style: fix clang-format from Windows
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light7734 2025-07-12 19:24:11 +03:30
parent 933ac514a0
commit c96eeecfe6
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6 changed files with 10 additions and 10 deletions

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@ -59,7 +59,7 @@ namespace constants {
constexpr auto platform = Platform::windows; constexpr auto platform = Platform::windows;
constexpr auto platform_name = "windows"; constexpr auto platform_name = "windows";
#undef LIGHT_PLATFORM_WINDOWS #undef LIGHT_PLATFORM_WINDOWS
#elif defined(LIGHT_PLATFORM_LINUX) #elif defined(LIGHT_PLATFORM_LINUX)
#define lt_lin(x) x #define lt_lin(x) x

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@ -11,7 +11,6 @@
/** Stdlib */ /** Stdlib */
#include <algorithm> #include <algorithm>
#include <span>
#include <array> #include <array>
#include <atomic> #include <atomic>
#include <bitset> #include <bitset>
@ -24,6 +23,7 @@
#include <math.h> #include <math.h>
#include <memory> #include <memory>
#include <set> #include <set>
#include <span>
#include <sstream> #include <sstream>
#include <string> #include <string>
#include <string_view> #include <string_view>

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@ -33,8 +33,8 @@ void Scene::on_update(float deltaTime)
void Scene::on_render(const Ref<Framebuffer> &targetFrameBuffer /* = nullptr */) void Scene::on_render(const Ref<Framebuffer> &targetFrameBuffer /* = nullptr */)
{ {
auto *sceneCamera = (Camera *) nullptr; auto *sceneCamera = (Camera *)nullptr;
auto *sceneCameraTransform = (TransformComponent *) nullptr; auto *sceneCameraTransform = (TransformComponent *)nullptr;
/* scene camera */ /* scene camera */
{ {

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@ -1,8 +1,8 @@
#pragma once #pragma once
#include <span>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <renderer/programs/renderer_program.hpp> #include <renderer/programs/renderer_program.hpp>
#include <span>
namespace lt { namespace lt {

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@ -23,13 +23,13 @@ glShader::glShader(
pixel_asset->unpack_blob(pixel_blob_metadata.tag, pixel_blob.data(), pixel_blob.size()); pixel_asset->unpack_blob(pixel_blob_metadata.tag, pixel_blob.data(), pixel_blob.size());
auto vertex_source = std::string { auto vertex_source = std::string {
reinterpret_cast<char*>(vertex_blob.data()), reinterpret_cast<char *>(vertex_blob.data()),
reinterpret_cast<char*>(vertex_blob.data()) + vertex_blob.size(), // NOLINT reinterpret_cast<char *>(vertex_blob.data()) + vertex_blob.size(), // NOLINT
}; };
auto pixel_source = std::string { auto pixel_source = std::string {
reinterpret_cast<char*>(pixel_blob.data()), reinterpret_cast<char *>(pixel_blob.data()),
reinterpret_cast<char*>(pixel_blob.data()) + pixel_blob.size(), // NOLINT reinterpret_cast<char *>(pixel_blob.data()) + pixel_blob.size(), // NOLINT
}; };
const auto vertex_shader = compile_shader(vertex_source, Shader::Stage::vertex); const auto vertex_shader = compile_shader(vertex_source, Shader::Stage::vertex);

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@ -11,8 +11,8 @@
#include <renderer/renderer.hpp> #include <renderer/renderer.hpp>
#include <renderer/shader.hpp> #include <renderer/shader.hpp>
#include <renderer/texture.hpp> #include <renderer/texture.hpp>
#include <utility>
#include <span> #include <span>
#include <utility>
namespace lt { namespace lt {