diff --git a/src/Makefile b/src/Makefile index 7b8c3285f..7521f4d03 100644 --- a/src/Makefile +++ b/src/Makefile @@ -171,7 +171,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) # Starting on August 2020, minimum required target API is Android 10 (API level 29) ANDROID_ARCH ?= arm64 ANDROID_API_VERSION ?= 29 - + # Android required path variables # NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself ifeq ($(OS),Windows_NT) @@ -181,7 +181,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) ANDROID_NDK ?= /usr/lib/android/ndk ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64 endif - + # NOTE: Sysroot can also be reference from $(ANDROID_NDK)/sysroot ANDROID_SYSROOT ?= $(ANDROID_TOOLCHAIN)/sysroot @@ -197,7 +197,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) ifeq ($(ANDROID_ARCH),x86_64) ANDROID_ARCH_NAME = x86_64 endif - + endif # Define raylib graphics api depending on selected platform @@ -413,7 +413,7 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID) NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue # Include android_native_app_glue.h INCLUDE_PATHS += -I$(NATIVE_APP_GLUE) - + # Android required libraries INCLUDE_PATHS += -I$(ANDROID_SYSROOT)/usr/include ifeq ($(ANDROID_ARCH),arm) @@ -507,7 +507,7 @@ else cd $(RAYLIB_RELEASE_PATH) && ln -fsv lib$(RAYLIB_LIB_NAME).so.$(RAYLIB_API_VERSION) lib$(RAYLIB_LIB_NAME).so endif ifeq ($(PLATFORM_OS),OSX) - $(CC) -dynamiclib -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib $(OBJS) $(LDFLAGS) -compatibility_version $(RAYLIB_API_VERSION) -current_version $(RAYLIB_VERSION) -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo + $(CC) -dynamiclib -o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib $(OBJS) $(LDFLAGS) -compatibility_version $(RAYLIB_API_VERSION) -current_version $(RAYLIB_VERSION) -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo install_name_tool -id "lib$(RAYLIB_LIB_NAME).$(VERSION).dylib" $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib @echo "raylib shared library generated (lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib)!" cd $(RAYLIB_RELEASE_PATH) && ln -fs lib$(RAYLIB_LIB_NAME).$(RAYLIB_VERSION).dylib lib$(RAYLIB_LIB_NAME).$(RAYLIB_API_VERSION).dylib @@ -606,7 +606,7 @@ physac.o : physac.c physac.h # Compile android_native_app_glue module android_native_app_glue.o : $(NATIVE_APP_GLUE)/android_native_app_glue.c $(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) - + # Install generated and needed files to desired directories. # On GNU/Linux and BSDs, there are some standard directories that contain extra diff --git a/src/config.h b/src/config.h index aecff8e5d..9513b849b 100644 --- a/src/config.h +++ b/src/config.h @@ -40,7 +40,7 @@ #define SUPPORT_SSH_KEYBOARD_RPI 1 // Draw a mouse pointer on screen #define SUPPORT_MOUSE_CURSOR_NATIVE 1 -// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. +// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. // However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. #define SUPPORT_WINMM_HIGHRES_TIMER 1 // Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used diff --git a/src/core.c b/src/core.c index 917522cbe..3c0017b0b 100644 --- a/src/core.c +++ b/src/core.c @@ -153,7 +153,7 @@ #if defined(SUPPORT_COMPRESSION_API) #define SINFL_IMPLEMENTATION #include "external/sinfl.h" - + #define SDEFL_IMPLEMENTATION #include "external/sdefl.h" #endif @@ -906,7 +906,7 @@ void CloseWindow(void) close(CORE.Input.Keyboard.fd); CORE.Input.Keyboard.fd = -1; } - + for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) { if (CORE.Input.eventWorker[i].threadId) @@ -914,7 +914,7 @@ void CloseWindow(void) pthread_join(CORE.Input.eventWorker[i].threadId, NULL); } } - + if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL); #endif @@ -1044,24 +1044,24 @@ void ToggleFullscreen(void) if (!monitor) { TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); - + CORE.Window.fullscreen = false; // Toggle fullscreen flag CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - + glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); return; } - + CORE.Window.fullscreen = true; // Toggle fullscreen flag CORE.Window.flags |= FLAG_FULLSCREEN_MODE; - + glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); } else { CORE.Window.fullscreen = false; // Toggle fullscreen flag CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - + glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); } @@ -1506,7 +1506,7 @@ int GetCurrentMonitor(void) int y = 0; glfwGetWindowPos(CORE.Window.handle, &x, &y); - + for (int i = 0; i < monitorCount; i++) { int mx = 0; @@ -1557,7 +1557,7 @@ int GetMonitorWidth(int monitor) { int count = 0; const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count); - + // We return the maximum resolution available, the last one in the modes array if (count > 0) return modes[count - 1].width; else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); @@ -1578,7 +1578,7 @@ int GetMonitorHeight(int monitor) { int count = 0; const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count); - + // We return the maximum resolution available, the last one in the modes array if (count > 0) return modes[count - 1].height; else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); @@ -1912,7 +1912,7 @@ void BeginMode3D(Camera3D camera) rlLoadIdentity(); // Reset current matrix (projection) float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; - + double top = 0; if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0; @@ -2600,7 +2600,7 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe int bounds = sdefl_bound(dataLength); compData = (unsigned char *)RL_CALLOC(bounds, 1); *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi - + TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength); #endif @@ -2617,10 +2617,10 @@ unsigned char *DecompressData(unsigned char *compData, int compDataLength, int * data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); int length = sinflate(data, compData, compDataLength); unsigned char *temp = RL_REALLOC(data, length); - + if (temp != NULL) data = temp; else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory"); - + *dataLength = length; TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength); @@ -3184,7 +3184,7 @@ Vector2 GetTouchPosition(int index) #if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index]; else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); - + // TODO: Touch position scaling required? #endif @@ -3297,7 +3297,7 @@ static bool InitGraphicsDevice(int width, int height) else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); #endif - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) { TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 @@ -3339,7 +3339,7 @@ static bool InitGraphicsDevice(int width, int height) } #if defined(PLATFORM_DESKTOP) - // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. + // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn. // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. // REF: https://github.com/raysan5/raylib/issues/1554 @@ -4189,9 +4189,9 @@ static void InitTimer(void) { srand((unsigned int)time(NULL)); // Initialize random seed -// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. -// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. -// High resolutions can also prevent the CPU power management system from entering power-saving modes. +// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. +// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. +// High resolutions can also prevent the CPU power management system from entering power-saving modes. // Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) @@ -4280,7 +4280,7 @@ static void PollInputEvents(void) #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) // Register previous keys states for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - + PollKeyboardEvents(); // Register previous mouse states @@ -4291,7 +4291,7 @@ static void PollInputEvents(void) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i]; } - + // Register gamepads buttons events for (int i = 0; i < MAX_GAMEPADS; i++) { @@ -4366,8 +4366,8 @@ static void PollInputEvents(void) for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) { - GamepadButton button = -1; - + GamepadButton button = -1; + switch (k) { case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; @@ -4391,7 +4391,7 @@ static void PollInputEvents(void) case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; default: break; } - + if (button != -1) // Check for valid button { if (buttons[k] == GLFW_PRESS) @@ -4450,7 +4450,7 @@ static void PollInputEvents(void) for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) { GamepadButton button = -1; - + // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface switch (j) { @@ -4472,7 +4472,7 @@ static void PollInputEvents(void) case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; default: break; } - + if (button != -1) // Check for valid button { if (gamepadState.digitalButton[j] == 1) @@ -4609,10 +4609,10 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) CORE.Window.currentFbo.width = width; CORE.Window.currentFbo.height = height; CORE.Window.resizedLastFrame = true; - + if(IsWindowFullscreen()) return; - + // Set current screen size CORE.Window.screen.width = width; CORE.Window.screen.height = height; @@ -4697,7 +4697,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i } } else -#endif // SUPPORT_GIF_RECORDING +#endif // SUPPORT_GIF_RECORDING { TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; @@ -5406,7 +5406,7 @@ static void InitEvdevInput(void) char path[MAX_FILEPATH_LENGTH]; DIR *directory; struct dirent *entity; - + // Initialise keyboard file descriptor CORE.Input.Keyboard.fd = -1; @@ -5669,7 +5669,7 @@ static void PollKeyboardEvents(void) struct input_event event; int keycode; - + // Try to read data from the keyboard and only continue if successful while (read(fd, &event, sizeof(event)) == (int)sizeof(event)) { @@ -5762,7 +5762,7 @@ static void *EventThread(void *arg) { CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange - + #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; gestureUpdate = true; @@ -5807,7 +5807,7 @@ static void *EventThread(void *arg) if(event.code == ABS_PRESSURE) { int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON]; - + if(!event.value && previousMouseLeftButtonState) { CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0; @@ -5817,7 +5817,7 @@ static void *EventThread(void *arg) gestureUpdate = true; #endif } - + if(event.value && !previousMouseLeftButtonState) { CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1; @@ -6079,7 +6079,7 @@ void UWPKeyDownEvent(int key, bool down, bool controlKey) } } else -#endif // SUPPORT_GIF_RECORDING +#endif // SUPPORT_GIF_RECORDING { TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; diff --git a/src/models.c b/src/models.c index 7c45afd29..d43e009d9 100644 --- a/src/models.c +++ b/src/models.c @@ -859,7 +859,7 @@ void UnloadMesh(Mesh mesh) { // Unload rlgl mesh vboId data rlUnloadMesh(&mesh); - + RL_FREE(mesh.vertices); RL_FREE(mesh.texcoords); RL_FREE(mesh.normals); @@ -1033,7 +1033,7 @@ ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount) #if defined(SUPPORT_FILEFORMAT_GLTF) if (IsFileExtension(fileName, ".gltf;.glb")) animations = LoadGLTFModelAnimations(fileName, animCount); #endif - + return animations; } @@ -1093,7 +1093,7 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) model.meshes[m].animNormals[vCounter + 1] = animNormal.y; model.meshes[m].animNormals[vCounter + 2] = animNormal.z; } - + vCounter += 3; boneCounter += 4; } @@ -3300,11 +3300,11 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou { #define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number #define IQM_VERSION 2 // only IQM version 2 supported - + unsigned int fileSize = 0; unsigned char *fileData = LoadFileData(fileName, &fileSize); unsigned char *fileDataPtr = fileData; - + typedef struct IQMHeader { char magic[16]; unsigned int version; @@ -3321,60 +3321,60 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou unsigned int num_comment, ofs_comment; unsigned int num_extensions, ofs_extensions; } IQMHeader; - + typedef struct IQMPose { int parent; unsigned int mask; float channeloffset[10]; float channelscale[10]; } IQMPose; - + typedef struct IQMAnim { unsigned int name; unsigned int first_frame, num_frames; float framerate; unsigned int flags; } IQMAnim; - + // In case file can not be read, return an empty model if (fileDataPtr == NULL) return NULL; - + // Read IQM header IQMHeader *iqmHeader = (IQMHeader *)fileDataPtr; - + if (memcmp(iqmHeader->magic, IQM_MAGIC, sizeof(IQM_MAGIC)) != 0) { TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file is not a valid model", fileName); return NULL; } - + if (iqmHeader->version != IQM_VERSION) { TRACELOG(LOG_WARNING, "MODEL: [%s] IQM file version not supported (%i)", fileName, iqmHeader->version); return NULL; } - + // Get bones data IQMPose *poses = RL_MALLOC(iqmHeader->num_poses*sizeof(IQMPose)); //fseek(iqmFile, iqmHeader->ofs_poses, SEEK_SET); //fread(poses, iqmHeader->num_poses*sizeof(IQMPose), 1, iqmFile); memcpy(poses, fileDataPtr + iqmHeader->ofs_poses, iqmHeader->num_poses*sizeof(IQMPose)); - + // Get animations data *animCount = iqmHeader->num_anims; IQMAnim *anim = RL_MALLOC(iqmHeader->num_anims*sizeof(IQMAnim)); //fseek(iqmFile, iqmHeader->ofs_anims, SEEK_SET); //fread(anim, iqmHeader->num_anims*sizeof(IQMAnim), 1, iqmFile); memcpy(anim, fileDataPtr + iqmHeader->ofs_anims, iqmHeader->num_anims*sizeof(IQMAnim)); - + ModelAnimation *animations = RL_MALLOC(iqmHeader->num_anims*sizeof(ModelAnimation)); - + // frameposes unsigned short *framedata = RL_MALLOC(iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short)); //fseek(iqmFile, iqmHeader->ofs_frames, SEEK_SET); //fread(framedata, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short), 1, iqmFile); memcpy(framedata, fileDataPtr + iqmHeader->ofs_frames, iqmHeader->num_frames*iqmHeader->num_framechannels*sizeof(unsigned short)); - + for (unsigned int a = 0; a < iqmHeader->num_anims; a++) { animations[a].frameCount = anim[a].num_frames; @@ -3382,105 +3382,105 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou animations[a].bones = RL_MALLOC(iqmHeader->num_poses*sizeof(BoneInfo)); animations[a].framePoses = RL_MALLOC(anim[a].num_frames*sizeof(Transform *)); // animations[a].framerate = anim.framerate; // TODO: Use framerate? - + for (unsigned int j = 0; j < iqmHeader->num_poses; j++) { strcpy(animations[a].bones[j].name, "ANIMJOINTNAME"); animations[a].bones[j].parent = poses[j].parent; } - + for (unsigned int j = 0; j < anim[a].num_frames; j++) animations[a].framePoses[j] = RL_MALLOC(iqmHeader->num_poses*sizeof(Transform)); - + int dcounter = anim[a].first_frame*iqmHeader->num_framechannels; - + for (unsigned int frame = 0; frame < anim[a].num_frames; frame++) { for (unsigned int i = 0; i < iqmHeader->num_poses; i++) { animations[a].framePoses[frame][i].translation.x = poses[i].channeloffset[0]; - + if (poses[i].mask & 0x01) { animations[a].framePoses[frame][i].translation.x += framedata[dcounter]*poses[i].channelscale[0]; dcounter++; } - + animations[a].framePoses[frame][i].translation.y = poses[i].channeloffset[1]; - + if (poses[i].mask & 0x02) { animations[a].framePoses[frame][i].translation.y += framedata[dcounter]*poses[i].channelscale[1]; dcounter++; } - + animations[a].framePoses[frame][i].translation.z = poses[i].channeloffset[2]; - + if (poses[i].mask & 0x04) { animations[a].framePoses[frame][i].translation.z += framedata[dcounter]*poses[i].channelscale[2]; dcounter++; } - + animations[a].framePoses[frame][i].rotation.x = poses[i].channeloffset[3]; - + if (poses[i].mask & 0x08) { animations[a].framePoses[frame][i].rotation.x += framedata[dcounter]*poses[i].channelscale[3]; dcounter++; } - + animations[a].framePoses[frame][i].rotation.y = poses[i].channeloffset[4]; - + if (poses[i].mask & 0x10) { animations[a].framePoses[frame][i].rotation.y += framedata[dcounter]*poses[i].channelscale[4]; dcounter++; } - + animations[a].framePoses[frame][i].rotation.z = poses[i].channeloffset[5]; - + if (poses[i].mask & 0x20) { animations[a].framePoses[frame][i].rotation.z += framedata[dcounter]*poses[i].channelscale[5]; dcounter++; } - + animations[a].framePoses[frame][i].rotation.w = poses[i].channeloffset[6]; - + if (poses[i].mask & 0x40) { animations[a].framePoses[frame][i].rotation.w += framedata[dcounter]*poses[i].channelscale[6]; dcounter++; } - + animations[a].framePoses[frame][i].scale.x = poses[i].channeloffset[7]; - + if (poses[i].mask & 0x80) { animations[a].framePoses[frame][i].scale.x += framedata[dcounter]*poses[i].channelscale[7]; dcounter++; } - + animations[a].framePoses[frame][i].scale.y = poses[i].channeloffset[8]; - + if (poses[i].mask & 0x100) { animations[a].framePoses[frame][i].scale.y += framedata[dcounter]*poses[i].channelscale[8]; dcounter++; } - + animations[a].framePoses[frame][i].scale.z = poses[i].channeloffset[9]; - + if (poses[i].mask & 0x200) { animations[a].framePoses[frame][i].scale.z += framedata[dcounter]*poses[i].channelscale[9]; dcounter++; } - + animations[a].framePoses[frame][i].rotation = QuaternionNormalize(animations[a].framePoses[frame][i].rotation); } } - + // Build frameposes for (unsigned int frame = 0; frame < anim[a].num_frames; frame++) { @@ -3496,13 +3496,13 @@ static ModelAnimation* LoadIQMModelAnimations(const char* fileName, int* animCou } } } - + RL_FREE(fileData); - + RL_FREE(framedata); RL_FREE(poses); RL_FREE(anim); - + return animations; } @@ -3667,17 +3667,17 @@ static bool GLTFReadValue(cgltf_accessor* acc, unsigned int index, void* variabl { return false; } - + memcpy(variable, index == 0 ? acc->min : acc->max, elements * size); return true; } - + unsigned int stride = size * elements; memset(variable, 0, stride); - + if(acc->buffer_view == NULL || acc->buffer_view->buffer == NULL || acc->buffer_view->buffer->data == NULL) return false; - + void* readPosition = ((char*)acc->buffer_view->buffer->data) + (index * stride) + acc->buffer_view->offset + acc->offset; memcpy(variable, readPosition, stride); return true; @@ -3740,10 +3740,10 @@ static Model LoadGLTF(const char *fileName) model.boneCount = (int)data->nodes_count; model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo)); model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform)); - + InitGLTFBones(&model, data); LoadGLTFMaterial(&model, fileName, data); - + int primitiveIndex = 0; for (unsigned int i = 0; i < data->meshes_count; i++) @@ -3759,7 +3759,7 @@ static Model LoadGLTF(const char *fileName) int bufferSize = model.meshes[primitiveIndex].vertexCount * 3 * sizeof(float); model.meshes[primitiveIndex].vertices = RL_MALLOC(bufferSize); model.meshes[primitiveIndex].animVertices = RL_MALLOC(bufferSize); - + if(acc->component_type == cgltf_component_type_r_32f) { for(int a = 0; a < acc->count; a++) @@ -3783,17 +3783,17 @@ static Model LoadGLTF(const char *fileName) // TODO: Support normalized unsigned byte/unsigned short vertices TRACELOG(LOG_WARNING, "MODEL: [%s] glTF vertices must be float or int", fileName); } - + memcpy(model.meshes[primitiveIndex].animVertices, model.meshes[primitiveIndex].vertices, bufferSize); } else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_normal) { cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; - + int bufferSize = (int)(acc->count*3*sizeof(float)); model.meshes[primitiveIndex].normals = RL_MALLOC(bufferSize); model.meshes[primitiveIndex].animNormals = RL_MALLOC(bufferSize); - + if(acc->component_type == cgltf_component_type_r_32f) { for(int a = 0; a < acc->count; a++) @@ -3817,7 +3817,7 @@ static Model LoadGLTF(const char *fileName) // TODO: Support normalized unsigned byte/unsigned short normals TRACELOG(LOG_WARNING, "MODEL: [%s] glTF normals must be float or int", fileName); } - + memcpy(model.meshes[primitiveIndex].animNormals, model.meshes[primitiveIndex].normals, bufferSize); } else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_texcoord) @@ -3827,7 +3827,7 @@ static Model LoadGLTF(const char *fileName) if (acc->component_type == cgltf_component_type_r_32f) { model.meshes[primitiveIndex].texcoords = RL_MALLOC(acc->count*2*sizeof(float)); - + for(int a = 0; a < acc->count; a++) { GLTFReadValue(acc, a, model.meshes[primitiveIndex].texcoords + (a * 2), 2, sizeof(float)); @@ -3847,9 +3847,9 @@ static Model LoadGLTF(const char *fileName) else if (data->meshes[i].primitives[p].attributes[j].type == cgltf_attribute_type_weights) { cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data; - + model.meshes[primitiveIndex].boneWeights = RL_MALLOC(acc->count*4*sizeof(float)); - + if(acc->component_type == cgltf_component_type_r_32f) { for(int a = 0; a < acc->count; a++) @@ -3879,7 +3879,7 @@ static Model LoadGLTF(const char *fileName) cgltf_accessor *acc = data->meshes[i].primitives[p].indices; LoadGLTFModelIndices(&model, acc, primitiveIndex); - + if (data->meshes[i].primitives[p].material) { // Compute the offset @@ -3889,14 +3889,14 @@ static Model LoadGLTF(const char *fileName) { model.meshMaterial[primitiveIndex] = model.materialCount - 1; } - + BindGLTFPrimitiveToBones(&model, data, primitiveIndex); - + primitiveIndex++; } - + } - + cgltf_free(data); } else TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName); @@ -3913,7 +3913,7 @@ static void InitGLTFBones(Model* model, const cgltf_data* data) strcpy(model->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name); model->bones[j].parent = (data->nodes[j].parent != NULL) ? data->nodes[j].parent - data->nodes : -1; } - + for (unsigned int i = 0; i < data->nodes_count; i++) { if (data->nodes[i].has_translation) memcpy(&model->bindPose[i].translation, data->nodes[i].translation, 3 * sizeof(float)); @@ -3923,11 +3923,11 @@ static void InitGLTFBones(Model* model, const cgltf_data* data) else model->bindPose[i].rotation = QuaternionIdentity(); model->bindPose[i].rotation = QuaternionNormalize(model->bindPose[i].rotation); - + if (data->nodes[i].has_scale) memcpy(&model->bindPose[i].scale, data->nodes[i].scale, 3 * sizeof(float)); else model->bindPose[i].scale = Vector3One(); } - + { bool* completedBones = RL_CALLOC(model->boneCount, sizeof(bool)); int numberCompletedBones = 0; @@ -4032,7 +4032,7 @@ static void LoadGLTFMaterial(Model* model, const char* fileName, const cgltf_dat } } } - + model->materials[model->materialCount - 1] = LoadMaterialDefault(); } @@ -4047,7 +4047,7 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, { GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(short)); } - + for (unsigned int a = 0; a < jointsAccessor->count * 4; a++) { cgltf_node* skinJoint = data->skins->joints[bones[a]]; @@ -4072,11 +4072,11 @@ static void LoadGLTFBoneAttribute(Model* model, cgltf_accessor* jointsAccessor, { GLTFReadValue(jointsAccessor, a, bones + (a * 4), 4, sizeof(unsigned char)); } - + for (unsigned int a = 0; a < jointsAccessor->count * 4; a++) { cgltf_node* skinJoint = data->skins->joints[bones[a]]; - + for (unsigned int k = 0; k < data->nodes_count; k++) { if (&(data->nodes[k]) == skinJoint) @@ -4118,7 +4118,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p model->meshes[primitiveIndex].boneIds[b] = 0; model->meshes[primitiveIndex].boneWeights[b] = 0.0f; } - + } Vector3 boundVertex = { 0 }; @@ -4157,7 +4157,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p model->meshes[primitiveIndex].normals[vCounter + 1] = boundNormal.y; model->meshes[primitiveIndex].normals[vCounter + 2] = boundNormal.z; } - + vCounter += 3; boneCounter += 4; } @@ -4174,7 +4174,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in { model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3; model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); - + unsigned short readValue = 0; for(int a = 0; a < indexAccessor->count; a++) { @@ -4186,7 +4186,7 @@ static void LoadGLTFModelIndices(Model* model, cgltf_accessor* indexAccessor, in { model->meshes[primitiveIndex].triangleCount = (int)indexAccessor->count / 3; model->meshes[primitiveIndex].indices = RL_MALLOC(model->meshes[primitiveIndex].triangleCount * 3 * sizeof(unsigned short)); - + unsigned char readValue = 0; for(int a = 0; a < indexAccessor->count; a++) { @@ -4232,16 +4232,16 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo // glTF file loading unsigned int dataSize = 0; unsigned char *fileData = LoadFileData(fileName, &dataSize); - + ModelAnimation *animations = NULL; - + if (fileData == NULL) return animations; - + // glTF data loading cgltf_options options = { 0 }; cgltf_data *data = NULL; cgltf_result result = cgltf_parse(&options, fileData, dataSize, &data); - + if (result == cgltf_result_success) { TRACELOG(LOG_INFO, "MODEL: [%s] glTF animations (%s) count: %i", fileName, (data->file_type == 2)? "glb" : @@ -4263,34 +4263,34 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo // - input - points in time this transformation happens // - output - the transformation amount at the given input points in time // - interpolation - the type of interpolation to use between the frames - + cgltf_animation *animation = data->animations + a; - + ModelAnimation *output = animations + a; - + // 30 frames sampled per second const float TIMESTEP = (1.0f / 30.0f); float animationDuration = 0.0f; - + // Getting the max animation time to consider for animation duration for (unsigned int i = 0; i < animation->channels_count; i++) { cgltf_animation_channel* channel = animation->channels + i; int frameCounts = (int)channel->sampler->input->count; float lastFrameTime = 0.0f; - + if (GLTFReadValue(channel->sampler->input, frameCounts - 1, &lastFrameTime, 1, sizeof(float))) { animationDuration = fmaxf(lastFrameTime, animationDuration); } } - + output->frameCount = (int)(animationDuration / TIMESTEP); output->boneCount = (int)data->nodes_count; output->bones = RL_MALLOC(output->boneCount*sizeof(BoneInfo)); output->framePoses = RL_MALLOC(output->frameCount*sizeof(Transform *)); // output->framerate = // TODO: Use framerate instead of const timestep - + // Name and parent bones for (unsigned int j = 0; j < data->nodes_count; j++) { @@ -4303,7 +4303,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo for (int frame = 0; frame < output->frameCount; frame++) { output->framePoses[frame] = RL_MALLOC(output->frameCount*data->nodes_count*sizeof(Transform)); - + for (unsigned int i = 0; i < data->nodes_count; i++) { output->framePoses[frame][i].translation = Vector3Zero(); @@ -4312,15 +4312,15 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo output->framePoses[frame][i].scale = Vector3One(); } } - + // for each single transformation type