[Scummvm-git-logs] scummvm master -> 7c76a867a611014d0f991c8c73e4ac97911e57f4

aquadran noreply at scummvm.org
Wed May 14 16:04:00 UTC 2025


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .

Summary:
7c76a867a6 WINTERMUTE: Formatting


Commit: 7c76a867a611014d0f991c8c73e4ac97911e57f4
    https://github.com/scummvm/scummvm/commit/7c76a867a611014d0f991c8c73e4ac97911e57f4
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2025-05-14T18:03:56+02:00

Commit Message:
WINTERMUTE: Formatting

Changed paths:
    engines/wintermute/base/gfx/base_renderer3d.cpp
    engines/wintermute/base/gfx/base_renderer3d.h
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
    engines/wintermute/base/gfx/opengl/meshx_opengl.cpp


diff --git a/engines/wintermute/base/gfx/base_renderer3d.cpp b/engines/wintermute/base/gfx/base_renderer3d.cpp
index b8389b99fb2..9babae9c260 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.cpp
+++ b/engines/wintermute/base/gfx/base_renderer3d.cpp
@@ -62,15 +62,15 @@ void BaseRenderer3D::initLoop() {
 }
 
 bool BaseRenderer3D::drawSprite(BaseSurface *texture, const Wintermute::Rect32 &rect,
-							float zoomX, float zoomY, const Wintermute::Vector2 &pos,
-							uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
-							bool mirrorX, bool mirrorY) {
+	                        float zoomX, float zoomY, const Wintermute::Vector2 &pos,
+	                        uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
+	                        bool mirrorX, bool mirrorY) {
 	Vector2 scale(zoomX / 100.0f, zoomY / 100.0f);
 	return drawSpriteEx(texture, rect, pos, Vector2(0.0f, 0.0f), scale, 0.0f, color, alphaDisable, blendMode, mirrorX, mirrorY);
 }
 
 bool BaseRenderer3D::getProjectionParams(float *resWidth, float *resHeight, float *layerWidth, float *layerHeight,
-										 float *modWidth, float *modHeight, bool *customViewport) {
+	                                 float *modWidth, float *modHeight, bool *customViewport) {
 	*resWidth = _width;
 	*resHeight = _height;
 
diff --git a/engines/wintermute/base/gfx/base_renderer3d.h b/engines/wintermute/base/gfx/base_renderer3d.h
index ff9ec4f57ec..0f8936fefe2 100644
--- a/engines/wintermute/base/gfx/base_renderer3d.h
+++ b/engines/wintermute/base/gfx/base_renderer3d.h
@@ -65,7 +65,7 @@ public:
 	~BaseRenderer3D() override;
 
 	bool getProjectionParams(float *resWidth, float *resHeight, float *layerWidth, float *layerHeight,
-							 float *modWidth, float *modHeight, bool *customViewport);
+	                         float *modWidth, float *modHeight, bool *customViewport);
 	virtual int getMaxActiveLights() = 0;
 
 	bool setAmbientLightColor(uint32 color);
@@ -95,9 +95,9 @@ public:
 	// declared in sub class: virtual HRESULT DrawLine(int X1, int Y1, int X2, int Y2, DWORD Color);
 	// declared in sub class: virtual HRESULT SetProjection();
 	bool drawSprite(BaseSurface *texture, const Rect32 &rect, float zoomX, float zoomY, const Vector2 &pos,
-					uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);
+	                uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY);
 	virtual bool drawSpriteEx(BaseSurface *texture, const Rect32 &rect, const Vector2 &pos, const Vector2 &rot, const Vector2 &scale,
-							  float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) = 0;
+	                float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) = 0;
 	// declared in sub class: virtual HRESULT Setup3D(C3DCamera* Camera=NULL, bool Force=false);
 	// NOT declared in sub class: virtual HRESULT Setup3DCustom(D3DXMATRIX* ViewMat, D3DXMATRIX* ProjMat);
 	// declared in sub class: virtual HRESULT Setup2D(bool Force=false);
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 9afb567936d..149720c4905 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -231,9 +231,9 @@ bool BaseRenderOpenGL3D::setup3D(Camera3D *camera, bool force) {
 		if (fogEnabled) {
 			glEnable(GL_FOG);
 			GLfloat color[4] = { RGBCOLGetR(fogColor) / 255.0f,
-								 RGBCOLGetG(fogColor) / 255.0f,
-								 RGBCOLGetB(fogColor) / 255.0f,
-								 RGBCOLGetA(fogColor) / 255.0f };
+			                     RGBCOLGetG(fogColor) / 255.0f,
+			                     RGBCOLGetB(fogColor) / 255.0f,
+			                     RGBCOLGetA(fogColor) / 255.0f };
 			glFogfv(GL_FOG_COLOR, color);
 			glFogi(GL_FOG_MODE, GL_LINEAR);
 			glFogf(GL_FOG_START, fogStart);
@@ -297,9 +297,11 @@ bool BaseRenderOpenGL3D::setupLines() {
 }
 
 bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurface *tex, const Wintermute::Rect32 &rect,
-								  const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot, const Wintermute::Vector2 &scale,
-								  float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
-								  bool mirrorX, bool mirrorY) {
+	                              const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot,
+	                              const Wintermute::Vector2 &scale,
+	                              float angle, uint32 color, bool alphaDisable,
+	                              Graphics::TSpriteBlendMode blendMode,
+	                              bool mirrorX, bool mirrorY) {
 
