3 w4 = (Vector3){ Vector3 w4 = (Vector3){
capCenter.x + (sinf(baseRingAngle * ( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x) * radius, capCenter.x + (sinf(baseRingAngle*( i + 1 ))*b0.x + ringSin4*b1.x + ringCos4*b2.x)*radius,
capCenter.y + (sinf(baseRingAngle * ( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y) * radius, capCenter.y + (sinf(baseRingAngle*( i + 1 ))*b0.y + ringSin4*b1.y + ringCos4*b2.y)*radius,
capCenter.z + (sinf(baseRingAngle * ( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z) * radius capCenter.z + (sinf(baseRingAngle*( i + 1 ))*b0.z + ringSin4*b1.z + ringCos4*b2.z)*radius
}; };
rlVertex3f(w1.x, w1.y, w1.z); rlVertex3f(w1.x, w1.y, w1.z);
@ -1966,18 +1966,18 @@ static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, i
materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd
else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3]; else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f; materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks
materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2] * 255.0f), 255 }; //float specular[3]; materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2]*255.0f), 255 }; //float specular[3];
materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f; materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump
materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE; materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess; materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess;
materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2] * 255.0f), 255 }; //float emission[3]; materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2]*255.0f), 255 }; //float emission[3];
if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp
} }
@ -2349,7 +2349,7 @@ Mesh GenMeshPlane(float width, float length, int resX, int resZ)
for (int face = 0; face < numFaces; face++) for (int face = 0; face < numFaces; face++)
{ {
// Retrieve lower left corner from face ind // Retrieve lower left corner from face ind
int i = face + face / (resX - 1); int i = face + face/(resX - 1);
triangles[t++] = i + resX; triangles[t++] = i + resX;
triangles[t++] = i + 1; triangles[t++] = i + 1;
@ -3038,7 +3038,7 @@ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Color *pixels = LoadImageColors(cubicmap); Color *pixels = LoadImageColors(cubicmap);
// NOTE: Max possible number of triangles numCubes*(12 triangles by cube) // NOTE: Max possible number of triangles numCubes*(12 triangles by cube)
int maxTriangles = cubicmap.width * cubicmap.height * 12; int maxTriangles = cubicmap.width*cubicmap.height*12;
int vCounter = 0; // Used to count vertices int vCounter = 0; // Used to count vertices
int tcCounter = 0; // Used to count texcoords int tcCounter = 0; // Used to count texcoords
@ -3588,6 +3588,8 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint); DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
} }
// Draw a billboard with additional parameters
// NOTE: Size defines the destination rectangle size, stretching the source texture as required
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{ {
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
@ -3657,7 +3659,7 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
rlBegin(RL_QUADS); rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a); rlColor4ub(tint.r, tint.g, tint.b, tint.a);
if (sizeRatio.x * sizeRatio.y >= 0.0f) if (sizeRatio.x*sizeRatio.y >= 0.0f)
{ {
// Bottom-left corner for texture and quad // Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
