aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2016-05-31 19:12:37 +0200
committerraysan5 <raysan5@gmail.com>2016-05-31 19:12:37 +0200
commitd17a0cee1aa53978387e68be58d901bffd1ac0a9 (patch)
treee2818ccfb66bb3898a55f29f2cc01dcf526ce0c3 /src
parent302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (diff)
downloadraylib-d17a0cee1aa53978387e68be58d901bffd1ac0a9.tar.gz
raylib-d17a0cee1aa53978387e68be58d901bffd1ac0a9.zip
Review text formatting (spacing, tabs...)
Diffstat (limited to 'src')
-rw-r--r--src/core.c18
-rw-r--r--src/raylib.h96
-rw-r--r--src/raymath.h2
-rw-r--r--src/rlgl.c2
-rw-r--r--src/rlgl.h103
-rw-r--r--src/shapes.c2
6 files changed, 112 insertions, 111 deletions
diff --git a/src/core.c b/src/core.c
index 70dfa7a5..7bd44c81 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2078,10 +2078,10 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
- gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
-
- // Gesture data is sent to gestures system for processing
+
+ // Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
@@ -2223,10 +2223,10 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
-
+
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
- /*
+ /*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
@@ -2759,9 +2759,9 @@ static void *GamepadThread(void *arg)
};
// Read gamepad event
- struct js_event gamepadEvent;
+ struct js_event gamepadEvent;
- while (1)
+ while (1)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@@ -2792,8 +2792,8 @@ static void *GamepadThread(void *arg)
}
}
}
- }
-
+ }
+
return NULL;
}
#endif
diff --git a/src/raylib.h b/src/raylib.h
index 271c0e42..1ef0a98e 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -349,7 +349,7 @@ typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Field-Of-View apperture in Y (degrees)
+ float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Camera2D type, defines a 2d camera
@@ -362,86 +362,84 @@ typedef struct Camera2D {
// Bounding box type
typedef struct BoundingBox {
- Vector3 min;
- Vector3 max;
+ Vector3 min; // minimum vertex box-corner
+ Vector3 max; // maximum vertex box-corner
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
- int vertexCount; // number of vertices stored in arrays
- int triangleCount; // number of triangles stored (indexed or not)
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices; // vertex indices (in case vertex data comes indexed)
-
- BoundingBox bounds; // mesh limits defined by min and max points
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+ int vertexCount; // number of vertices stored in arrays
+ int triangleCount; // number of triangles stored (indexed or not)
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices;// vertex indices (in case vertex data comes indexed)
+
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
+ unsigned int id; // Shader program id
// Vertex attributes locations (default locations)
- int vertexLoc; // Vertex attribute location point (default-location = 0)
- int texcoordLoc; // Texcoord attribute location point (default-location = 1)
- int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
- int normalLoc; // Normal attribute location point (default-location = 2)
- int tangentLoc; // Tangent attribute location point (default-location = 4)
- int colorLoc; // Color attibute location point (default-location = 3)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int colorLoc; // Color attibute location point (default-location = 3)
// Uniform locations
- int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Diffuse color uniform location point (fragment shader)
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+ int tintColorLoc; // Diffuse color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
- int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
- int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
- int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
+ int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
+ int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
+ int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Material type
typedef struct Material {
- Shader shader; // Standard shader (supports 3 map textures)
+ Shader shader; // Standard shader (supports 3 map textures)
- Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
- Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
- Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
+ Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
+ Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
+ Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
- Color colDiffuse; // Diffuse color
- Color colAmbient; // Ambient color
- Color colSpecular; // Specular color
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness; // Glossiness level (Ranges from 0 to 1000)
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// Model type
typedef struct Model {
- Mesh mesh; // Vertex data buffers (RAM and VRAM)
- Matrix transform; // Local transform matrix
- Material material; // Shader and textures data
+ Mesh mesh; // Vertex data buffers (RAM and VRAM)
+ Matrix transform; // Local transform matrix
+ Material material; // Shader and textures data
} Model;
// Light type
typedef struct LightData {
- unsigned int id; // Light id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
- bool enabled; // Light enabled
+ unsigned int id; // Light unique id
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+ bool enabled; // Light enabled