 	BaseSurfaceOpenGL3D *texture = dynamic_cast<BaseSurfaceOpenGL3D *>(tex);
 	if (!texture)
@@ -799,7 +801,7 @@ void BaseRenderOpenGL3D::setLightParameters(int index, const DXVector3 &position
 
 // backend layer AdSceneGeometry::Render
 void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
-										 const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
+	                                     const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
 	DXMatrix matIdentity;
 	DXMatrixIdentity(&matIdentity);
 
@@ -878,8 +880,8 @@ void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray<AdWalkplane *> &pla
 
 // backend layer 3DShadowVolume::Render()
 void BaseRenderOpenGL3D::renderShadowGeometry(const BaseArray<AdWalkplane *> &planes,
-											  const BaseArray<AdBlock *> &blocks,
-											  const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
+	                                      const BaseArray<AdBlock *> &blocks,
+	                                      const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
 	DXMatrix matIdentity;
 	DXMatrixIdentity(&matIdentity);
 
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
index 9fd87c61fd3..eae3d586513 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.h
@@ -135,7 +135,7 @@ public:
 	bool commitSpriteBatch() override;
 
 	bool drawSpriteEx(BaseSurface *texture, const Rect32 &rect, const Vector2 &pos, const Vector2 &rot, const Vector2 &scale,
-					  float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
+	                  float angle, uint32 color, bool alphaDisable, Graphics::TSpriteBlendMode blendMode, bool mirrorX, bool mirrorY) override;
 
 	void renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
 							 const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) override;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index 8e2e52d2f06..330570c22b1 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -325,10 +325,10 @@ bool BaseRenderOpenGL3DShader::setupLines() {
 }
 
 bool BaseRenderOpenGL3DShader::drawSpriteEx(BaseSurface *tex, const Wintermute::Rect32 &rect,
-										const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot,
-										const Wintermute::Vector2 &scale, float angle, uint32 color,
-										bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
-										bool mirrorX, bool mirrorY) {
+	                                    const Wintermute::Vector2 &pos, const Wintermute::Vector2 &rot,
+	                                    const Wintermute::Vector2 &scale, float angle, uint32 color,
+	                                    bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
+	                                    bool mirrorX, bool mirrorY) {
 	BaseSurfaceOpenGL3D *texture = dynamic_cast<BaseSurfaceOpenGL3D *>(tex);
 	if (!texture)
 		return false;
@@ -645,8 +645,9 @@ BaseImage *BaseRenderOpenGL3DShader::takeScreenshot() {
 #endif
 	surface->create(_viewportRect.width(), _viewportRect.height(), format);
 
-	glReadPixels(_viewportRect.left, _viewportRect.height() - _viewportRect.bottom, _viewportRect.width(), _viewportRect.height(),
-				 GL_RGBA, GL_UNSIGNED_BYTE, surface->getPixels());
+	glReadPixels(_viewportRect.left, _viewportRect.height() - _viewportRect.bottom,
+	             _viewportRect.width(), _viewportRect.height(),
+	             GL_RGBA, GL_UNSIGNED_BYTE, surface->getPixels());
 	flipVertical(surface);
 	Graphics::Surface *converted = surface->convertTo(getPixelFormat());
 	screenshot->copyFrom(converted);
@@ -725,8 +726,8 @@ void BaseRenderOpenGL3DShader::lightEnable(int index, bool enable) {
 
 // backend layer 3DLight::SetLight
 void BaseRenderOpenGL3DShader::setLightParameters(int index, const DXVector3 &position,
-												  const DXVector3 &direction,
-												  const DXVector4 &diffuse, bool spotlight) {
+	                                          const DXVector3 &direction,
+	                                          const DXVector4 &diffuse, bool spotlight) {
 	Math::Vector4d position4d;
 	position4d.x() = position._x;
 	position4d.y() = position._y;
@@ -764,13 +765,13 @@ void BaseRenderOpenGL3DShader::setLightParameters(int index, const DXVector3 &po
 
 // backend layer AdSceneGeometry::Render
 void BaseRenderOpenGL3DShader::renderSceneGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
-											   const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
+	                                           const BaseArray<AdGeneric *> &generics, const BaseArray<Light3D *> &lights, Camera3D *camera) {
 	// don't render scene geometry, as OpenGL ES 2 has no wireframe rendering and we don't have a shader alternative yet
 }
 
 // backend layer 3DShadowVolume::Render()
 void BaseRenderOpenGL3DShader::renderShadowGeometry(const BaseArray<AdWalkplane *> &planes, const BaseArray<AdBlock *> &blocks,
-													const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
+	                                           const BaseArray<AdGeneric *> &generics, Camera3D *camera) {
 	DXMatrix matIdentity;
 	DXMatrixIdentity(&matIdentity);
 
diff --git a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
index 4003ba0b2fc..6aeb61d843a 100644
--- a/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
+++ b/engines/wintermute/base/gfx/opengl/meshx_opengl.cpp
@@ -214,9 +214,9 @@ bool XMeshOpenGL::renderFlatShadowModel(uint32 shadowColor) {
 	glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
 
 	glColor4ub(RGBCOLGetR(shadowColor), RGBCOLGetG(shadowColor), RGBCOLGetB(shadowColor), RGBCOLGetA(shadowColor));
-    glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-    glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+	glEnable(GL_BLEND);
+	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
 	glDepthMask(GL_TRUE);
 




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