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>
This commit is contained in:
Desour
2024-03-20 19:35:52 +01:00
committed by sfan5
parent 9814510b1b
commit f5c6d3e945
292 changed files with 37376 additions and 42421 deletions

View File

@ -14,12 +14,10 @@ namespace video
class IVideoDriver;
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
class IMaterialRendererServices
{
public:
//! Destructor
virtual ~IMaterialRendererServices() {}
@ -33,12 +31,12 @@ public:
\param lastMaterial The material used until now.
\param resetAllRenderstates Set to true if all renderstates should be
set, regardless of their current state. */
virtual void setBasicRenderStates(const SMaterial& material,
const SMaterial& lastMaterial,
bool resetAllRenderstates) = 0;
virtual void setBasicRenderStates(const SMaterial &material,
const SMaterial &lastMaterial,
bool resetAllRenderstates) = 0;
//! Return an index constant for the vertex shader based on a uniform variable name.
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
virtual s32 getVertexShaderConstantID(const c8 *name) = 0;
//! Sets a value for a vertex shader uniform variable.
/** \param index Index of the variable (as received from getVertexShaderConstantID)
@ -46,16 +44,16 @@ public:
\param count Amount of floats in array.
\return True if successful.
*/
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
virtual bool setVertexShaderConstant(s32 index, const f32 *floats, int count) = 0;
//! Int interface for the above.
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
virtual bool setVertexShaderConstant(s32 index, const s32 *ints, int count) = 0;
//! Uint interface for the above.
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
virtual bool setVertexShaderConstant(s32 index, const u32 *ints, int count) = 0;
//! Return an index constant for the pixel shader for the given uniform variable name
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
virtual s32 getPixelShaderConstantID(const c8 *name) = 0;
//! Sets a value for the given pixel shader uniform variable
/** This can be used if you used a high level shader language like GLSL
@ -65,17 +63,17 @@ public:
\param floats Pointer to array of floats
\param count Amount of floats in array.
\return True if successful. */
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
virtual bool setPixelShaderConstant(s32 index, const f32 *floats, int count) = 0;
//! Int interface for the above.
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
virtual bool setPixelShaderConstant(s32 index, const s32 *ints, int count) = 0;
//! Uint interface for the above.
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
virtual bool setPixelShaderConstant(s32 index, const u32 *ints, int count) = 0;
//! Get pointer to the IVideoDriver interface
/** \return Pointer to the IVideoDriver interface */
virtual IVideoDriver* getVideoDriver() = 0;
virtual IVideoDriver *getVideoDriver() = 0;
};
} // end namespace video