SkinRenderer - Rename function parameters

This commit is contained in:
miku-666
2024-02-25 00:31:11 +01:00
parent 1583fc88c7
commit 47dbffc4fc

View File

@@ -269,12 +269,12 @@ namespace PckStudio.Rendering
{ "HELMET" , new CubeBatchMesh("HELMET") },
{ "BODYARMOR", new CubeBatchMesh("BODYARMOR") },
{ "BELT" , new CubeBatchMesh("BELT") },
{ "ARMARMOR0", new CubeBatchMesh("ARMARMOR0") },
{ "ARMARMOR1", new CubeBatchMesh("ARMARMOR1") },
{ "BOOT0" , new CubeBatchMesh("BOOT0") },
{ "BOOT1" , new CubeBatchMesh("BOOT1") },
@@ -527,7 +527,7 @@ namespace PckStudio.Rendering
new LineVertex(rightLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
new LineVertex(rightLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
new LineVertex(leftLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
new LineVertex(leftLeg.GetFaceCenter(0, CubeData.CubeFace.Bottom), lineColor),
new LineVertex(leftLeg.GetFaceCenter(0, CubeData.CubeFace.Top), lineColor),
];
@@ -581,8 +581,8 @@ namespace PckStudio.Rendering
if (e.Cancel)
return;
skinTexture.LoadImageData(e.NewTexture);
GLErrorCheck();
skinTexture.LoadImageData(e.NewTexture);
GLErrorCheck();
}
@@ -843,7 +843,7 @@ namespace PckStudio.Rendering
GL.DepthMask(true);
GL.DepthFunc(DepthFunction.Less);
}
ShaderProgram lineShader = _shaders.GetShader("LineShader");
// Render (custom) skin
@@ -905,7 +905,7 @@ namespace PckStudio.Rendering
// TODO: only apply Translation to the base arm
bool slimModel = ANIM.GetFlag(SkinAnimFlag.SLIM_MODEL);
rightArm.Translation = rightArmOverlay.Translation = new Vector3(slimModel ? -4f : -5f, -2f, 0f);
RenderBodyPart(skinShader, Matrix4.Identity, transform, "HEAD", "HEADWEAR");
RenderBodyPart(skinShader, Matrix4.Identity, transform, "BODY", "JACKET");
RenderBodyPart(skinShader, RightArmMatrix * armRightMatrix, transform, "ARM0", "SLEEVE0");
@@ -978,11 +978,11 @@ namespace PckStudio.Rendering
Camera.Rotate(deltaX, deltaY);
goto default;
case MouseButtons.Right:
Camera.Pan(deltaX, deltaY);
Camera.Pan(deltaX, deltaY);
goto default;
default:
Cursor.Position = new Point((int)Math.Round(Screen.PrimaryScreen.Bounds.Width / 2d), (int)Math.Round(Screen.PrimaryScreen.Bounds.Height / 2d));
CurrentMouseLocation = Cursor.Position;
Cursor.Position = new Point((int)Math.Round(Screen.PrimaryScreen.Bounds.Width / 2d), (int)Math.Round(Screen.PrimaryScreen.Bounds.Height / 2d));
CurrentMouseLocation = Cursor.Position;
break;
}
}
@@ -1012,16 +1012,16 @@ namespace PckStudio.Rendering
base.OnMouseDown(e);
if (e.Button == MouseButtons.Right || e.Button == MouseButtons.Left)
{
IsMouseHidden = true;
IsMouseHidden = true;
CurrentMouseLocation = PreviousMouseLocation = Cursor.Position;
}
}
}
private void RenderBodyPart(ShaderProgram shader, Matrix4 partMatrix, Matrix4 globalMatrix, params string[] additionalData)
private void RenderBodyPart(ShaderProgram shader, Matrix4 partsMatrix, Matrix4 globalMatrix, params string[] partNames)
{
foreach (var data in additionalData)
foreach (var partName in partNames)
{
RenderPart(shader, data, partMatrix, globalMatrix);
RenderPart(shader, partName, partsMatrix, globalMatrix);
}
}