reviewed ALL non-external files to follow raylib's convention of no spaces around / or * (#5153)

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JohnnyCena123 2025-08-29 15:53:16 +03:00 • committed by GitHub
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34 changed files with 122 additions and 122 deletions

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@ -30,13 +30,13 @@ void ProcessAudio(void *buffer, unsigned int frames)
for (unsigned int frame = 0; frame < frames; frame++) for (unsigned int frame = 0; frame < frames; frame++)
{ {
float *left = &samples[frame * 2 + 0], *right = &samples[frame * 2 + 1]; float *left = &samples[frame*2 + 0], *right = &samples[frame*2 + 1];
*left = powf(fabsf(*left), exponent) * ( (*left < 0.0f)? -1.0f : 1.0f ); *left = powf(fabsf(*left), exponent)*( (*left < 0.0f)? -1.0f : 1.0f );
*right = powf(fabsf(*right), exponent) * ( (*right < 0.0f)? -1.0f : 1.0f ); *right = powf(fabsf(*right), exponent)*( (*right < 0.0f)? -1.0f : 1.0f );
average += fabsf(*left) / frames; // accumulating average volume average += fabsf(*left)/frames; // accumulating average volume
average += fabsf(*right) / frames; average += fabsf(*right)/frames;
} }
// Moving history to the left // Moving history to the left
@ -99,7 +99,7 @@ int main(void)
DrawRectangle(199, 199, 402, 34, LIGHTGRAY); DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
for (int i = 0; i < 400; i++) for (int i = 0; i < 400; i++)
{ {
DrawLine(201 + i, 232 - (int)(averageVolume[i] * 32), 201 + i, 232, MAROON); DrawLine(201 + i, 232 - (int)(averageVolume[i]*32), 201 + i, 232, MAROON);
} }
DrawRectangleLines(199, 199, 402, 34, GRAY); DrawRectangleLines(199, 199, 402, 34, GRAY);

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@ -115,7 +115,7 @@ int main(void)
float fp = (float)(mousePosition.y); float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp); frequency = 40.0f + (float)(fp);
float pan = (float)(mousePosition.x) / (float)screenWidth; float pan = (float)(mousePosition.x)/(float)screenWidth;
SetAudioStreamPan(stream, pan); SetAudioStreamPan(stream, pan);
} }
@ -141,7 +141,7 @@ int main(void)
} }
// Scale read cursor's position to minimize transition artifacts // Scale read cursor's position to minimize transition artifacts
//readCursor = (int)(readCursor * ((float)waveLength / (float)oldWavelength)); //readCursor = (int)(readCursor*((float)waveLength/(float)oldWavelength));
oldFrequency = frequency; oldFrequency = frequency;
} }

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@ -148,8 +148,8 @@ int main(void)
static void AudioProcessEffectLPF(void *buffer, unsigned int frames) static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
{ {
static float low[2] = { 0.0f, 0.0f }; static float low[2] = { 0.0f, 0.0f };
static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter
const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula
// Converts the buffer data before using it // Converts the buffer data before using it
float *bufferData = (float *)buffer; float *bufferData = (float *)buffer;
@ -158,8 +158,8 @@ static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
const float l = bufferData[i]; const float l = bufferData[i];
const float r = bufferData[i + 1]; const float r = bufferData[i + 1];
low[0] += k * (l - low[0]); low[0] += k*(l - low[0]);
low[1] += k * (r - low[1]); low[1] += k*(r - low[1]);
bufferData[i] = low[0]; bufferData[i] = low[0];
bufferData[i + 1] = low[1]; bufferData[i + 1] = low[1];
} }

