style: fix clang-format from Windows
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933ac514a0
commit
c96eeecfe6
6 changed files with 10 additions and 10 deletions
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@ -59,7 +59,7 @@ namespace constants {
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constexpr auto platform = Platform::windows;
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constexpr auto platform = Platform::windows;
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constexpr auto platform_name = "windows";
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constexpr auto platform_name = "windows";
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#undef LIGHT_PLATFORM_WINDOWS
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#undef LIGHT_PLATFORM_WINDOWS
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#elif defined(LIGHT_PLATFORM_LINUX)
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#elif defined(LIGHT_PLATFORM_LINUX)
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#define lt_lin(x) x
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#define lt_lin(x) x
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@ -11,7 +11,6 @@
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/** Stdlib */
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/** Stdlib */
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#include <algorithm>
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#include <algorithm>
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#include <span>
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#include <array>
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#include <array>
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#include <atomic>
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#include <atomic>
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#include <bitset>
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#include <bitset>
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@ -24,6 +23,7 @@
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#include <math.h>
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#include <math.h>
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#include <memory>
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#include <memory>
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#include <set>
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#include <set>
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#include <span>
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#include <sstream>
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#include <sstream>
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#include <string>
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#include <string>
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#include <string_view>
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#include <string_view>
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@ -33,8 +33,8 @@ void Scene::on_update(float deltaTime)
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void Scene::on_render(const Ref<Framebuffer> &targetFrameBuffer /* = nullptr */)
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void Scene::on_render(const Ref<Framebuffer> &targetFrameBuffer /* = nullptr */)
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{
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{
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auto *sceneCamera = (Camera *) nullptr;
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auto *sceneCamera = (Camera *)nullptr;
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auto *sceneCameraTransform = (TransformComponent *) nullptr;
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auto *sceneCameraTransform = (TransformComponent *)nullptr;
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/* scene camera */
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/* scene camera */
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{
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{
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@ -1,8 +1,8 @@
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#pragma once
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#pragma once
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#include <span>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <renderer/programs/renderer_program.hpp>
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#include <renderer/programs/renderer_program.hpp>
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#include <span>
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namespace lt {
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namespace lt {
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@ -23,13 +23,13 @@ glShader::glShader(
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pixel_asset->unpack_blob(pixel_blob_metadata.tag, pixel_blob.data(), pixel_blob.size());
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pixel_asset->unpack_blob(pixel_blob_metadata.tag, pixel_blob.data(), pixel_blob.size());
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auto vertex_source = std::string {
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auto vertex_source = std::string {
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reinterpret_cast<char*>(vertex_blob.data()),
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reinterpret_cast<char *>(vertex_blob.data()),
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reinterpret_cast<char*>(vertex_blob.data()) + vertex_blob.size(), // NOLINT
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reinterpret_cast<char *>(vertex_blob.data()) + vertex_blob.size(), // NOLINT
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};
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};
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auto pixel_source = std::string {
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auto pixel_source = std::string {
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reinterpret_cast<char*>(pixel_blob.data()),
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reinterpret_cast<char *>(pixel_blob.data()),
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reinterpret_cast<char*>(pixel_blob.data()) + pixel_blob.size(), // NOLINT
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reinterpret_cast<char *>(pixel_blob.data()) + pixel_blob.size(), // NOLINT
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};
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};
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const auto vertex_shader = compile_shader(vertex_source, Shader::Stage::vertex);
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const auto vertex_shader = compile_shader(vertex_source, Shader::Stage::vertex);
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@ -11,8 +11,8 @@
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#include <renderer/renderer.hpp>
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#include <renderer/renderer.hpp>
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#include <renderer/shader.hpp>
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#include <renderer/shader.hpp>
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#include <renderer/texture.hpp>
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#include <renderer/texture.hpp>
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#include <utility>
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#include <span>
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#include <span>
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#include <utility>
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namespace lt {
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namespace lt {
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