chore: better name matching & add some definitions
fix: add asserts where they were missing
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@@ -4,6 +4,14 @@
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#include <unordered_map>
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#include <vector>
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#define MATRIX_MODE_MODELVIEW 0
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#define MATRIX_MODE_MODELVIEW_UNK1 1
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#define MATRIX_MODE_MODELVIEW_UNK2 2
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#define MATRIX_MODE_MODELVIEW_CBUFF 3
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#define MATRIX_MODE_MODELVIEW_MAX 4
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#define STACK_TYPES 4
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#define STACK_SIZE 16
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#define MAX_MIP_LEVELS 5
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class Renderer
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@@ -176,7 +184,7 @@ public:
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std::uint64_t GetAllocated();
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bool IsBusy();
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void AddMatrix(const float *matrix);
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void AddVertices(unsigned int stride, unsigned int count, void *dataIn, Renderer::Context &context);
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void AddVertices(unsigned int stride, unsigned int count, void *dataIn, Renderer::Context &c);
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void BindTexture(int idx);
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void SetColor(float r, float g, float b, float a);
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void SetDepthFunc(int func);
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@@ -191,7 +199,7 @@ public:
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void SetBlendFunc(int src, int dst);
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void SetBlendFactor(unsigned int factor);
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void SetFaceCull(bool enable);
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void Render(C4JRender::eVertexType vertexType, Renderer::Context &context, int primitiveType);
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void Render(C4JRender::eVertexType vType, Renderer::Context &c, int primitiveType);
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struct Command
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{
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@@ -311,16 +319,19 @@ public:
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struct Context
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{
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static const unsigned int VERTEX_BUFFER_SIZE = 0x100000;
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Context(ID3D11Device *device, ID3D11DeviceContext *deviceContext);
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ID3D11DeviceContext *m_pDeviceContext;
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ID3DUserDefinedAnnotation *userAnnotation;
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DWORD contextStateFlags;
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DWORD annotateDepth;
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BYTE paddingAfterFlags[12];
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DirectX::XMMATRIX matrixStacks[4][16];
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bool matrixDirty[4];
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DWORD matrixStackDepth[4];
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DWORD matrixModeType;
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DWORD boundTextureIndex;
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DirectX::XMMATRIX matrixStacks[MATRIX_MODE_MODELVIEW_MAX][STACK_SIZE];
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bool matrixDirty[MATRIX_MODE_MODELVIEW_MAX];
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DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
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DWORD stackType;
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DWORD textureIdx;
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BYTE faceCullEnabled;
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BYTE depthTestEnabled;
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BYTE alphaTestEnabled;
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@@ -343,7 +354,7 @@ public:
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DirectX::XMFLOAT4 lightDirection[2];
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DirectX::XMFLOAT4 lightColour[2];
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DirectX::XMFLOAT4 lightAmbientColour;
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ID3D11Buffer *cbMatrix0;
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ID3D11Buffer *m_modelViewMatrix;
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ID3D11Buffer *cbMatrix1;
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ID3D11Buffer *cbMatrix2;
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ID3D11Buffer *cbMatrix3;
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