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Fully decouple hecl from Metaforce
- Added CStringExtras Convert functions (and UTF-compatible versions) - GX header copied into Runtime - SFX headers copied into Runtime/Audio
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@@ -3,7 +3,7 @@
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#include "Runtime/CStopwatch.hpp"
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#include "Runtime/Graphics/CLight.hpp"
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#include <hecl/Backend.hpp>
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//#include <hecl/Backend.hpp>
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//#include <hecl/Pipeline.hpp>
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namespace metaforce {
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@@ -59,26 +59,26 @@ void CModelShaders::LightingUniform::ActivateLights(const std::vector<CLight>& l
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}
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}
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using TexCoordSource = hecl::Backend::TexCoordSource;
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constexpr std::array<hecl::Backend::TextureInfo, 1> ThermalTextures{{
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{TexCoordSource::Normal, 7, true},
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}};
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constexpr std::array<hecl::Backend::TextureInfo, 3> BallFadeTextures{{
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{TexCoordSource::Position, 0, false}, // ID tex
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{TexCoordSource::Position, 0, false}, // Sphere ramp
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{TexCoordSource::Position, 1, false}, // TXTR_BallFade
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}};
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constexpr std::array<hecl::Backend::TextureInfo, 1> WorldShadowTextures{{
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{TexCoordSource::Position, 7, false}, // Shadow tex
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}};
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constexpr std::array<hecl::Backend::TextureInfo, 2> DisintegrateTextures{{
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{TexCoordSource::Position, 0, false}, // Ashy tex
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{TexCoordSource::Position, 1, false}, // Ashy tex
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}};
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//using TexCoordSource = hecl::Backend::TexCoordSource;
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 1> ThermalTextures{{
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// {TexCoordSource::Normal, 7, true},
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//}};
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 3> BallFadeTextures{{
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// {TexCoordSource::Position, 0, false}, // ID tex
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// {TexCoordSource::Position, 0, false}, // Sphere ramp
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// {TexCoordSource::Position, 1, false}, // TXTR_BallFade
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//}};
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 1> WorldShadowTextures{{
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// {TexCoordSource::Position, 7, false}, // Shadow tex
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//}};
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//
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//constexpr std::array<hecl::Backend::TextureInfo, 2> DisintegrateTextures{{
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// {TexCoordSource::Position, 0, false}, // Ashy tex
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// {TexCoordSource::Position, 1, false}, // Ashy tex
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//}};
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//static std::array<hecl::Backend::ExtensionSlot, size_t(EExtendedShader::MAX)> g_ExtensionSlots{{
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// /* Default solid shading */
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