Windows build fixes

This commit is contained in:
Jack Andersen 2017-05-08 09:10:09 -10:00
parent d584df8f5f
commit 08cbeceb80
7 changed files with 250 additions and 7 deletions

View File

@ -981,7 +981,7 @@ float CAutoMapper::GetDesiredMiniMapCameraDistance(const CStateManager& mgr) con
const IGameArea* area = x24_world->IGetAreaAlways(xa0_curAreaId);
const CMapArea* mapa = mw->GetMapArea(xa0_curAreaId);
bool oneMiniMapArea = g_tweakAutoMapper->GetShowOneMiniMapArea();
for (int i = -1 ; i < oneMiniMapArea ? 0 : area->IGetNumAttachedAreas() ; ++i)
for (int i = -1 ; i < (oneMiniMapArea ? 0 : area->IGetNumAttachedAreas()) ; ++i)
{
TAreaId aid = i == -1 ? xa0_curAreaId : area->IGetAttachedAreaId(i);
const CMapArea* attMapa = mw->GetMapArea(aid);

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@ -302,7 +302,7 @@ void CMapArea::CMapAreaSurface::Draw(const zeus::CVector3f* verts, const zeus::C
float width = lineWidth;
auto primIt = linePrims.begin();
for (u32 j=0 ; j<=draw2 ; ++j)
for (u32 j=0 ; j<=u32(draw2) ; ++j)
{
r.seek(4, athena::SeekOrigin::Begin);
for (u32 i=0 ; i<outlineCount ; ++i)

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@ -21,7 +21,7 @@ class CModel;
class CSkinnedModel;
class CPVSVisSet;
struct CAreaRenderOctTree;
class CModelFlags;
struct CModelFlags;
class IRenderer
{

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@ -0,0 +1,242 @@
#include "CPhazonSuitFilter.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VS =
"struct VertData {\n"
" float4 posIn : POSITION;\n"
" float4 screenUvIn : UV0;\n"
" float4 indUvIn : UV1;\n"
" float4 maskUvIn : UV2;\n"
"};\n"
"\n"
"cbuffer PhazonSuitUniform : register(b0)\n"
"{\n"
" float4 color;\n"
" float4 indScaleOff;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 indScaleOff : SCALEOFF;\n"
" float2 screenUv : UV0;\n"
" float2 indUv : UV1;\n"
" float2 maskUv : UV2;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = color;\n"
" vtf.indScaleOff = indScaleOff;\n"
" vtf.screenUv = v.screenUvIn.xy;\n"
" vtf.indUv = v.indUvIn.xy;\n"
" vtf.maskUv = v.maskUvIn.xy;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* IndFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 indScaleOff : SCALEOFF;\n"
" float2 screenUv : UV0;\n"
" float2 indUv : UV1;\n"
" float2 maskUv : UV2;\n"
"};\n"
"\n"
"SamplerState samp : register(s0);\n"
"Texture2D screenTex : register(t0);\n"
"Texture2D indTex : register(t1);\n"
"Texture2D maskTex : register(t2);\n"
"Texture2D maskTexBlur : register(t3);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float2 indUv = (indTex.Sample(samp, vtf.indUv).rg - float2(0.5, 0.5)) * \n"
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
" return vtf.color * screenTex.Sample(samp, indUv + vtf.screenUv) * \n"
" (maskTexBlur.Sample(samp, vtf.maskUv).a - maskTex.Sample(samp, vtf.maskUv).a);\n"
"}\n";
static const char* FS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float4 color : COLOR;\n"
" float4 indScaleOff : SCALEOFF;\n"
" float2 screenUv : UV0;\n"
" float2 indUv : UV1;\n"
" float2 maskUv : UV2;\n"
"};\n"
"\n"
"SamplerState samp : register(s0);\n"
"Texture2D screenTex : register(t0);\n"
"Texture2D maskTex : register(t1);\n"
"Texture2D maskTexBlur : register(t2);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" return vtf.color * screenTex.Sample(samp, vtf.screenUv) * \n"
" (maskTexBlur.Sample(samp, vtf.maskUv).a - maskTex.Sample(samp, vtf.maskUv).a);\n"
"}\n";
static const char* BlurVS =
"struct VertData {\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer PhazonSuitBlurUniform : register(b0)\n"
"{\n"
" float4 blurDir;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 uv : UV;\n"
" float2 blurDir : BLURDIR;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" vtf.position = float4(posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* BlurFS =
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 uv : UV;\n"
" float2 blurDir : BLURDIR;\n"
"};\n"
"\n"
"SamplerState samp : register(s0);\n"
"Texture2D maskTex : register(t0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" //this will be our alpha sum\n"
" float sum = 0.0;\n"
"\n"
" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
"\n"
" sum += maskTex.Sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
" sum += maskTex.Sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += maskTex.Sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += maskTex.Sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
"\n"
" sum += maskTex.Sample(samp, vtf.uv).a * 0.2270270270;\n"
"\n"
" sum += maskTex.Sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
" sum += maskTex.Sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += maskTex.Sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += maskTex.Sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
"\n"
" return float4(1.0, 1.0, 1.0, sum);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
static boo::IShaderPipeline* s_IndPipeline = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
struct CPhazonSuitFilterD3DDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::ID3DDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
};
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_Pipeline = ctx.newShaderPipeline(VS, FS, nullptr, nullptr, nullptr, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, nullptr, nullptr, nullptr, s_BlurVtxFmt, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterD3DDataBindingFactory;
}
}

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@ -172,20 +172,20 @@ public:
* using the relevant OS API. This thread blocks in a loop until an event is
* received. Device pointers should only be manipulated by this thread using
* the deviceConnected() and deviceDisconnected() callbacks. */
std::unique_ptr<boo::DolphinSmashAdapter> smashAdapter = NULL;
std::shared_ptr<boo::DolphinSmashAdapter> smashAdapter;
void deviceConnected(boo::DeviceToken& tok)
{
/* Device listener thread */
if (!smashAdapter)
{
smashAdapter.reset(dynamic_cast<boo::DolphinSmashAdapter*>(tok.openAndGetDevice()));
smashAdapter = std::dynamic_pointer_cast<boo::DolphinSmashAdapter>(tok.openAndGetDevice());
smashAdapter->setCallback(&m_dolphinCb);
}
}
void deviceDisconnected(boo::DeviceToken&, boo::DeviceBase* device)
{
if (smashAdapter.get() == device)
smashAdapter.reset(nullptr);
smashAdapter.reset();
}
void SetMotorState(EIOPort port, EMotorState state)
{

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@ -13,6 +13,7 @@
#include "CParticleGen.hpp"
#include "CElementGenShaders.hpp"
#include "Graphics/CLineRenderer.hpp"
#include "Particle/CGenDescription.hpp"
namespace urde
{

2
hecl

@ -1 +1 @@
Subproject commit 1327e4b4e8da8275e5a765e9a49802669df36fd8
Subproject commit 2d12cfe0d870fa80345e27b9185bd19d3bce0cd8