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authorraysan5 <[email protected]>2021-04-01 20:24:33 +0200
committerraysan5 <[email protected]>2021-04-01 20:24:33 +0200
commitaed0fee2cadc64e136717c0c7b3a1e57225738dc (patch)
treed02aaf13b4f5bc18186d13a16cc977bf9cc9c663 /src/models.c
parentb4975619ed51a2f9ae2aa8ca1e6e4bfb716620c7 (diff)
downloadraylib-aed0fee2cadc64e136717c0c7b3a1e57225738dc.tar.gz
raylib-aed0fee2cadc64e136717c0c7b3a1e57225738dc.zip
Remove trailing spaces
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c44
1 files changed, 22 insertions, 22 deletions
diff --git a/src/models.c b/src/models.c
index b0b54a21..ec7e5f86 100644
--- a/src/models.c
+++ b/src/models.c
@@ -738,7 +738,7 @@ Model LoadModel(const char *fileName)
if (model.meshMaterial == NULL) model.meshMaterial = (int *)RL_CALLOC(model.meshCount, sizeof(int));
}
-
+
return model;
}
@@ -839,7 +839,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlEnableVertexArray(mesh->vaoId);
// NOTE: Attributes must be uploaded considering default locations points
-
+
// Enable vertex attributes: position (shader-location = 0)
mesh->vboId[0] = rlLoadVertexBuffer(mesh->vertices, mesh->vertexCount*3*sizeof(float), dynamic);
rlSetVertexAttribute(0, 3, RL_FLOAT, 0, 0, 0);
@@ -917,7 +917,7 @@ void UploadMesh(Mesh *mesh, bool dynamic)
if (mesh->vaoId > 0) TRACELOG(LOG_INFO, "VAO: [ID %i] Mesh uploaded successfully to VRAM (GPU)", mesh->vaoId);
else TRACELOG(LOG_INFO, "VBO: Mesh uploaded successfully to VRAM (GPU)");
-
+
rlDisableVertexArray();
#endif
}
@@ -943,12 +943,12 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
-
+
rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transforms[0]));
- rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
- material.maps[MATERIAL_MAP_DIFFUSE].color.g,
- material.maps[MATERIAL_MAP_DIFFUSE].color.b,
+ rlColor4ub(material.maps[MATERIAL_MAP_DIFFUSE].color.r,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.g,
+ material.maps[MATERIAL_MAP_DIFFUSE].color.b,
material.maps[MATERIAL_MAP_DIFFUSE].color.a);
if (mesh.indices != NULL) rlDrawVertexArrayElements(0, mesh.triangleCount*3, mesh.indices);
@@ -970,7 +970,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
else if (instances > 1) instancing = true;
float16 *instanceTransforms = NULL;
unsigned int instancesVboId = 0;
-
+
// Bind shader program
rlEnableShader(material.shader.id);
@@ -983,9 +983,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.r/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.g/255.0f,
(float)material.maps[MATERIAL_MAP_DIFFUSE].color.b/255.0f,
- (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
+ (float)material.maps[MATERIAL_MAP_DIFFUSE].color.a/255.0f
};
-
+
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_DIFFUSE], values, SHADER_UNIFORM_VEC4, 1);
}
@@ -996,9 +996,9 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.r/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.g/255.0f,
(float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.b/255.0f,
- (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
+ (float)material.maps[SHADER_LOC_COLOR_SPECULAR].color.a/255.0f
};
-
+
rlSetUniform(material.shader.locs[SHADER_LOC_COLOR_SPECULAR], values, SHADER_UNIFORM_VEC4, 1);
}
@@ -1028,7 +1028,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// This could alternatively use a static VBO and either glMapBuffer() or glBufferSubData().
// It isn't clear which would be reliably faster in all cases and on all platforms,
- // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
+ // anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
// no faster, since we're transferring all the transform matrices anyway
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
@@ -1042,7 +1042,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
rlDisableVertexBuffer();
rlDisableVertexArray();
-
+
// Accumulate internal matrix transform (push/pop) and view matrix
// NOTE: In this case, model instance transformation must be computed in the shader
matModelView = MatrixMultiply(rlGetMatrixTransform(), matView);
@@ -1058,7 +1058,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
// transform: function parameter transformation
matModelView = MatrixMultiply(transforms[0], MatrixMultiply(rlGetMatrixTransform(), matView));
}
-
+
// Upload model normal matrix (if locations available)
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModelView)));
//-----------------------------------------------------
@@ -1070,10 +1070,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
{
// Select current shader texture slot
rlActiveTextureSlot(i);
-
+
// Enable texture for active slot
- if ((i == MATERIAL_MAP_IRRADIANCE) ||
- (i == MATERIAL_MAP_PREFILTER) ||
+ if ((i == MATERIAL_MAP_IRRADIANCE) ||
+ (i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlEnableTextureCubemap(material.maps[i].texture.id);
else rlEnableTexture(material.maps[i].texture.id);
@@ -1089,7 +1089,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
-
+
rlEnableVertexBuffer(mesh.vboId[0]);
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
@@ -1180,10 +1180,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
{
// Select current shader texture slot
rlActiveTextureSlot(i);
-
+
// Disable texture for active slot
- if ((i == MATERIAL_MAP_IRRADIANCE) ||
- (i == MATERIAL_MAP_PREFILTER) ||
+ if ((i == MATERIAL_MAP_IRRADIANCE) ||
+ (i == MATERIAL_MAP_PREFILTER) ||
(i == MATERIAL_MAP_CUBEMAP)) rlDisableTextureCubemap();
else rlDisableTexture();
}