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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/others | |
| parent | f92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff) | |
| download | raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip | |
Remove trail spaces
Diffstat (limited to 'examples/others')
| -rw-r--r-- | examples/others/easings_testbed.c | 2 | ||||
| -rw-r--r-- | examples/others/embedded_files_loading.c | 14 | ||||
| -rw-r--r-- | examples/others/opengl_interop.c | 38 | ||||
| -rw-r--r-- | examples/others/raudio_standalone.c | 4 | ||||
| -rw-r--r-- | examples/others/rlgl_standalone.c | 42 |
5 files changed, 50 insertions, 50 deletions
diff --git a/examples/others/easings_testbed.c b/examples/others/easings_testbed.c index 9c94cfc3..19c3b457 100644 --- a/examples/others/easings_testbed.c +++ b/examples/others/easings_testbed.c @@ -107,7 +107,7 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed"); Vector2 ballPosition = { 100.0f, 200.0f }; - + float t = 0.0f; // Current time (in any unit measure, but same unit as duration) float d = 300.0f; // Total time it should take to complete (duration) bool paused = true; diff --git a/examples/others/embedded_files_loading.c b/examples/others/embedded_files_loading.c index 7064ebc6..60a2a6f0 100644 --- a/examples/others/embedded_files_loading.c +++ b/examples/others/embedded_files_loading.c @@ -28,7 +28,7 @@ int main(void) InitAudioDevice(); // Initialize audio device // Loaded in CPU memory (RAM) from header file (audio_data.h) - // Same as: Wave wave = LoadWave("sound.wav"); + // Same as: Wave wave = LoadWave("sound.wav"); Wave wave = { .data = AUDIO_DATA, .sampleCount = AUDIO_SAMPLE_COUNT, @@ -39,14 +39,14 @@ int main(void) // Wave converted to Sound to be played Sound sound = LoadSoundFromWave(wave); - + // With a Wave loaded from file, after Sound is loaded, we can unload Wave // but in our case, Wave is embedded in executable, in program .data segment // we can not (and should not) try to free that private memory region //UnloadWave(wave); // Do not unload wave data! // Loaded in CPU memory (RAM) from header file (image_data.h) - // Same as: Image image = LoadImage("raylib_logo.png"); + // Same as: Image image = LoadImage("raylib_logo.png"); Image image = { .data = IMAGE_DATA, .width = IMAGE_WIDTH, @@ -54,15 +54,15 @@ int main(void) .format = IMAGE_FORMAT, .mipmaps = 1 }; - + // Image converted to Texture (VRAM) to be drawn - Texture2D texture = LoadTextureFromImage(image); - + Texture2D texture = LoadTextureFromImage(image); + // With an Image loaded from file, after Texture is loaded, we can unload Image // but in our case, Image is embedded in executable, in program .data segment // we can not (and should not) try to free that private memory region //UnloadImage(image); // Do not unload image data! - + SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/others/opengl_interop.c b/examples/others/opengl_interop.c index 50003de0..5d435f2a 100644 --- a/examples/others/opengl_interop.c +++ b/examples/others/opengl_interop.c @@ -5,7 +5,7 @@ * This example has been created using raylib 2ad3eb1 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/) +* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/) * and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2021 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5) @@ -14,10 +14,10 @@ * * Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The * primary point is to demonstrate raylib and OpenGL interop. -* +* * rlgl batched draw operations internally so we have to flush the current batch before * doing our own OpenGL work (rlDrawRenderBatchActive()). -* +* * The example also demonstrates how to get the current model view projection matrix of * raylib. That way raylib cameras and so on work as expected. * @@ -39,15 +39,15 @@ int main() //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + InitWindow(screenWidth, screenHeight, "raylib - point particles"); - + Shader shader = LoadShader( TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION)); int currentTimeLoc = GetShaderLocation(shader, "currentTime"); int colorLoc = GetShaderLocation(shader, "color"); - + // Initialize the vertex buffer for the particles and assign each particle random values struct { float x, y, period; } particles[10000]; const size_t particleCount = sizeof(particles) / sizeof(particles[0]); @@ -59,7 +59,7 @@ int main() // every so often and you get a glimps of what is going on. particles[i].period = GetRandomValue(10, 30) / 10.0f; } - + // Create a plain OpenGL vertex buffer with the data and an vertex array object that feeds the data from the buffer // into the vertexPosition shader attribute. GLuint vao = 0, vbo = 0; @@ -73,13 +73,13 @@ int main() glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); - + // Allows the vertex shader to set the point size of each particle individually glEnable(GL_PROGRAM_POINT_SIZE); - + SetTargetFPS(60); //-------------------------------------------------------------------------------------- - + // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { @@ -87,46 +87,46 @@ int main() //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(WHITE); - + DrawRectangle(10, 10, 210, 30, MAROON); DrawText(TextFormat("%zu particles in one vertex buffer", particleCount), 20, 20, 10, RAYWHITE); - + // Switch to plain OpenGL //------------------------------------------------------------------------------ // rlglDraw() in raylib 3.5 