on single bone for (unsigned int channelId = 0; channelId < animation->channels_count; channelId++) { cgltf_animation_channel* channel = animation->channels + channelId; cgltf_animation_sampler* sampler = channel->sampler; - + int boneId = (int)(channel->target_node - data->nodes); - + for (int frame = 0; frame < output->frameCount; frame++) { bool shouldSkipFurtherTransformation = true; @@ -4328,7 +4328,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo int outputMax = 0; float frameTime = frame * TIMESTEP; float lerpPercent = 0.0f; - + // For this transformation: // getting between which input values the current frame time position // and also what is the percent to use in the linear interpolation later @@ -4342,7 +4342,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo shouldSkipFurtherTransformation = false; outputMin = (j == 0) ? 0 : j - 1; outputMax = j; - + float previousInputTime = 0.0f; if (GLTFReadValue(sampler->input, outputMin, &previousInputTime, 1, sizeof(float))) { @@ -4351,13 +4351,13 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo lerpPercent = (frameTime - previousInputTime)/(inputFrameTime - previousInputTime); } } - + break; } - } + } else break; } - + // If the current transformation has no information for the current frame time point if (shouldSkipFurtherTransformation) continue; @@ -4365,20 +4365,20 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo { Vector3 translationStart; Vector3 translationEnd; - + bool success = GLTFReadValue(sampler->output, outputMin, &translationStart, 3, sizeof(float)); success = GLTFReadValue(sampler->output, outputMax, &translationEnd, 3, sizeof(float)) || success; - + if (success) output->framePoses[frame][boneId].translation = Vector3Lerp(translationStart, translationEnd, lerpPercent); } if (channel->target_path == cgltf_animation_path_type_rotation) { Quaternion rotationStart; Quaternion rotationEnd; - + bool success = GLTFReadValue(sampler->output, outputMin, &rotationStart, 4, sizeof(float)); success = GLTFReadValue(sampler->output, outputMax, &rotationEnd, 4, sizeof(float)) || success; - + if (success) { output->framePoses[frame][boneId].rotation = QuaternionLerp(rotationStart, rotationEnd, lerpPercent); @@ -4389,15 +4389,15 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo { Vector3 scaleStart; Vector3 scaleEnd; - + bool success = GLTFReadValue(sampler->output, outputMin, &scaleStart, 3, sizeof(float)); success = GLTFReadValue(sampler->output, outputMax, &scaleEnd, 3, sizeof(float)) || success; - + if (success) output->framePoses[frame][boneId].scale = Vector3Lerp(scaleStart, scaleEnd, lerpPercent); } } } - + // Build frameposes for (int frame = 0; frame < output->frameCount; frame++) { @@ -4432,13 +4432,13 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo } } - + cgltf_free(data); } else TRACELOG(LOG_WARNING, ": [%s] Failed to load glTF data", fileName); - + RL_FREE(fileData); - + return animations; } diff --git a/src/raudio.c b/src/raudio.c index f86f68596..2de3d1fba 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -1302,10 +1302,10 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d { Music music = { 0 }; bool musicLoaded = false; - + char fileExtLower[16] = { 0 }; strcpy(fileExtLower, TextToLower(fileType)); - + if (false) { } #if defined(SUPPORT_FILEFORMAT_WAV) else if (TextIsEqual(fileExtLower, ".wav")) @@ -1313,10 +1313,10 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d drwav *ctxWav = RL_CALLOC(1, sizeof(drwav)); bool success = drwav_init_memory(ctxWav, (const void*)data, dataSize, NULL); - + music.ctxType = MUSIC_AUDIO_WAV; music.ctxData = ctxWav; - + if (success) { int sampleSize = ctxWav->bitsPerSample; @@ -1414,14 +1414,14 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d int result = 0; jar_mod_init(ctxMod); - + // copy data to allocated memory for default UnloadMusicStream unsigned char *newData = RL_MALLOC(dataSize); int it = dataSize / sizeof(unsigned char); for (int i = 0; i < it; i++){ newData[i] = data[i]; } - + // Memory loaded version for jar_mod_load_file() if (dataSize && dataSize < 32*1024*1024) { @@ -1429,7 +1429,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d ctxMod->modfile = newData; if(jar_mod_load(ctxMod, (void*)ctxMod->modfile, dataSize)) result = dataSize; } - + if (result > 0) { music.ctxType = MUSIC_MODULE_MOD; @@ -1444,7 +1444,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int d musicLoaded = true; } } -#endif +#endif