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https://github.com/raysan5/raylib.git
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Format tweaks
This commit is contained in:
34
src/external/rlsw.h
vendored
34
src/external/rlsw.h
vendored
@@ -6,7 +6,7 @@
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* rlsw is a custom OpenGL 1.1-style implementation on software, intended to provide all
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* functionality available on rlgl.h library used by raylib, becoming a direct software
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* rendering replacement for OpenGL 1.1 backend and allowing to run raylib on GPU-less
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* devices when required.
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* devices when required
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*
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* FEATURES:
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* - Rendering to custom internal framebuffer with multiple color modes supported:
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@@ -2892,8 +2892,8 @@ static inline bool sw_quad_is_axis_aligned(void)
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float dx = v1[0] - v0[0];
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float dy = v1[1] - v0[1];
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if (fabsf(dx) > 1e-6f && fabsf(dy) < 1e-6f) horizontal++;
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else if (fabsf(dy) > 1e-6f && fabsf(dx) < 1e-6f) vertical++;
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if ((fabsf(dx) > 1e-6f) && (fabsf(dy) < 1e-6f)) horizontal++;
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else if ((fabsf(dy) > 1e-6f) && (fabsf(dx) < 1e-6f)) vertical++;
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else return false; // Diagonal edge -> not axis-aligned
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}
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@@ -2933,8 +2933,8 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
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// Separate vertices based on Y-coordinate
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for (int i = 0; i < 4; i++)
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{
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if (input[i].screen[1] == minY && topCount < 2) top[topCount++] = &input[i];
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else if (input[i].screen[1] == maxY && bottomCount < 2) bottom[bottomCount++] = &input[i];
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if ((input[i].screen[1] == minY) && (topCount < 2)) top[topCount++] = &input[i];
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else if ((input[i].screen[1] == maxY) && (bottomCount < 2)) bottom[bottomCount++] = &input[i];
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}
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// If we don't have enough top/bottom vertices (e.g., Y values are all different),
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@@ -2960,7 +2960,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
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}
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// Sort bottom vertices by X (left to right)
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if (bottomCount == 2 && bottom[0]->screen[0] > bottom[1]->screen[0])
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if ((bottomCount == 2) && (bottom[0]->screen[0] > bottom[1]->screen[0]))
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{
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const sw_vertex_t *temp = bottom[0];
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bottom[0] = bottom[1];
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@@ -2997,7 +2997,7 @@ static inline void FUNC_NAME(void)
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int width = xMax - xMin; \
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int height = yMax - yMin; \
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\
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if (width == 0 || height == 0) return; \
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if ((width == 0) || (height == 0)) return; \
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\
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float wRcp = (width > 0.0f)? 1.0f/width : 0.0f; \
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float hRcp = (height > 0.0f)? 1.0f/height : 0.0f; \
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@@ -3157,7 +3157,7 @@ static inline void sw_quad_render(void)
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if (RLSW.vertexCounter < 3) return;
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if (RLSW.vertexCounter == 4 && sw_quad_is_axis_aligned())
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if ((RLSW.vertexCounter == 4) && sw_quad_is_axis_aligned())
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{
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if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_TEX_DEPTH_BLEND();
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else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_DEPTH_BLEND();
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@@ -3304,7 +3304,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
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int dy = y2 - y1; \
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\
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/* Handling of lines that are more horizontal or vertical */ \
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if (dx == 0 && dy == 0) \
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if ((dx == 0) && (dy == 0)) \
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{ \
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/* TODO: A point should be rendered here */ \
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return; \
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@@ -3444,7 +3444,7 @@ void FUNC_NAME(const sw_vertex_t *v1, const sw_vertex_t *v2) \
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\
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RASTER_FUNC(v1, v2); \
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\
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if (dx != 0 && abs(dy/dx) < 1) \
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if ((dx != 0) && (abs(dy/dx) < 1)) \
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{ \
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int wy = (int)((RLSW.lineWidth - 1.0f)*abs(dx)/sqrtf(dx*dx + dy*dy)); \
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wy >>= 1; \
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@@ -3551,13 +3551,13 @@ static inline void FUNC_NAME(int x, int y, float z, const float color[4]) \
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{ \
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if (CHECK_BOUNDS == 1) \
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{ \
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if (x < RLSW.vpMin[0] || x >= RLSW.vpMax[0]) return; \
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if (y < RLSW.vpMin[1] || y >= RLSW.vpMax[1]) return; \
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if ((x < RLSW.vpMin[0]) || (x >= RLSW.vpMax[0])) return; \
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if ((y < RLSW.vpMin[1]) || (y >= RLSW.vpMax[1])) return; \
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} \
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else if (CHECK_BOUNDS == SW_SCISSOR_TEST) \
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{ \
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if (x < RLSW.scMin[0] || x >= RLSW.scMax[0]) return; \
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if (y < RLSW.scMin[1] || y >= RLSW.scMax[1]) return; \
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if ((x < RLSW.scMin[0]) || (x >= RLSW.scMax[0])) return; \
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if ((y < RLSW.scMin[1]) || (y >= RLSW.scMax[1])) return; \
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} \
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\
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int offset = y*RLSW.framebuffer.width + x; \
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@@ -3718,12 +3718,12 @@ static inline bool sw_is_texture_valid(uint32_t id)
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static inline bool sw_is_texture_filter_valid(int filter)
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{
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return (filter == SW_NEAREST || filter == SW_LINEAR);
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return ((filter == SW_NEAREST) || (filter == SW_LINEAR));
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}
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static inline bool sw_is_texture_wrap_valid(int wrap)
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{
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return (wrap == SW_REPEAT || wrap == SW_CLAMP);
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return ((wrap == SW_REPEAT) || (wrap == SW_CLAMP));
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}
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static inline bool sw_is_draw_mode_valid(int mode)
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@@ -4392,7 +4392,7 @@ void swRotatef(float angle, float x, float y, float z)
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float lengthSq = x*x + y*y + z*z;
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if (lengthSq != 1.0f && lengthSq != 0.0f)
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if ((lengthSq != 1.0f) && (lengthSq != 0.0f))
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{
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float invLength = 1.0f/sqrtf(lengthSq);
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x *= invLength;
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