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chore(gx): tidy up CShaderEffect
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@ -176,20 +176,6 @@ void CShaderEffect::SetShaders(uint32_t vertexPermute, uint32_t pixelPermute) {
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}
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}
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}
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}
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void CShaderEffect::SetTexMtx_Identity(uint32_t a1) {
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if (CShaderEffect::s_enableShaders) {
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float matrix[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f
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};
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GxShaderConstantsSet(GxSh_Vertex, 2 * a1 + 6, matrix, 2);
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} else {
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// TODO
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// - non-shader code path
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}
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}
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void CShaderEffect::SetTexMtx(const C44Matrix& matrix, uint32_t tcIndex) {
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void CShaderEffect::SetTexMtx(const C44Matrix& matrix, uint32_t tcIndex) {
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if (CShaderEffect::s_enableShaders) {
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if (CShaderEffect::s_enableShaders) {
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float constants[] = {
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float constants[] = {
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@ -205,18 +191,34 @@ void CShaderEffect::SetTexMtx(const C44Matrix& matrix, uint32_t tcIndex) {
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// TODO non-shader path
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// TODO non-shader path
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}
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}
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void CShaderEffect::SetTexMtx_SphereMap(uint32_t a1) {
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void CShaderEffect::SetTexMtx_Identity(uint32_t tcIndex) {
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if (CShaderEffect::s_enableShaders) {
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if (CShaderEffect::s_enableShaders) {
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float matrix[] = {
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float constants[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f
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0.0f, 1.0f, 0.0f, 0.0f
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};
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};
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GxShaderConstantsSet(GxSh_Vertex, 2 * a1 + 6, matrix, 2);
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GxShaderConstantsSet(GxSh_Vertex, 2 * tcIndex + 6, constants, 2);
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} else {
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// TODO
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return;
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// - non-shader code path
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}
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}
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// TODO non-shader path
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}
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void CShaderEffect::SetTexMtx_SphereMap(uint32_t tcIndex) {
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if (CShaderEffect::s_enableShaders) {
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float constants[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f
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};
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GxShaderConstantsSet(GxSh_Vertex, 2 * tcIndex + 6, constants, 2);
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return;
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}
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// TODO non-shader path
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}
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}
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void CShaderEffect::UpdateProjMatrix() {
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void CShaderEffect::UpdateProjMatrix() {
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@ -44,10 +44,10 @@ class CShaderEffect : public TSHashObject<CShaderEffect, HASHKEY_STRI> {
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static void SetFogParams(float fogStart, float fogEnd, float fogRate, const CImVector& fogColor);
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static void SetFogParams(float fogStart, float fogEnd, float fogRate, const CImVector& fogColor);
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static void SetLocalLighting(CM2Lighting* lighting, int32_t lightEnabled, const C3Vector* a3);
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static void SetLocalLighting(CM2Lighting* lighting, int32_t lightEnabled, const C3Vector* a3);
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static void SetShaders(uint32_t vertexPermute, uint32_t pixelPermute);
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static void SetShaders(uint32_t vertexPermute, uint32_t pixelPermute);
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static void SetTexMtx(const C44Matrix& matrix, uint32_t a2);
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static void SetTexMtx(const C44Matrix& matrix, uint32_t tcIndex);
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static void SetTexMtx_Identity(uint32_t a1);
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static void SetTexMtx_Identity(uint32_t tcIndex);
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static void SetTexMtx_SphereMap(uint32_t a1);
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static void SetTexMtx_SphereMap(uint32_t tcIndex);
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static void UpdateProjMatrix(void);
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static void UpdateProjMatrix();
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// Member variables
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// Member variables
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CGxShader* m_vertexShaders[90];
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CGxShader* m_vertexShaders[90];
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@ -55,7 +55,7 @@ class CShaderEffect : public TSHashObject<CShaderEffect, HASHKEY_STRI> {
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// Member functions
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// Member functions
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void InitEffect(const char* vsName, const char* psName);
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void InitEffect(const char* vsName, const char* psName);
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void SetCurrent(void);
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void SetCurrent();
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};
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};
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#endif
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#endif
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