chore: change more code conventions and clean up a bit more stuff
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@@ -250,17 +250,19 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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int shaderVertexType = drawVertexType;
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bool matrixOverride = false;
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for (std::vector<Command>::const_iterator it = m_commands.begin(); it != m_commands.end(); ++it)
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for (const Command &command : m_commands)
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{
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const Command &command = *it;
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switch (command.m_command_type)
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{
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case COMMAND_ADD_MATRIX:
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{
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if (drawVertexType == C4JRender::VERTEX_TYPE_COMPRESSED)
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{
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const float row[4] = {command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13], command.add_matrix.m_matrix[14],
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command.add_matrix.m_matrix[15]};
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const float row[4] = {
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command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13],
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command.add_matrix.m_matrix[14], command.add_matrix.m_matrix[15]
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};
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D3D11_MAPPED_SUBRESOURCE mappedAux0 = {};
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c.m_pDeviceContext->Map(c.m_compressedTranslationBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux0);
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memcpy(mappedAux0.pData, row, sizeof(row));
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@@ -352,21 +354,21 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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}
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case COMMAND_SET_DEPTH_MASK:
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{
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c.depthWriteEnabled = command.set_depth_mask.m_enable ? TRUE : FALSE;
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c.depthWriteEnabled = command.set_depth_mask.m_enable;
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c.depthStencilDesc.DepthWriteMask = command.set_depth_mask.m_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_DEPTH_TEST:
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{
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c.depthTestEnabled = command.set_depth_test.m_enable ? TRUE : FALSE;
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c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable ? TRUE : FALSE;
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c.depthTestEnabled = command.set_depth_test.m_enable;
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c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable;
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c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0);
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break;
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}
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case COMMAND_SET_LIGHTING_ENABLE:
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{
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c.lightingEnabled = command.set_lighting_enable.m_enable ? TRUE : FALSE;
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c.lightingEnabled = command.set_lighting_enable.m_enable;
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break;
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}
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case COMMAND_SET_LIGHT_ENABLE:
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@@ -374,8 +376,8 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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const int light = command.set_light_enable.m_light_index;
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if (light >= 0 && light < 2)
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{
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c.lightEnabled[light] = command.set_light_enable.m_enable ? TRUE : FALSE;
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c.lightingDirty = TRUE;
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c.lightEnabled[light] = command.set_light_enable.m_enable;
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c.lightingDirty = true;
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}
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break;
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}
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@@ -388,7 +390,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.lightDirection[light].y = command.set_light_direction.m_direction[1];
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c.lightDirection[light].z = command.set_light_direction.m_direction[2];
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c.lightDirection[light].w = command.set_light_direction.m_direction[3];
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c.lightingDirty = TRUE;
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c.lightingDirty = true;
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}
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break;
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}
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@@ -401,7 +403,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.lightColour[light].y = command.set_light_colour.m_color[1];
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c.lightColour[light].z = command.set_light_colour.m_color[2];
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c.lightColour[light].w = 1.0f;
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c.lightingDirty = TRUE;
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c.lightingDirty = true;
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}
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break;
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}
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@@ -411,36 +413,36 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con
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c.lightAmbientColour.y = command.set_light_ambient_colour.m_color[1];
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c.lightAmbientColour.z = command.set_light_ambient_colour.m_color[2];
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c.lightAmbientColour.w = 1.0f;
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c.lightingDirty = TRUE;
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c.lightingDirty = true;
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break;
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}
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case COMMAND_SET_BLEND_ENABLE:
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{
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c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable ? TRUE : FALSE;
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c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable;
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break;
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}
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case COMMAND_SET_BLEND_FUNC:
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{
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c.blendDesc.RenderTarget[0].SrcBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_src);
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c.blendDesc.RenderTarget[0].DestBlend = static_cast<D3D11_BLEND>(command.set_blend_func.m_dst);
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c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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break;
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}
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case COMMAND_SET_BLEND_FACTOR:
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{
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const unsigned int factor = command.set_blend_factor.m_blend_factor;
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c.blendFactor[0] = float((factor >> 0) & 0xFFu) / 255.0f;
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c.blendFactor[1] = float((factor >> 8) & 0xFFu) / 255.0f;
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c.blendFactor[2] = float((factor >> 16) & 0xFFu) / 255.0f;
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c.blendFactor[3] = float((factor >> 24) & 0xFFu) / 255.0f;
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c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu);
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c.blendFactor[0] = float((factor >> 0) & 0xFF) / 255.0f;
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c.blendFactor[1] = float((factor >> 8) & 0xFF) / 255.0f;
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c.blendFactor[2] = float((factor >> 16) & 0xFF) / 255.0f;
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c.blendFactor[3] = float((factor >> 24) & 0xFF) / 255.0f;
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c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF);
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break;
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}
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case COMMAND_SET_FACE_CULL:
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{
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c.rasterizerDesc.CullMode = command.set_face_cull.m_enable ? D3D11_CULL_BACK : D3D11_CULL_NONE;
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c.m_pDeviceContext->RSSetState(InternalRenderManager.GetManagedRasterizerState());
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c.faceCullEnabled = command.set_face_cull.m_enable ? TRUE : FALSE;
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c.faceCullEnabled = command.set_face_cull.m_enable;
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break;
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}
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default:
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