From a103086443b3d3a3a94ec52ef19ec9be68a0069c Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 4 Apr 2019 13:50:52 +0200 Subject: [PATCH] Removed trail spaces --- src/core.c | 32 ++++++++++----------- src/models.c | 78 +++++++++++++++++++++++++------------------------- src/raudio.c | 4 +-- src/raylib.h | 14 ++++----- src/rlgl.h | 28 +++++++++--------- src/textures.c | 18 ++++++------ 6 files changed, 87 insertions(+), 87 deletions(-) diff --git a/src/core.c b/src/core.c index 7f2f7f1c3..acc872927 100644 --- a/src/core.c +++ b/src/core.c @@ -760,7 +760,7 @@ bool IsWindowResized(void) return windowResized; #else return false; -#endif +#endif } // Check if window is currently hidden @@ -1684,14 +1684,14 @@ const char *GetFileName(const char *filePath) const char *GetFileNameWithoutExt(const char *filePath) { #define MAX_FILENAMEWITHOUTEXT_LENGTH 64 - + static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH]; memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH); - + strcpy(fileName, GetFileName(filePath)); // Get filename with extension - + int len = strlen(fileName); - + for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++) { if (fileName[i] == '.') @@ -3154,7 +3154,7 @@ static void PollInputEvents(void) gamepadAxisCount = axisCount; } } - + windowResized = false; #if defined(SUPPORT_EVENTS_WAITING) @@ -3433,7 +3433,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height) currentHeight = height; // NOTE: Postprocessing texture is not scaled to new size - + windowResized = true; } @@ -4279,7 +4279,7 @@ static void *EventThread(void *arg) { // Scancode to keycode mapping for US keyboards // TODO: Proabobly replace this with a keymap from the X11 to get the correct regional map for the keyboard (Currently non US keyboards will have the wrong mapping for some keys) - static const int keymap_US[] = + static const int keymap_US[] = {0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84, 89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96, 340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291, @@ -4298,7 +4298,7 @@ static void *EventThread(void *arg) struct input_event event; InputEventWorker *worker = (InputEventWorker *)arg; - + int touchAction = -1; bool gestureUpdate = false; int keycode; @@ -4400,7 +4400,7 @@ static void *EventThread(void *arg) if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT)) { currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value; - + #if defined(SUPPORT_GESTURES_SYSTEM) if (event.value > 0) touchAction = TOUCH_DOWN; else touchAction = TOUCH_UP; @@ -4415,9 +4415,9 @@ static void *EventThread(void *arg) // Keyboard button parsing if((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 { - keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode + keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode // Make sure we got a valid keycode - if((keycode > 0) && (keycode < sizeof(currentKeyState))) + if((keycode > 0) && (keycode < sizeof(currentKeyState))) { // Store the key information for raylib to later use currentKeyStateEvdev[keycode] = event.value; @@ -4449,22 +4449,22 @@ static void *EventThread(void *arg) gestureEvent.pointCount = 0; gestureEvent.touchAction = touchAction; - + if (touchPosition[0].x >= 0) gestureEvent.pointCount++; if (touchPosition[1].x >= 0) gestureEvent.pointCount++; if (touchPosition[2].x >= 0) gestureEvent.pointCount++; if (touchPosition[3].x >= 0) gestureEvent.pointCount++; - + gestureEvent.pointerId[0] = 0; gestureEvent.pointerId[1] = 1; gestureEvent.pointerId[2] = 2; gestureEvent.pointerId[3] = 3; - + gestureEvent.position[0] = touchPosition[0]; gestureEvent.position[1] = touchPosition[1]; gestureEvent.position[2] = touchPosition[2]; gestureEvent.position[3] = touchPosition[3]; - + ProcessGestureEvent(gestureEvent); #endif } diff --git a/src/models.c b/src/models.c index 632aca2bd..239ab5d84 100644 --- a/src/models.c +++ b/src/models.c @@ -624,19 +624,19 @@ Model LoadModel(const char *fileName) #if defined(SUPPORT_FILEFORMAT_IQM) if (IsFileExtension(fileName, ".iqm")) model = LoadIQM(fileName); #endif - + // Make sure model transform is set to identity matrix! model.transform = MatrixIdentity(); - if (model.meshCount == 0) + if (model.meshCount == 0) { TraceLog(LOG_WARNING, "[%s] No meshes can be loaded, default to cube mesh", fileName); - + model.meshCount = 1; model.meshes = (Mesh *)calloc(model.meshCount, sizeof(Mesh)); model.meshes[0] = GenMeshCube(1.0f, 1.0f, 1.0f); } - else + else { // Upload vertex data to GPU (static mesh) for (int i = 0; i < model.meshCount; i++) rlLoadMesh(&model.meshes[i], false); @@ -645,11 +645,11 @@ Model LoadModel(const char *fileName) if (model.materialCount == 0) { TraceLog(LOG_WARNING, "[%s] No materials can be loaded, default to white material", fileName); - + model.materialCount = 1; model.materials = (Material *)calloc(model.materialCount, sizeof(Material)); model.materials[0] = LoadMaterialDefault(); - + model.meshMaterial = (int *)calloc(model.meshCount, sizeof(int)); } @@ -665,15 +665,15 @@ Model LoadModelFromMesh(Mesh mesh) Model model = { 0 }; model.transform = MatrixIdentity(); - + model.meshCount = 1; model.meshes = (Mesh *)malloc(model.meshCount*sizeof(Mesh)); model.meshes[0] = mesh; - + model.materialCount = 1; model.materials = (Material *)malloc(model.materialCount*sizeof(Material)); model.materials[0] = LoadMaterialDefault(); - + model.meshMaterial = (int *)malloc(model.meshCount*sizeof(int)); model.meshMaterial[0] = 0; // First material index @@ -685,11 +685,11 @@ void UnloadModel(Model model) { for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]); for (int i = 0; i < model.materialCount; i++) UnloadMaterial(model.materials[i]); - + free(model.meshes); free(model.materials); free(model.meshMaterial); - + // Unload animation data free(model.bones); free(model.bindPose); @@ -1817,11 +1817,11 @@ Material LoadMaterial(const char *fileName) { tinyobj_material_t *materials; unsigned int materialCount = 0; - + int result = tinyobj_parse_mtl_file(&materials, &materialCount, fileName); - + // TODO: Process materials to return - + tinyobj_materials_free(materials, materialCount); } #else @@ -1886,7 +1886,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota // Combine model transformation matrix (model.transform) with matrix generated by function parameters (matTransform) model.transform = MatrixMultiply(model.transform, matTransform); - for (int i = 0; i < model.meshCount; i++) + for (int i = 0; i < model.meshCount; i++) { model.materials[model.meshMaterial[i]].maps[MAP_DIFFUSE].color = tint; rlDrawMesh(model.meshes[i], model.materials[model.meshMaterial[i]], model.transform); @@ -2246,7 +2246,7 @@ BoundingBox MeshBoundingBox(Mesh mesh) // Get min and max vertex to construct bounds (AABB) Vector3 minVertex = { 0 }; Vector3 maxVertex = { 0 }; - + printf("Mesh vertex count: %i\n", mesh.vertexCount); if (mesh.vertices != NULL) @@ -2402,20 +2402,20 @@ static Model LoadOBJ(const char *fileName) { unsigned int flags = TINYOBJ_FLAG_TRIANGULATE; int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, data, dataLength, flags); - + if (ret != TINYOBJ_SUCCESS) TraceLog(LOG_WARNING, "[%s] Model data could not be loaded", fileName); else TraceLog(LOG_INFO, "[%s] Model data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount); - + // Init model meshes array model.meshCount = meshCount; model.meshes = (Mesh *)malloc(model.meshCount*sizeof(Mesh)); - + // Init model materials array model.materialCount = materialCount; model.materials = (Material *)malloc(model.materialCount*sizeof(Material)); model.meshMaterial = (int *)calloc(model.meshCount, sizeof(int)); - - /* + + /* // Multiple meshes data reference // NOTE: They are provided as a faces offset typedef struct { @@ -2424,7 +2424,7 @@ static Model LoadOBJ(const char *fileName) unsigned int length; } tinyobj_shape_t; */ - + // Init model meshes for (int m = 0; m < 1; m++) { @@ -2435,25 +2435,25 @@ static Model LoadOBJ(const char *fileName) mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float)); mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float)); mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); - + int vCount = 0; int vtCount = 0; int vnCount = 0; - + for (int f = 0; f < attrib.num_faces; f++) { // Get indices for the face tinyobj_vertex_index_t idx0 = attrib.faces[3*f + 0]; tinyobj_vertex_index_t idx1 = attrib.faces[3*f + 1]; tinyobj_vertex_index_t idx2 = attrib.faces[3*f + 2]; - + // TraceLog(LOG_DEBUG, "Face %i index: v %i/%i/%i . vt %i/%i/%i . vn %i/%i/%i\n", f, idx0.v_idx, idx1.v_idx, idx2.v_idx, idx0.vt_idx, idx1.vt_idx, idx2.vt_idx, idx0.vn_idx, idx1.vn_idx, idx2.vn_idx); - + // Fill vertices buffer (float) using vertex index of the face for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount +=3; for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3; for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3; - + // Fill texcoords buffer (float) using vertex index of the face // NOTE: Y-coordinate must be flipped upside-down mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0]; @@ -2462,7 +2462,7 @@ static Model LoadOBJ(const char *fileName) mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2; mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0]; mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2; - + // Fill normals buffer (float) using vertex index of the face for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3; for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3; @@ -2481,7 +2481,7 @@ static Model LoadOBJ(const char *fileName) // Init material to default // NOTE: Uses default shader, only MAP_DIFFUSE supported model.materials[m] = LoadMaterialDefault(); - + /* typedef struct { char *name; @@ -2508,19 +2508,19 @@ static Model LoadOBJ(const char *fileName) char *alpha_texname; // map_d } tinyobj_material_t; */ - + model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (float)(materials[m].diffuse[0]*255.0f), (float)(materials[m].diffuse[1]*255.0f), (float)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3]; model.materials[m].maps[MAP_DIFFUSE].value = 0.0f; - + model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks model.materials[m].maps[MAP_SPECULAR].color = (Color){ (float)(materials[m].specular[0]*255.0f), (float)(materials[m].specular[1]*255.0f), (float)(materials[m].specular[2]*255.0f), 255 }; //float specular[3]; model.materials[m].maps[MAP_SPECULAR].value = 0.0f; - + model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump model.materials[m].maps[MAP_NORMAL].color = WHITE; model.materials[m].maps[MAP_NORMAL].value = materials[m].shininess; - + model.materials[m].maps[MAP_EMISSION].color = (Color){ (float)(materials[m].emission[0]*255.0f), (float)(materials[m].emission[1]*255.0f), (float)(materials[m].emission[2]*255.0f), 255 }; //float emission[3]; model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp @@ -2579,7 +2579,7 @@ static Model LoadIQM(const char *fileName) } IQMTriangle; // NOTE: Adjacency unused by default - typedef struct IQMAdjacency { + typedef struct IQMAdjacency { unsigned int triangle[3]; } IQMAdjacency; @@ -2677,7 +2677,7 @@ static Model LoadIQM(const char *fileName) model.meshCount = iqm.num_meshes; model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes); - + char name[MESH_NAME_LENGTH]; for (int i = 0; i < iqm.num_meshes; i++) @@ -2685,17 +2685,17 @@ static Model LoadIQM(const char *fileName) fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET); fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used... model.meshes[i].vertexCount = imesh[i].num_vertexes; - + model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex positions model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default vertex normals model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2); // Default vertex texcoords - + model.meshes[i].boneIds = malloc(sizeof(int)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! model.meshes[i].boneWeights = malloc(sizeof(float)*imesh[i].num_vertexes*4); // Up-to 4 bones supported! - + model.meshes[i].triangleCount = imesh[i].num_triangles; model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3); - + // Animated verted data, what we actually process for rendering // NOTE: Animated vertex should be re-uploaded to GPU (if not using GPU skinning) model.meshes[i].animVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); diff --git a/src/raudio.c b/src/raudio.c index 1c1530098..d360b2d34 100644 --- a/src/raudio.c +++ b/src/raudio.c @@ -525,7 +525,7 @@ void InitAudioDevice(void) TraceLog(LOG_INFO, "Audio channels: %d -> %d", device.playback.channels, device.playback.internalChannels); TraceLog(LOG_INFO, "Audio sample rate: %d -> %d", device.sampleRate, device.playback.internalSampleRate); TraceLog(LOG_INFO, "Audio buffer size: %d", device.playback.internalBufferSizeInFrames); - + isAudioInitialized = MA_TRUE; } @@ -587,7 +587,7 @@ AudioBuffer *CreateAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 s dspConfig.pUserData = audioBuffer; dspConfig.allowDynamicSampleRate = MA_TRUE; // <-- Required for pitch shifting. ma_result result = ma_pcm_converter_init(&dspConfig, &audioBuffer->dsp); - + if (result != MA_SUCCESS) { TraceLog(LOG_ERROR, "CreateAudioBuffer() : Failed to create data conversion pipeline"); diff --git a/src/raylib.h b/src/raylib.h index 93965038c..c365fa47f 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -339,7 +339,7 @@ typedef struct Material { // Transformation properties typedef struct Transform { - Vector3 translation; // Translation + Vector3 translation; // Translation Quaternion rotation; // Rotation Vector3 scale; // Scale } Transform; @@ -353,14 +353,14 @@ typedef struct BoneInfo { // Model type typedef struct Model { Matrix transform; // Local transform matrix - + int meshCount; // Number of meshes Mesh *meshes; // Meshes array int materialCount; // Number of materials Material *materials; // Materials array int *meshMaterial; // Mesh material number - + // Animation data int boneCount; // Number of bones BoneInfo *bones; // Bones information (skeleton) @@ -371,7 +371,7 @@ typedef struct Model { typedef struct ModelAnimation { int boneCount; // Number of bones BoneInfo *bones; // Bones information (skeleton) - + int frameCount; // Number of animation frames Transform **framePoses; // Poses array by frame } ModelAnimation; @@ -1082,8 +1082,8 @@ RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Col RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters -RLAPI void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rounded rectangle outline +RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) @@ -1201,7 +1201,7 @@ RLAPI void DrawFPS(int posX, int posY); RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits -RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, +RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection // Text misc. functions diff --git a/src/rlgl.h b/src/rlgl.h index 8cc4c5900..3f3054629 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -1130,22 +1130,22 @@ void rlBegin(int mode) // Make sure current 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 + // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4); else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4))); - + if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw(); else { vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment; - + drawsCounter++; } } - + if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); draws[drawsCounter - 1].mode = mode; @@ -1301,22 +1301,22 @@ void rlEnableTexture(unsigned int id) // Make sure current 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 + // those vertex are not processed but they are considered as an additional offset // for the next set of vertex to be drawn if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4); else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4))); - + if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw(); else { vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment; vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment; - + drawsCounter++; } } - + if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); draws[drawsCounter - 1].textureId = id; @@ -2044,7 +2044,7 @@ unsigned int rlLoadTexture(void *data, int width, int height, int format, int mi unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderBuffer) { unsigned int id = 0; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) unsigned int glInternalFormat = GL_DEPTH_COMPONENT16; @@ -2103,7 +2103,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format) { unsigned int cubemapId = 0; unsigned int dataSize = GetPixelDataSize(size, size, format); - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glGenTextures(1, &cubemapId); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId); @@ -2305,7 +2305,7 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy bool rlRenderTextureComplete(RenderTexture target) { bool result = false; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glBindFramebuffer(GL_FRAMEBUFFER, target.id); @@ -4196,7 +4196,7 @@ static void DrawBuffersDefault(void) glUniformMatrix4fv(currentShader.locs[LOC_MATRIX_MVP], 1, false, MatrixToFloat(matMVP)); glUniform4f(currentShader.locs[LOC_COLOR_DIFFUSE], 1.0f, 1.0f, 1.0f, 1.0f); glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0); // Provided value refers to the texture unit (active) - + // TODO: Support additional texture units on custom shader //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) glUniform1i(currentShader.locs[LOC_MAP_SPECULAR], 1); //if (currentShader->locs[LOC_MAP_NORMAL] > 0) glUniform1i(currentShader.locs[LOC_MAP_NORMAL], 2); @@ -4231,7 +4231,7 @@ static void DrawBuffersDefault(void) for (int i = 0; i < drawsCounter; i++) { glBindTexture(GL_TEXTURE_2D, draws[i].textureId); - + // TODO: Find some way to bind additional textures --> Use global texture IDs? Register them on draw[i]? //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureUnit1_id); } //if (currentShader->locs[LOC_MAP_SPECULAR] > 0) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, textureUnit2_id); } @@ -4248,7 +4248,7 @@ static void DrawBuffersDefault(void) glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6)); #endif } - + vertexOffset += (draws[i].vertexCount + draws[i].vertexAlignment); } diff --git a/src/textures.c b/src/textures.c index 38995f116..cd0bd208a 100644 --- a/src/textures.c +++ b/src/textures.c @@ -181,7 +181,7 @@ static Image LoadASTC(const char *fileName); // Load ASTC file Image LoadImage(const char *fileName) { Image image = { 0 }; - + #if defined(SUPPORT_FILEFORMAT_PNG) || \ defined(SUPPORT_FILEFORMAT_BMP) || \ defined(SUPPORT_FILEFORMAT_TGA) || \ @@ -744,7 +744,7 @@ Image GetTextureData(Texture2D texture) RLAPI Image GetScreenData(void) { Image image = { 0 }; - + image.width = GetScreenWidth(); image.height = GetScreenHeight(); image.mipmaps = 1; @@ -1411,13 +1411,13 @@ void ImageResizeNN(Image *image,int newWidth,int newHeight) void ImageResizeCanvas(Image *image, int newWidth,int newHeight, int offsetX, int offsetY, Color color) { // TODO: Review different scaling situations - + if ((newWidth != image->width) || (newHeight != image->height)) { if ((newWidth > image->width) && (newHeight > image->height)) { Image imTemp = GenImageColor(newWidth, newHeight, color); - + Rectangle srcRec = { 0.0f, 0.0f, (float)image->width, (float)image->height }; Rectangle dstRec = { (float)offsetX, (float)offsetY, (float)srcRec.width, (float)srcRec.height }; @@ -1434,23 +1434,23 @@ void ImageResizeCanvas(Image *image, int newWidth,int newHeight, int offsetX, in else // One side is bigger and the other is smaller { Image imTemp = GenImageColor(newWidth, newHeight, color); - + Rectangle srcRec = { 0.0f, 0.0f, (float)image->width, (float)image->height }; Rectangle dstRec = { (float)offsetX, (float)offsetY, (float)newWidth, (float)newHeight }; - + if (newWidth < image->width) { srcRec.x = offsetX; srcRec.width = newWidth; - + dstRec.x = 0.0f; } - + if (newHeight < image->height) { srcRec.y = offsetY; srcRec.height = newHeight; - + dstRec.y = 0.0f; }