From a0f8682905fee1b65c903f1f46adff6e06ab6ae7 Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 1 Sep 2021 23:09:30 +0200 Subject: [PATCH] REVIEWED: Count for consistency Following english rules, it should be singular name before Count. --- src/core.c | 46 +++++++++++------------ src/models.c | 71 ++++++++++++++++++----------------- src/raudio.c | 50 ++++++++++++------------- src/rlgl.h | 100 ++++++++++++++++++++++++------------------------- src/shapes.c | 24 ++++++------ src/textures.c | 66 ++++++++++++++++---------------- 6 files changed, 178 insertions(+), 179 deletions(-) diff --git a/src/core.c b/src/core.c index aff8cdd35..89b9874ac 100644 --- a/src/core.c +++ b/src/core.c @@ -385,7 +385,7 @@ typedef struct CoreData { Matrix screenScale; // Matrix to scale screen (framebuffer rendering) char **dropFilesPath; // Store dropped files paths as strings - int dropFilesCount; // Count dropped files strings + int dropFileCount; // Count dropped files strings } Window; #if defined(PLATFORM_ANDROID) @@ -411,7 +411,7 @@ typedef struct CoreData { int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue int keyPressedQueueCount; // Input keys queue count - int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue + int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue (unicode) int charPressedQueueCount; // Input characters queue count #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) @@ -481,14 +481,14 @@ typedef struct CoreData { static CoreData CORE = { 0 }; // Global CORE state context static char **dirFilesPath = NULL; // Store directory files paths as strings -static int dirFilesCount = 0; // Count directory files strings +static int dirFileCount = 0; // Count directory files strings #if defined(SUPPORT_SCREEN_CAPTURE) static int screenshotCounter = 0; // Screenshots counter #endif #if defined(SUPPORT_GIF_RECORDING) -static int gifFramesCounter = 0; // GIF frames counter +static int gifFrameCounter = 0; // GIF frames counter static bool gifRecording = false; // GIF recording state static MsfGifState gifState = { 0 }; // MSGIF context state #endif @@ -1926,10 +1926,10 @@ void EndDrawing(void) if (gifRecording) { #define GIF_RECORD_FRAMERATE 10 - gifFramesCounter++; + gifFrameCounter++; // NOTE: We record one gif frame every 10 game frames - if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) + if ((gifFrameCounter%GIF_RECORD_FRAMERATE) == 0) { // Get image data for the current frame (from backbuffer) // NOTE: This process is quite slow... :( @@ -1939,7 +1939,7 @@ void EndDrawing(void) RL_FREE(screenData); // Free image data } - if (((gifFramesCounter/15)%2) == 1) + if (((gifFrameCounter/15)%2) == 1) { DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); DrawText("GIF RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); @@ -1953,9 +1953,9 @@ void EndDrawing(void) // Draw record/play indicator if (eventsRecording) { - gifFramesCounter++; + gifFrameCounter++; - if (((gifFramesCounter/15)%2) == 1) + if (((gifFrameCounter/15)%2) == 1) { DrawCircle(30, CORE.Window.screen.height - 20, 10, MAROON); DrawText("EVENTS RECORDING", 50, CORE.Window.screen.height - 25, 10, RED); @@ -1965,9 +1965,9 @@ void EndDrawing(void) } else if (eventsPlaying) { - gifFramesCounter++; + gifFrameCounter++; - if (((gifFramesCounter/15)%2) == 1) + if (((gifFrameCounter/15)%2) == 1) { DrawCircle(30, CORE.Window.screen.height - 20, 10, LIME); DrawText("EVENTS PLAYING", 50, CORE.Window.screen.height - 25, 10, GREEN); @@ -2895,8 +2895,8 @@ char **GetDirectoryFiles(const char *dirPath, int *fileCount) } else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file... - dirFilesCount = counter; - *fileCount = dirFilesCount; + dirFileCount = counter; + *fileCount = dirFileCount; return dirFilesPath; } @@ -2904,14 +2904,14 @@ char **GetDirectoryFiles(const char *dirPath, int *fileCount) // Clear directory files paths buffers void ClearDirectoryFiles(void) { - if (dirFilesCount > 0) + if (dirFileCount > 0) { for (int i = 0; i < MAX_DIRECTORY_FILES; i++) RL_FREE(dirFilesPath[i]); RL_FREE(dirFilesPath); } - dirFilesCount = 0; + dirFileCount = 0; } // Change working directory, returns true on success @@ -2927,27 +2927,27 @@ bool ChangeDirectory(const char *dir) // Check if a file has been dropped into window bool IsFileDropped(void) { - if (CORE.Window.dropFilesCount > 0) return true; + if (CORE.Window.dropFileCount > 0) return true; else return false; } // Get dropped files names char **GetDroppedFiles(int *count) { - *count = CORE.Window.dropFilesCount; + *count = CORE.Window.dropFileCount; return CORE.Window.dropFilesPath; } // Clear dropped files paths buffer void ClearDroppedFiles(void) { - if (CORE.Window.dropFilesCount > 0) + if (CORE.Window.dropFileCount > 0) { - for (int i = 0; i < CORE.Window.dropFilesCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]); + for (int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]); RL_FREE(CORE.Window.dropFilesPath); - CORE.Window.dropFilesCount = 0; + CORE.Window.dropFileCount = 0; } } @@ -4922,7 +4922,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i else { gifRecording = true; - gifFramesCounter = 0; + gifFrameCounter = 0; msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height); screenshotCounter++; @@ -5085,7 +5085,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths strcpy(CORE.Window.dropFilesPath[i], paths[i]); } - CORE.Window.dropFilesCount = count; + CORE.Window.dropFileCount = count; } #endif @@ -5145,7 +5145,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd) /* if (assetsReloadRequired) { - for (int i = 0; i < assetsCount; i++) + for (int i = 0; i < assetCount; i++) { // TODO: Unload old asset if required diff --git a/src/models.c b/src/models.c index b175dd94d..b233cf2af 100644 --- a/src/models.c +++ b/src/models.c @@ -201,16 +201,16 @@ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color) } // Draw a triangle strip defined by points -void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color) +void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color) { - if (pointsCount >= 3) + if (pointCount >= 3) { - rlCheckRenderBatchLimit(3*(pointsCount - 2)); + rlCheckRenderBatchLimit(3*(pointCount - 2)); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 2; i < pointsCount; i++) + for (int i = 2; i < pointCount; i++) { if ((i%2) == 0) { @@ -1144,14 +1144,14 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform) if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); } - int eyesCount = 1; - if (rlIsStereoRenderEnabled()) eyesCount = 2; + int eyeCount = 1; + if (rlIsStereoRenderEnabled()) eyeCount = 2; - for (int eye = 0; eye < eyesCount; eye++) + for (int eye = 0; eye < eyeCount; eye++) { // Calculate model-view-projection matrix (MVP) Matrix matModelViewProjection = MatrixIdentity(); - if (eyesCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); + if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); else { // Setup current eye viewport (half screen width) @@ -1359,14 +1359,14 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[6]); } - int eyesCount = 1; - if (rlIsStereoRenderEnabled()) eyesCount = 2; + int eyeCount = 1; + if (rlIsStereoRenderEnabled()) eyeCount = 2; - for (int eye = 0; eye < eyesCount; eye++) + for (int eye = 0; eye < eyeCount; eye++) { // Calculate model-view-projection matrix (MVP) Matrix matModelViewProjection = MatrixIdentity(); - if (eyesCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); + if (eyeCount == 1) matModelViewProjection = MatrixMultiply(matModelView, matProjection); else { // Setup current eye viewport (half screen width) @@ -1448,43 +1448,43 @@ bool ExportMesh(Mesh mesh, const char *fileName) // NOTE: Text data buffer size is estimated considering mesh data size char *txtData = (char *)RL_CALLOC(dataSize + 2000, sizeof(char)); - int bytesCount = 0; - bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n"); - bytesCount += sprintf(txtData + bytesCount, "# // //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // feedback and support: ray[at]raylib.com //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n"); - bytesCount += sprintf(txtData + bytesCount, "# // //\n"); - bytesCount += sprintf(txtData + bytesCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); - bytesCount += sprintf(txtData + bytesCount, "# Vertex Count: %i\n", mesh.vertexCount); - bytesCount += sprintf(txtData + bytesCount, "# Triangle Count: %i\n\n", mesh.triangleCount); + int byteCount = 0; + byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n"); + byteCount += sprintf(txtData + byteCount, "# // //\n"); + byteCount += sprintf(txtData + byteCount, "# // rMeshOBJ exporter v1.0 - Mesh exported as triangle faces and not optimized //\n"); + byteCount += sprintf(txtData + byteCount, "# // //\n"); + byteCount += sprintf(txtData + byteCount, "# // more info and bugs-report: github.com/raysan5/raylib //\n"); + byteCount += sprintf(txtData + byteCount, "# // feedback and support: ray[at]raylib.com //\n"); + byteCount += sprintf(txtData + byteCount, "# // //\n"); + byteCount += sprintf(txtData + byteCount, "# // Copyright (c) 2018 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "# // //\n"); + byteCount += sprintf(txtData + byteCount, "# //////////////////////////////////////////////////////////////////////////////////\n\n"); + byteCount += sprintf(txtData + byteCount, "# Vertex Count: %i\n", mesh.vertexCount); + byteCount += sprintf(txtData + byteCount, "# Triangle Count: %i\n\n", mesh.triangleCount); - bytesCount += sprintf(txtData + bytesCount, "g mesh\n"); + byteCount += sprintf(txtData + byteCount, "g mesh\n"); for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) { - bytesCount += sprintf(txtData + bytesCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]); + byteCount += sprintf(txtData + byteCount, "v %.2f %.2f %.2f\n", mesh.vertices[v], mesh.vertices[v + 1], mesh.vertices[v + 2]); } for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 2) { - bytesCount += sprintf(txtData + bytesCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); + byteCount += sprintf(txtData + byteCount, "vt %.3f %.3f\n", mesh.texcoords[v], mesh.texcoords[v + 1]); } for (int i = 0, v = 0; i < mesh.vertexCount; i++, v += 3) { - bytesCount += sprintf(txtData + bytesCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); + byteCount += sprintf(txtData + byteCount, "vn %.3f %.3f %.3f\n", mesh.normals[v], mesh.normals[v + 1], mesh.normals[v + 2]); } for (int i = 0; i < mesh.triangleCount; i += 3) { - bytesCount += sprintf(txtData + bytesCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2); + byteCount += sprintf(txtData + byteCount, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", i, i, i, i + 1, i + 1, i + 1, i + 2, i + 2, i + 2); } - bytesCount += sprintf(txtData + bytesCount, "\n"); + byteCount += sprintf(txtData + byteCount, "\n"); // NOTE: Text data length exported is determined by '\0' (NULL) character success = SaveFileText(fileName, txtData); @@ -3547,7 +3547,8 @@ static Model LoadOBJ(const char *fileName) // Count the faces for each material int *matFaces = RL_CALLOC(materialCount, sizeof(int)); - for(int fi = 0; fi< attrib.num_faces; fi++){ + for (int fi = 0; fi< attrib.num_faces; fi++) + { tinyobj_vertex_index_t face = attrib.faces[fi]; int idx = attrib.material_ids[fi]; matFaces[idx]++; @@ -4858,14 +4859,14 @@ static Model LoadGLTF(const char *fileName) if (data->scenes_count > 1) TRACELOG(LOG_INFO, "MODEL: [%s] Has multiple scenes but only the first one will be loaded", fileName); - int primitivesCount = 0; + int primitiveCount = 0; for (unsigned int i = 0; i < data->scene->nodes_count; i++) { - GetGLTFPrimitiveCount(data->scene->nodes[i], &primitivesCount); + GetGLTFPrimitiveCount(data->scene->nodes[i], &primitiveCount); } // Process glTF data and map to model - model.meshCount = primitivesCount; + model.meshCount = primitiveCount; model.meshes = RL_CALLOC(model.meshCount, sizeof(Mesh)); model.materialCount = (int)data->materials_count + 1; model.materials = RL_MALLOC(model.materialCount*sizeof(Material)); diff --git a/src/raudio.c b/src/raudio.c index 78bbcd810..5ed3de7c2 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -877,14 +877,14 @@ void UnloadSound(Sound sound) } // Update sound buffer with new data -void UpdateSound(Sound sound, const void *data, int samplesCount) +void UpdateSound(Sound sound, const void *data, int sampleCount) { if (sound.stream.buffer != NULL) { StopAudioBuffer(sound.stream.buffer); // TODO: May want to lock/unlock this since this data buffer is read at mixing time - memcpy(sound.stream.buffer->data, data, samplesCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.config.formatIn, sound.stream.buffer->converter.config.channelsIn)); + memcpy(sound.stream.buffer->data, data, sampleCount*ma_get_bytes_per_frame(sound.stream.buffer->converter.config.formatIn, sound.stream.buffer->converter.config.channelsIn)); } } @@ -944,17 +944,17 @@ bool ExportWaveAsCode(Wave wave, const char *fileName) // and requiring 6 char bytes for every byte: "0x00, " char *txtData = (char *)RL_CALLOC(waveDataSize*6 + 2000, sizeof(char)); - int bytesCount = 0; - bytesCount += sprintf(txtData + bytesCount, "\n//////////////////////////////////////////////////////////////////////////////////\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "// WaveAsCode exporter v1.0 - Wave data exported as an array of bytes //\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); - bytesCount += sprintf(txtData + bytesCount, "// feedback and support: ray[at]raylib.com //\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5) //\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "//////////////////////////////////////////////////////////////////////////////////\n\n"); + int byteCount = 0; + byteCount += sprintf(txtData + byteCount, "\n//////////////////////////////////////////////////////////////////////////////////\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// WaveAsCode exporter v1.0 - Wave data exported as an array of bytes //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); + byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "//////////////////////////////////////////////////////////////////////////////////\n\n"); char varFileName[256] = { 0 }; #if !defined(RAUDIO_STANDALONE) @@ -965,18 +965,18 @@ bool ExportWaveAsCode(Wave wave, const char *fileName) strcpy(varFileName, fileName); #endif - bytesCount += sprintf(txtData + bytesCount, "// Wave data information\n"); - bytesCount += sprintf(txtData + bytesCount, "#define %s_FRAME_COUNT %u\n", varFileName, wave.frameCount); - bytesCount += sprintf(txtData + bytesCount, "#define %s_FRAME_COUNT %u\n", varFileName, wave.frameCount); - bytesCount += sprintf(txtData + bytesCount, "#define %s_SAMPLE_RATE %u\n", varFileName, wave.sampleRate); - bytesCount += sprintf(txtData + bytesCount, "#define %s_SAMPLE_SIZE %u\n", varFileName, wave.sampleSize); - bytesCount += sprintf(txtData + bytesCount, "#define %s_CHANNELS %u\n\n", varFileName, wave.channels); + byteCount += sprintf(txtData + byteCount, "// Wave data information\n"); + byteCount += sprintf(txtData + byteCount, "#define %s_FRAME_COUNT %u\n", varFileName, wave.frameCount); + byteCount += sprintf(txtData + byteCount, "#define %s_FRAME_COUNT %u\n", varFileName, wave.frameCount); + byteCount += sprintf(txtData + byteCount, "#define %s_SAMPLE_RATE %u\n", varFileName, wave.sampleRate); + byteCount += sprintf(txtData + byteCount, "#define %s_SAMPLE_SIZE %u\n", varFileName, wave.sampleSize); + byteCount += sprintf(txtData + byteCount, "#define %s_CHANNELS %u\n\n", varFileName, wave.channels); // Write byte data as hexadecimal text // NOTE: Frame data exported is interlaced: Frame01[Sample-Channel01, Sample-Channel02, ...], Frame02[], Frame03[] - bytesCount += sprintf(txtData + bytesCount, "static unsigned char %s_DATA[%i] = { ", varFileName, waveDataSize); - for (int i = 0; i < waveDataSize - 1; i++) bytesCount += sprintf(txtData + bytesCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)wave.data)[i]); - bytesCount += sprintf(txtData + bytesCount, "0x%x };\n", ((unsigned char *)wave.data)[waveDataSize - 1]); + byteCount += sprintf(txtData + byteCount, "static unsigned char %s_DATA[%i] = { ", varFileName, waveDataSize); + for (int i = 0; i < waveDataSize - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)wave.data)[i]); + byteCount += sprintf(txtData + byteCount, "0x%x };\n", ((unsigned char *)wave.data)[waveDataSize - 1]); // NOTE: Text data length exported is determined by '\0' (NULL) character success = SaveFileText(fileName, txtData); @@ -1505,9 +1505,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int d // Copy data to allocated memory for default UnloadMusicStream unsigned char *newData = (unsigned char *)RL_MALLOC(dataSize); int it = dataSize/sizeof(unsigned char); - for (int i = 0; i < it; i++){ - newData[i] = data[i]; - } + 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) @@ -1716,7 +1714,7 @@ void UpdateMusicStream(Music music) #if defined(SUPPORT_FILEFORMAT_XM) case MUSIC_MODULE_XM: { - // NOTE: Internally we consider 2 channels generation, so samplesCount/2 + // NOTE: Internally we consider 2 channels generation, so sampleCount/2 if (AUDIO_DEVICE_FORMAT == ma_format_f32) jar_xm_generate_samples((jar_xm_context_t *)music.ctxData, (float *)pcm, frameCountToStream); else if (AUDIO_DEVICE_FORMAT == ma_format_s16) jar_xm_generate_samples_16bit((jar_xm_context_t *)music.ctxData, (short *)pcm, frameCountToStream); else if (AUDIO_DEVICE_FORMAT == ma_format_u8) jar_xm_generate_samples_8bit((jar_xm_context_t *)music.ctxData, (char *)pcm, frameCountToStream); diff --git a/src/rlgl.h b/src/rlgl.h index ce99c40e4..ea46c537e 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -279,7 +279,7 @@ typedef enum { // Dynamic vertex buffers (position + texcoords + colors + indices arrays) typedef struct rlVertexBuffer { - int elementsCount; // Number of elements in the buffer (QUADS) + int elementCount; // Number of elements in the buffer (QUADS) int vCounter; // Vertex position counter to process (and draw) from full buffer int tcCounter; // Vertex texcoord counter to process (and draw) from full buffer @@ -316,12 +316,12 @@ typedef struct rlDrawCall { // rlRenderBatch type typedef struct rlRenderBatch { - int buffersCount; // Number of vertex buffers (multi-buffering support) + int bufferCount; // Number of vertex buffers (multi-buffering support) int currentBuffer; // Current buffer tracking in case of multi-buffering rlVertexBuffer *vertexBuffer; // Dynamic buffer(s) for vertex data rlDrawCall *draws; // Draw calls array, depends on textureId - int drawsCounter; // Draw calls counter + int drawCounterer; // Draw calls counter float currentDepth; // Current depth value for next draw } rlRenderBatch; @@ -1210,34 +1210,34 @@ void rlBegin(int mode) { // Draw mode can be RL_LINES, RL_TRIANGLES and RL_QUADS // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode != mode) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode != mode) { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0; - if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment)) { - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; - RLGL.currentBatch->drawsCounter++; + RLGL.currentBatch->drawCounterer++; } } - if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode = mode; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = RLGL.State.defaultTextureId; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode = mode; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = RLGL.State.defaultTextureId; } } @@ -1285,7 +1285,7 @@ void rlEnd(void) // Verify internal buffers limits // NOTE: This check is combined with usage of rlCheckRenderBatchLimit() if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter) >= - (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4 - 4)) + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4 - 4)) { // WARNING: If we are between rlPushMatrix() and rlPopMatrix() and we need to force a rlDrawRenderBatch(), // we need to call rlPopMatrix() before to recover *RLGL.State.currentMatrix (RLGL.State.modelview) for the next forced draw call! @@ -1312,14 +1312,14 @@ void rlVertex3f(float x, float y, float z) } // Verify that current vertex buffer elements limit has not been reached - if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) + if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter < (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) { RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter] = tx; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 1] = ty; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vertices[3*RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + 2] = tz; RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter++; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount++; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount++; } else TRACELOG(RL_LOG_ERROR, "RLGL: Batch elements overflow"); } @@ -1390,7 +1390,7 @@ void rlSetTexture(unsigned int id) #else // NOTE: If quads batch limit is reached, we force a draw call and next batch starts if (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter >= - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4) + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4) { rlDrawRenderBatch(RLGL.currentBatch); } @@ -1401,33 +1401,33 @@ void rlSetTexture(unsigned int id) #if defined(GRAPHICS_API_OPENGL_11) rlEnableTexture(id); #else - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId != id) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId != id) { - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount > 0) + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount > 0) { // Make sure current RLGL.currentBatch->draws[i].vertexCount is aligned a multiple of 4, // that way, following QUADS drawing will keep aligned with index processing // It implies adding some extra alignment vertex at the end of the draw, // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn - if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4); - else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount%4))); - else RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment = 0; + if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_LINES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount : RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4); + else if (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].mode == RL_TRIANGLES) RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = ((RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount < 4)? 1 : (4 - (RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount%4))); + else RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment = 0; - if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment)) + if (!rlCheckRenderBatchLimit(RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment)) { - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; - RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].cCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; + RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].tcCounter += RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexAlignment; - RLGL.currentBatch->drawsCounter++; + RLGL.currentBatch->drawCounterer++; } } - if (RLGL.currentBatch->drawsCounter >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); + if (RLGL.currentBatch->drawCounterer >= RL_DEFAULT_BATCH_DRAWCALLS) rlDrawRenderBatch(RLGL.currentBatch); - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].textureId = id; - RLGL.currentBatch->draws[RLGL.currentBatch->drawsCounter - 1].vertexCount = 0; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].textureId = id; + RLGL.currentBatch->draws[RLGL.currentBatch->drawCounterer - 1].vertexCount = 0; } #endif } @@ -2169,7 +2169,7 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) for (int i = 0; i < numBuffers; i++) { - batch.vertexBuffer[i].elementsCount = bufferElements; + batch.vertexBuffer[i].elementCount = bufferElements; batch.vertexBuffer[i].vertices = (float *)RL_MALLOC(bufferElements*3*4*sizeof(float)); // 3 float by vertex, 4 vertex by quad batch.vertexBuffer[i].texcoords = (float *)RL_MALLOC(bufferElements*2*4*sizeof(float)); // 