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refactor(dx8): Use D3DXMATRIX getter directly in water shaders
1 parent c8c92d4 commit af9dffc

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1 file changed

+6
-9
lines changed
  • GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water

1 file changed

+6
-9
lines changed

GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Water/W3DWater.cpp

Lines changed: 6 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -240,9 +240,8 @@ void WaterRenderObjClass::setupJbaWaterShader(void)
240240
D3DXMATRIX inv;
241241
float det;
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243-
Matrix4x4 curView;
244-
DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
245-
D3DXMATRIX d3dCurView = Build_D3DXMATRIX(curView);
243+
D3DXMATRIX d3dCurView;
244+
DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, d3dCurView);
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D3DXMatrixInverse(&inv, &det, &d3dCurView);
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D3DXMATRIX scale;
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@@ -1597,13 +1596,12 @@ void WaterRenderObjClass::Render(RenderInfoClass & rinfo)
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D3DXMATRIX inv;
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D3DXMATRIX clipMatrix;
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Real det;
1600-
Matrix4x4 curView;
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16021600
//get current view matrix
1603-
DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
1601+
D3DXMATRIX d3dCurView;
1602+
DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, d3dCurView);
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16051604
//get inverse of view matrix(= view to world matrix)
1606-
D3DXMATRIX d3dCurView = Build_D3DXMATRIX(curView);
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D3DXMatrixInverse(&inv, &det, &d3dCurView);
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16091607
//create clipping matrix by inserting our plane equation into the 1st column
@@ -2998,9 +2996,8 @@ void WaterRenderObjClass::setupFlatWaterShader(void)
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D3DXMATRIX inv;
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float det;
30002998

3001-
Matrix4x4 curView;
3002-
DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, curView);
3003-
D3DXMATRIX d3dCurView = Build_D3DXMATRIX(curView);
2999+
D3DXMATRIX d3dCurView;
3000+
DX8Wrapper::_Get_DX8_Transform(D3DTS_VIEW, d3dCurView);
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D3DXMatrixInverse(&inv, &det, &d3dCurView);
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D3DXMATRIX scale;
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