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SIMD refactor
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@@ -46,14 +46,14 @@ void CMorphBallShadow::RenderIdBuffer(const zeus::CAABox& aabb, const CStateMana
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CGraphics::CProjectionState backupProjection = CGraphics::g_Proj;
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zeus::CVector2f backupDepth = CGraphics::g_CachedDepthRange;
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zeus::CTransform viewMtx(zeus::CVector3f::skRight, zeus::CVector3f::skDown, zeus::CVector3f::skForward,
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zeus::CVector3f((aabb.min.x + aabb.max.x) * 0.5f,
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(aabb.min.y + aabb.max.y) * 0.5f,
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aabb.max.z));
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zeus::CVector3f((aabb.min.x() + aabb.max.x()) * 0.5f,
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(aabb.min.y() + aabb.max.y()) * 0.5f,
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aabb.max.z()));
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CGraphics::SetDepthRange(DEPTH_NEAR, DEPTH_FAR);
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float vpX = (aabb.max.x - aabb.min.x) * 0.5f;
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float vpY = (aabb.max.y - aabb.min.y) * 0.5f;
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float vpZ = (aabb.max.z - aabb.min.z) + FLT_EPSILON;
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float vpX = (aabb.max.x() - aabb.min.x()) * 0.5f;
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float vpY = (aabb.max.y() - aabb.min.y()) * 0.5f;
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float vpZ = (aabb.max.z() - aabb.min.z()) + FLT_EPSILON;
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CGraphics::SetOrtho(-vpX, vpX, vpY, -vpY, 0.f, vpZ);
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rstl::reserved_vector<TUniqueId, 1024> nearItems;
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@@ -126,7 +126,7 @@ void CMorphBallShadow::Render(const CStateManager& mgr, float alpha)
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return;
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CModelFlags flags;
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flags.x4_color.a = alpha;
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flags.x4_color.a() = alpha;
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flags.m_extendedShader = EExtendedShader::MorphBallShadow;
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int alphaVal = 4;
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@@ -136,7 +136,7 @@ void CMorphBallShadow::Render(const CStateManager& mgr, float alpha)
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zeus::CTransform modelXf = actor->GetTransform() * zeus::CTransform::Scale(modelData->GetScale());
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CGraphics::SetModelMatrix(modelXf);
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flags.x4_color.r = alphaVal / 255.f;
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flags.x4_color.r() = alphaVal / 255.f;
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const CBooModel& model = *modelData->PickStaticModel(CModelData::EWhichModel::Normal);
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const_cast<CBooModel&>(model).VerifyCurrentShader(flags.x1_matSetIdx);
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model.DrawNormal(flags, nullptr, nullptr);
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