@ -6310,7 +6312,7 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, int *animCou
for (unsigned int a = 0; a < m3d->numaction; a++) for (unsigned int a = 0; a < m3d->numaction; a++)
{ {
animations[a].frameCount = m3d->action[a].durationmsec / M3D_ANIMDELAY; animations[a].frameCount = m3d->action[a].durationmsec/M3D_ANIMDELAY;
animations[a].boneCount = m3d->numbone + 1; animations[a].boneCount = m3d->numbone + 1;
animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo)); animations[a].bones = RL_MALLOC((m3d->numbone + 1)*sizeof(BoneInfo));
animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *)); animations[a].framePoses = RL_MALLOC(animations[a].frameCount*sizeof(Transform *));

View file

@ -2202,7 +2202,7 @@ bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount)
for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) for (int i = 0, j = pointCount - 1; i < pointCount; j = i++)
{ {
if ((points[i].y > point.y) != (points[j].y > point.y) && if ((points[i].y > point.y) != (points[j].y > point.y) &&
(point.x < (points[j].x - points[i].x) * (point.y - points[i].y) / (points[j].y - points[i].y) + points[i].x)) (point.x < (points[j].x - points[i].x)*(point.y - points[i].y)/(points[j].y - points[i].y) + points[i].x))
{ {
inside = !inside; inside = !inside;
} }

View file

@ -385,8 +385,8 @@ Image LoadImageSvg(const char *fileNameOrString, int width, int height)
int offsetX = 0; int offsetX = 0;
int offsetY = 0; int offsetY = 0;
if (scaleHeight > scaleWidth) offsetY = (height - svgImage->height*scale) / 2; if (scaleHeight > scaleWidth) offsetY = (height - svgImage->height*scale)/2;
else offsetX = (width - svgImage->width*scale) / 2; else offsetX = (width - svgImage->width*scale)/2;
// Rasterize // Rasterize
struct NSVGrasterizer *rast = nsvgCreateRasterizer(); struct NSVGrasterizer *rast = nsvgCreateRasterizer();
@ -1018,8 +1018,8 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner,
float distY = fabsf(y - centerY); float distY = fabsf(y - centerY);
// Normalize the distances by the dimensions of the gradient rectangle // Normalize the distances by the dimensions of the gradient rectangle
float normalizedDistX = distX / centerX; float normalizedDistX = distX/centerX;
float normalizedDistY = distY / centerY; float normalizedDistY = distY/centerY;
// Calculate the total normalized Manhattan distance // Calculate the total normalized Manhattan distance
float manhattanDist = fmaxf(normalizedDistX, normalizedDistY); float manhattanDist = fmaxf(normalizedDistX, normalizedDistY);
@ -1615,7 +1615,7 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co
// Scale image depending on text size // Scale image depending on text size
if (textSize.y != imSize.y) if (textSize.y != imSize.y)
{ {
float scaleFactor = textSize.y / imSize.y; float scaleFactor = textSize.y/imSize.y;
TRACELOG(LOG_INFO, "IMAGE: Text scaled by factor: %f", scaleFactor); TRACELOG(LOG_INFO, "IMAGE: Text scaled by factor: %f", scaleFactor);
// Using nearest-neighbor scaling algorithm for default font // Using nearest-neighbor scaling algorithm for default font
@ -2214,17 +2214,17 @@ void ImageKernelConvolution(Image *image, float* kernel, int kernelSize)
if (imgindex >= (unsigned int)(image->width*image->height)) if (imgindex >= (unsigned int)(image->width*image->height))
{ {
temp[kernelWidth * xkabs + ykabs].x = 0.0f; temp[kernelWidth*xkabs + ykabs].x = 0.0f;
temp[kernelWidth * xkabs + ykabs].y = 0.0f; temp[kernelWidth*xkabs + ykabs].y = 0.0f;
temp[kernelWidth * xkabs + ykabs].z = 0.0f; temp[kernelWidth*xkabs + ykabs].z = 0.0f;
