Implement Metal fluid plane tessellation shader

This commit is contained in:
Jack Andersen 2018-06-11 15:16:27 -10:00
parent 8f9d7da3ee
commit 1e36329ed4
12 changed files with 232 additions and 59 deletions

View File

@ -120,12 +120,11 @@ void ViewManager::TestGameView::think()
}
overlayText += hecl::Format("Area AssetId: 0x%08X, Total Objects: %i, Total Layers: %i, Total Active Layers: %i\n"
"Active Layer bits: %s\n",
g_StateManager->WorldNC()->GetArea(aId)->GetAreaAssetId().Value(),
(unsigned int)g_StateManager->WorldNC()->GetArea(aId)->GetAreaAssetId().Value(),
g_StateManager->GetAllObjectList().size(), layerStates->GetAreaLayerCount(aId),
totalActive, layerBits.c_str());
}
if (!overlayText.empty())
m_debugText->typesetGlyphs(overlayText);
}

View File

@ -142,7 +142,7 @@ static const char* FS_METAL =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" sampler clampSamp [[ sampler(4) ]],\n"
" texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return vtf.color * float4(tex.sample(clampSamp, vtf.uv).bgr, 1.0);\n"

View File

@ -940,7 +940,7 @@ CAutoMapper::FindClosestVisibleWorld(const zeus::CVector3f& point,
const CStateManager& mgr) const
{
float minDist = 29999.f;
std::pair<int, int> closestWorld = {xa0_curAreaId, xa0_curAreaId};
std::pair<int, int> closestWorld = {x9c_worldIdx, xa0_curAreaId};
for (u32 w=0 ; w<x8_mapu->GetNumMapWorldDatas() ; ++w)
{
const CMapUniverse::CMapWorldData& mwData = x8_mapu->GetMapWorldData(w);

View File

@ -7,6 +7,7 @@
#include "IOStreams.hpp"
#include "rstl.hpp"
#include "World/CHealthInfo.hpp"
#include <unordered_map>
namespace urde
{

