chore: make all code conventions consistent, slightly clean up some things and fix bugs where some stuff would visually look messed up

This commit is contained in:
3UR
2026-03-03 00:23:38 +10:00
parent 26f8477e4b
commit 3b406a063d
7 changed files with 556 additions and 575 deletions
+14 -17
View File
@@ -138,8 +138,6 @@ private:
ID3D11SamplerState *GetManagedSamplerState();
void DeleteInternalBuffer(int index);
Renderer::Context &getContext();
static D3D11_PRIMITIVE_TOPOLOGY *m_Topologies;
static DXGI_FORMAT textureFormats[C4JRender::MAX_TEXTURE_FORMATS];
public:
struct Texture
{
@@ -333,12 +331,12 @@ public:
DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
DWORD stackType;
DWORD textureIdx;
BYTE faceCullEnabled;
BYTE depthTestEnabled;
BYTE alphaTestEnabled;
bool faceCullEnabled;
bool depthTestEnabled;
bool alphaTestEnabled;
float alphaReference;
BYTE depthWriteEnabled;
BYTE fogEnabled;
bool depthWriteEnabled;
bool fogEnabled;
float fogNearDistance;
float fogFarDistance;
float fogDensity;
@@ -346,9 +344,9 @@ public:
float fogColourBlue;
float fogColourGreen;
DWORD fogMode;
BYTE lightingEnabled;
BYTE lightEnabled[2];
BYTE lightingDirty;
bool lightingEnabled;
bool lightEnabled[2];
bool lightingDirty;
DWORD forcedLOD;
BYTE paddingAfterForceLOD[4];
DirectX::XMFLOAT4 lightDirection[2];
@@ -378,7 +376,7 @@ public:
DWORD recordingBufferIndex;
DWORD recordingVertexType;
DWORD recordingPrimitiveType;
BYTE deferredModeEnabled;
bool deferredModeEnabled;
std::vector<DeferredCBuff> deferredBuffers;
D3D11_BLEND_DESC blendDesc;
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
@@ -387,13 +385,12 @@ public:
};
static DWORD tlsIdx;
static unsigned int s_auiWidths[MAX_MIP_LEVELS + 1];
static unsigned int s_auiHeights[MAX_MIP_LEVELS + 1];
static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5];
static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[2];
static D3D11_PRIMITIVE_TOPOLOGY g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT];
static int totalAlloc;
static _RTL_CRITICAL_SECTION totalAllocCS;
static DWORD s_auiWidths[];
static DWORD s_auiHeights[];
static DXGI_FORMAT textureFormats[];
static D3D_PRIMITIVE_TOPOLOGY g_topologies[];
static int totalAlloc;
float m_fClearColor[4];
ID3D11Device *m_pDevice;