temp[kernelWidth * xkabs + ykabs].w = 0.0f; temp[kernelWidth*xkabs + ykabs].w = 0.0f;
} }
else else
{ {
temp[kernelWidth * xkabs + ykabs].x = ((float)pixels[imgindex].r)/255.0f*kernel[kernelWidth*xkabs + ykabs]; temp[kernelWidth*xkabs + ykabs].x = ((float)pixels[imgindex].r)/255.0f*kernel[kernelWidth*xkabs + ykabs];
temp[kernelWidth * xkabs + ykabs].y = ((float)pixels[imgindex].g)/255.0f*kernel[kernelWidth*xkabs + ykabs]; temp[kernelWidth*xkabs + ykabs].y = ((float)pixels[imgindex].g)/255.0f*kernel[kernelWidth*xkabs + ykabs];
temp[kernelWidth * xkabs + ykabs].z = ((float)pixels[imgindex].b)/255.0f*kernel[kernelWidth*xkabs + ykabs]; temp[kernelWidth*xkabs + ykabs].z = ((float)pixels[imgindex].b)/255.0f*kernel[kernelWidth*xkabs + ykabs];
temp[kernelWidth * xkabs + ykabs].w = ((float)pixels[imgindex].a)/255.0f*kernel[kernelWidth*xkabs + ykabs]; temp[kernelWidth*xkabs + ykabs].w = ((float)pixels[imgindex].a)/255.0f*kernel[kernelWidth*xkabs + ykabs];
} }
} }
} }
@ -2672,7 +2672,7 @@ void ImageColorTint(Image *image, Color color)
float cB = (float)color.b/255; float cB = (float)color.b/255;
float cA = (float)color.a/255; float cA = (float)color.a/255;
for (int i = 0; i < image->width * image->height; i++) for (int i = 0; i < image->width*image->height; i++)
{ {
unsigned char r = (unsigned char)(((float)pixels[i].r/255*cR)*255.0f); unsigned char r = (unsigned char)(((float)pixels[i].r/255*cR)*255.0f);
unsigned char g = (unsigned char)(((float)pixels[i].g/255*cG)*255.0f); unsigned char g = (unsigned char)(((float)pixels[i].g/255*cG)*255.0f);
@ -2702,7 +2702,7 @@ void ImageColorInvert(Image *image)
Color *pixels = LoadImageColors(*image); Color *pixels = LoadImageColors(*image);
for (int i = 0; i < image->width * image->height; i++) for (int i = 0; i < image->width*image->height; i++)
{ {
pixels[i].r = 255 - pixels[i].r; pixels[i].r = 255 - pixels[i].r;
pixels[i].g = 255 - pixels[i].g; pixels[i].g = 255 - pixels[i].g;
@ -2739,7 +2739,7 @@ void ImageColorContrast(Image *image, float contrast)
Color *pixels = LoadImageColors(*image); Color *pixels = LoadImageColors(*image);
for (int i = 0; i < image->width * image->height; i++) for (int i = 0; i < image->width*image->height; i++)
{ {
float pR = (float)pixels[i].r/255.0f; float pR = (float)pixels[i].r/255.0f;
pR -= 0.5f; pR -= 0.5f;
@ -2791,7 +2791,7 @@ void ImageColorBrightness(Image *image, int brightness)
Color *pixels = LoadImageColors(*image); Color *pixels = LoadImageColors(*image);
for (int i = 0; i < image->width * image->height; i++) for (int i = 0; i < image->width*image->height; i++)
{ {
int cR = pixels[i].r + brightness; int cR = pixels[i].r + brightness;
int cG = pixels[i].g + brightness; int cG = pixels[i].g + brightness;
@ -2828,7 +2828,7 @@ void ImageColorReplace(Image *image, Color color, Color replace)
Color *pixels = LoadImageColors(*image); Color *pixels = LoadImageColors(*image);
for (int i = 0; i < image->width * image->height; i++) for (int i = 0; i < image->width*image->height; i++)
{ {
if ((pixels[i].r == color.r) && if ((pixels[i].r == color.r) &&
(pixels[i].g == color.g) && (pixels[i].g == color.g) &&
@ -3616,7 +3616,7 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
} }
// Repeat the first row data for all other rows // Repeat the first row data for all other rows
int bytesPerRow = bytesPerPixel * (int)rec.width; int bytesPerRow = bytesPerPixel*(int)rec.width;
for (int y = 1; y < (int)rec.height; y++) for (int y = 1; y < (int)rec.height; y++)
{ {
memcpy(pSrcPixel + (y*dst->width)*bytesPerPixel, pSrcPixel, bytesPerRow); memcpy(pSrcPixel + (y*dst->width)*bytesPerPixel, pSrcPixel, bytesPerRow);