diff --git a/src/external/rlsw.h b/src/external/rlsw.h index 49050f848..904bf1210 100644 --- a/src/external/rlsw.h +++ b/src/external/rlsw.h @@ -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 ((fabsf(dx) > 1e-6f) && (fabsf(dy) < 1e-6f)) horizontal++; + else if ((fabsf(dy) > 1e-6f) && (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 ((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 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 ((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 ((width == 0) || (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 ((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 ((dx == 0) && (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 ((dx != 0) && (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 ((x < RLSW.vpMin[0]) || (x >= RLSW.vpMax[0])) return; \ + if ((y < RLSW.vpMin[1]) || (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 ((x < RLSW.scMin[0]) || (x >= RLSW.scMax[0])) return; \ + if ((y < RLSW.scMin[1]) || (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 ((filter == SW_NEAREST) || (filter == SW_LINEAR)); } static inline bool sw_is_texture_wrap_valid(int wrap) { - return (wrap == SW_REPEAT || wrap == SW_CLAMP); + return ((wrap == SW_REPEAT) || (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 ((lengthSq != 1.0f) && (lengthSq != 0.0f)) { float invLength = 1.0f/sqrtf(lengthSq); x *= invLength;