Update for SDL3 coding style (#6717)

I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.

In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.

The script I ran for the src directory is added as build-scripts/clang-format-src.sh

This fixes:
#6592
#6593
#6594

(cherry picked from commit 5750bcb174)
This commit is contained in:
Sam Lantinga
2022-11-30 12:51:59 -08:00
parent 5c4bc807f7
commit b8d85c6939
764 changed files with 50598 additions and 54407 deletions

View File

@@ -17,18 +17,19 @@
#include "SDL_opengl.h"
static SDL_bool shaders_supported;
static int current_shader = 0;
static int current_shader = 0;
enum {
enum
{
SHADER_COLOR,
SHADER_TEXTURE,
SHADER_TEXCOORDS,
NUM_SHADERS
};
typedef struct {
typedef struct
{
GLhandleARB program;
GLhandleARB vert_shader;
GLhandleARB frag_shader;
@@ -40,75 +41,72 @@ static ShaderData shaders[NUM_SHADERS] = {
/* SHADER_COLOR */
{ 0, 0, 0,
/* vertex shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}"
},
/* vertex shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}" },
/* SHADER_TEXTURE */
{ 0, 0, 0,
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}" },
/* SHADER_TEXCOORDS */
{ 0, 0, 0,
/* vertex shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" vec4 color;\n"
" vec2 delta;\n"
" float dist;\n"
"\n"
" delta = vec2(0.5, 0.5) - v_texCoord;\n"
" dist = dot(delta, delta);\n"
"\n"
" color.r = v_texCoord.x;\n"
" color.g = v_texCoord.x * v_texCoord.y;\n"
" color.b = v_texCoord.y;\n"
" color.a = 1.0 - (dist * 4.0);\n"
" gl_FragColor = color;\n"
"}"
},
/* vertex shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" vec4 color;\n"
" vec2 delta;\n"
" float dist;\n"
"\n"
" delta = vec2(0.5, 0.5) - v_texCoord;\n"
" dist = dot(delta, delta);\n"
"\n"
" color.r = v_texCoord.x;\n"
" color.g = v_texCoord.x * v_texCoord.y;\n"
" color.b = v_texCoord.y;\n"
" color.a = 1.0 - (dist * 4.0);\n"
" gl_FragColor = color;\n"
"}" },
};
static PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
@@ -136,7 +134,7 @@ static SDL_bool CompileShader(GLhandleARB shader, const char *source)
char *info;
glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *) SDL_malloc(length + 1);
info = (char *)SDL_malloc(length + 1);
if (info == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
@@ -164,7 +162,7 @@ static SDL_bool LinkProgram(ShaderData *data)
char *info;
glGetObjectParameterivARB(data->program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
info = (char *) SDL_malloc(length + 1);
info = (char *)SDL_malloc(length + 1);
if (info == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
} else {
@@ -240,18 +238,18 @@ static SDL_bool InitShaders()
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (glAttachObjectARB &&
glCompileShaderARB &&
glCreateProgramObjectARB &&
@@ -306,7 +304,7 @@ power_of_two(int input)
}
GLuint
SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
{
GLuint texture;
int w, h;
@@ -317,10 +315,10 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
/* Use the surface width and height expanded to powers of 2 */
w = power_of_two(surface->w);
h = power_of_two(surface->h);
texcoord[0] = 0.0f; /* Min X */
texcoord[1] = 0.0f; /* Min Y */
texcoord[2] = (GLfloat) surface->w / w; /* Max X */
texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
texcoord[0] = 0.0f; /* Min X */
texcoord[1] = 0.0f; /* Min Y */
texcoord[2] = (GLfloat)surface->w / w; /* Max X */
texcoord[3] = (GLfloat)surface->h / h; /* Max Y */
image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
@@ -330,7 +328,7 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
0xFF000000,
0x00FF0000, 0x0000FF00, 0x000000FF
#endif
);
);
if (image == NULL) {
return 0;
}
@@ -357,25 +355,25 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord)
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
SDL_FreeSurface(image); /* No longer needed */
SDL_FreeSurface(image); /* No longer needed */
return texture;
}
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */
void InitGL(int Width, int Height) /* We call this right after our OpenGL window is created. */
{
GLdouble aspect;
glViewport(0, 0, Width, Height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */
glClearDepth(1.0); /* Enables Clearing Of The Depth Buffer */
glDepthFunc(GL_LESS); /* The Type Of Depth Test To Do */
glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */
glShadeModel(GL_SMOOTH); /* Enables Smooth Color Shading */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); /* This Will Clear The Background Color To Black */
glClearDepth(1.0); /* Enables Clearing Of The Depth Buffer */
glDepthFunc(GL_LESS); /* The Type Of Depth Test To Do */
glEnable(GL_DEPTH_TEST); /* Enables Depth Testing */
glShadeModel(GL_SMOOTH); /* Enables Smooth Color Shading */