else TRACELOG(LOG_WARNING, "STREAM: [%s] Fileformat not supported", fileType); if (!musicLoaded) diff --git a/src/raymath.h b/src/raymath.h index 38d9c4a3d..b9ced9520 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -984,7 +984,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang) result.m0 = cz*cy; result.m1 = cz*sy*sx - cx*sz; result.m2 = sz*sx + cz*cx*sy; - result.m3 = 0; + result.m3 = 0; result.m4 = cy*sz; result.m5 = cz*cx + sz*sy*sx; @@ -995,7 +995,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang) result.m9 = cy*sx; result.m10 = cy*cx; result.m11 = 0; - + result.m12 = 0; result.m13 = 0; result.m14 = 0; @@ -1294,11 +1294,11 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; - if (cosHalfTheta < 0) + if (cosHalfTheta < 0) { q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; cosHalfTheta = -cosHalfTheta; - } + } if (fabs(cosHalfTheta) >= 1.0f) result = q1; else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); @@ -1478,7 +1478,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) q.y = x0*y1*z0 + x1*y0*z1; q.z = x0*y0*z1 - x1*y1*z0; q.w = x0*y0*z0 + x1*y1*z1; - + return q; } diff --git a/src/rlgl.h b/src/rlgl.h index 823d30621..9f1b9af77 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -1690,17 +1690,17 @@ void rlglInit(int width, int height) if ((glGenVertexArrays != NULL) && (glBindVertexArray != NULL) && (glDeleteVertexArrays != NULL)) RLGL.ExtSupported.vao = true; } - + // Check instanced rendering support - if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) + if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) { glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDEXTPROC)eglGetProcAddress("glDrawArraysInstancedANGLE"); glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDEXTPROC)eglGetProcAddress("glDrawElementsInstancedANGLE"); glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISOREXTPROC)eglGetProcAddress("glVertexAttribDivisorANGLE"); - + if ((glDrawArraysInstanced != NULL) && (glDrawElementsInstanced != NULL) && (glVertexAttribDivisor != NULL)) RLGL.ExtSupported.instancing = true; } - + // Check NPOT textures support // NOTE: Only check on OpenGL ES, OpenGL 3.3 has NPOT textures full support as core feature if (strcmp(extList[i], (const char *)"GL_OES_texture_npot") == 0) RLGL.ExtSupported.texNPOT = true; @@ -2507,7 +2507,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic) TRACELOG(LOG_WARNING, "VAO: [ID %i] Trying to re-load an already loaded mesh", mesh->vaoId); return; } - + mesh->vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VERTEX_BUFFERS, sizeof(unsigned int)); mesh->vaoId = 0; // Vertex Array Object @@ -4075,10 +4075,10 @@ static unsigned int CompileShader(const char *shaderStr, int type) if (success == GL_FALSE) { TRACELOG(LOG_WARNING, "SHADER: [ID %i] Failed to compile shader code", shader); - + int maxLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - + if (maxLength > 0) { int length = 0; @@ -4127,8 +4127,8 @@ static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShad int maxLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); - - if (maxLength > 0) + + if (maxLength > 0) { int length = 0; char *log = RL_CALLOC(maxLength, sizeof(char)); diff --git a/src/shapes.c b/src/shapes.c index f95004747..bc822625c 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -658,7 +658,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color rlEnableTexture(GetShapesTexture().id); rlBegin(RL_QUADS); - + rlNormal3f(0.0f, 0.0f, 1.0f); rlColor4ub(color.r, color.g, color.b, color.a); @@ -673,7 +673,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); rlVertex2f(topLeft.x, topLeft.y); - + rlEnd(); rlDisableTexture(); } diff --git a/src/textures.c b/src/textures.c index 6debe1a04..b353c5b89 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3239,7 +3239,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 rlEnableTexture(texture.id); rlBegin(RL_QUADS); - + rlColor4ub(tint.r, tint.g, tint.b, tint.a); rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer @@ -3262,10 +3262,10 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 if (flipX) rlTexCoord2f(source.x/width, source.y/height); else rlTexCoord2f((source.x + source.width)/width, source.y/height); rlVertex2f(topLeft.x, topLeft.y); - + rlEnd(); rlDisableTexture(); - + // NOTE: Vertex position can be transformed using matrices // but the process is way more costly than just calculating // the vertex positions manually, like done above.