- Vector3 position; // Light position
- Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+ Vector3 position; // Light position
+ Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
- Color diffuse; // Light diffuse color
- float intensity; // Light intensity level
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
- float coneAngle; // Light cone max angle: LIGHT_SPOT
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
diff --git a/src/raymath.h b/src/raymath.h
index 59d66e56..2e055e9f 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -73,7 +73,7 @@
//----------------------------------------------------------------------------------
#if defined(RAYMATH_STANDALONE)
- // Vector2 type
+ // Vector2 type
typedef struct Vector2 {
float x;
float y;
diff --git a/src/rlgl.c b/src/rlgl.c
index 6a2adeb2..89361f46 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -2369,7 +2369,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
{
unsigned int program = 0;
-
+
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vertexShader;
GLuint fragmentShader;
diff --git a/src/rlgl.h b/src/rlgl.h
index 336f6019..e8e754b4 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -130,51 +130,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
-
- // Bounding box type
- typedef struct BoundingBox {
- Vector3 min;
- Vector3 max;
- } BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
- int vertexCount; // number of vertices stored in arrays
- float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
- float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
- unsigned short *indices; // vertex indices (in case vertex data comes indexed)
- int triangleCount; // number of triangles stored (indexed or not)
-
- BoundingBox bounds; // mesh limits defined by min and max points
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+ int vertexCount; // number of vertices stored in arrays
+ int triangleCount; // number of triangles stored (indexed or not)
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices;// vertex indices (in case vertex data comes indexed)
+
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
+ unsigned int id; // Shader program id
// Vertex attributes locations (default locations)
- int vertexLoc; // Vertex attribute location point (default-location = 0)
- int texcoordLoc; // Texcoord attribute location point (default-location = 1)
- int normalLoc; // Normal attribute location point (default-location = 2)
- int colorLoc; // Color attibute location point (default-location = 3)
- int tangentLoc; // Tangent attribute location point (default-location = 4)
- int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int colorLoc; // Color attibute location point (default-location = 3)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
// Uniform locations
- int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Color uniform location point (fragment shader)
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+ int tintColorLoc; // Color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
- int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
- int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
- int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
+ int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
+ int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
+ int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Texture2D type
@@ -196,35 +188,46 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Material type
typedef struct Material {
- Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
+ Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
- Texture2D texDiffuse; // Diffuse texture
- Texture2D texNormal; // Normal texture
- Texture2D texSpecular; // Specular texture
+ Texture2D texDiffuse; // Diffuse texture
+ Texture2D texNormal; // Normal texture
+ Texture2D texSpecular; // Specular texture
- Color colDiffuse; // Diffuse color
- Color colAmbient; // Ambient color
- Color colSpecular; // Specular color
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness; // Glossiness level (Ranges from 0 to 1000)
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
+ // Camera type, defines a camera position/orientation in 3d space
+ typedef struct Camera {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees)
+ } Camera;
+
// Light type
typedef struct LightData {
- unsigned int id; // Light id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
- bool enabled; // Light enabled
+ unsigned int id; // Light unique id
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+ bool enabled; // Light enabled
- Vector3 position; // Light position
- Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+ Vector3 position; // Light position
+ Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
- Color diffuse; // Light diffuse color
- float intensity; // Light intensity level
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
- float coneAngle; // Light cone max angle: LIGHT_SPOT
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
-
+
+ // Light types
+ typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
+
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
#endif
diff --git a/src/shapes.c b/src/shapes.c
index 5b66e5ef..7129ac17 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -489,7 +489,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
retRec.height = rec2.height - dyy;
}
}
-
+
if (rec1.width > rec2.width)
{
if (retRec.width >= rec2.width) retRec.width = rec2.width;