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-rw-r--r--README.md3
-rw-r--r--src/camera.h3
-rw-r--r--src/maths/maths.h15
-rw-r--r--src/renderer/render.h8
-rw-r--r--src/renderer/render_backend.h4
5 files changed, 15 insertions, 18 deletions
diff --git a/README.md b/README.md
index ed073fa..ef09262 100644
--- a/README.md
+++ b/README.md
@@ -17,4 +17,5 @@ All third-party dependencies are licensed under their own license.
* Formatting
* `xmake format`
* Lint (no change) `find src/ -iname *.h -o -iname *.c | xargs clang-format --style=file --dry-run --Werror`
- * Format (edit in place) `find src/ -iname *.h -o -iname *.c | xargs clang-format -i --style=file` \ No newline at end of file
+ * Format (edit in place) `find src/ \( -iname "*.h" -o -iname "*.c" \) | xargs clang-format -i --style=file`
+ * `clang-format` must be installed! \ No newline at end of file
diff --git a/src/camera.h b/src/camera.h
index df91712..f7bc6eb 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -23,4 +23,5 @@ typedef struct camera {
camera camera_create(vec3 pos, vec3 front, vec3 up, f32 fov);
/** @brief get a 4x4 transform matrix for the view and perspective projection */
-void camera_view_projection(camera *c, f32 screen_height, f32 screen_width,mat4 *out_view, mat4 *out_proj); \ No newline at end of file
+void camera_view_projection(camera *c, f32 screen_height, f32 screen_width, mat4 *out_view,
+ mat4 *out_proj); \ No newline at end of file
diff --git a/src/maths/maths.h b/src/maths/maths.h
index fb1bba7..d832739 100644
--- a/src/maths/maths.h
+++ b/src/maths/maths.h
@@ -20,7 +20,7 @@
// Dimension 3
static inline vec3 vec3_create(f32 x, f32 y, f32 z) { return (vec3){ x, y, z }; }
-#define vec3(x,y,z) (vec3_create(x, y, z))
+#define vec3(x, y, z) (vec3_create(x, y, z))
static inline vec3 vec3_add(vec3 a, vec3 b) { return (vec3){ a.x + b.x, a.y + b.y, a.z + b.z }; }
static inline vec3 vec3_sub(vec3 a, vec3 b) { return (vec3){ a.x - b.x, a.y - b.y, a.z - b.z }; }
static inline vec3 vec3_mult(vec3 a, f32 s) { return (vec3){ a.x * s, a.y * s, a.z * s }; }
@@ -56,20 +56,15 @@ static inline vec2 vec2_create(f32 x, f32 y) { return (vec2){ x, y }; }
// --- Quaternion Implementations
-static inline f32 quat_dot(quat a, quat b) {
- return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
-}
+static inline f32 quat_dot(quat a, quat b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; }
static inline quat quat_normalise(quat a) {
- f32 length = sqrtf(
- quat_dot(a, a) // same as len squared
+ f32 length = sqrtf(quat_dot(a, a) // same as len squared
);
- return (quat) { a.x/length, a.y/length,a.z/length,a.w/length };
+ return (quat){ a.x / length, a.y / length, a.z / length, a.w / length };
}
-static inline quat quat_ident() {
- return (quat) { .x = 0.0, .y = 0.0, .z = 0.0, .w = 1.0 };
-}
+static inline quat quat_ident() { return (quat){ .x = 0.0, .y = 0.0, .z = 0.0, .w = 1.0 }; }
// --- Matrix Implementations
diff --git a/src/renderer/render.h b/src/renderer/render.h
index 65ace4e..35c2d91 100644
--- a/src/renderer/render.h
+++ b/src/renderer/render.h
@@ -27,10 +27,10 @@ void texture_data_upload(texture* tex); // #backend
// --- Uniforms
/** @brief upload a vec3 of f32 to a uniform */
-void uniform_vec3f(u32 program_id, const char *uniform_name, vec3 *value);
+void uniform_vec3f(u32 program_id, const char* uniform_name, vec3* value);
/** @brief upload a single f32 to a uniform */
-void uniform_f32(u32 program_id, const char *uniform_name, f32 value);
+void uniform_f32(u32 program_id, const char* uniform_name, f32 value);
/** @brief upload a integer to a uniform */
-void uniform_i32(u32 program_id, const char *uniform_name, i32 value);
+void uniform_i32(u32 program_id, const char* uniform_name, i32 value);
/** @brief upload a mat4 of f32 to a uniform */
-void uniform_mat4f(u32 program_id, const char *uniform_name, mat4 *value); \ No newline at end of file
+void uniform_mat4f(u32 program_id, const char* uniform_name, mat4* value); \ No newline at end of file
diff --git a/src/renderer/render_backend.h b/src/renderer/render_backend.h
index a524f7f..7e1c16c 100644
--- a/src/renderer/render_backend.h
+++ b/src/renderer/render_backend.h
@@ -12,11 +12,11 @@ void gfx_backend_shutdown(renderer* ren);
void clear_screen(vec3 colour);
-void bind_texture(shader s, texture *tex, u32 slot);
+void bind_texture(shader s, texture* tex, u32 slot);
void bind_mesh_vertex_buffer(void* backend, mesh* mesh);
void draw_primitives(cel_primitive_topology primitive, u32 start_index, u32 count);
-shader shader_create_separate(const char *vert_shader, const char *frag_shader);
+shader shader_create_separate(const char* vert_shader, const char* frag_shader);
void set_shader(shader s);
// --- Uniforms