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@ -294,7 +294,7 @@ void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *env
Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera); Vector2 bboxWorldMin = GetScreenToWorld2D((Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height }, *camera);
Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera); Vector2 bboxWorldMax = GetScreenToWorld2D((Vector2){ (1 + bbox.x)*0.5f*width, (1 + bbox.y)*0.5f*height }, *camera);
camera->offset = (Vector2){ (1 - bbox.x)*0.5f * width, (1 - bbox.y)*0.5f*height }; camera->offset = (Vector2){ (1 - bbox.x)*0.5f*width, (1 - bbox.y)*0.5f*height };
if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x; if (player->position.x < bboxWorldMin.x) camera->target.x = player->position.x;
if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y; if (player->position.y < bboxWorldMin.y) camera->target.y = player->position.y;

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@ -100,8 +100,8 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_ORTHOGRAPHIC; camera.projection = CAMERA_ORTHOGRAPHIC;
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
CameraYaw(&camera, -135 * DEG2RAD, true); CameraYaw(&camera, -135*DEG2RAD, true);
CameraPitch(&camera, -45 * DEG2RAD, true, true, false); CameraPitch(&camera, -45*DEG2RAD, true, true, false);
} }
else if (camera.projection == CAMERA_ORTHOGRAPHIC) else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{ {

View file

@ -263,7 +263,7 @@ static void UpdateCameraAngle(Camera *camera)
// Rotate view vector around right axis // Rotate view vector around right axis
float pitchAngle = -lookRotation.y - float pitchAngle = -lookRotation.y -
lean.y; lean.y;
pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down pitchAngle = Clamp(pitchAngle, -PI/2 + 0.0001f, PI/2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle); Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
// Head animation // Head animation

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@ -47,7 +47,7 @@ int main(void)
cameraPlayer2.position.x = -3.0f; cameraPlayer2.position.x = -3.0f;
cameraPlayer2.position.y = 3.0f; cameraPlayer2.position.y = 3.0f;
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth/2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later // Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };

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@ -101,7 +101,7 @@ int main(void)
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY); DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN); if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, (int)(screenHeight*0.1f), 30, GREEN);
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY); DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);

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@ -91,7 +91,7 @@ int main(void)
int x = (int)(((float)i)/dpiScale.x); int x = (int)(((float)i)/dpiScale.x);
if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 }); if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY); DrawLine(x, pixelGridTop, (int)(((float)i)/dpiScale.x), pixelGridLabelY - 10, GRAY);
if ((x - lastTextX) >= minTextSpace) if ((x - lastTextX) >= minTextSpace)
{ {

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@ -46,7 +46,7 @@ int main(void)
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI); //SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags"); InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
Vector2 ballPosition = { GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f }; Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
Vector2 ballSpeed = { 5.0f, 4.0f }; Vector2 ballSpeed = { 5.0f, 4.0f };
float ballRadius = 20; float ballRadius = 20;

View file

@ -69,7 +69,7 @@ int main(void)
EndMode3D(); EndMode3D();
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK); DrawText("Enemy: 100/100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME); DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY); DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
@ -84,4 +84,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

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@ -127,8 +127,8 @@ int main(void)
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
{ {
const Vector2 mouseDelta = GetMouseDelta(); const Vector2 mouseDelta = GetMouseDelta();
camerarot.x = mouseDelta.x * 0.05f; camerarot.x = mouseDelta.x*0.05f;
camerarot.y = mouseDelta.y * 0.05f; camerarot.y = mouseDelta.y*0.05f;
} }
else else
{ {
@ -138,14 +138,14 @@ int main(void)
UpdateCameraPro(&camera, UpdateCameraPro(&camera,
(Vector3) { (Vector3) {
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f, (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f, (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down 0.0f // Move up-down
}, },
camerarot, camerarot,
GetMouseWheelMove() * -2.0f); // Move to target (zoom) GetMouseWheelMove()*-2.0f); // Move to target (zoom)
// Cycle between models on mouse click // Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES; if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;

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@ -79,9 +79,9 @@ int main(void)
// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3) // Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0 // NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
float c = 3.0f/(3.0f - p.w); float c = 3.0f/(3.0f - p.w);
p.x = c * p.x; p.x = c*p.x;
p.y = c * p.y; p.y = c*p.y;
p.z = c * p.z; p.z = c*p.z;
// Split XYZ coordinate and W values later for drawing // Split XYZ coordinate and W values later for drawing
transformed[i] = (Vector3){ p.x, p.y, p.z }; transformed[i] = (Vector3){ p.x, p.y, p.z };
@ -125,4 +125,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

