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https://github.com/AxioDL/metaforce.git
synced 2025-12-08 23:07:42 +00:00
SIMD refactor
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@@ -475,12 +475,12 @@ void CSamusDoll::Draw(const CStateManager& mgr, float alpha)
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flags.m_extendedShader = EExtendedShader::ForcedAlpha;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = alpha * ballAlpha;
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flags.x4_color.a() = alpha * ballAlpha;
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x184_ballModelData->Render(mgr, x10_ballXf, x24c_actorLights.get(), flags);
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flags.m_extendedShader = EExtendedShader::ForcedAdditive;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = x6c_ballPulseFactor * alpha * ballAlpha * itemPulse;
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flags.x4_color.a() = x6c_ballPulseFactor * alpha * ballAlpha * itemPulse;
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x184_ballModelData->Render(mgr, x10_ballXf, x24c_actorLights.get(), flags);
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}
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@@ -526,12 +526,12 @@ void CSamusDoll::Draw(const CStateManager& mgr, float alpha)
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flags.m_extendedShader = EExtendedShader::ForcedAlpha;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = alpha;
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flags.x4_color.a() = alpha;
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x1d4_spiderBallGlass->Draw(flags);
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flags.m_extendedShader = EExtendedShader::ForcedAdditive;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = x6c_ballPulseFactor * alpha * itemPulse;
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flags.x4_color.a() = x6c_ballPulseFactor * alpha * itemPulse;
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x1d4_spiderBallGlass->Draw(flags);
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}
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}
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@@ -541,7 +541,7 @@ void CSamusDoll::Draw(const CStateManager& mgr, float alpha)
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float radius = zeus::clamp(0.2f, (10.f - (xc0_userZoom >= 0.f ? xc0_userZoom : -xc0_userZoom)) / 20.f, 1.f);
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float offset = std::sin(x260_phazonOffsetAngle);
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zeus::CColor color = g_tweakGuiColors->GetPauseBlurFilterColor();
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color.a = alpha;
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color.a() = alpha;
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g_Renderer->DrawPhazonSuitIndirectEffect(zeus::CColor(0.1f, alpha), x250_phazonIndirectTexture,
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color, radius, 0.1f, offset, offset);
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}
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@@ -556,12 +556,12 @@ void CSamusDoll::Draw(const CStateManager& mgr, float alpha)
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flags.m_extendedShader = EExtendedShader::ForcedAlpha;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = alpha;
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flags.x4_color.a() = alpha;
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x184_ballModelData->Render(mgr, x10_ballXf, x24c_actorLights.get(), flags);
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flags.m_extendedShader = EExtendedShader::ForcedAdditive;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = x6c_ballPulseFactor * alpha * itemPulse;
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flags.x4_color.a() = x6c_ballPulseFactor * alpha * itemPulse;
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x184_ballModelData->Render(mgr, x10_ballXf, x24c_actorLights.get(), flags);
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const u8* c = CMorphBall::BallGlowColors[x1e8_ballGlowColorIdx];
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@@ -599,12 +599,12 @@ void CSamusDoll::Draw(const CStateManager& mgr, float alpha)
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flags.m_extendedShader = EExtendedShader::ForcedAlpha;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = alpha;
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flags.x4_color.a() = alpha;
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x1d4_spiderBallGlass->Draw(flags);
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flags.m_extendedShader = EExtendedShader::ForcedAdditive;
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flags.x4_color = zeus::CColor::skWhite;
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flags.x4_color.a = x6c_ballPulseFactor * alpha * itemPulse;
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flags.x4_color.a() = x6c_ballPulseFactor * alpha * itemPulse;
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x1d4_spiderBallGlass->Draw(flags);
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}
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}
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@@ -718,8 +718,8 @@ void CSamusDoll::SetRotation(float xDelta, float zDelta, float dt)
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SetRotationSfxPlaying(xDelta != 0.f || zDelta != 0.f);
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zeus::CEulerAngles angles(xb0_userRot);
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zeus::CRelAngle angX(angles.x);
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zeus::CRelAngle angZ(angles.z);
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zeus::CRelAngle angX(angles.x());
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zeus::CRelAngle angZ(angles.z());
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angX += xDelta;
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angZ += zDelta;
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@@ -745,12 +745,12 @@ void CSamusDoll::SetOffset(const zeus::CVector3f& offset, float dt)
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return;
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zeus::CVector3f oldOffset = xa4_offset;
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zeus::CMatrix3f rotMtx = xb0_userRot.toTransform().basis;
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xa4_offset += rotMtx * zeus::CVector3f(offset.x, 0.f, offset.z);
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xa4_offset += rotMtx * zeus::CVector3f(offset.x(), 0.f, offset.z());
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SetOffsetSfxPlaying((oldOffset - xa4_offset).magnitude() > dt);
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float oldZoom = xc0_userZoom;
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xc0_userZoom = zeus::clamp(-4.f, xc0_userZoom + offset.y, -2.2f);
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xc0_userZoom = zeus::clamp(-4.f, xc0_userZoom + offset.y(), -2.2f);
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bool zoomSfx = std::fabs(xc0_userZoom - oldZoom) > dt;
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float zoomDelta = offset.y - (xc0_userZoom - oldZoom);
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float zoomDelta = offset.y() - (xc0_userZoom - oldZoom);
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zeus::CVector3f newOffset = rotMtx[1] * zoomDelta + xa4_offset;
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zeus::CVector3f delta = newOffset - xa4_offset;
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oldOffset = xa4_offset;
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