diff --git a/Windows_Libs/Dev/Render/RendererCBuff.cpp b/Windows_Libs/Dev/Render/RendererCBuff.cpp index f89e7a7..120338b 100644 --- a/Windows_Libs/Dev/Render/RendererCBuff.cpp +++ b/Windows_Libs/Dev/Render/RendererCBuff.cpp @@ -250,17 +250,19 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con int shaderVertexType = drawVertexType; bool matrixOverride = false; - for (std::vector::const_iterator it = m_commands.begin(); it != m_commands.end(); ++it) + for (const Command &command : m_commands) { - const Command &command = *it; + switch (command.m_command_type) { case COMMAND_ADD_MATRIX: { if (drawVertexType == C4JRender::VERTEX_TYPE_COMPRESSED) { - const float row[4] = {command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13], command.add_matrix.m_matrix[14], - command.add_matrix.m_matrix[15]}; + const float row[4] = { + command.add_matrix.m_matrix[12], command.add_matrix.m_matrix[13], + command.add_matrix.m_matrix[14], command.add_matrix.m_matrix[15] + }; D3D11_MAPPED_SUBRESOURCE mappedAux0 = {}; c.m_pDeviceContext->Map(c.m_compressedTranslationBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedAux0); memcpy(mappedAux0.pData, row, sizeof(row)); @@ -352,21 +354,21 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con } case COMMAND_SET_DEPTH_MASK: { - c.depthWriteEnabled = command.set_depth_mask.m_enable ? TRUE : FALSE; + c.depthWriteEnabled = command.set_depth_mask.m_enable; c.depthStencilDesc.DepthWriteMask = command.set_depth_mask.m_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0); break; } case COMMAND_SET_DEPTH_TEST: { - c.depthTestEnabled = command.set_depth_test.m_enable ? TRUE : FALSE; - c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable ? TRUE : FALSE; + c.depthTestEnabled = command.set_depth_test.m_enable; + c.depthStencilDesc.DepthEnable = command.set_depth_test.m_enable; c.m_pDeviceContext->OMSetDepthStencilState(InternalRenderManager.GetManagedDepthStencilState(), 0); break; } case COMMAND_SET_LIGHTING_ENABLE: { - c.lightingEnabled = command.set_lighting_enable.m_enable ? TRUE : FALSE; + c.lightingEnabled = command.set_lighting_enable.m_enable; break; } case COMMAND_SET_LIGHT_ENABLE: @@ -374,8 +376,8 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con const int light = command.set_light_enable.m_light_index; if (light >= 0 && light < 2) { - c.lightEnabled[light] = command.set_light_enable.m_enable ? TRUE : FALSE; - c.lightingDirty = TRUE; + c.lightEnabled[light] = command.set_light_enable.m_enable; + c.lightingDirty = true; } break; } @@ -388,7 +390,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con c.lightDirection[light].y = command.set_light_direction.m_direction[1]; c.lightDirection[light].z = command.set_light_direction.m_direction[2]; c.lightDirection[light].w = command.set_light_direction.m_direction[3]; - c.lightingDirty = TRUE; + c.lightingDirty = true; } break; } @@ -401,7 +403,7 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con c.lightColour[light].y = command.set_light_colour.m_color[1]; c.lightColour[light].z = command.set_light_colour.m_color[2]; c.lightColour[light].w = 1.0f; - c.lightingDirty = TRUE; + c.lightingDirty = true; } break; } @@ -411,36 +413,36 @@ void Renderer::CommandBuffer::Render(C4JRender::eVertexType vType, Renderer::Con c.lightAmbientColour.y = command.set_light_ambient_colour.m_color[1]; c.lightAmbientColour.z = command.set_light_ambient_colour.m_color[2]; c.lightAmbientColour.w = 1.0f; - c.lightingDirty = TRUE; + c.lightingDirty = true; break; } case COMMAND_SET_BLEND_ENABLE: { - c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable ? TRUE : FALSE; + c.blendDesc.RenderTarget[0].BlendEnable = command.set_blend_enable.m_enable; break; } case COMMAND_SET_BLEND_FUNC: { c.blendDesc.RenderTarget[0].SrcBlend = static_cast(command.set_blend_func.m_src); c.blendDesc.RenderTarget[0].DestBlend = static_cast(command.set_blend_func.m_dst); - c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); + c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); break; } case COMMAND_SET_BLEND_FACTOR: { const unsigned int factor = command.set_blend_factor.m_blend_factor; - c.blendFactor[0] = float((factor >> 0) & 0xFFu) / 255.0f; - c.blendFactor[1] = float((factor >> 8) & 0xFFu) / 255.0f; - c.blendFactor[2] = float((factor >> 16) & 0xFFu) / 255.0f; - c.blendFactor[3] = float((factor >> 24) & 0xFFu) / 255.0f; - c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); + c.blendFactor[0] = float((factor >> 0) & 0xFF) / 255.0f; + c.blendFactor[1] = float((factor >> 8) & 0xFF) / 255.0f; + c.blendFactor[2] = float((factor >> 16) & 0xFF) / 255.0f; + c.blendFactor[3] = float((factor >> 24) & 0xFF) / 255.0f; + c.m_pDeviceContext->OMSetBlendState(InternalRenderManager.GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); break; } case COMMAND_SET_FACE_CULL: { c.rasterizerDesc.CullMode = command.set_face_cull.m_enable ? D3D11_CULL_BACK : D3D11_CULL_NONE; c.m_pDeviceContext->RSSetState(InternalRenderManager.GetManagedRasterizerState()); - c.faceCullEnabled = command.set_face_cull.m_enable ? TRUE : FALSE; + c.faceCullEnabled = command.set_face_cull.m_enable; break; } default: diff --git a/Windows_Libs/Dev/Render/RendererCore.cpp b/Windows_Libs/Dev/Render/RendererCore.cpp index 0193862..426ab7f 100644 --- a/Windows_Libs/Dev/Render/RendererCore.cpp +++ b/Windows_Libs/Dev/Render/RendererCore.cpp @@ -108,9 +108,9 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont stackPos[i] = 0; } - blendDesc.AlphaToCoverageEnable = FALSE; - blendDesc.IndependentBlendEnable = FALSE; - blendDesc.RenderTarget[0].BlendEnable = FALSE; + blendDesc.AlphaToCoverageEnable = false; + blendDesc.IndependentBlendEnable = false; + blendDesc.RenderTarget[0].BlendEnable = false; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; @@ -119,10 +119,10 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - depthStencilDesc.DepthEnable = TRUE; + depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; - depthStencilDesc.StencilEnable = FALSE; + depthStencilDesc.StencilEnable = false; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; @@ -136,14 +136,14 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont rasterizerDesc.FillMode = D3D11_FILL_SOLID; rasterizerDesc.CullMode = D3D11_CULL_BACK; - rasterizerDesc.FrontCounterClockwise = TRUE; + rasterizerDesc.FrontCounterClockwise = true; rasterizerDesc.DepthBias = 0; rasterizerDesc.DepthBiasClamp = 0.0f; rasterizerDesc.SlopeScaledDepthBias = 0.0f; - rasterizerDesc.DepthClipEnable = TRUE; - rasterizerDesc.ScissorEnable = FALSE; - rasterizerDesc.MultisampleEnable = TRUE; - rasterizerDesc.AntialiasedLineEnable = FALSE; + rasterizerDesc.DepthClipEnable = true; + rasterizerDesc.ScissorEnable = false; + rasterizerDesc.MultisampleEnable = true; + rasterizerDesc.AntialiasedLineEnable = false; memset(lightDirection, 0, sizeof(lightDirection)); memset(lightColour, 0, sizeof(lightColour)); @@ -233,9 +233,9 @@ void Renderer::Clear(int flags, D3D11_RECT *) ID3D11RasterizerState *rasterizerState = NULL; D3D11_BLEND_DESC blendDesc = {}; - blendDesc.AlphaToCoverageEnable = FALSE; - blendDesc.IndependentBlendEnable = FALSE; - blendDesc.RenderTarget[0].BlendEnable = FALSE; + blendDesc.AlphaToCoverageEnable = false; + blendDesc.IndependentBlendEnable = false; + blendDesc.RenderTarget[0].BlendEnable = false; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; @@ -246,12 +246,12 @@ void Renderer::Clear(int flags, D3D11_RECT *) m_pDevice->CreateBlendState(&blendDesc, &blendState); D3D11_DEPTH_STENCIL_DESC depthDesc = {}; - depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? TRUE : FALSE; + depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? true : false; depthDesc.DepthWriteMask = depthDesc.DepthEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; - depthDesc.StencilEnable = FALSE; - depthDesc.StencilReadMask = 0xFFu; - depthDesc.StencilWriteMask = 0xFFu; + depthDesc.StencilEnable = false; + depthDesc.StencilReadMask = 0xFF; + depthDesc.StencilWriteMask = 0xFF; depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; @@ -265,8 +265,8 @@ void Renderer::Clear(int flags, D3D11_RECT *) D3D11_RASTERIZER_DESC rasterDesc = {}; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = D3D11_CULL_NONE; - rasterDesc.DepthClipEnable = TRUE; - rasterDesc.MultisampleEnable = TRUE; + rasterDesc.DepthClipEnable = true; + rasterDesc.MultisampleEnable = true; m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState); c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0); @@ -818,7 +818,7 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut) ID3D11Texture2D *stagingTexture = NULL; D3D11_BLEND_DESC blendDesc = {}; - blendDesc.RenderTarget[0].BlendEnable = FALSE; + blendDesc.RenderTarget[0].BlendEnable = false; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; @@ -829,10 +829,10 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut) m_pDevice->CreateBlendState(&blendDesc, &blendState); D3D11_DEPTH_STENCIL_DESC depthDesc = {}; - depthDesc.DepthEnable = FALSE; + depthDesc.DepthEnable = false; depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; - depthDesc.StencilEnable = FALSE; + depthDesc.StencilEnable = false; depthDesc.StencilReadMask = 0xFF; depthDesc.StencilWriteMask = 0xFF; depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; @@ -845,8 +845,8 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut) D3D11_RASTERIZER_DESC rasterDesc = {}; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = D3D11_CULL_NONE; - rasterDesc.DepthClipEnable = TRUE; - rasterDesc.MultisampleEnable = TRUE; + rasterDesc.DepthClipEnable = true; + rasterDesc.MultisampleEnable = true; m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState); D3D11_SAMPLER_DESC samplerDesc = {}; diff --git a/Windows_Libs/Dev/Render/RendererMatrix.cpp b/Windows_Libs/Dev/Render/RendererMatrix.cpp index 219a2bb..b33c142 100644 --- a/Windows_Libs/Dev/Render/RendererMatrix.cpp +++ b/Windows_Libs/Dev/Render/RendererMatrix.cpp @@ -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(&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 ¤t = 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; } diff --git a/Windows_Libs/Dev/Render/RendererState.cpp b/Windows_Libs/Dev/Render/RendererState.cpp index 9039d36..0953cc0 100644 --- a/Windows_Libs/Dev/Render/RendererState.cpp +++ b/Windows_Libs/Dev/Render/RendererState.cpp @@ -96,7 +96,7 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState() void Renderer::StateSetFogEnable(bool