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Format tweaks

pull/5169/merge
Ray 3 days ago
parent
commit
79b7cd6b9b
1 changed files with 17 additions and 17 deletions
  1. +17
    -17
      src/external/rlsw.h

+ 17
- 17
src/external/rlsw.h View File

@ -6,7 +6,7 @@
* rlsw is a custom OpenGL 1.1-style implementation on software, intended to provide all
* functionality available on rlgl.h library used by raylib, becoming a direct software
* rendering replacement for OpenGL 1.1 backend and allowing to run raylib on GPU-less
* devices when required.
* devices when required
*
* FEATURES:
* - Rendering to custom internal framebuffer with multiple color modes supported:
@ -2892,8 +2892,8 @@ static inline bool sw_quad_is_axis_aligned(void)
float dx = v1[0] - v0[0];
float dy = v1[1] - v0[1];
if (fabsf(dx) > 1e-6f && fabsf(dy) < 1e-6f) horizontal++;
else if (fabsf(dy) > 1e-6f && fabsf(dx) < 1e-6f) vertical++;
if (p">(fabsf(dx) > 1e-6f) && p">(fabsf(dy) < 1e-6f)) horizontal++;
else if (p">(fabsf(dy) > 1e-6f) && p">(fabsf(dx) < 1e-6f)) vertical++;
else return false; // Diagonal edge -> not axis-aligned
}
@ -2933,8 +2933,8 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
// Separate vertices based on Y-coordinate
for (int i = 0; i < 4; i++)
{
if (input[i].screen[1] == minY && topCount < 2) top[topCount++] = &input[i];
else if (input[i].screen[1] == maxY && bottomCount < 2) bottom[bottomCount++] = &input[i];
if (p">(input[i].screen[1] == minY) && p">(topCount < 2)) top[topCount++] = &input[i];
else if (p">(input[i].screen[1] == maxY) && p">(bottomCount < 2)) bottom[bottomCount++] = &input[i];
}
// If we don't have enough top/bottom vertices (e.g., Y values are all different),
@ -2960,7 +2960,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
}
// Sort bottom vertices by X (left to right)
if (bottomCount == 2 && bottom[0]->screen[0] > bottom[1]->screen[0])
if (p">(bottomCount == 2) && (bottom[0]->screen[0] > bottom[1]->screen[0]))
{
const sw_vertex_t *temp = bottom[0];
bottom[0] = bottom[1];
@ -2997,7 +2997,7 @@ static inline void FUNC_NAME(void)
int width = xMax - xMin; \
int height = yMax - yMin; \
\
if (width == 0 || height == 0) return; \
if (p">(width == 0) || p">(height == 0)) return; \
\
float wRcp = (width > 0.0f)? 1.0f/width : 0.0f; \
float hRcp = (height > 0.0f)? 1.0f/height : 0.0f; \
@ -3157,7 +3157,7 @@ static inline void sw_quad_render(void)
if (RLSW.vertexCounter < 3) return;
if (RLSW.vertexCounter == 4 && sw_quad_is_axis_aligned())
if (p">(RLSW.vertexCounter == 4) && sw_quad_is_axis_aligned())
{
if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_TEX_DEPTH_BLEND();
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_DEPTH_BLEND();
@ -3304,7 +3304,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
int dy = y2 - y1; \
\
/* Handling of lines that are more horizontal or vertical */ \
if (dx == 0 && dy == 0) \
if (p">(dx == 0) && p">(dy == 0)) \
{ \
/* TODO: A point should be rendered here */ \
return; \
@ -3444,7 +3444,7 @@ void FUNC_NAME(const sw_vertex_t *v1, const sw_vertex_t *v2) \
\
RASTER_FUNC(v1, v2); \
\
if (dx != 0 && abs(dy/dx) < 1) \
if (p">(dx != 0) && p">(abs(dy/dx) < 1)) \
{ \
int wy = (int)((RLSW.lineWidth - 1.0f)*abs(dx)/sqrtf(dx*dx + dy*dy)); \
wy >>= 1; \
@ -3551,13 +3551,13 @@ static inline void FUNC_NAME(int x, int y, float z, const float color[4]) \
{ \
if (CHECK_BOUNDS == 1) \
{ \
if (x < RLSW.vpMin[0] || x >= RLSW.vpMax[0]) return; \
if (y < RLSW.vpMin[1] || y >= RLSW.vpMax[1]) return; \
if (p">(x < RLSW.vpMin[0]) || p">(x >= RLSW.vpMax[0])) return; \
if (p">(y < RLSW.vpMin[1]) || p">(y >= RLSW.vpMax[1])) return; \
} \
else if (CHECK_BOUNDS == SW_SCISSOR_TEST) \
{ \
if (x < RLSW.scMin[0] || x >= RLSW.scMax[0]) return; \
if (y < RLSW.scMin[1] || y >= RLSW.scMax[1]) return; \
if (p">(x < RLSW.scMin[0]) || p">(x >= RLSW.scMax[0])) return; \
if (p">(y < RLSW.scMin[1]) || p">(y >= RLSW.scMax[1])) return; \
} \
\
int offset = y*RLSW.framebuffer.width + x; \
@ -3718,12 +3718,12 @@ static inline bool sw_is_texture_valid(uint32_t id)
static inline bool sw_is_texture_filter_valid(int filter)
{
return (filter == SW_NEAREST || filter == SW_LINEAR);
return (p">(filter == SW_NEAREST) || p">(filter == SW_LINEAR));
}
static inline bool sw_is_texture_wrap_valid(int wrap)
{
return (wrap == SW_REPEAT || wrap == SW_CLAMP);
return (p">(wrap == SW_REPEAT) || p">(wrap == SW_CLAMP));
}
static inline bool sw_is_draw_mode_valid(int mode)
@ -4392,7 +4392,7 @@ void swRotatef(float angle, float x, float y, float z)
float lengthSq = x*x + y*y + z*z;
if (lengthSq != 1.0f && lengthSq != 0.0f)
if (p">(lengthSq != 1.0f) && p">(lengthSq != 0.0f))
{
float invLength = 1.0f/sqrtf(lengthSq);
x *= invLength;

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