Remove trailing spaces
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b4975619ed
commit
aed0fee2ca
8 changed files with 60 additions and 60 deletions
44
src/models.c
44
src/models.c
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@ -738,7 +738,7 @@ Model LoadModel(const char *fileName)
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if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
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}
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return model;
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}
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@ -839,7 +839,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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rlEnableVertexArray(mesh->vaoId);
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// NOTE: Attributes must be uploaded considering default locations points
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// Enable vertex attributes: position (shader-location = 0)
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mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
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rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
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@ -917,7 +917,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
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if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
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else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
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rlDisableVertexArray();
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#endif
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}
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@ -943,12 +943,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
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rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
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rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transforms[0]));
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
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material.maps[MATERIAL_MAP_DIFFUSE].color.g,
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material.maps[MATERIAL_MAP_DIFFUSE].color.b,
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rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
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material.maps[MATERIAL_MAP_DIFFUSE].color.g,
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material.maps[MATERIAL_MAP_DIFFUSE].color.b,
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material.maps[MATERIAL_MAP_DIFFUSE].color.a);
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if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
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@ -970,7 +970,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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else if (instances > 1) instancing = true;
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float16 *instanceTransforms = NULL;
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unsigned int instancesVboId = 0;
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// Bind shader program
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rlEnableShader(material.shader.id);
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@ -983,9 +983,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
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(float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
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};
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
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}
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@ -996,9 +996,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
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(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
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};
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rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
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}
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@ -1028,7 +1028,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
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// It isn't clear which would be reliably faster in all cases and on all platforms,
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// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
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// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
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// no faster, since we're transferring all the transform matrices anyway
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instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
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@ -1042,7 +1042,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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rlDisableVertexBuffer();
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rlDisableVertexArray();
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// Accumulate internal matrix transform (push/pop) and view matrix
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// NOTE: In this case, model instance transformation must be computed in the shader
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matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
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@ -1058,7 +1058,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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// transform: function parameter transformation
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matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
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}
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
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//-----------------------------------------------------
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@ -1070,10 +1070,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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{
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// Select current shader texture slot
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rlActiveTextureSlot(i);
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// Enable texture for active slot
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if ((i == MATERIAL_MAP_IRRADIANCE) ||
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(i == MATERIAL_MAP_PREFILTER) ||
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if ((i == MATERIAL_MAP_IRRADIANCE) ||
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(i == MATERIAL_MAP_PREFILTER) ||
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(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
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else rlEnableTexture(material.maps[i].texture.id);
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@ -1089,7 +1089,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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@ -1180,10 +1180,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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{
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// Select current shader texture slot
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rlActiveTextureSlot(i);
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// Disable texture for active slot
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if ((i == MATERIAL_MAP_IRRADIANCE) ||
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(i == MATERIAL_MAP_PREFILTER) ||
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if ((i == MATERIAL_MAP_IRRADIANCE) ||
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(i == MATERIAL_MAP_PREFILTER) ||
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(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
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else rlDisableTexture();
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}
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