chore: overhaul renderer decompilation to match as closely as possible to the original
Co-authored-by: la <76826837+3UR@users.noreply.github.com>
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la
co-authored by
la
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cc6aade337
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39339e821e
@@ -31,7 +31,8 @@ const float *Renderer::MatrixGet(int type)
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{
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Context &c = getContext();
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const int depth = c.stackPos[type];
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return reinterpret_cast<const float *>(&c.matrixStacks[type][depth]);
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const DirectX::XMMATRIX &matrix = c.matrixStacks[type][depth];
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return &matrix.r[0].m128_f32[0];
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}
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void Renderer::MatrixMode(int type)
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@@ -57,7 +58,7 @@ void Renderer::MatrixOrthogonal(float left, float right, float bottom, float top
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void Renderer::MatrixPerspective(float fovy, float aspect, float zNear, float zFar)
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{
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const float fovRadians = fovy * (3.14159274f / 180.0f);
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const float fovRadians = fovy * (PI / 180.0f);
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const DirectX::XMMATRIX matrix = DirectX::XMMatrixPerspectiveFovRH(fovRadians, aspect, zNear, zFar);
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MultWithStack(matrix);
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}
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