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); /* Reset The Projection Matrix */
glLoadIdentity(); /* Reset The Projection Matrix */
aspect = (GLdouble)Width / Height;
glOrtho(-3.0, 3.0, -3.0 / aspect, 3.0 / aspect, 0.0, 1.0);
@@ -384,32 +382,33 @@ void InitGL(int Width, int Height) /* We call this right afte
}
/* The main drawing function. */
void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat *texcoord)
{
/* Texture coordinate lookup, to make it simple */
enum {
enum
{
MINX,
MINY,
MAXX,
MAXY
};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */
glLoadIdentity(); /* Reset The View */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* Clear The Screen And The Depth Buffer */
glLoadIdentity(); /* Reset The View */
glTranslatef(-1.5f,0.0f,0.0f); /* Move Left 1.5 Units */
glTranslatef(-1.5f, 0.0f, 0.0f); /* Move Left 1.5 Units */
/* draw a triangle (in smooth coloring mode) */
glBegin(GL_POLYGON); /* start drawing a polygon */
glColor3f(1.0f,0.0f,0.0f); /* Set The Color To Red */
glVertex3f( 0.0f, 1.0f, 0.0f); /* Top */
glColor3f(0.0f,1.0f,0.0f); /* Set The Color To Green */
glVertex3f( 1.0f,-1.0f, 0.0f); /* Bottom Right */
glColor3f(0.0f,0.0f,1.0f); /* Set The Color To Blue */
glVertex3f(-1.0f,-1.0f, 0.0f); /* Bottom Left */
glEnd(); /* we're done with the polygon (smooth color interpolation) */
glBegin(GL_POLYGON); /* start drawing a polygon */
glColor3f(1.0f, 0.0f, 0.0f); /* Set The Color To Red */
glVertex3f(0.0f, 1.0f, 0.0f); /* Top */
glColor3f(0.0f, 1.0f, 0.0f); /* Set The Color To Green */
glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
glColor3f(0.0f, 0.0f, 1.0f); /* Set The Color To Blue */
glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
glEnd(); /* we're done with the polygon (smooth color interpolation) */
glTranslatef(3.0f,0.0f,0.0f); /* Move Right 3 Units */
glTranslatef(3.0f, 0.0f, 0.0f); /* Move Right 3 Units */
/* Enable blending */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
@@ -419,21 +418,21 @@ void DrawGLScene(SDL_Window *window, GLuint texture, GLfloat * texcoord)
/* draw a textured square (quadrilateral) */
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glColor3f(1.0f,1.0f,1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
if (shaders_supported) {
glUseProgramObjectARB(shaders[current_shader].program);
}
glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
glBegin(GL_QUADS); /* start drawing a polygon (4 sided) */
glTexCoord2f(texcoord[MINX], texcoord[MINY]);
glVertex3f(-1.0f, 1.0f, 0.0f); /* Top Left */
glVertex3f(-1.0f, 1.0f, 0.0f); /* Top Left */
glTexCoord2f(texcoord[MAXX], texcoord[MINY]);
glVertex3f( 1.0f, 1.0f, 0.0f); /* Top Right */
glVertex3f(1.0f, 1.0f, 0.0f); /* Top Right */
glTexCoord2f(texcoord[MAXX], texcoord[MAXY]);
glVertex3f( 1.0f,-1.0f, 0.0f); /* Bottom Right */
glVertex3f(1.0f, -1.0f, 0.0f); /* Bottom Right */
glTexCoord2f(texcoord[MINX], texcoord[MAXY]);
glVertex3f(-1.0f,-1.0f, 0.0f); /* Bottom Left */
glEnd(); /* done with the polygon */
glVertex3f(-1.0f, -1.0f, 0.0f); /* Bottom Left */
glEnd(); /* done with the polygon */
if (shaders_supported) {
glUseProgramObjectARB(0);
@@ -456,20 +455,20 @@ int main(int argc, char **argv)
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize SDL for video output */
if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Create a 640x480 OpenGL screen */
window = SDL_CreateWindow( "Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL );
window = SDL_CreateWindow("Shader Demo", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL);
if (window == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL window: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
}
if ( !SDL_GL_CreateContext(window)) {
if (!SDL_GL_CreateContext(window)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create OpenGL context: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
@@ -492,20 +491,21 @@ int main(int argc, char **argv)
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shaders not supported!\n");
}
done = 0;
while ( ! done ) {
while (!done) {
DrawGLScene(window, texture, texcoords);
/* This could go in a separate function */
{ SDL_Event event;
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_QUIT ) {
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
done = 1;
}
if ( event.type == SDL_KEYDOWN ) {
if ( event.key.keysym.sym == SDLK_SPACE ) {
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_SPACE) {
current_shader = (current_shader + 1) % NUM_SHADERS;
}
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
done = 1;
}
}
@@ -519,8 +519,7 @@ int main(int argc, char **argv)
#else /* HAVE_OPENGL */
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "No OpenGL support on this system\n");
return 1;