View File

@ -4,6 +4,7 @@ namespace urde
{
static boo::ObjToken<boo::IVertexFormat> s_vtxFmt;
static boo::ObjToken<boo::IVertexFormat> s_tessVtxFmt;
static const char* VS =
"#include <metal_stdlib>\n"
@ -47,6 +48,7 @@ static const char* VS =
"{\n"
" VertToFrag vtf;\n"
" float4 pos = float4(v.posIn.xyz, 1.0);\n"
" float4 normalIn = v.normalIn;\n"
" vtf.mvPos = fu.mv * pos;\n"
" vtf.pos = fu.proj * vtf.mvPos;\n"
" vtf.mvNorm = fu.mvNorm * v.normalIn;\n"
@ -60,6 +62,142 @@ static const char* VS =
" return vtf;\n"
"}\n";
static const char* TessCS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 minMaxPos [[ attribute(0) ]];\n"
" float4 outerLevelsIn [[ attribute(1) ]];\n"
" float2 innerLevelsIn [[ attribute(2) ]];\n"
"};\n"
"\n"
"struct KernelPatchInfo {\n"
" uint numPatches; // total number of patches to process.\n"
" // we need this because this value may\n"
" // not be a multiple of threadgroup size.\n"
" ushort numPatchesInThreadGroup; // number of patches processed by a\n"
" // thread-group\n"
" ushort numControlPointsPerPatch;\n"
"};\n"
"\n"
"kernel void\n"
"cmain(VertData v [[ stage_in ]],\n"
" constant KernelPatchInfo& patchInfo [[ buffer(2) ]],\n"
" device MTLQuadTessellationFactorsHalf* tessellationFactorBuffer [[ buffer(3) ]],\n"
" ushort lID [[ thread_position_in_threadgroup ]],\n"
" ushort groupID [[ threadgroup_position_in_grid ]])\n"
"{\n"
" uint patchGroupID = groupID * patchInfo.numPatchesInThreadGroup;\n"
"\n"
" // execute the per-patch hull function\n"
" if (lID < patchInfo.numPatchesInThreadGroup)\n"
" {\n"
" uint patchID = patchGroupID + lID;\n"
" device MTLQuadTessellationFactorsHalf& patchOut = tessellationFactorBuffer[patchID];\n"
" for (int i=0 ; i<4 ; ++i)\n"
" patchOut.edgeTessellationFactor[i] = v.outerLevelsIn[i];\n"
" for (int i=0 ; i<2 ; ++i)\n"
" patchOut.insideTessellationFactor[i] = v.innerLevelsIn[i];\n"
" }\n"
"}\n";
static const char* TessES =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct Ripple\n"
"{\n"
" float4 center; // time, distFalloff\n"
" float4 params; // amplitude, lookupPhase, lookupTime\n"
"};\n"
"\n"
"struct FluidPlaneUniform\n"
"{\n"
" float4x4 mv;\n"
" float4x4 mvNorm;\n"
" float4x4 proj;\n"
" float4x4 texMtxs[6];\n"
" Ripple ripples[20];\n"
" float4 colorMul;\n"
" float rippleNormResolution;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 pos [[ position ]];\n"
" float4 mvPos;\n"
" float4 mvNorm;\n"
" float4 mvBinorm;\n"
" float4 mvTangent;\n"
" float4 color;\n"
" float2 uv0;\n"
" float2 uv1;\n"
" float2 uv2;\n"
" float2 uv3;\n"
" float2 uv4;\n"
" float2 uv5;\n"
" float2 uv6;\n"
"};\n"
"\n"
"struct VertData\n"
"{\n"
" float4 minMaxPos [[ attribute(0) ]];\n"
" float4 outerLevelsIn [[ attribute(1) ]];\n"
" float2 innerLevelsIn [[ attribute(2) ]];\n"
"};\n"
"\n"
"#define PI_X2 6.283185307179586\n"
"\n"
"static void ApplyRipple(constant Ripple& ripple, float2 pos, thread float& height,\n"
" sampler samp, texture2d<float> RippleMap)\n"
"{\n"
" float dist = length(ripple.center.xy - pos);\n"
" float rippleV = RippleMap.sample(samp, float2(dist * ripple.center.w, ripple.center.z), level(0.0)).r;\n"
" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
"}\n"
"\n"
"[[ patch(quad, 1) ]]\n"
"vertex VertToFrag emain(VertData v [[ stage_in ]], float2 TessCoord [[ position_in_patch ]],\n"
" constant FluidPlaneUniform& fu [[ buffer(2) ]],\n"
" sampler samp [[ sampler(2) ]],\n"
" texture2d<float> RippleMap [[ texture(%d) ]])\n"
"{\n"
" float2 posIn = float2(mix(v.minMaxPos.x, v.minMaxPos.z, TessCoord.x),\n"
" mix(v.minMaxPos.y, v.minMaxPos.w, TessCoord.y));\n"
" float height = 0.0;\n"
" float upHeight = 0.0;\n"
" float downHeight = 0.0;\n"
" float rightHeight = 0.0;\n"
" float leftHeight = 0.0;\n"
" for (int i=0 ; i<20 ; ++i)\n"
" {\n"
" ApplyRipple(fu.ripples[i], posIn, height, samp, RippleMap);\n"
" ApplyRipple(fu.ripples[i], posIn + float2(0.0, fu.rippleNormResolution), upHeight, samp, RippleMap);\n"
" ApplyRipple(fu.ripples[i], posIn - float2(0.0, fu.rippleNormResolution), downHeight, samp, RippleMap);\n"
