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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GPG key ID: 800DB1F0F077F28E
6 changed files with 10 additions and 10 deletions

View file

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

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@ -11,7 +11,6 @@
/** Stdlib */
#include <algorithm>
#include <span>
#include <array>
#include <atomic>
#include <bitset>
@ -24,6 +23,7 @@
#include <math.h>
#include <memory>
#include <set>
#include <span>
#include <sstream>
#include <string>
#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 */)
{
auto *sceneCamera = (Camera *) nullptr;
auto *sceneCameraTransform = (TransformComponent *) nullptr;
auto *sceneCamera = (Camera *)nullptr;
auto *sceneCameraTransform = (TransformComponent *)nullptr;
/* scene camera */
{

View file

@ -1,8 +1,8 @@
#pragma once
#include <span>
#include <glm/glm.hpp>
#include <renderer/programs/renderer_program.hpp>
#include <span>
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());
auto vertex_source = std::string {
reinterpret_cast<char*>(vertex_blob.data()),
reinterpret_cast<char*>(vertex_blob.data()) + vertex_blob.size(), // NOLINT
reinterpret_cast<char *>(vertex_blob.data()),
reinterpret_cast<char *>(vertex_blob.data()) + vertex_blob.size(), // NOLINT
};
auto pixel_source = std::string {
reinterpret_cast<char*>(pixel_blob.data()),
reinterpret_cast<char*>(pixel_blob.data()) + pixel_blob.size(), // NOLINT
reinterpret_cast<char *>(pixel_blob.data()),
reinterpret_cast<char *>(pixel_blob.data()) + pixel_blob.size(), // NOLINT
};
const auto vertex_shader = compile_shader(vertex_source, Shader::Stage::vertex);

View file

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