2 float by texcoord, 4 texcoord by quad @@ -2274,8 +2274,8 @@ rlRenderBatch rlLoadRenderBatch(int numBuffers, int bufferElements) //batch.draws[i].RLGL.State.modelview = rlMatrixIdentity(); } - batch.buffersCount = numBuffers; // Record buffer count - batch.drawsCounter = 1; // Reset draws counter + batch.bufferCount = numBuffers; // Record buffer count + batch.drawCounterer = 1; // Reset draws counter batch.currentDepth = -1.0f; // Reset depth value //-------------------------------------------------------------------------------------------- #endif @@ -2297,7 +2297,7 @@ void rlUnloadRenderBatch(rlRenderBatch batch) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Unload all vertex buffers data - for (int i = 0; i < batch.buffersCount; i++) + for (int i = 0; i < batch.bufferCount; i++) { // Delete VBOs from GPU (VRAM) glDeleteBuffers(1, &batch.vertexBuffer[i].vboId[0]); @@ -2338,17 +2338,17 @@ void rlDrawRenderBatch(rlRenderBatch *batch) // Vertex positions buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*3*sizeof(float), batch->vertexBuffer[batch->currentBuffer].vertices); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer // Texture coordinates buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[1]); glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*2*sizeof(float), batch->vertexBuffer[batch->currentBuffer].texcoords); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].texcoords, GL_DYNAMIC_DRAW); // Update all buffer // Colors buffer glBindBuffer(GL_ARRAY_BUFFER, batch->vertexBuffer[batch->currentBuffer].vboId[2]); glBufferSubData(GL_ARRAY_BUFFER, 0, batch->vertexBuffer[batch->currentBuffer].vCounter*4*sizeof(unsigned char), batch->vertexBuffer[batch->currentBuffer].colors); - //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementsCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer + //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*batch->vertexBuffer[batch->currentBuffer].elementCount, batch->vertexBuffer[batch->currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer // NOTE: glMapBuffer() causes sync issue. // If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job. @@ -2375,12 +2375,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch) Matrix matProjection = RLGL.State.projection; Matrix matModelView = RLGL.State.modelview; - int eyesCount = 1; - if (RLGL.State.stereoRender) eyesCount = 2; + int eyeCount = 1; + if (RLGL.State.stereoRender) eyeCount = 2; - for (int eye = 0; eye < eyesCount; eye++) + for (int eye = 0; eye < eyeCount; eye++) { - if (eyesCount == 2) + if (eyeCount == 2) { // Setup current eye viewport (half screen width) rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight); @@ -2447,7 +2447,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch) // NOTE: Batch system accumulates calls by texture0 changes, additional textures are enabled for all the draw calls glActiveTexture(GL_TEXTURE0); - for (int i = 0, vertexOffset = 0; i < batch->drawsCounter; i++) + for (int i = 0, vertexOffset = 0; i < batch->drawCounterer; i++) { // Bind current draw call texture, activated as GL_TEXTURE0 and binded to sampler2D texture0 by default glBindTexture(GL_TEXTURE_2D, batch->draws[i].textureId); @@ -2456,7 +2456,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch) else { #if defined(GRAPHICS_API_OPENGL_33) - // We need to define the number of indices to be processed: quadsCount*6 + // We need to define the number of indices to be processed: elementCount*6 // NOTE: The final parameter tells the GPU the offset in bytes from the // start of the index buffer to the location of the first index to process glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); @@ -2510,12 +2510,12 @@ void rlDrawRenderBatch(rlRenderBatch *batch) for (int i = 0; i < RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS; i++) RLGL.State.activeTextureId[i] = 0; // Reset draws counter to one draw for the batch - batch->drawsCounter = 1; + batch->drawCounterer = 1; //------------------------------------------------------------------------------------------------------------ // Change to next buffer in the list (in case of multi-buffering) batch->currentBuffer++; - if (batch->currentBuffer >= batch->buffersCount) batch->currentBuffer = 0; + if (batch->currentBuffer >= batch->bufferCount) batch->currentBuffer = 0; #endif } @@ -2546,7 +2546,7 @@ bool rlCheckRenderBatchLimit(int vCount) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if ((RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].vCounter + vCount) >= - (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementsCount*4)) + (RLGL.currentBatch->vertexBuffer[RLGL.currentBatch->currentBuffer].elementCount*4)) { overflow = true; rlDrawRenderBatch(RLGL.currentBatch); // NOTE: Stereo rendering is checked inside diff --git a/src/shapes.c