enable) { Context &c = getContext(); - c.fogEnabled = enable ? TRUE : FALSE; + c.fogEnabled = enable; } void Renderer::StateSetFogMode(int mode) @@ -142,7 +142,7 @@ void Renderer::StateSetLightingEnable(bool enable) return; } - c.lightingEnabled = enable ? TRUE : FALSE; + c.lightingEnabled = enable; } void Renderer::StateSetLightColour(int light, float red, float green, float blue) @@ -161,7 +161,7 @@ void Renderer::StateSetLightColour(int light, float red, float green, float blue c.lightColour[light].y = green; c.lightColour[light].z = blue; c.lightColour[light].w = 1.0f; - c.lightingDirty = TRUE; + c.lightingDirty = true; } void Renderer::StateSetLightAmbientColour(float red, float green, float blue) @@ -177,7 +177,7 @@ void Renderer::StateSetLightAmbientColour(float red, float green, float blue) c.lightAmbientColour.y = green; c.lightAmbientColour.z = blue; c.lightAmbientColour.w = 1.0f; - c.lightingDirty = TRUE; + c.lightingDirty = true; } void Renderer::StateSetLightEnable(int light, bool enable) @@ -192,8 +192,8 @@ void Renderer::StateSetLightEnable(int light, bool enable) return; } - c.lightEnabled[light] = enable ? TRUE : FALSE; - c.lightingDirty = TRUE; + c.lightEnabled[light] = enable; + c.lightingDirty = true; } void Renderer::StateSetColour(float r, float g, float b, float a) @@ -225,7 +225,7 @@ void Renderer::StateSetDepthMask(bool enable) c.depthStencilDesc.DepthWriteMask = enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0); - c.depthWriteEnabled = enable ? TRUE : FALSE; + c.depthWriteEnabled = enable; } void Renderer::StateSetBlendEnable(bool enable) @@ -237,8 +237,8 @@ void Renderer::StateSetBlendEnable(bool enable) return; } - c.blendDesc.RenderTarget[0].BlendEnable = enable ? TRUE : FALSE; - c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); + c.blendDesc.RenderTarget[0].BlendEnable = enable; + c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetBlendFunc(int src, int dst) @@ -252,7 +252,7 @@ void Renderer::StateSetBlendFunc(int src, int dst) c.blendDesc.RenderTarget[0].SrcBlend = static_cast(src); c.blendDesc.RenderTarget[0].DestBlend = static_cast(dst); - c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); + c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetBlendFactor(unsigned int colour) @@ -265,11 +265,11 @@ void Renderer::StateSetBlendFactor(unsigned int colour) } const float scale = 255.0f; - c.blendFactor[0] = static_cast((colour >> 0) & 0xFFu) / scale; - c.blendFactor[1] = static_cast((colour >> 8) & 0xFFu) / scale; - c.blendFactor[2] = static_cast((colour >> 16) & 0xFFu) / scale; - c.blendFactor[3] = static_cast((colour >> 24) & 0xFFu) / scale; - c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); + c.blendFactor[0] = static_cast((colour >> 0) & 0xFF) / scale; + c.blendFactor[1] = static_cast((colour >> 8) & 0xFF) / scale; + c.blendFactor[2] = static_cast((colour >> 16) & 0xFF) / scale; + c.blendFactor[3] = static_cast((colour >> 24) & 0xFF) / scale; + c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetAlphaFunc(int, float param) @@ -308,7 +308,7 @@ void Renderer::StateSetFaceCull(bool enable) c.rasterizerDesc.CullMode = enable ? D3D11_CULL_BACK : D3D11_CULL_NONE; c.m_pDeviceContext->RSSetState(GetManagedRasterizerState()); - c.faceCullEnabled = enable ? TRUE : FALSE; + c.faceCullEnabled = enable; } void Renderer::StateSetFaceCullCW(bool enable) @@ -335,7 +335,7 @@ void Renderer::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha) mask |= alpha ? 