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:
@@ -1,13 +1,12 @@
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#pragma once
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#include "stdafx.h"
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#include "Renderer.h"
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#include <cstddef>
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#include <cstring>
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#include <limits>
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ID3D11BlendState *Renderer::GetManagedBlendState()
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{
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Context &c = this->getContext();
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Context &c = getContext();
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const D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = c.blendDesc.RenderTarget[0];
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const int key = (rtBlend.BlendEnable ? 1 : 0) | ((static_cast<int>(rtBlend.SrcBlend) & 0x1F) << 1) |
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@@ -15,11 +14,9 @@ ID3D11BlendState *Renderer::GetManagedBlendState()
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auto it = managedBlendStates.find(key);
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if (it != managedBlendStates.end())
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{
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return it->second;
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}
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ID3D11BlendState *state = nullptr;
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ID3D11BlendState *state = NULL;
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m_pDevice->CreateBlendState(&c.blendDesc, &state);
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managedBlendStates.emplace(key, state);
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return state;
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@@ -27,18 +24,16 @@ ID3D11BlendState *Renderer::GetManagedBlendState()
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ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
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{
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Context &c = this->getContext();
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Context &c = getContext();
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const int key = (c.depthStencilDesc.DepthEnable ? 2 : 0) | ((static_cast<int>(c.depthStencilDesc.DepthFunc) & 0x0F) << 2) |
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(c.depthStencilDesc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL ? 1 : 0);
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auto it = managedDepthStencilStates.find(key);
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if (it != managedDepthStencilStates.end())
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{
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return it->second;
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}
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ID3D11DepthStencilState *state = nullptr;
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ID3D11DepthStencilState *state = NULL;
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m_pDevice->CreateDepthStencilState(&c.depthStencilDesc, &state);
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managedDepthStencilStates.emplace(key, state);
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return state;
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@@ -46,7 +41,7 @@ ID3D11DepthStencilState *Renderer::GetManagedDepthStencilState()
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ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
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{
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Context &c = this->getContext();
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Context &c = getContext();
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const int key = (static_cast<std::uint8_t>(c.rasterizerDesc.DepthBias)) |
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(static_cast<std::uint8_t>(static_cast<int>(c.rasterizerDesc.SlopeScaledDepthBias)) << 8) |
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@@ -54,11 +49,9 @@ ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
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auto it = managedRasterizerStates.find(key);
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if (it != managedRasterizerStates.end())
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{
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return it->second;
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}
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ID3D11RasterizerState *state = nullptr;
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ID3D11RasterizerState *state = NULL;
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m_pDevice->CreateRasterizerState(&c.rasterizerDesc, &state);
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managedRasterizerStates.emplace(key, state);
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return state;
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@@ -66,14 +59,12 @@ ID3D11RasterizerState *Renderer::GetManagedRasterizerState()
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ID3D11SamplerState *Renderer::GetManagedSamplerState()
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{
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Context &c = this->getContext();
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Context &c = getContext();
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const int key = m_textures[c.textureIdx].samplerParams;
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auto it = managedSamplerStates.find(key);
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if (it != managedSamplerStates.end())
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{
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return it->second;
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}
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const bool clampU = (key & 0x01) != 0;
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const bool clampV = (key & 0x02) != 0;
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@@ -96,7 +87,7 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
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desc.MinLOD = -(std::numeric_limits<float>::max)();
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desc.MaxLOD = (std::numeric_limits<float>::max)();
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ID3D11SamplerState *state = nullptr;
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ID3D11SamplerState *state = NULL;
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m_pDevice->CreateSamplerState(&desc, &state);
