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| author | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-22 18:55:24 +0200 |
| commit | dcf52c132fb0ca28f37dae9d957155e2541df812 (patch) | |
| tree | b6c263e59daba00fc33badd0a45fa6756d5df14c /examples/models | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_animation.c | 4 | ||||
| -rw-r--r-- | examples/models/models_gltf_animation.c | 8 | ||||
| -rw-r--r-- | examples/models/models_gltf_model.c | 10 | ||||
| -rw-r--r-- | examples/models/models_loading.c | 10 | ||||
| -rw-r--r-- | examples/models/models_material_pbr.c | 28 | ||||
| -rw-r--r-- | examples/models/models_rlgl_solar_system.c | 2 | ||||
| -rw-r--r-- | examples/models/models_skybox.c | 18 | ||||
| -rw-r--r-- | examples/models/models_waving_cubes.c | 12 | ||||
| -rw-r--r-- | examples/models/models_yaw_pitch_roll.c | 10 |
9 files changed, 51 insertions, 51 deletions
diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index 778e347e..2c3348c0 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -11,7 +11,7 @@ * ******************************************************************************************** * -* To export a model from blender, make sure it is not posed, the vertices need to be in the +* To export a model from blender, make sure it is not posed, the vertices need to be in the * same position as they would be in edit mode. * and that the scale of your models is set to 0. Scaling can be done from the export menu. * @@ -100,7 +100,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Unload texture - + // Unload model animations data for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); RL_FREE(anims); diff --git a/examples/models/models_gltf_animation.c b/examples/models/models_gltf_animation.c index 8bd812d6..69df2982 100644 --- a/examples/models/models_gltf_animation.c +++ b/examples/models/models_gltf_animation.c @@ -11,7 +11,7 @@ * ******************************************************************************************** * -* To export a model from blender, make sure it is not posed, the vertices need to be in the +* To export a model from blender, make sure it is not posed, the vertices need to be in the * same position as they would be in edit mode. * and that the scale of your models is set to 0. Scaling can be done from the export menu. * @@ -68,13 +68,13 @@ int main(void) if (IsKeyDown(KEY_SPACE)) { animFrameCounter += animationDirection; - + if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0) { animationDirection *= -1; animFrameCounter += animationDirection; } - + UpdateModelAnimation(model, anims[0], animFrameCounter); } //---------------------------------------------------------------------------------- @@ -108,7 +108,7 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- // UnloadTexture(texture); // Unload texture - + // Unload model animations data for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); RL_FREE(anims); diff --git a/examples/models/models_gltf_model.c b/examples/models/models_gltf_model.c index 24996e5c..d5bd1687 100644 --- a/examples/models/models_gltf_model.c +++ b/examples/models/models_gltf_model.c @@ -11,7 +11,7 @@ * ******************************************************************************************** * -* To export a model from blender, make sure it is not posed, the vertices need to be in the +* To export a model from blender, make sure it is not posed, the vertices need to be in the * same position as they would be in edit mode. * and that the scale of your models is set to 0. Scaling can be done from the export menu. * @@ -41,14 +41,14 @@ int main(void) camera.projection = CAMERA_PERSPECTIVE; // Camera mode type Model model[MAX_MODELS] = { 0 }; - + model[0] = LoadModel("resources/gltf/raylib_32x32.glb"); model[1] = LoadModel("resources/gltf/rigged_figure.glb"); model[2] = LoadModel("resources/gltf/GearboxAssy.glb"); model[3] = LoadModel("resources/gltf/BoxAnimated.glb"); model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf"); model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb"); - + int currentModel = 0; Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position @@ -64,13 +64,13 @@ int main(void) // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); - + if (IsKeyReleased(KEY_RIGHT)) { currentModel++; if (currentModel == MAX_MODELS) currentModel = 0; } - + if (IsKeyReleased(KEY_LEFT)) { currentModel--; diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index 2af80c97..f6cd0589 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -9,7 +9,7 @@ * - GLTF > Modern text/binary file format, includes lot of information and it could * also reference external files, raylib will try loading mesh and materials data * - IQM > Binary file format including mesh vertex data but also animation data, -* raylib can load .iqm animations. +* raylib can load .iqm animations. * * This example has been created using raylib 2.6 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) @@ -42,7 +42,7 @@ int main(void) model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - + BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds // NOTE: bounds are calculated from the original size of the model, @@ -61,7 +61,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); - + // Load new models/textures on drag&drop if (IsFileDropped()) { @@ -79,7 +79,7 @@ int main(void) model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture bounds = MeshBoundingBox(model.meshes[0]); - + // TODO: Move camera position from target enough distance to visualize model properly } else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported @@ -118,7 +118,7 @@ int main(void) if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box EndMode3D(); - + DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY); if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN); diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index eac9d9c0..f89a2758 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -133,7 +133,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) Material mat = LoadMaterialDefault(); // Initialize material to default // Load PBR shader (requires several maps) - mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), + mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); // Get required locations points for PBR material @@ -160,14 +160,14 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png"); mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); - + // Set textures filtering for better quality SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, FILTER_BILINEAR); - + // Enable sample usage in shader for assigned textures SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT); @@ -186,13 +186,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f; mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f; mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f; - + // Generate cubemap from panorama texture //-------------------------------------------------------------------------------------------------------- Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr"); - + // Load equirectangular to cubemap shader - Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), + Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); @@ -200,33 +200,33 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) UnloadTexture(panorama); UnloadShader(shdrCubemap); //-------------------------------------------------------------------------------------------------------- - + // Generate irradiance map from cubemap texture //-------------------------------------------------------------------------------------------------------- // Load irradiance (GI) calculation shader - Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), + Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION)); SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); UnloadShader(shdrIrradiance); //-------------------------------------------------------------------------------------------------------- - + // Generate prefilter map from cubemap texture //-------------------------------------------------------------------------------------------------------- // Load reflection prefilter calculation shader - Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), + Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION)); - + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); UnloadTexture(cubemap); UnloadShader(shdrPrefilter); //-------------------------------------------------------------------------------------------------------- - + // Generate BRDF (bidirectional reflectance distribution function) texture (using shader) //-------------------------------------------------------------------------------------------------------- - Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION), + Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION)); mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); @@ -453,7 +453,7 @@ static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, { rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]); rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip); - + rlClearScreenBuffers(); rlLoadDrawCube(); } diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c index 7eda6c76..97d69245 100644 --- a/examples/models/models_rlgl_solar_system.c +++ b/examples/models/models_rlgl_solar_system.c @@ -135,7 +135,7 @@ void DrawSphereBasic(Color color) { int rings = 16; int slices = 16; - + // Make sure there is enough space in the internal render batch // buffer to store all required vertex, batch is reseted if required rlCheckRenderBatchLimit((rings + 2)*slices*6); diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 2060688e..bd57a34d 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -36,12 +36,12 @@ int main(void) // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); - + bool useHDR = false; // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading - skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), + skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION)); SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT); @@ -49,7 +49,7 @@ int main(void) SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT); // Load cubemap shader and setup required shader locations - Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION), + Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION)); SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT); @@ -89,7 +89,7 @@ int main(void) // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera - + // Load new cubemap texture on drag&drop if (IsFileDropped()) { @@ -105,7 +105,7 @@ int main(void) if (useHDR) { Texture2D panorama = LoadTexture(droppedFiles[0]); - + // Generate cubemap from panorama texture skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); UnloadTexture(panorama); @@ -132,16 +132,16 @@ int main(void) ClearBackground(RAYWHITE); BeginMode3D(camera); - + // We are inside the cube, we need to disable backface culling! rlDisableBackfaceCulling(); rlDisableDepthMask(); DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); rlEnableBackfaceCulling(); rlEnableDepthMask(); - + DrawGrid(10, 1.0f); - + EndMode3D(); if (useHDR) @@ -159,7 +159,7 @@ int main(void) //-------------------------------------------------------------------------------------- UnloadShader(skybox.materials[0].shader); UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture); - + UnloadModel(skybox); // Unload skybox model CloseWindow(); // Close window and OpenGL context diff --git a/examples/models/models_waving_cubes.c b/examples/models/models_waving_cubes.c index 2a3b142d..13f098b9 100644 --- a/examples/models/models_waving_cubes.c +++ b/examples/models/models_waving_cubes.c @@ -53,7 +53,7 @@ int main() camera.position.x = (float)cos(cameraTime)*40.0f; camera.position.z = (float)sin(cameraTime)*40.0f; //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -64,11 +64,11 @@ int main() DrawGrid(10, 5.0f); - for (int x = 0; x < numBlocks; x++) + for (int x = 0; x < numBlocks; x++) { - for (int y = 0; y < numBlocks; y++) + for (int y = 0; y < numBlocks; y++) { - for (int z = 0; z < numBlocks; z++) + for (int z = 0; z < numBlocks; z++) { // Scale of the blocks depends on x/y/z positions float blockScale = (x + y + z)/30.0f; @@ -94,9 +94,9 @@ int main() } } } - + EndMode3D(); - + DrawFPS(10, 10); EndDrawing(); diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 77419fbd..70fe8477 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -30,7 +30,7 @@ int main(void) camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 30.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera type - + // Model loading // NOTE: Diffuse map loaded automatically Model model = LoadModel("resources/plane/plane.gltf"); @@ -77,8 +77,8 @@ int main(void) // Tranformation matrix for rotations model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll }); //---------------------------------------------------------------------------------- - - + + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -92,7 +92,7 @@ int main(void) DrawGrid(10, 10.0f); EndMode3D(); - + // Draw controls info DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f)); DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f)); @@ -107,7 +107,7 @@ int main(void) } // De-Initialization - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model data CloseWindow(); // Close window and OpenGL context |