0x8 : 0; c.blendDesc.RenderTarget[0].RenderTargetWriteMask = mask; - c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFFu); + c.m_pDeviceContext->OMSetBlendState(GetManagedBlendState(), c.blendFactor, 0xFFFFFFFF); } void Renderer::StateSetDepthTestEnable(bool enable) @@ -347,15 +347,15 @@ void Renderer::StateSetDepthTestEnable(bool enable) return; } - c.depthStencilDesc.DepthEnable = enable ? TRUE : FALSE; + c.depthStencilDesc.DepthEnable = enable; c.m_pDeviceContext->OMSetDepthStencilState(GetManagedDepthStencilState(), 0); - c.depthTestEnabled = enable ? TRUE : FALSE; + c.depthTestEnabled = enable; } void Renderer::StateSetAlphaTestEnable(bool enable) { Context &c = getContext(); - c.alphaTestEnabled = enable ? TRUE : FALSE; + c.alphaTestEnabled = enable; const float alpha[4] = {0.0f, 0.0f, 0.0f, enable ? c.alphaReference : 0.0f}; D3D11_MAPPED_SUBRESOURCE mapped = {}; @@ -454,7 +454,7 @@ void Renderer::UpdateLightingState() std::memcpy(mapped.pData, c.lightDirection, lightingBytes); c.m_pDeviceContext->Unmap(c.m_lightingStateBuffer, 0); - c.lightingDirty = FALSE; + c.lightingDirty = false; } void Renderer::StateSetLightDirection(int light, float x, float y, float z) @@ -476,7 +476,7 @@ void Renderer::StateSetLightDirection(int light, float x, float y, float z) const DirectX::XMVECTOR normalized = DirectX::XMVector3Normalize(transformed); DirectX::XMStoreFloat4(&c.lightDirection[light], normalized); - c.lightingDirty = TRUE; + c.lightingDirty = true; } void Renderer::StateSetViewport(C4JRender::eViewportType viewportType) @@ -588,7 +588,7 @@ void Renderer::StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_r Context &c = getContext(); D3D11_DEPTH_STENCIL_DESC desc = c.depthStencilDesc; - desc.StencilEnable = TRUE; + desc.StencilEnable = true; desc.StencilReadMask = stencil_func_mask; desc.StencilWriteMask = stencil_write_mask; desc.FrontFace.StencilFunc = function; diff --git a/Windows_Libs/Dev/Render/RendererVertex.cpp b/Windows_Libs/Dev/Render/RendererVertex.cpp index 067d9ae..06966a0 100644 --- a/Windows_Libs/Dev/Render/RendererVertex.cpp +++ b/Windows_Libs/Dev/Render/RendererVertex.cpp @@ -127,22 +127,22 @@ void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, assert(vertexBytes <= Context::VERTEX_BUFFER_SIZE); - if (c.dynamicVertexOffset + vertexBytes > Context::VERTEX_BUFFER_SIZE) - c.dynamicVertexOffset = 0; + UINT vertexOffset = c.dynamicVertexOffset; + if (vertexOffset + vertexBytes > Context::VERTEX_BUFFER_SIZE) + vertexOffset = 0; D3D11_MAPPED_SUBRESOURCE mapped = {}; - const D3D11_MAP mapType = c.dynamicVertexOffset == 0 ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE; + const D3D11_MAP mapType = vertexOffset == 0 ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE; const HRESULT hr = d3d11->Map(c.dynamicVertexBuffer, 0, mapType, 0, &mapped); if (FAILED(hr)) printf("ERROR: 0x%x\n", static_cast(hr)); - memcpy(reinterpret_cast(mapped.pData) + c.dynamicVertexOffset, vertices, vertexBytes); + memcpy(reinterpret_cast(mapped.pData) + vertexOffset, vertices, vertexBytes); d3d11->Unmap(c.dynamicVertexBuffer, 0); StateUpdate(); ID3D11Buffer *dynamicBuffer = c.dynamicVertexBuffer; - const UINT vertexOffset = c.dynamicVertexOffset; d3d11->IASetVertexBuffers(0, 1, &dynamicBuffer, &stride, &vertexOffset); if (indexed) @@ -150,5 +150,5 @@ void Renderer::DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, else d3d11->Draw(count, 0); - c.dynamicVertexOffset += vertexBytes; + c.dynamicVertexOffset = vertexOffset + vertexBytes; }