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https://github.com/raysan5/raylib.git
synced 2026-04-09 16:59:09 -04:00
Remove trailing spaces
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@ -52,7 +52,7 @@ int main(void)
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load model
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Model model = LoadModel("resources/models/old_car_new.glb");
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@ -61,7 +61,7 @@ int main(void)
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TextFormat("resources/shaders/glsl%i/cel.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION));
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celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos");
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// Apply cel shader to model, keep copy of default shader
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Shader defaultShader = model.materials[0].shader;
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model.materials[0].shader = celShader;
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@ -134,16 +134,16 @@ int main(void)
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// Outline pass: cull front faces, draw extruded back faces as silhouette
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float thickness = 0.005f;
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SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT);
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rlSetCullFace(RL_CULL_FACE_FRONT);
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model.materials[0].shader = outlineShader;
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DrawModel(model, Vector3Zero(), 0.75f, WHITE);
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if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model
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else model.materials[0].shader = defaultShader; // Apply default shader to model
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rlSetCullFace(RL_CULL_FACE_BACK);
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}
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@ -167,7 +167,7 @@ int main(void)
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UnloadModel(model);
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UnloadShader(celShader);
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UnloadShader(outlineShader);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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@ -210,7 +210,7 @@ int main(void)
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rlClearColor(0, 0, 0, 0);
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rlClearScreenBuffers(); // Clear color and depth buffer
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rlDisableColorBlend();
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BeginMode3D(camera);
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// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
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// will not work, as they won't immediately load the shader program
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@ -226,7 +226,7 @@ int main(void)
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}
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rlDisableShader();
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EndMode3D();
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rlEnableColorBlend();
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// Go back to the default framebufferId (0) and draw our deferred shading
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@ -59,7 +59,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
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const int menuWidth = 100;
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@ -81,7 +81,7 @@ int main(void)
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{ "Puffer train", { 0.1f, 0.5f } }, { "Glider Gun", { 0.2f, 0.2f } }, { "Breeder", { 0.1f, 0.5f } },
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{ "Random", { 0.5f, 0.5f } }
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};
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const int numberOfPresets = sizeof(presetPatterns)/sizeof(presetPatterns[0]);
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int zoom = 1;
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@ -90,7 +90,7 @@ int main(void)
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int framesPerStep = 1;
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int frame = 0;
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int preset = -1; // No button pressed for preset
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int preset = -1; // No button pressed for preset
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int mode = MODE_RUN; // Starting mode: running
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bool buttonZoomIn = false; // Button states: false not pressed
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bool buttonZomOut = false;
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@ -185,7 +185,7 @@ int main(void)
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EndTextureMode();
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imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
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*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
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UnloadRenderTexture(worldOnScreen);
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}
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@ -199,9 +199,9 @@ int main(void)
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if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1;
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if (firstColor == -1) firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE);
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if (prevColor != firstColor) UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
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}
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else firstColor = -1;
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@ -228,7 +228,7 @@ int main(void)
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BeginTextureMode(*currentWorld);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f,
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worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f,
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(float)(pattern.width), (float)(pattern.height) }, pattern.data);
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@ -256,7 +256,7 @@ int main(void)
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}
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UnloadImage(pattern);
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mode = MODE_PAUSE;
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offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
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offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
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@ -293,7 +293,7 @@ int main(void)
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// Draw to screen
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//----------------------------------------------------------------------------------
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BeginDrawing();
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DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE);
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DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 });
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