" ApplyRipple(fu.ripples[i], posIn + float2(fu.rippleNormResolution, 0.0), rightHeight, samp, RippleMap);\n"
" ApplyRipple(fu.ripples[i], posIn - float2(fu.rippleNormResolution, 0.0), leftHeight, samp, RippleMap);\n"
" }\n"
" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
" (downHeight - upHeight),\n"
" fu.rippleNormResolution)), 1.0);\n"
" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
" float4 tangentIn = float4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
" float4 pos = float4(posIn, height, 1.0);\n"
" VertToFrag vtf;\n"
" vtf.mvPos = (fu.mv * pos);\n"
" vtf.pos = (fu.proj * vtf.mvPos);\n"
" vtf.mvNorm = (fu.mvNorm * normalIn);\n"
" vtf.mvBinorm = (fu.mvNorm * binormalIn);\n"
" vtf.mvTangent = (fu.mvNorm * tangentIn);\n"
" vtf.color = max(height, 0.0) * fu.colorMul;\n"
" vtf.color.a = 1.0;\n"
" vtf.uv0 = (fu.texMtxs[0] * pos).xy;\n"
" vtf.uv1 = (fu.texMtxs[1] * pos).xy;\n"
" vtf.uv2 = (fu.texMtxs[2] * pos).xy;\n"
"%s\n" // Additional TCGs here
" return vtf;\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
@ -91,22 +229,22 @@ static const char* FS =
" Fog fog;\n"
"};\n"
"\n"
"static float4 LightingFunc(float3 mvPosIn, float3 mvNormIn)\n"
"static float4 LightingFunc(constant LightingUniform& lu, float3 mvPosIn, float3 mvNormIn)\n"
"{\n"
" float4 ret = ambient;\n"
" float4 ret = lu.ambient;\n"
" \n"
" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
" {\n"
" float3 delta = mvPosIn - lights[i].pos.xyz;\n"
" float3 delta = mvPosIn - lu.lights[i].pos.xyz;\n"
" float dist = length(delta);\n"
" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
" lights[i].linAtt[1] * dist +\n"
" lights[i].linAtt[0]);\n"
" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
" lights[i].angAtt[1] * angDot +\n"
" lights[i].angAtt[0];\n"
" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
" float angDot = clamp(dot(normalize(delta), lu.lights[i].dir.xyz), 0.0, 1.0);\n"
" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
" lu.lights[i].linAtt[1] * dist +\n"
" lu.lights[i].linAtt[0]);\n"
" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
" lu.lights[i].angAtt[1] * angDot +\n"
" lu.lights[i].angAtt[0];\n"
" ret += lu.lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
" }\n"
" \n"
" return ret;\n"
@ -133,7 +271,7 @@ static const char* FS =
" sampler samp [[ sampler(0) ]],\n"
" constant LightingUniform& lu [[ buffer(4) ]]%s)\n" // Textures here
"{\n"
" float4 lighting = LightingFunc(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
" float4 lighting = LightingFunc(lu, vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
" float4 colorOut;\n"
"%s" // Combiner expression here
" return colorOut;\n"
@ -196,7 +334,7 @@ static const char* FSDoor =
" return colorOut;\n"
"}\n";
boo::ObjToken<boo::IShaderPipeline>
CFluidPlaneShader::ShaderPair
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneShaderInfo& info)
{
if (!s_vtxFmt)
@ -243,7 +381,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
if (info.m_hasEnvBumpMap)
{
envBumpMapUv = nextTCG;
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(v.normalIn.xyz, 1.0)).xy;\n", nextTCG++);
additionalTCGs += hecl::Format(" vtf.uv%d = (fu.texMtxs[3] * float4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
}
if (info.m_hasEnvMap)
{
@ -258,9 +396,9 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
switch (info.m_type)
{
case CFluidPlane::EFluidType::NormalWater:
case CFluidPlane::EFluidType::PhazonFluid:
case CFluidPlane::EFluidType::Four:
case EFluidType::NormalWater:
case EFluidType::PhazonFluid:
case EFluidType::Four:
if (info.m_hasLightmap)
{
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%d);\n", lightmapUv);
@ -341,7 +479,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
break;
case CFluidPlane::EFluidType::PoisonWater:
case EFluidType::PoisonWater:
if (info.m_hasLightmap)
{
combiner += hecl::Format(" float4 lightMapTexel = lightMap.sample(samp, vtf.uv%d);\n", lightmapUv);
@ -409,7 +547,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
break;
case CFluidPlane::EFluidType::Lava:
case EFluidType::Lava:
// 0: Tex0TCG, Tex0, GX_COLOR0A0
