Update the entire application to use the new clang format style

This commit is contained in:
James Rowe 2018-03-09 10:54:43 -07:00
parent ed36edf69c
commit f61141e86a
148 changed files with 955 additions and 552 deletions

View file

@ -197,9 +197,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
} else {
// check if vertex is on our left => right side
// TODO: Not sure how likely this is to overflow
return (int)vtx.x < (int)line1.x +
((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) /
((int)line2.y - (int)line1.y);
return (int)vtx.x < (int)line1.x + ((int)line2.x - (int)line1.x) *
((int)vtx.y - (int)line1.y) /
((int)line2.y - (int)line1.y);
}
};
int bias0 =
@ -423,12 +423,14 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
if (!g_state.regs.lighting.disable) {
Math::Quaternion<float> normquat = Math::Quaternion<float>{
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
}.Normalized();
Math::Quaternion<float> normquat =
Math::Quaternion<float>{
{GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
}
.Normalized();
Math::Vec3<float> view{
GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
@ -620,8 +622,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
u8 new_stencil =
PerformStencilAction(action, old_stencil, stencil_test.reference_value);
if (g_state.regs.framebuffer.framebuffer.allow_depth_stencil_write != 0)
SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) |
(old_stencil & ~stencil_test.write_mask));
SetStencil(x >> 4, y >> 4,
(new_stencil & stencil_test.write_mask) |
(old_stencil & ~stencil_test.write_mask));
};
if (stencil_action_enable) {