rlDrawRenderBatchActive(); glUseProgram(shader.id); glUniform1f(currentTimeLoc, GetTime()); - + Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 }); glUniform4fv(colorLoc, 1, (float*)&color); - + // The the current model view projection matrix so the particle system is displayed and transformed // (e.g. by cameras) just like everything else. // GetMatrixModelview() and GetMatrixProjection() in raylib 3.5 Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection)); - + glBindVertexArray(vao); glDrawArrays(GL_POINTS, 0, particleCount); glBindVertexArray(0); glUseProgram(0); - + // And back to raylib again //------------------------------------------------------------------------------ DrawFPS(screenWidth - 100, 10); EndDrawing(); //---------------------------------------------------------------------------------- } - + // De-Initialization //-------------------------------------------------------------------------------------- glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); - + UnloadShader(shader); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- - + return 0; }
\ No newline at end of file diff --git a/examples/others/raudio_standalone.c b/examples/others/raudio_standalone.c index 42a336ec..2c2636f6 100644 --- a/examples/others/raudio_standalone.c +++ b/examples/others/raudio_standalone.c @@ -15,7 +15,7 @@ * * COMPILATION: * gcc -o raudio_standalone.exe raudio_standalone.c ..\..\src\raudio.c / -* -I..\..\src -I..\..\src\external -L. -Wall -std=c99 -DRAUDIO_STANDALONE / +* -I..\..\src -I..\..\src\external -L. -Wall -std=c99 -DRAUDIO_STANDALONE / * -DSUPPORT_FILEFORMAT_WAV -DSUPPORT_FILEFORMAT_OGG -DSUPPORT_FILEFORMAT_MP3 * * LICENSE: zlib/libpng @@ -96,7 +96,7 @@ int main(int argc, char *argv[]) if ((key == 's') || (key == 'S')) PlaySound(fxWav); if ((key == 'd') || (key == 'D')) PlaySound(fxOgg); - + key = 0; UpdateMusicStream(music); diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c index 5282aaa8..f1fce858 100644 --- a/examples/others/rlgl_standalone.c +++ b/examples/others/rlgl_standalone.c @@ -9,7 +9,7 @@ * rlgl.h - OpenGL 1.1 immediate-mode style coding translation layer * glad.h - OpenGL extensions initialization library (required by rlgl) * raymath.h - 3D math library (required by rlgl) -* glfw3 - Windows and context initialization library +* glfw3 - Windows and context initialization library * * rlgl library is provided as a single-file header-only library, this library * allows coding in a pseudo-OpenGL 1.1 style while translating calls to multiple @@ -95,18 +95,18 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + // GLFW3 Initialization + OpenGL 3.3 Context + Extensions //-------------------------------------------------------- glfwSetErrorCallback(ErrorCallback); - + if (!glfwInit()) { printf("GLFW3: Can not initialize GLFW\n"); return 1; } else printf("GLFW3: GLFW initialized successfully\n"); - + glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_DEPTH_BITS, 16); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); @@ -117,27 +117,27 @@ int main(void) glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE ); #endif - + GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); - + if (!window) { glfwTerminate(); return 2; } else printf("GLFW3: Window created successfully\n"); - + glfwSetWindowPos(window, 200, 200); - + glfwSetKeyCallback(window, KeyCallback); - + glfwMakeContextCurrent(window); glfwSwapInterval(0); - + // Load OpenGL 3.3 supported extensions rlLoadExtensions(glfwGetProcAddress); //-------------------------------------------------------- - + // Initialize OpenGL context (states and resources) rlglInit(screenWidth, screenHeight); @@ -151,18 +151,18 @@ int main(void) rlClearColor(245, 245, 245, 255); // Define clear color rlEnableDepthTest(); // Enable DEPTH_TEST for 3D - + Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y - + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center) - //-------------------------------------------------------------------------------------- + //-------------------------------------------------------------------------------------- - // Main game loop - while (!glfwWindowShouldClose(window)) + // Main game loop + while (!glfwWindowShouldClose(window)) { // Update //---------------------------------------------------------------------------------- @@ -189,14 +189,14 @@ int main(void) // Draw internal render batch buffers (3D data) rlDrawRenderBatchActive(); //----------------------------------------------- - + // Draw '2D' elements in the scene (GUI) //----------------------------------------------- #define RLGL_CREATE_MATRIX_MANUALLY #if defined(RLGL_CREATE_MATRIX_MANUALLY) matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); matView = MatrixIdentity(); - + rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader) rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader) @@ -213,7 +213,7 @@ int main(void) // Draw internal render batch buffers (3D data) rlDrawRenderBatchActive(); //----------------------------------------------- - + glfwSwapBuffers(window); glfwPollEvents(); //---------------------------------------------------------------------------------- @@ -222,11 +222,11 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- rlglClose(); // Unload rlgl internal buffers and default shader/texture - + glfwDestroyWindow(window); // Close window glfwTerminate(); // Free GLFW3 resources //-------------------------------------------------------------------------------------- - + return 0; } |
