chore: change more code conventions and clean up a bit more stuff
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@@ -108,9 +108,9 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont
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stackPos[i] = 0;
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}
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blendDesc.AlphaToCoverageEnable = FALSE;
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blendDesc.IndependentBlendEnable = FALSE;
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blendDesc.RenderTarget[0].BlendEnable = FALSE;
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blendDesc.AlphaToCoverageEnable = false;
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blendDesc.IndependentBlendEnable = false;
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blendDesc.RenderTarget[0].BlendEnable = false;
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blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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@@ -119,10 +119,10 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont
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blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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depthStencilDesc.DepthEnable = TRUE;
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depthStencilDesc.DepthEnable = true;
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depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthStencilDesc.StencilEnable = FALSE;
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depthStencilDesc.StencilEnable = false;
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depthStencilDesc.StencilReadMask = 0xFF;
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depthStencilDesc.StencilWriteMask = 0xFF;
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depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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@@ -136,14 +136,14 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont
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rasterizerDesc.FillMode = D3D11_FILL_SOLID;
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rasterizerDesc.CullMode = D3D11_CULL_BACK;
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rasterizerDesc.FrontCounterClockwise = TRUE;
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rasterizerDesc.FrontCounterClockwise = true;
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rasterizerDesc.DepthBias = 0;
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rasterizerDesc.DepthBiasClamp = 0.0f;
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rasterizerDesc.SlopeScaledDepthBias = 0.0f;
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rasterizerDesc.DepthClipEnable = TRUE;
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rasterizerDesc.ScissorEnable = FALSE;
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rasterizerDesc.MultisampleEnable = TRUE;
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rasterizerDesc.AntialiasedLineEnable = FALSE;
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rasterizerDesc.DepthClipEnable = true;
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rasterizerDesc.ScissorEnable = false;
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rasterizerDesc.MultisampleEnable = true;
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rasterizerDesc.AntialiasedLineEnable = false;
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memset(lightDirection, 0, sizeof(lightDirection));
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memset(lightColour, 0, sizeof(lightColour));
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@@ -233,9 +233,9 @@ void Renderer::Clear(int flags, D3D11_RECT *)
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ID3D11RasterizerState *rasterizerState = NULL;
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D3D11_BLEND_DESC blendDesc = {};
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blendDesc.AlphaToCoverageEnable = FALSE;
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blendDesc.IndependentBlendEnable = FALSE;
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blendDesc.RenderTarget[0].BlendEnable = FALSE;
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blendDesc.AlphaToCoverageEnable = false;
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blendDesc.IndependentBlendEnable = false;
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blendDesc.RenderTarget[0].BlendEnable = false;
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blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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@@ -246,12 +246,12 @@ void Renderer::Clear(int flags, D3D11_RECT *)
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m_pDevice->CreateBlendState(&blendDesc, &blendState);
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D3D11_DEPTH_STENCIL_DESC depthDesc = {};
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depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? TRUE : FALSE;
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depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? true : false;
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depthDesc.DepthWriteMask = depthDesc.DepthEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
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depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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depthDesc.StencilEnable = FALSE;
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depthDesc.StencilReadMask = 0xFFu;
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depthDesc.StencilWriteMask = 0xFFu;
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depthDesc.StencilEnable = false;
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depthDesc.StencilReadMask = 0xFF;
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depthDesc.StencilWriteMask = 0xFF;
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depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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@@ -265,8 +265,8 @@ void Renderer::Clear(int flags, D3D11_RECT *)
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D3D11_RASTERIZER_DESC rasterDesc = {};
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rasterDesc.FillMode = D3D11_FILL_SOLID;
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rasterDesc.CullMode = D3D11_CULL_NONE;
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rasterDesc.DepthClipEnable = TRUE;
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rasterDesc.MultisampleEnable = TRUE;
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rasterDesc.DepthClipEnable = true;
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rasterDesc.MultisampleEnable = true;
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m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
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c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0);
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@@ -818,7 +818,7 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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ID3D11Texture2D *stagingTexture = NULL;
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D3D11_BLEND_DESC blendDesc = {};
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blendDesc.RenderTarget[0].BlendEnable = FALSE;
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blendDesc.RenderTarget[0].BlendEnable = false;
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blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
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blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
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blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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@@ -829,10 +829,10 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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m_pDevice->CreateBlendState(&blendDesc, &blendState);
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D3D11_DEPTH_STENCIL_DESC depthDesc = {};
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depthDesc.DepthEnable = FALSE;
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depthDesc.DepthEnable = false;
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depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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depthDesc.StencilEnable = FALSE;
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depthDesc.StencilEnable = false;
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depthDesc.StencilReadMask = 0xFF;
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depthDesc.StencilWriteMask = 0xFF;
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depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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@@ -845,8 +845,8 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
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D3D11_RASTERIZER_DESC rasterDesc = {};
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rasterDesc.FillMode = D3D11_FILL_SOLID;
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rasterDesc.CullMode = D3D11_CULL_NONE;
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rasterDesc.DepthClipEnable = TRUE;
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rasterDesc.MultisampleEnable = TRUE;
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rasterDesc.DepthClipEnable = true;
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rasterDesc.MultisampleEnable = true;
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m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
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D3D11_SAMPLER_DESC samplerDesc = {};
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