// ZERO, TEX, KONST, RAS
// Output reg prev
@ -467,7 +605,7 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
break;
case CFluidPlane::EFluidType::ThickLava:
case EFluidType::ThickLava:
// 0: Tex0TCG, Tex0, GX_COLOR0A0
// ZERO, TEX, KONST, RAS
// Output reg prev
@ -516,19 +654,45 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
asprintf(&finalVS, VS, additionalTCGs.c_str());
asprintf(&finalFS, FS, textures.c_str(), combiner.c_str());
auto ret = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
boo::CullMode::None);
auto regular = ctx.newShaderPipeline(finalVS, finalFS, nullptr, nullptr, s_vtxFmt,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
boo::CullMode::None);
boo::ObjToken<boo::IShaderPipeline> tessellation;
if (info.m_tessellation)
{
if (!s_tessVtxFmt)
{
boo::VertexElementDescriptor tessElements[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
};
s_tessVtxFmt = ctx.newVertexFormat(3, tessElements);
}
char *finalES;
asprintf(&finalES, TessES, nextTex, additionalTCGs.c_str());
tessellation = ctx.newTessellationShaderPipeline(TessCS, finalFS, finalES, nullptr, nullptr, nullptr, s_tessVtxFmt,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
1, boo::ZTest::LEqual, false, true, false,
boo::CullMode::None);
free(finalES);
}
free(finalVS);
free(finalFS);
return ret;
return {regular, tessellation};
}
boo::ObjToken<boo::IShaderPipeline>
CFluidPlaneShader::ShaderPair
CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluidPlaneDoorShaderInfo& info)
{
if (!s_vtxFmt)
@ -586,41 +750,50 @@ CFluidPlaneShader::BuildShader(boo::MetalDataFactory::Context& ctx, const SFluid
free(finalVS);
free(finalFS);
return ret;
return {ret, {}};
}
template <>
void CFluidPlaneShader::_Shutdown<boo::MetalDataFactory>()
{
s_vtxFmt.reset();
s_tessVtxFmt.reset();
}
boo::ObjToken<boo::IShaderDataBinding> CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::Context& ctx,
const boo::ObjToken<boo::IShaderPipeline>& pipeline, bool door)
CFluidPlaneShader::BindingPair
CFluidPlaneShader::BuildBinding(boo::MetalDataFactory::Context& ctx, const ShaderPair& pipeline)
{
boo::ObjToken<boo::IGraphicsBuffer> ubufs[] = { m_uniBuf.get(), m_uniBuf.get(), m_uniBuf.get() };
boo::PipelineStage ubufStages[] = { boo::PipelineStage::Vertex, boo::PipelineStage::Vertex,
boo::PipelineStage::Fragment };
size_t ubufOffs[] = {0, 0, 768};
size_t ubufSizes[] = {768, 768, sizeof(CModelShaders::LightingUniform)};
size_t ubufOffs[] = {0, 0, 1280};
size_t ubufSizes[] = {1280, 1280, sizeof(CModelShaders::LightingUniform)};
size_t texCount = 0;
boo::ObjToken<boo::ITexture> texs[7];
boo::ObjToken<boo::ITexture> texs[8];
if (m_patternTex1)
texs[texCount++] = (*m_patternTex1)->GetBooTexture();
texs[texCount++] = m_patternTex1->GetBooTexture();
if (m_patternTex2)
texs[texCount++] = (*m_patternTex2)->GetBooTexture();
texs[texCount++] = m_patternTex2->GetBooTexture();
if (m_colorTex)
texs[texCount++] = (*m_colorTex)->GetBooTexture();
texs[texCount++] = m_colorTex->GetBooTexture();
if (m_bumpMap)
texs[texCount++] = (*m_bumpMap)->GetBooTexture();
texs[texCount++] = m_bumpMap->GetBooTexture();
if (m_envMap)
texs[texCount++] = (*m_envMap)->GetBooTexture();
texs[texCount++] = m_envMap->GetBooTexture();
if (m_envBumpMap)
texs[texCount++] = (*m_envBumpMap)->GetBooTexture();
texs[texCount++] = m_envBumpMap->GetBooTexture();
if (m_lightmap)
texs[texCount++] = (*m_lightmap)->GetBooTexture();
return ctx.newShaderDataBinding(pipeline, s_vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
texs[texCount++] = m_lightmap->GetBooTexture();
auto regular = ctx.newShaderDataBinding(pipeline.m_regular, s_vtxFmt, m_vbo.get(), nullptr, nullptr, 3,
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
boo::ObjToken<boo::IShaderDataBinding> tessellation;
if (pipeline.m_tessellation)
{
texs[texCount++] = m_rippleMap.get();
tessellation = ctx.newShaderDataBinding(pipeline.m_tessellation, s_tessVtxFmt, m_pvbo.get(), nullptr, nullptr, 3,
ubufs, ubufStages, ubufOffs, ubufSizes, texCount, texs, nullptr, nullptr);
}
return {regular, tessellation};
}
}