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managedSamplerStates.emplace(key, state);
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return state;
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@@ -104,37 +95,37 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
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void Renderer::StateSetFogEnable(bool enable)
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{
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Context &c = this->getContext();
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c.fogEnabled = enable ? 1 : 0;
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Context &c = getContext();
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c.fogEnabled = enable ? TRUE : FALSE;
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}
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void Renderer::StateSetFogMode(int mode)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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c.fogMode = mode;
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}
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void Renderer::StateSetFogNearDistance(float dist)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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c.fogNearDistance = dist;
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}
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void Renderer::StateSetFogFarDistance(float dist)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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c.fogFarDistance = dist;
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}
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void Renderer::StateSetFogDensity(float density)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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c.fogDensity = density;
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}
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void Renderer::StateSetFogColour(float red, float green, float blue)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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c.fogColourRed = red;
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c.fogColourBlue = blue;
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c.fogColourGreen = green;
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@@ -144,25 +135,23 @@ void Renderer::UpdateViewportState() {}
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void Renderer::StateSetLightingEnable(bool enable)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightingEnable(enable);
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return;
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}
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c.lightingEnabled = enable ? 1 : 0;
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c.lightingEnabled = enable ? TRUE : FALSE;
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}
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void Renderer::StateSetLightColour(int light, float red, float green, float blue)
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{
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if (light >= 2)
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{
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return;
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}
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightColour(light, red, green, blue);
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return;
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@@ -172,13 +161,13 @@ void Renderer::StateSetLightColour(int light, float red, float green, float blue
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c.lightColour[light].y = green;
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c.lightColour[light].z = blue;
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c.lightColour[light].w = 1.0f;
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c.lightingDirty = 1;
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c.lightingDirty = TRUE;
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}
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void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightAmbientColour(red, green, blue);
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return;
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@@ -188,31 +177,29 @@ void Renderer::StateSetLightAmbientColour(float red, float green, float blue)
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c.lightAmbientColour.y = green;
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c.lightAmbientColour.z = blue;
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c.lightAmbientColour.w = 1.0f;
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c.lightingDirty = 1;
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c.lightingDirty = TRUE;
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}
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void Renderer::StateSetLightEnable(int light, bool enable)
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{
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if (light >= 2)
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{
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return;
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}
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetLightEnable(light, enable);
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return;
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}
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c.lightEnabled[light] = enable ? 1 : 0;
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c.lightingDirty = 1;
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c.lightEnabled[light] = enable ? TRUE : FALSE;
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c.lightingDirty = TRUE;
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}
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void Renderer::StateSetColour(float r, float g, float b, float a)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetColor(r, g, b, a);
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return;
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@@ -229,35 +216,35 @@ void Renderer::StateSetColour(float r, float g, float b, float a)
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void Renderer::StateSetDepthMask(bool enable)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetDepthMask(enable);
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return;
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}
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c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
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c.depthWriteEnabled = enable ? 1 : 0;
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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c.depthWriteEnabled = enable ? TRUE : FALSE;
