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| author | raysan5 <[email protected]> | 2021-04-01 20:24:33 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-04-01 20:24:33 +0200 |
| commit | aed0fee2cadc64e136717c0c7b3a1e57225738dc (patch) | |
| tree | d02aaf13b4f5bc18186d13a16cc977bf9cc9c663 /src/models.c | |
| parent | b4975619ed51a2f9ae2aa8ca1e6e4bfb716620c7 (diff) | |
| download | raylib-aed0fee2cadc64e136717c0c7b3a1e57225738dc.tar.gz raylib-aed0fee2cadc64e136717c0c7b3a1e57225738dc.zip | |
Remove trailing spaces
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 44 |
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(); } |