View File

@ -85,7 +85,7 @@ static const char* FS =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(2) ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d<float> screenTex [[ texture(0) ]],\n"
" texture2d<float> maskTex [[ texture(1) ]],\n"
" texture2d<float> maskTexBlur [[ texture(2) ]])\n"
@ -136,7 +136,7 @@ static const char* BlurFS =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(2) ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d<float> maskTex [[ texture(0) ]])\n"
"{\n"
" //this will be our alpha sum\n"

View File

@ -60,7 +60,7 @@ static const char* TextFS =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(2) ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d_array<float> tex [[ texture(0) ]])\n"
"{\n"
" float4 texel = tex.sample(clampSamp, vtf.uv.xy, vtf.uv.z);\n"
@ -113,7 +113,7 @@ static const char* ImgFS =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(2) ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" float4 texel = tex.sample(clampSamp, vtf.uv);\n"

View File

@ -86,7 +86,7 @@ static const char* FS =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(2) ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return vtf.color * float4(tex.sample(clampSamp, vtf.uv, bias(vtf.lod)).rgb, 1.0);\n"
@ -104,7 +104,7 @@ static const char* FSAlpha =
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler clampSamp [[ sampler(2) ]],\n"
" sampler clampSamp [[ sampler(3) ]],\n"
" texture2d<float> tex [[ texture(0) ]])\n"
"{\n"
" return vtf.color * tex.sample(clampSamp, vtf.uv, bias(vtf.lod));\n"

View File

@ -72,7 +72,7 @@ static const char* FS =
"\n"
"constant float4 kRGBToYPrime = {0.299, 0.587, 0.114, 0.0};\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler samp [[ sampler(2) ]],\n"
" sampler samp [[ sampler(3) ]],\n"
" texture2d<float> sceneTex [[ texture(0) ]],\n"
" texture2d<float> shiftTex [[ texture(1) ]])\n"
"{\n"

View File

@ -80,7 +80,7 @@ static const char* FS =
"\n"
"constant float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" sampler samp [[ sampler(2) ]],\n"
" sampler samp [[ sampler(3) ]],\n"
" texture2d<float> sceneTex [[ texture(0) ]],\n"
" texture2d<float> paletteTex [[ texture(1) ]])\n"
"{\n"

View File

@ -1810,7 +1810,7 @@ CEntity* ScriptLoader::LoadRipple(CStateManager& mgr, CInputStream& in, int prop
{
if (!EnsurePropertyCount(propCount, 4, "Ripple"))
return nullptr;
std::string_view name = mgr.HashInstanceName(in);
std::string name = mgr.HashInstanceName(in);
zeus::CVector3f center = zeus::CVector3f::ReadBig(in);
bool active = in.readBool();
float mag = in.readFloatBig();
@ -1822,7 +1822,7 @@ CEntity* ScriptLoader::LoadBallTrigger(CStateManager& mgr, CInputStream& in, int
if (!EnsurePropertyCount(propCount, 9, "BallTrigger"))
return nullptr;
std::string_view name = in.readString();
std::string name = in.readString();
zeus::CVector3f pos = zeus::CVector3f::ReadBig(in);
zeus::CVector3f scale = zeus::CVector3f::ReadBig(in);
@ -2342,7 +2342,7 @@ CEntity* ScriptLoader::LoadGunTurret(CStateManager& mgr, CInputStream& in, int p
if (!EnsurePropertyCount(propCount, CScriptGunTurretData::GetMinProperties(), "GunTurret"))
return nullptr;
std::string_view name = mgr.HashInstanceName(in);
std::string name = mgr.HashInstanceName(in);
CScriptGunTurret::ETurretComponent component = CScriptGunTurret::ETurretComponent(in.readUint32Big());
zeus::CTransform xf = LoadEditorTransform(in);
zeus::CVector3f scale = zeus::CVector3f::ReadBig(in);
@ -2461,7 +2461,7 @@ CEntity* ScriptLoader::LoadTeamAIMgr(CStateManager& mgr, CInputStream& in, int p
if (!EnsurePropertyCount(propCount, 8, "TeamAiMgr"))
return nullptr;
std::string_view name = mgr.HashInstanceName(in);
std::string name = mgr.HashInstanceName(in);
CTeamAiData data(in, propCount);
return new CTeamAiMgr(mgr.AllocateUniqueId(), name, info, data);
}

2
hecl

@ -1 +1 @@
Subproject commit 439a90dbb4fda47b7f71b740a0f709c3b2dc7ca4
Subproject commit 667d4113b5475de7d25abc3807ee126749f90aa9