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}
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void Renderer::StateSetBlendEnable(bool enable)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetBlendEnable(enable);
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return;
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}
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c.blendDesc.RenderTarget[0].BlendEnable = enable ? TRUE : FALSE;
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c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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}
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void Renderer::StateSetBlendFunc(int src, int dst)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetBlendFunc(src, dst);
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return;
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@@ -265,13 +252,13 @@ void Renderer::StateSetBlendFunc(int src, int dst)
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c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(src);
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c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(dst);
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c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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}
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void Renderer::StateSetBlendFactor(unsigned int colour)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetBlendFactor(colour);
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return;
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@@ -282,12 +269,12 @@ void Renderer::StateSetBlendFactor(unsigned int colour)
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c.blendFactor[1] = static_cast<float>((colour >> 8) & 0xFFu) / scale;
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c.blendFactor[2] = static_cast<float>((colour >> 16) & 0xFFu) / scale;
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c.blendFactor[3] = static_cast<float>((colour >> 24) & 0xFFu) / scale;
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c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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}
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void Renderer::StateSetAlphaFunc(int, float param)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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c.alphaReference = param;
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const float alpha[4] = {0.0f, 0.0f, 0.0f, c.alphaTestEnabled ? c.alphaReference : 0.0f};
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@@ -299,51 +286,47 @@ void Renderer::StateSetAlphaFunc(int, float param)
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void Renderer::StateSetDepthFunc(int func)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetDepthFunc(func);
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return;
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}
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c.depthStencilDesc.DepthFunc = static_cast<D3D11_COMPARISON_FUNC>(func);
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c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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}
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void Renderer::StateSetFaceCull(bool enable)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetFaceCull(enable);
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return;
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}
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c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
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c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
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c.faceCullEnabled = enable ? 1 : 0;
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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c.faceCullEnabled = enable ? TRUE : FALSE;
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}
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void Renderer::StateSetFaceCullCW(bool enable)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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if (c.faceCullEnabled)
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{
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c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_FRONT;
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}
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else
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{
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c.rasterizerDesc.CullMode = D3D11_CULL_NONE;
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}
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c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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}
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void Renderer::StateSetLineWidth(float) {}
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void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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std::uint8_t mask = 0;
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mask |= red ? 0x1 : 0;
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@@ -352,27 +335,27 @@ void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha)
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mask |= alpha ? 0x8 : 0;
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c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask;
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c.m_pDeviceContext->OMSetBlendState(this->GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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}
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void Renderer::StateSetDepthTestEnable(bool enable)
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{
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Context &c = this->getContext();
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if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
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Context &c = getContext();
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if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
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{
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c.commandBuffer->SetDepthTestEnable(enable);
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return;
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}
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c.depthStencilDesc.DepthEnable = enable ? TRUE : FALSE;
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c.m_pDeviceContext->OMSetDepthStencilState(this->GetManagedDepthStencilState(), 0);
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c.depthTestEnabled = enable ? 1 : 0;
