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Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
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@ -14,12 +14,10 @@ namespace video
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class IVideoDriver;
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//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
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class IMaterialRendererServices
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{
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public:
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//! Destructor
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virtual ~IMaterialRendererServices() {}
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@ -33,12 +31,12 @@ public:
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\param lastMaterial The material used until now.
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\param resetAllRenderstates Set to true if all renderstates should be
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set, regardless of their current state. */
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virtual void setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates) = 0;
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virtual void setBasicRenderStates(const SMaterial &material,
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const SMaterial &lastMaterial,
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bool resetAllRenderstates) = 0;
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//! Return an index constant for the vertex shader based on a uniform variable name.
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virtual s32 getVertexShaderConstantID(const c8* name) = 0;
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virtual s32 getVertexShaderConstantID(const c8 *name) = 0;
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//! Sets a value for a vertex shader uniform variable.
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/** \param index Index of the variable (as received from getVertexShaderConstantID)
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@ -46,16 +44,16 @@ public:
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\param count Amount of floats in array.
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\return True if successful.
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*/
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
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virtual bool setVertexShaderConstant(s32 index, const f32 *floats, int count) = 0;
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//! Int interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
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virtual bool setVertexShaderConstant(s32 index, const s32 *ints, int count) = 0;
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//! Uint interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
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virtual bool setVertexShaderConstant(s32 index, const u32 *ints, int count) = 0;
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//! Return an index constant for the pixel shader for the given uniform variable name
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virtual s32 getPixelShaderConstantID(const c8* name) = 0;
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virtual s32 getPixelShaderConstantID(const c8 *name) = 0;
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//! Sets a value for the given pixel shader uniform variable
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/** This can be used if you used a high level shader language like GLSL
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@ -65,17 +63,17 @@ public:
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\param floats Pointer to array of floats
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\param count Amount of floats in array.
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\return True if successful. */
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
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virtual bool setPixelShaderConstant(s32 index, const f32 *floats, int count) = 0;
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//! Int interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
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virtual bool setPixelShaderConstant(s32 index, const s32 *ints, int count) = 0;
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//! Uint interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
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virtual bool setPixelShaderConstant(s32 index, const u32 *ints, int count) = 0;
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//! Get pointer to the IVideoDriver interface
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/** \return Pointer to the IVideoDriver interface */
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virtual IVideoDriver* getVideoDriver() = 0;
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virtual IVideoDriver *getVideoDriver() = 0;
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};
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} // end namespace video
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