mirror of
https://github.com/raysan5/raylib.git
synced 2026-02-07 06:39:17 -05:00
Refactor removing extra space and add break line for { (#5533)
Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com>
This commit is contained in:
@ -4,7 +4,7 @@ Hello contributors! Welcome to raylib!
|
||||
|
||||
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
|
||||
|
||||
- `C programming` - Can you write/review/test/improve the code?
|
||||
- `C programming` - Can you write/review/test/improve the code?
|
||||
- `Documentation/Tutorials/Example` - Can you write some tutorials/examples?
|
||||
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
|
||||
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
|
||||
|
||||
@ -44,7 +44,7 @@ float GetCharacter(float n, vec2 p)
|
||||
// Main shader logic
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
void main()
|
||||
void main()
|
||||
{
|
||||
vec2 charPixelSize = vec2(fontSize, fontSize);
|
||||
vec2 uvCellSize = charPixelSize/resolution;
|
||||
|
||||
@ -63,7 +63,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
|
||||
}
|
||||
|
||||
// SRC: https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
vec3 n = m*ro;
|
||||
|
||||
@ -19,7 +19,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -42,7 +42,7 @@ float GetCharacter(float n, vec2 p)
|
||||
// Main shader logic
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
void main()
|
||||
void main()
|
||||
{
|
||||
vec2 charPixelSize = vec2(fontSize, fontSize);
|
||||
vec2 uvCellSize = charPixelSize / resolution;
|
||||
|
||||
@ -61,7 +61,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
|
||||
}
|
||||
|
||||
// SRC: https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
vec3 n = m*ro;
|
||||
|
||||
@ -17,7 +17,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -38,7 +38,7 @@ float GetCharacter(int n, vec2 p)
|
||||
// Main shader logic
|
||||
// -----------------------------------------------------------------------------
|
||||
|
||||
void main()
|
||||
void main()
|
||||
{
|
||||
vec2 charPixelSize = vec2(fontSize, fontSize);
|
||||
vec2 uvCellSize = charPixelSize/resolution;
|
||||
|
||||
@ -23,7 +23,8 @@ uniform vec3 viewPosition;
|
||||
const float QUADRATIC = 0.032;
|
||||
const float LINEAR = 0.09;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
vec3 fragPosition = texture(gPosition, texCoord).rgb;
|
||||
vec3 normal = texture(gNormal, texCoord).rgb;
|
||||
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
|
||||
|
||||
@ -5,7 +5,8 @@ layout (location = 1) in vec2 vertexTexCoord;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
texCoord = vertexTexCoord;
|
||||
}
|
||||
|
||||
@ -10,7 +10,8 @@ in vec3 fragNormal;
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform sampler2D specularTexture;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
// store the fragment position vector in the first gbuffer texture
|
||||
gPosition = fragPosition;
|
||||
// also store the per-fragment normals into the gbuffer
|
||||
|
||||
@ -59,7 +59,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
vec3 n = m*ro;
|
||||
|
||||
@ -22,7 +22,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -139,14 +139,14 @@ int main(void)
|
||||
Ball *ball = &balls[i];
|
||||
|
||||
// The ball is not grabbed
|
||||
if (!ball->grabbed)
|
||||
if (!ball->grabbed)
|
||||
{
|
||||
// Ball repositioning using the velocity
|
||||
ball->pos.x += ball->vel.x * delta;
|
||||
ball->pos.y += ball->vel.y * delta;
|
||||
|
||||
// Does the ball hit the screen right boundary?
|
||||
if ((ball->pos.x + ball->radius) >= screenWidth)
|
||||
if ((ball->pos.x + ball->radius) >= screenWidth)
|
||||
{
|
||||
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
|
||||
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
||||
@ -159,12 +159,12 @@ int main(void)
|
||||
}
|
||||
|
||||
// The same for y axis
|
||||
if ((ball->pos.y + ball->radius) >= screenHeight)
|
||||
if ((ball->pos.y + ball->radius) >= screenHeight)
|
||||
{
|
||||
ball->pos.y = screenHeight - ball->radius;
|
||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
||||
}
|
||||
else if ((ball->pos.y - ball->radius) <= 0)
|
||||
else if ((ball->pos.y - ball->radius) <= 0)
|
||||
{
|
||||
ball->pos.y = ball->radius;
|
||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
||||
|
||||
@ -1,7 +1,8 @@
|
||||
#include <math.h>
|
||||
#include "raylib.h"
|
||||
|
||||
int main() {
|
||||
int main()
|
||||
{
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
@ -17,7 +18,8 @@ int main() {
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
cam.position.x = sin(GetTime())*10.0f;
|
||||
cam.position.z = cos(GetTime())*10.0f;
|
||||
|
||||
|
||||
@ -894,7 +894,8 @@ void SwapScreenBuffer(void)
|
||||
const canvas = Module.canvas;
|
||||
const ctx = canvas.getContext('2d');
|
||||
|
||||
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height)) {
|
||||
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height))
|
||||
{
|
||||
Module.__img = ctx.createImageData(width, height);
|
||||
}
|
||||
|
||||
|
||||
@ -875,7 +875,8 @@ void SwapScreenBuffer(void)
|
||||
//const canvas = Module['canvas'];
|
||||
const ctx = canvas.getContext('2d');
|
||||
|
||||
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height)) {
|
||||
if (!Module.__img || (Module.__img.width !== width) || (Module.__img.height !== height))
|
||||
{
|
||||
Module.__img = ctx.createImageData(width, height);
|
||||
}
|
||||
|
||||
|
||||
@ -721,7 +721,8 @@ int main(int argc, char *argv[])
|
||||
char v = structs[i].fieldType[originalIndex][k];
|
||||
if ((v == '*') || (v == ' ') || (v == ','))
|
||||
{
|
||||
if (nameEnd != -1) {
|
||||
if (nameEnd != -1)
|
||||
{
|
||||
// Don't copy to last additional field
|
||||
if (fieldsRemaining != additionalFields)
|
||||
{
|
||||
@ -1011,7 +1012,8 @@ int main(int argc, char *argv[])
|
||||
((linePtr[c - 4] == 'v') &&
|
||||
(linePtr[c - 3] == 'o') &&
|
||||
(linePtr[c - 2] == 'i') &&
|
||||
(linePtr[c - 1] == 'd'))) {
|
||||
(linePtr[c - 1] == 'd')))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user