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c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0);
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c.depthTestEnabled = enable ? TRUE : FALSE;
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}
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void Renderer::StateSetAlphaTestEnable(bool enable)
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{
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Context &c = this->getContext();
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c.alphaTestEnabled = enable ? 1 : 0;
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Context &c = getContext();
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c.alphaTestEnabled = enable ? TRUE : FALSE;
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const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f};
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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@@ -383,17 +366,17 @@ void Renderer::StateSetAlphaTestEnable(bool enable)
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void Renderer::StateSetDepthSlopeAndBias(float slope, float bias)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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const float scale = 65536.0f;
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c.rasterizerDesc.DepthBias = static_cast<int>(bias * scale);
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c.rasterizerDesc.SlopeScaledDepthBias = slope * scale;
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c.m_pDeviceContext->RSSetState(this->GetManagedRasterizerState());
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c.m_pDeviceContext->RSSetState(GetManagedRasterizerState());
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}
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void Renderer::UpdateFogState()
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{
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Context &c = this->getContext();
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Context &c = getContext();
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ID3D11DeviceContext *d3d11 = c.m_pDeviceContext;
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float fogParams[4] = {};
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@@ -426,7 +409,7 @@ void Renderer::UpdateFogState()
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void Renderer::StateSetVertexTextureUV(float u, float v)
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{
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Context &c = this->getContext();
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Context &c = getContext();
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const float texgen[4] = {u - 1.0f, v - 1.0f, 0.0f, 0.0f};
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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@@ -437,7 +420,7 @@ void Renderer::StateSetVertexTextureUV(float u, float v)
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|
||||
void Renderer::UpdateTexGenState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped = {};
|
||||
c.m_pDeviceContext->Map(c.m_texGenMatricesBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
@@ -447,7 +430,7 @@ void Renderer::UpdateTexGenState()
|
||||
|
||||
void Renderer::UpdateLightingState()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
if (!c.lightingDirty || !c.lightingEnabled)
|
||||
{
|
||||
return;
|
||||
@@ -471,18 +454,16 @@ void Renderer::UpdateLightingState()
|
||||
std::memcpy(mapped.pData, c.lightDirection, lightingBytes);
|
||||
c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0);
|
||||
|
||||
c.lightingDirty = 0;
|
||||
c.lightingDirty = FALSE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetLightDirection(int light, float x, float y, float z)
|
||||
{
|
||||
if (light >= 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Context &c = this->getContext();
|
||||
if (c.commandBuffer != nullptr && c.commandBuffer->isActive != 0)
|
||||
Context &c = getContext();
|
||||
if (c.commandBuffer != NULL && c.commandBuffer->isActive != 0)
|
||||
{
|
||||
c.commandBuffer->SetLightDirection(light, x, y, z);
|
||||
return;
|
||||
@@ -495,12 +476,12 @@ void Renderer::StateSetLightDirection(int light, float x, float y, float z)
|
||||
const DirectX::XMVECTOR normalized = DirectX::XMVector3Normalize(transformed);
|
||||
|
||||
DirectX::XMStoreFloat4(&c.lightDirection[light], normalized);
|
||||
c.lightingDirty = 1;
|
||||
c.lightingDirty = TRUE;
|
||||
}
|
||||
|
||||
void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
|
||||
{
|
||||
this->getContext();
|
||||
getContext();
|
||||
m_ViewportType = viewportType;
|
||||
|
||||
const float fullWidth = static_cast<float>(backBufferWidth);
|
||||
@@ -569,14 +550,14 @@ void Renderer::StateSetEnableViewportClipPlanes(bool) {}
|
||||
|
||||
void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
DirectX::XMVECTOR plane = DirectX::XMVectorSet(x, y, z, w);
|
||||
if (eyeSpace)
|
||||
{
|
||||
DirectX::XMFLOAT4X4 modelView;
|
||||
std::memset(&modelView, 0, sizeof(modelView));
|
||||
std::memcpy(&modelView, this->MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView));
|
||||
std::memcpy(&modelView, MatrixGet(MATRIX_MODE_MODELVIEW), sizeof(modelView));
|
||||
|
||||
DirectX::XMVECTOR determinant = DirectX::XMVectorZero();
|
||||
const DirectX::XMMATRIX inverse = DirectX::XMMatrixInverse(&determinant, DirectX::XMLoadFloat4x4(&modelView));
|
||||
@@ -604,7 +585,7 @@ void Renderer::StateSetTexGenCol(int col, float x, float y, float z, float w, bo
|
||||
|
||||
void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc;
|
||||
desc.StencilEnable = TRUE;
|
||||
@@ -613,26 +594,23 @@ void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_r
|
||||
desc.FrontFace.StencilFunc = function;
|
||||
desc.BackFace.StencilFunc = function;
|
||||
|
||||
ID3D11DepthStencilState *state = nullptr;
|
||||
ID3D11DepthStencilState *state = NULL;
|
||||
m_pDevice->CreateDepthStencilState(&desc, &state);
|
||||
m_pDeviceContext->OMSetDepthStencilState(state, stencil_ref);
|
||||
if (state != nullptr)
|
||||
{
|
||||
state->Release();
|
||||
}
|
||||
if (state != NULL) state->Release();
|
||||
}
|
||||
|
||||
void Renderer::StateSetForceLOD(int LOD)
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
Context &c = getContext();
|
||||
c.forcedLOD = LOD;
|
||||
}
|
||||
|
||||
void Renderer::StateUpdate()
|
||||
{
|
||||
Context &c = this->getContext();
|
||||
this->StateSetFaceCull(c.faceCullEnabled != 0);
|
||||
this->StateSetDepthMask(c.depthWriteEnabled != 0);
|
||||
this->StateSetDepthTestEnable(c.depthTestEnabled != 0);
|
||||
this->StateSetAlphaTestEnable(c.alphaTestEnabled != 0);
|
||||
Context &c = getContext();
|
||||
StateSetFaceCull(c.faceCullEnabled);
|
||||
StateSetDepthMask(c.depthWriteEnabled);
|
||||
StateSetDepthTestEnable(c.depthTestEnabled);
|
||||
StateSetAlphaTestEnable(c.alphaTestEnabled);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user