b/src/shapes.c index 104aef0a7..86e7c97a2 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -190,16 +190,16 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl } // Draw lines sequence -void DrawLineStrip(Vector2 *points, int pointsCount, Color color) +void DrawLineStrip(Vector2 *points, int pointCount, Color color) { - if (pointsCount >= 2) + if (pointCount >= 2) { - rlCheckRenderBatchLimit(pointsCount); + rlCheckRenderBatchLimit(pointCount); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < pointsCount - 1; i++) + for (int i = 0; i < pointCount - 1; i++) { rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); @@ -1318,17 +1318,17 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) // Draw a triangle fan defined by points // NOTE: First vertex provided is the center, shared by all triangles // By default, following vertex should be provided in counter-clockwise order -void DrawTriangleFan(Vector2 *points, int pointsCount, Color color) +void DrawTriangleFan(Vector2 *points, int pointCount, Color color) { - if (pointsCount >= 3) + if (pointCount >= 3) { - rlCheckRenderBatchLimit((pointsCount - 2)*4); + rlCheckRenderBatchLimit((pointCount - 2)*4); rlSetTexture(texShapes.id); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 1; i < pointsCount - 1; i++) + for (int i = 1; i < pointCount - 1; i++) { rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(points[0].x, points[0].y); @@ -1349,16 +1349,16 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color) // Draw a triangle strip defined by points // NOTE: Every new vertex connects with previous two -void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color) +void DrawTriangleStrip(Vector2 *points, int pointCount, Color color) { - if (pointsCount >= 3) + if (pointCount >= 3) { - rlCheckRenderBatchLimit(3*(pointsCount - 2)); + rlCheckRenderBatchLimit(3*(pointCount - 2)); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 2; i < pointsCount; i++) + for (int i = 2; i < pointCount; i++) { if ((i%2) == 0) { diff --git a/src/textures.c b/src/textures.c index 92ed19fad..41a0a077b 100644 --- a/src/textures.c +++ b/src/textures.c @@ -258,7 +258,7 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int Image LoadImageAnim(const char *fileName, int *frames) { Image image = { 0 }; - int framesCount = 1; + int frameCount = 1; #if defined(SUPPORT_FILEFORMAT_GIF) if (IsFileExtension(fileName, ".gif")) @@ -270,7 +270,7 @@ Image LoadImageAnim(const char *fileName, int *frames) { int comp = 0; int **delays = NULL; - image.data = stbi_load_gif_from_memory(fileData, dataSize, delays, &image.width, &image.height, &framesCount, &comp, 4); + image.data = stbi_load_gif_from_memory(fileData, dataSize, delays, &image.width, &image.height, &frameCount, &comp, 4); image.mipmaps = 1; image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; @@ -286,7 +286,7 @@ Image LoadImageAnim(const char *fileName, int *frames) // TODO: Support APNG animated images? - *frames = framesCount; + *frames = frameCount; return image; } @@ -520,17 +520,17 @@ bool ExportImageAsCode(Image image, const char *fileName) // and requiring 6 char bytes for every byte: "0x00, " char *txtData = (char *)RL_CALLOC(dataSize*6 + 2000, sizeof(char)); - int bytesCount = 0; - bytesCount += sprintf(txtData + bytesCount, "////////////////////////////////////////////////////////////////////////////////////////\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes //\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); - bytesCount += sprintf(txtData + bytesCount, "// feedback and support: ray[at]raylib.com //\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5) //\n"); - bytesCount += sprintf(txtData + bytesCount, "// //\n"); - bytesCount += sprintf(txtData + bytesCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n"); + int byteCount = 0; + byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// ImageAsCode exporter v1.0 - Image pixel data exported as an array of bytes //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// more info and bugs-report: github.com/raysan5/raylib //\n"); + byteCount += sprintf(txtData + byteCount, "// feedback and support: ray[at]raylib.com //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "// Copyright (c) 2018-2021 Ramon Santamaria (@raysan5) //\n"); + byteCount += sprintf(txtData + byteCount, "// //\n"); + byteCount += sprintf(txtData + byteCount, "////////////////////////////////////////////////////////////////////////////////////////\n\n"); // Get file name from path and convert variable name to uppercase char varFileName[256] = { 0 }; @@ -538,14 +538,14 @@ bool ExportImageAsCode(Image image, const char *fileName) for (int i = 0; varFileName[i] != '\0'; i++) if ((varFileName[i] >= 'a') && (varFileName[i] <= 'z')) { varFileName[i] = varFileName[i] - 32; } // Add image information - bytesCount += sprintf(txtData + bytesCount, "// Image data information\n"); - bytesCount += sprintf(txtData + bytesCount, "#define %s_WIDTH %i\n", varFileName, image.width); - bytesCount += sprintf(txtData + bytesCount, "#define %s_HEIGHT %i\n", varFileName, image.height); - bytesCount += sprintf(txtData + bytesCount, "#define %s_FORMAT %i // raylib internal pixel format\n\n", varFileName, image.format); + byteCount += sprintf(txtData + byteCount, "// Image data information\n"); + byteCount += sprintf(txtData + byteCount, "#define %s_WIDTH %i\n", varFileName, image.width); + byteCount += sprintf(txtData + byteCount, "#define %s_HEIGHT %i\n", varFileName, image.height); + byteCount += sprintf(txtData + byteCount, "#define %s_FORMAT %i // raylib internal pixel format\n\n", varFileName, image.format); - bytesCount += sprintf(txtData + bytesCount, "static unsigned char %s_DATA[%i] = { ", varFileName, dataSize); - for (int i = 0; i < dataSize - 1; i++) bytesCount += sprintf(txtData + bytesCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)image.data)[i]); - bytesCount += sprintf(txtData + bytesCount, "0x%x };\n", ((unsigned char *)image.data)[dataSize - 1]); + byteCount += sprintf(txtData + byteCount, "static unsigned char %s_DATA[%i] = { ", varFileName, dataSize); + for (int i = 0; i < dataSize - 1; i++) byteCount += sprintf(txtData + byteCount, ((i%TEXT_BYTES_PER_LINE == 0)? "0x%x,\n" : "0x%x, "), ((unsigned char *)image.data)[i]); + byteCount += sprintf(txtData + byteCount, "0x%x };\n", ((unsigned char *)image.data)[dataSize - 1]); // NOTE: Text data length exported is determined by '\0' (NULL) character success = SaveFileText(fileName, txtData); @@ -765,11 +765,11 @@ Image GenImageCellular(int width, int height, int tileSize) int seedsPerRow = width/tileSize; int seedsPerCol = height/tileSize; - int seedsCount = seedsPerRow*seedsPerCol; + int seedCount = seedsPerRow*seedsPerCol; - Vector2 *seeds = (Vector2 *)RL_MALLOC(seedsCount*sizeof(Vector2)); + Vector2 *seeds = (Vector2 *)RL_MALLOC(seedCount*sizeof(Vector2)); - for (int i = 0; i < seedsCount; i++) + for (int i = 0; i < seedCount; i++) { int y = (i/seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1); int x = (i%seedsPerRow)*tileSize + GetRandomValue(0, tileSize - 1); @@ -1180,12 +1180,12 @@ Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Co { if ((codepoint != ' ') && (codepoint != '\t')) { - Rectangle rec = { (float)(textOffsetX + font.chars[index].offsetX), (float)(textOffsetY + font.chars[index].offsetY), (float)font.recs[index].width, (float)font.recs[index].height }; - ImageDraw(&imText, font.chars[index].image, (Rectangle){ 0, 0, (float)font.chars[index].image.width, (float)font.chars[index].image.height }, rec, tint); + Rectangle rec = { (float)(textOffsetX + font.glyphs[index].offsetX), (float)(textOffsetY + font.glyphs[index].offsetY), (float)font.recs[index].width, (float)font.recs[index].height }; + ImageDraw(&imText, font.glyphs[index].image, (Rectangle){ 0, 0, (float)font.glyphs[index].image.width, (float)font.glyphs[index].image.height }, rec, tint); } - if (font.chars[index].advanceX == 0) textOffsetX += (int)(font.recs[index].width + spacing); - else textOffsetX += font.chars[index].advanceX + (int)spacing; + if (font.glyphs[index].advanceX == 0) textOffsetX += (int)(font.recs[index].width + spacing); + else textOffsetX += font.glyphs[index].advanceX + (int)spacing; } i += (codepointByteCount - 1); // Move text bytes counter to next codepoint @@ -2185,7 +2185,7 @@ Color *LoadImageColors(Image image) // Load colors palette from image as a Color array (RGBA - 32bit) // NOTE: Memory allocated should be freed using UnloadImagePalette() -Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount) +Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount) { #define COLOR_EQUAL(col1, col2) ((col1.r == col2.r)&&(col1.g == col2.g)&&(col1.b == col2.b)&&(col1.a == col2.a)) @@ -2234,7 +2234,7 @@ Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount) UnloadImageColors(pixels); } - *colorsCount = palCount; + *colorCount = palCount; return palette; } @@ -3487,9 +3487,9 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, // Draw textured polygon, defined by vertex and texturecoordinates // NOTE: Polygon center must have straight line path to all points // without crossing perimeter, points must be in anticlockwise order -void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint) +void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint) { - rlCheckRenderBatchLimit((pointsCount - 1)*4); + rlCheckRenderBatchLimit((pointCount - 1)*4); rlSetTexture(texture.id); @@ -3498,7 +3498,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 rlColor4ub(tint.r, tint.g, tint.b, tint.a); - for (int i = 0; i < pointsCount - 1; i++) + for (int i = 0; i < pointCount - 1; i++) { rlTexCoord2f(0.5f, 0.5f); rlVertex2f(center.x, center.y);