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12 changes: 6 additions & 6 deletions examples/audio/audio_mixed_processor.c
Original file line number Diff line number Diff line change
Expand Up @@ -30,13 +30,13 @@ void ProcessAudio(void *buffer, unsigned int frames)

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 );
*right = powf(fabsf(*right), exponent) * ( (*right < 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 );

average += fabsf(*left) / frames; // accumulating average volume
average += fabsf(*right) / frames;
average += fabsf(*left)/frames; // accumulating average volume
average += fabsf(*right)/frames;
}

// Moving history to the left
Expand Down Expand Up @@ -99,7 +99,7 @@ int main(void)
DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
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);

Expand Down
4 changes: 2 additions & 2 deletions examples/audio/audio_raw_stream.c
Original file line number Diff line number Diff line change
Expand Up @@ -115,7 +115,7 @@ int main(void)
float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp);

float pan = (float)(mousePosition.x) / (float)screenWidth;
float pan = (float)(mousePosition.x)/(float)screenWidth;
SetAudioStreamPan(stream, pan);
}

Expand All @@ -141,7 +141,7 @@ int main(void)
}

// 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;
}

Expand Down
8 changes: 4 additions & 4 deletions examples/audio/audio_stream_effects.c
Original file line number Diff line number Diff line change
Expand Up @@ -148,8 +148,8 @@ int main(void)
static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
{
static float low[2] = { 0.0f, 0.0f };
static const float cutoff = 70.0f / 44100.0f; // 70 Hz lowpass filter
const float k = cutoff / (cutoff + 0.1591549431f); // RC filter formula
static const float cutoff = 70.0f/44100.0f; // 70 Hz lowpass filter
const float k = cutoff/(cutoff + 0.1591549431f); // RC filter formula

// Converts the buffer data before using it
float *bufferData = (float *)buffer;
Expand All @@ -158,8 +158,8 @@ static void AudioProcessEffectLPF(void *buffer, unsigned int frames)
const float l = bufferData[i];
const float r = bufferData[i + 1];

low[0] += k * (l - low[0]);
low[1] += k * (r - low[1]);
low[0] += k*(l - low[0]);
low[1] += k*(r - low[1]);
bufferData[i] = low[0];
bufferData[i + 1] = low[1];
}
Expand Down
2 changes: 1 addition & 1 deletion examples/core/core_2d_camera_platformer.c
Original file line number Diff line number Diff line change
Expand Up @@ -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 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.y < bboxWorldMin.y) camera->target.y = player->position.y;
Expand Down
4 changes: 2 additions & 2 deletions examples/core/core_3d_camera_first_person.c
Original file line number Diff line number Diff line change
Expand Up @@ -100,8 +100,8 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.projection = CAMERA_ORTHOGRAPHIC;
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
CameraYaw(&camera, -135 * DEG2RAD, true);
CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
CameraYaw(&camera, -135*DEG2RAD, true);
CameraPitch(&camera, -45*DEG2RAD, true, true, false);
}
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
Expand Down
2 changes: 1 addition & 1 deletion examples/core/core_3d_camera_fps.c
Original file line number Diff line number Diff line change
Expand Up @@ -263,7 +263,7 @@ static void UpdateCameraAngle(Camera *camera)
// Rotate view vector around right axis
float pitchAngle = -lookRotation.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);

// Head animation
Expand Down
2 changes: 1 addition & 1 deletion examples/core/core_3d_camera_split_screen.c
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ int main(void)
cameraPlayer2.position.x = -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
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
Expand Down
2 changes: 1 addition & 1 deletion examples/core/core_3d_picking.c
Original file line number Diff line number Diff line change
Expand Up @@ -101,7 +101,7 @@ int main(void)

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);

Expand Down
2 changes: 1 addition & 1 deletion examples/core/core_high_dpi.c
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@ int main(void)
int x = (int)(((float)i)/dpiScale.x);
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)
{
Expand Down
2 changes: 1 addition & 1 deletion examples/core/core_window_flags.c
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ int main(void)
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
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 };
float ballRadius = 20;

Expand Down
4 changes: 2 additions & 2 deletions examples/core/core_world_screen.c
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ int main(void)

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("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
Expand All @@ -84,4 +84,4 @@ int main(void)
//--------------------------------------------------------------------------------------

return 0;
}
}
14 changes: 7 additions & 7 deletions examples/models/models_loading_vox.c
Original file line number Diff line number Diff line change
Expand Up @@ -127,8 +127,8 @@ int main(void)
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
{
const Vector2 mouseDelta = GetMouseDelta();
camerarot.x = mouseDelta.x * 0.05f;
camerarot.y = mouseDelta.y * 0.05f;
camerarot.x = mouseDelta.x*0.05f;
camerarot.y = mouseDelta.y*0.05f;
}
else
{
Expand All @@ -138,14 +138,14 @@ int main(void)

UpdateCameraPro(&camera,
(Vector3) {
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down
},
camerarot,
GetMouseWheelMove() * -2.0f); // Move to target (zoom)
GetMouseWheelMove()*-2.0f); // Move to target (zoom)

// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
Expand Down
8 changes: 4 additions & 4 deletions examples/models/models_tesseract_view.c
Original file line number Diff line number Diff line change
Expand Up @@ -79,9 +79,9 @@ int main(void)
// 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
float c = 3.0f/(3.0f - p.w);
p.x = c * p.x;
p.y = c * p.y;
p.z = c * p.z;
p.x = c*p.x;
p.y = c*p.y;
p.z = c*p.z;

// Split XYZ coordinate and W values later for drawing
transformed[i] = (Vector3){ p.x, p.y, p.z };
Expand Down Expand Up @@ -125,4 +125,4 @@ int main(void)
//--------------------------------------------------------------------------------------

return 0;
}
}
6 changes: 3 additions & 3 deletions examples/models/resources/shaders/glsl100/voxel_lighting.fs
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ void main()
light = normalize(lights[i].position - fragPosition);

float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
lightDot += lights[i].color.rgb*NdotL;

if (NdotL > 0.0)
{
Expand All @@ -56,8 +56,8 @@ void main()
}
}

vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor*(ambient/10.0)*colDiffuse;

finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction

Expand Down
6 changes: 3 additions & 3 deletions examples/models/resources/shaders/glsl100/voxel_lighting.vs
Original file line number Diff line number Diff line change
Expand Up @@ -20,9 +20,9 @@ varying vec3 fragNormal;

void main()
{
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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);
}
6 changes: 3 additions & 3 deletions examples/models/resources/shaders/glsl120/voxel_lighting.fs
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ void main()
light = normalize(lights[i].position - fragPosition);

float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
lightDot += lights[i].color.rgb*NdotL;

if (NdotL > 0.0)
{
Expand All @@ -53,8 +53,8 @@ void main()
}
}

vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
vec4 finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor*(ambient/10.0)*colDiffuse;

finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction

Expand Down
6 changes: 3 additions & 3 deletions examples/models/resources/shaders/glsl120/voxel_lighting.vs
Original file line number Diff line number Diff line change
Expand Up @@ -16,9 +16,9 @@ varying vec3 fragNormal;

void main()
{
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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);
}
2 changes: 1 addition & 1 deletion examples/others/rlgl_standalone.c
Original file line number Diff line number Diff line change
Expand Up @@ -297,7 +297,7 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
// Draw a grid centered at (0, 0, 0)
static void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
int halfSlices = slices/2;

rlBegin(RL_LINES);
for (int i = -halfSlices; i <= halfSlices; i++)
Expand Down
36 changes: 18 additions & 18 deletions examples/shaders/shaders_normal_map.c
Original file line number Diff line number Diff line change
@@ -1,22 +1,22 @@
/*******************************************************************************************
*
* raylib [shaders] example - normal map
*
* Example complexity rating: [★★★★] 4/4
*
* 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
*
* 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 licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*k
********************************************************************************************/
*
* raylib [shaders] example - normal map
*
* Example complexity rating: [★★★★] 4/4
*
* 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
*
* 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 licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include <raylib.h>

Expand Down
8 changes: 4 additions & 4 deletions examples/shaders/shaders_shadowmap.c
Original file line number Diff line number Diff line change
Expand Up @@ -115,22 +115,22 @@ int main(void)
if (IsKeyDown(KEY_LEFT))
{
if (lightDir.x < 0.6f)
lightDir.x += cameraSpeed * 60.0f * dt;
lightDir.x += cameraSpeed*60.0f*dt;
}
if (IsKeyDown(KEY_RIGHT))
{
if (lightDir.x > -0.6f)
lightDir.x -= cameraSpeed * 60.0f * dt;
lightDir.x -= cameraSpeed*60.0f*dt;
}
if (IsKeyDown(KEY_UP))
{
if (lightDir.z < 0.6f)
lightDir.z += cameraSpeed * 60.0f * dt;
lightDir.z += cameraSpeed*60.0f*dt;
}
if (IsKeyDown(KEY_DOWN))
{
if (lightDir.z > -0.6f)
lightDir.z -= cameraSpeed * 60.0f * dt;
lightDir.z -= cameraSpeed*60.0f*dt;
}
lightDir = Vector3Normalize(lightDir);
lightCam.position = Vector3Scale(lightDir, -15.0f);
Expand Down
8 changes: 4 additions & 4 deletions examples/shaders/shaders_spotlight.c
Original file line number Diff line number Diff line change
Expand Up @@ -130,12 +130,12 @@ int main(void)

while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
{
spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
spots[i].speed.x = GetRandomValue(-400, 40)/10.0f;
spots[i].speed.y = GetRandomValue(-400, 40)/10.0f;
}

spots[i].inner = 28.0f * (i + 1);
spots[i].radius = 48.0f * (i + 1);
spots[i].inner = 28.0f*(i + 1);
spots[i].radius = 48.0f*(i + 1);

SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
Expand Down
2 changes: 1 addition & 1 deletion examples/shapes/shapes_digital_clock.c
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,7 @@ int main(void)
static void UpdateClock(Clock *clock)
{
time_t rawtime;
struct tm * timeinfo;
struct tm *timeinfo;

time(&rawtime);
timeinfo = localtime(&rawtime);
Expand Down
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