chore: better name matching & add some definitions
fix: add asserts where they were missing
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@@ -5,15 +5,17 @@
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const float *Renderer::MatrixGet(int type)
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{
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Context &context = this->getContext();
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const int depth = context.matrixStackDepth[type];
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return reinterpret_cast<const float *>(&context.matrixStacks[type][depth]);
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Context &c = this->getContext();
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const int depth = c.stackPos[type];
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return reinterpret_cast<const float *>(&c.matrixStacks[type][depth]);
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}
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void Renderer::MatrixMode(int type)
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{
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Context &context = this->getContext();
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context.matrixModeType = type;
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Context &c = this->getContext();
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assert(type >= 0);
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assert(type < STACK_TYPES);
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c.stackType = type;
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}
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void Renderer::MatrixMult(float *mat)
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@@ -38,19 +40,25 @@ void Renderer::MatrixPerspective(float fovy, float aspect, float zNear, float zF
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void Renderer::MatrixPop()
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{
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Context &context = this->getContext();
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const int mode = context.matrixModeType;
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--context.matrixStackDepth[mode];
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context.matrixDirty[mode] = true;
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Context &c = this->getContext();
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assert(c.stackPos[c.stackType] > 0);
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const int mode = c.stackType;
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--c.stackPos[mode];
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c.matrixDirty[mode] = true;
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}
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void Renderer::MatrixPush()
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{
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Context &context = this->getContext();
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const int mode = context.matrixModeType;
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const int depth = context.matrixStackDepth[mode];
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context.matrixStacks[mode][depth + 1] = context.matrixStacks[mode][depth];
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++context.matrixStackDepth[mode];
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Context &c = this->getContext();
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assert(c.stackPos[c.stackType] < (STACK_SIZE - 1));
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const int mode = c.stackType;
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const int depth = c.stackPos[mode];
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c.matrixStacks[mode][depth + 1] = c.matrixStacks[mode][depth];
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++c.stackPos[mode];
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}
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void Renderer::MatrixRotate(float angle, float x, float y, float z)
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@@ -68,11 +76,11 @@ void Renderer::MatrixScale(float x, float y, float z)
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void Renderer::MatrixSetIdentity()
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{
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Context &context = this->getContext();
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const int mode = context.matrixModeType;
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const int depth = context.matrixStackDepth[mode];
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context.matrixStacks[mode][depth] = DirectX::XMMatrixIdentity();
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context.matrixDirty[mode] = true;
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Context &c = this->getContext();
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const int mode = c.stackType;
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const int depth = c.stackPos[mode];
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c.matrixStacks[mode][depth] = DirectX::XMMatrixIdentity();
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c.matrixDirty[mode] = true;
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}
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void Renderer::MatrixTranslate(float x, float y, float z)
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@@ -83,28 +91,28 @@ void Renderer::MatrixTranslate(float x, float y, float z)
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void Renderer::MultWithStack(DirectX::XMMATRIX matrix)
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{
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Context &context = this->getContext();
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const int mode = context.matrixModeType;
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const int depth = context.matrixStackDepth[mode];
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DirectX::XMMATRIX ¤t = context.matrixStacks[mode][depth];
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Context &c = this->getContext();
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const int mode = c.stackType;
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const int depth = c.stackPos[mode];
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DirectX::XMMATRIX ¤t = c.matrixStacks[mode][depth];
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current = DirectX::XMMatrixMultiply(matrix, current);
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context.matrixDirty[mode] = true;
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c.matrixDirty[mode] = true;
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}
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void Renderer::Set_matrixDirty()
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{
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Context &context = this->getContext();
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Context &c = this->getContext();
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const DirectX::XMMATRIX identity = DirectX::XMMatrixIdentity();
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context.matrixStacks[0][0] = identity;
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context.matrixStacks[1][0] = identity;
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context.matrixStacks[2][0] = identity;
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context.matrixStacks[3][0] = identity;
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c.matrixStacks[MATRIX_MODE_MODELVIEW][0] = identity;
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c.matrixStacks[MATRIX_MODE_MODELVIEW_UNK1][0] = identity;
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c.matrixStacks[MATRIX_MODE_MODELVIEW_UNK2][0] = identity;
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c.matrixStacks[MATRIX_MODE_MODELVIEW_CBUFF][0] = identity;
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context.matrixDirty[0] = true;
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context.matrixDirty[1] = true;
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context.matrixDirty[2] = true;
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context.matrixDirty[3] = true;
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c.matrixDirty[MATRIX_MODE_MODELVIEW] = true;
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c.matrixDirty[MATRIX_MODE_MODELVIEW_UNK1] = true;
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c.matrixDirty[MATRIX_MODE_MODELVIEW_UNK2] = true;
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c.matrixDirty[MATRIX_MODE_MODELVIEW_CBUFF] = true;
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activeVertexType = 0xFFFFFFFFu;
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activePixelType = 0xFFFFFFFFu;
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