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@ -46,7 +46,7 @@ void main()
light = normalize(lights[i].position - fragPosition); light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0); float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL; lightDot += lights[i].color.rgb*NdotL;
if (NdotL > 0.0) if (NdotL > 0.0)
{ {
@ -56,8 +56,8 @@ void main()
} }
} }
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0))); vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse; finalColor += fragColor*(ambient/10.0)*colDiffuse;
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction

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@ -20,9 +20,9 @@ varying vec3 fragNormal;
void main() void main()
{ {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragColor = vertexColor; fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0); gl_Position = mvp*vec4(vertexPosition, 1.0);
} }

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@ -43,7 +43,7 @@ void main()
light = normalize(lights[i].position - fragPosition); light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0); float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL; lightDot += lights[i].color.rgb*NdotL;
if (NdotL > 0.0) if (NdotL > 0.0)
{ {
@ -53,8 +53,8 @@ void main()
} }
} }
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0))); vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse; finalColor += fragColor*(ambient/10.0)*colDiffuse;
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction

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@ -16,9 +16,9 @@ varying vec3 fragNormal;
void main() void main()
{ {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0)); fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragColor = vertexColor; fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0))); fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
gl_Position = mvp * vec4(vertexPosition, 1.0); gl_Position = mvp*vec4(vertexPosition, 1.0);
} }

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@ -297,7 +297,7 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
// Draw a grid centered at (0, 0, 0) // Draw a grid centered at (0, 0, 0)
static void DrawGrid(int slices, float spacing) static void DrawGrid(int slices, float spacing)
{ {
int halfSlices = slices / 2; int halfSlices = slices/2;
rlBegin(RL_LINES); rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; i++) for (int i = -halfSlices; i <= halfSlices; i++)

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@ -1,22 +1,22 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [shaders] example - normal map * raylib [shaders] example - normal map
* *
* Example complexity rating: [★★★★] 4/4 * Example complexity rating: [★★★★] 4/4
* *
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
* *
* Example originally created with raylib 5.6, last time updated with raylib 5.6 * Example originally created with raylib 5.6, last time updated with raylib 5.6
* *
* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
* *
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
* *
* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5) * Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*k *
********************************************************************************************/ ********************************************************************************************/
#include <raylib.h> #include <raylib.h>

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@ -115,22 +115,22 @@ int main(void)
if (IsKeyDown(KEY_LEFT)) if (IsKeyDown(KEY_LEFT))
{ {
if (lightDir.x < 0.6f) if (lightDir.x < 0.6f)
lightDir.x += cameraSpeed * 60.0f * dt; lightDir.x += cameraSpeed*60.0f*dt;
} }
if (IsKeyDown(KEY_RIGHT)) if (IsKeyDown(KEY_RIGHT))
{ {
if (lightDir.x > -0.6f) if (lightDir.x > -0.6f)
lightDir.x -= cameraSpeed * 60.0f * dt; lightDir.x -= cameraSpeed*60.0f*dt;
} }
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{ {
if (lightDir.z < 0.6f) if (lightDir.z < 0.6f)
lightDir.z += cameraSpeed * 60.0f * dt; lightDir.z += cameraSpeed*60.0f*dt;
} }
if (IsKeyDown(KEY_DOWN)) if (IsKeyDown(KEY_DOWN))
{ {
if (lightDir.z > -0.6f) if (lightDir.z > -0.6f)
lightDir.z -= cameraSpeed * 60.0f * dt; lightDir.z -= cameraSpeed*60.0f*dt;
} }
lightDir = Vector3Normalize(lightDir); lightDir = Vector3Normalize(lightDir);
lightCam.position = Vector3Scale(lightDir, -15.0f); lightCam.position = Vector3Scale(lightDir, -15.0f);

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