2 Commits

19 changed files with 55 additions and 43 deletions

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;
}

View File

@ -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

View File

@ -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;

View File

@ -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;

View File

@ -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);
}

View File

@ -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);
}

View File

@ -2365,30 +2365,30 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
// Check the collision between two lines defined by two points each, returns collision point by reference
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint)
{
bool collision = false;
// According to https://en.wikipedia.org/wiki/Lineline_intersection#Given_two_points_on_each_line_segment
float rx = endPos1.x - startPos1.x;
float ry = endPos1.y - startPos1.y;
float sx = endPos2.x - startPos2.x;
float sy = endPos2.y - startPos2.y;
float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y);
float div = rx * sy - ry * sx;
if (fabsf(div) >= FLT_EPSILON)
{
collision = true;
float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) ||
((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) ||
((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) ||
((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false;
if (collision && (collisionPoint != 0))
{
collisionPoint->x = xi;
collisionPoint->y = yi;
}
if (fabsf(div) < FLT_EPSILON) {
return false;
}
return collision;
float s12x = startPos2.x - startPos1.x;
float s12y = startPos2.y - startPos1.y;
float t = (s12x * sy - s12y * sx) / div;
float u = (s12x * ry - s12y * rx) / div;
if (0.0f <= t && t <= 1.0f && 0.0f <= u && u <= 1.0f) {
collisionPoint->x = startPos1.x + t * rx;
collisionPoint->y = startPos1.y + t * ry;
return true;
}
return false;
}
// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]

View File

@ -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;
}