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Mass-apply clang-format
> # clang-format --version > clang-format version 16.0.0 > > $ git ls-files \*.{c,cpp,h,hpp} | xargs clang-format --style=file -i
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libvisual-plugins/common/GL/glu.c

+277-273
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libvisual-plugins/common/GL/glu.h

+28-12
Original file line numberDiff line numberDiff line change
@@ -52,15 +52,15 @@
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#endif
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#if (defined(_MSC_VER) || defined(__MINGW32__)) && defined(BUILD_GLU32)
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# undef GLAPI
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# define GLAPI __declspec(dllexport)
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#undef GLAPI
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#define GLAPI __declspec(dllexport)
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#elif (defined(_MSC_VER) || defined(__MINGW32__)) && defined(_DLL)
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/* tag specifying we're building for DLL runtime support */
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# undef GLAPI
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# define GLAPI __declspec(dllimport)
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#undef GLAPI
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#define GLAPI __declspec(dllimport)
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#elif !defined(GLAPI)
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/* for use with static link lib build of Win32 edition only */
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# define GLAPI extern
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#define GLAPI extern
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#endif /* _STATIC_MESA support */
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#ifdef USE_OPENGL_ES
@@ -74,13 +74,29 @@
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#ifdef __cplusplus
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extern "C" {
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#endif
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GLAPI void GLAPIENTRY gluLookAt (_GL_REAL eyeX, _GL_REAL eyeY, _GL_REAL eyeZ, _GL_REAL centerX, _GL_REAL centerY, _GL_REAL centerZ, _GL_REAL upX, _GL_REAL upY, _GL_REAL upZ);
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GLAPI void GLAPIENTRY gluOrtho2D (_GL_REAL left, _GL_REAL right, _GL_REAL bottom, _GL_REAL top);
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GLAPI void GLAPIENTRY gluPerspective (_GL_REAL fovy, _GL_REAL aspect, _GL_REAL zNear, _GL_REAL zFar);
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GLAPI void GLAPIENTRY gluPickMatrix (_GL_REAL x, _GL_REAL y, _GL_REAL delX, _GL_REAL delY, GLint *viewport);
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GLAPI GLint GLAPIENTRY gluProject (_GL_REAL objX, _GL_REAL objY, _GL_REAL objZ, const _GL_REAL *model, const _GL_REAL *proj, const GLint *view, _GL_REAL* winX, _GL_REAL* winY, _GL_REAL* winZ);
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GLAPI GLint GLAPIENTRY gluUnProject (_GL_REAL winX, _GL_REAL winY, _GL_REAL winZ, const _GL_REAL *model, const _GL_REAL *proj, const GLint *view, _GL_REAL* objX, _GL_REAL* objY, _GL_REAL* objZ);
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GLAPI GLint GLAPIENTRY gluUnProject4 (_GL_REAL winX, _GL_REAL winY, _GL_REAL winZ, _GL_REAL clipW, const _GL_REAL *model, const _GL_REAL *proj, const GLint *view, _GL_CLAMP_REAL nearVal, _GL_CLAMP_REAL farVal, _GL_REAL* objX, _GL_REAL* objY, _GL_REAL* objZ, _GL_REAL* objW);
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GLAPI void GLAPIENTRY gluLookAt(_GL_REAL eyeX, _GL_REAL eyeY, _GL_REAL eyeZ,
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_GL_REAL centerX, _GL_REAL centerY,
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_GL_REAL centerZ, _GL_REAL upX, _GL_REAL upY,
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_GL_REAL upZ);
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GLAPI void GLAPIENTRY gluOrtho2D(_GL_REAL left, _GL_REAL right, _GL_REAL bottom,
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_GL_REAL top);
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GLAPI void GLAPIENTRY gluPerspective(_GL_REAL fovy, _GL_REAL aspect,
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_GL_REAL zNear, _GL_REAL zFar);
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GLAPI void GLAPIENTRY gluPickMatrix(_GL_REAL x, _GL_REAL y, _GL_REAL delX,
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_GL_REAL delY, GLint *viewport);
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GLAPI GLint GLAPIENTRY gluProject(_GL_REAL objX, _GL_REAL objY, _GL_REAL objZ,
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const _GL_REAL *model, const _GL_REAL *proj,
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const GLint *view, _GL_REAL *winX,
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_GL_REAL *winY, _GL_REAL *winZ);
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GLAPI GLint GLAPIENTRY gluUnProject(_GL_REAL winX, _GL_REAL winY, _GL_REAL winZ,
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const _GL_REAL *model, const _GL_REAL *proj,
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const GLint *view, _GL_REAL *objX,
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_GL_REAL *objY, _GL_REAL *objZ);
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GLAPI GLint GLAPIENTRY
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gluUnProject4(_GL_REAL winX, _GL_REAL winY, _GL_REAL winZ, _GL_REAL clipW,
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const _GL_REAL *model, const _GL_REAL *proj, const GLint *view,
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_GL_CLAMP_REAL nearVal, _GL_CLAMP_REAL farVal, _GL_REAL *objX,
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_GL_REAL *objY, _GL_REAL *objZ, _GL_REAL *objW);
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#ifdef __cplusplus
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}

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