chore: change more code conventions and clean up a bit more stuff

This commit is contained in:
3UR
2026-03-03 04:13:45 +10:00
parent 9938bd8ee9
commit 5b3d67063f
5 changed files with 91 additions and 89 deletions
+15 -15
View File
@@ -5,14 +5,14 @@
const float *Renderer::MatrixGet(int type)
{
Context &c = this->getContext();
Context &c = getContext();
const int depth = c.stackPos[type];
return reinterpret_cast<const float *>(&c.matrixStacks[type][depth]);
}
void Renderer::MatrixMode(int type)
{
Context &c = this->getContext();
Context &c = getContext();
assert(type >= 0);
assert(type < STACK_TYPES);
c.stackType = type;
@@ -22,25 +22,25 @@ void Renderer::MatrixMult(float *mat)
{
DirectX::XMMATRIX matrix;
std::memcpy(&matrix, mat, sizeof(matrix));
this->MultWithStack(matrix);
MultWithStack(matrix);
}
void Renderer::MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar)
{
const DirectX::XMMATRIX matrix = DirectX::XMMatrixOrthographicOffCenterRH(left, right, bottom, top, zNear, zFar);
this->MultWithStack(matrix);
MultWithStack(matrix);
}
void Renderer::MatrixPerspective(float fovy, float aspect, float zNear, float zFar)
{
const float fovRadians = fovy * (3.14159274f / 180.0f);
const DirectX::XMMATRIX matrix = DirectX::XMMatrixPerspectiveFovRH(fovRadians, aspect, zNear, zFar);
this->MultWithStack(matrix);
MultWithStack(matrix);
}
void Renderer::MatrixPop()
{
Context &c = this->getContext();
Context &c = getContext();
assert(c.stackPos[c.stackType] > 0);
@@ -51,7 +51,7 @@ void Renderer::MatrixPop()
void Renderer::MatrixPush()
{
Context &c = this->getContext();
Context &c = getContext();
assert(c.stackPos[c.stackType] < (STACK_SIZE - 1));
@@ -65,18 +65,18 @@ void Renderer::MatrixRotate(float angle, float x, float y, float z)
{
const DirectX::XMVECTOR axis = DirectX::XMVectorSet(x, y, z, 0.0f);
const DirectX::XMMATRIX matrix = DirectX::XMMatrixRotationAxis(axis, angle);
this->MultWithStack(matrix);
MultWithStack(matrix);
}
void Renderer::MatrixScale(float x, float y, float z)
{
const DirectX::XMMATRIX matrix = DirectX::XMMatrixScaling(x, y, z);
this->MultWithStack(matrix);
MultWithStack(matrix);
}
void Renderer::MatrixSetIdentity()
{
Context &c = this->getContext();
Context &c = getContext();
const int mode = c.stackType;
const int depth = c.stackPos[mode];
c.matrixStacks[mode][depth] = DirectX::XMMatrixIdentity();
@@ -86,12 +86,12 @@ void Renderer::MatrixSetIdentity()
void Renderer::MatrixTranslate(float x, float y, float z)
{
const DirectX::XMMATRIX matrix = DirectX::XMMatrixTranslation(x, y, z);
this->MultWithStack(matrix);
MultWithStack(matrix);
}
void Renderer::MultWithStack(DirectX::XMMATRIX matrix)
{
Context &c = this->getContext();
Context &c = getContext();
const int mode = c.stackType;
const int depth = c.stackPos[mode];
DirectX::XMMATRIX &current = c.matrixStacks[mode][depth];
@@ -101,7 +101,7 @@ void Renderer::MultWithStack(DirectX::XMMATRIX matrix)
void Renderer::Set_matrixDirty()
{
Context &c = this->getContext();
Context &c = getContext();
const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
c.matrixStacks[MATRIX_MODE_MODELVIEW][0] = identity;
@@ -114,6 +114,6 @@ void Renderer::Set_matrixDirty()
c.matrixDirty[MATRIX_MODE_MODELVIEW_TEXTURE] = true;
c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = true;
activeVertexType = 0xFFFFFFFFu;
activePixelType = 0xFFFFFFFFu;
activeVertexType = -1;
activePixelType = -1;
}