Windows build fixes

This commit is contained in:
Luke Street 2022-05-12 11:13:04 -04:00
parent 712a26ab93
commit cf952906b8
3 changed files with 11 additions and 11 deletions

View File

@ -809,16 +809,16 @@ void GXInitLightAttnA(GX::LightObj* light, float a0, float a1, float a2);
void GXInitLightAttnK(GX::LightObj* light, float k0, float k1, float k2);
void GXInitLightSpot(GX::LightObj* light, float cutoff, GX::SpotFn spotFn);
void GXInitLightDistAttn(GX::LightObj* light, float refDistance, float refBrightness, GX::DistAttnFn distFunc);
constexpr void GXInitLightShininess(GX::LightObj* light, float shininess) {
static inline void GXInitLightShininess(GX::LightObj* light, float shininess) {
GXInitLightAttn(light, 0.f, 0.f, 1.f, (shininess) / 2.f, 0.f, 1.f - (shininess) / 2.f);
}
void GXInitLightPos(GX::LightObj* light, float x, float y, float z);
constexpr void GXInitLightPosv(GX::LightObj* light, float vec[3]) { GXInitLightPos(light, vec[0], vec[1], vec[2]); }
static inline void GXInitLightPosv(GX::LightObj* light, float vec[3]) { GXInitLightPos(light, vec[0], vec[1], vec[2]); }
void GXInitLightDir(GX::LightObj* light, float nx, float ny, float nz);
constexpr void GXInitLightDirv(GX::LightObj* light, float vec[3]) { GXInitLightDir(light, vec[0], vec[1], vec[2]); }
static inline void GXInitLightDirv(GX::LightObj* light, float vec[3]) { GXInitLightDir(light, vec[0], vec[1], vec[2]); }
void GXInitSpecularDir(GX::LightObj* light, float nx, float ny, float nz);
void GXInitSpecularDirHA(GX::LightObj* light, float nx, float ny, float nz, float hx, float hy, float hz);
constexpr void GXInitLightSpecularDirHAv(GX::LightObj* light, float vecn[3], float vech[3]) {
static inline void GXInitLightSpecularDirHAv(GX::LightObj* light, float vecn[3], float vech[3]) {
GXInitSpecularDirHA(light, vecn[0], vecn[1], vecn[2], vech[0], vech[1], vech[2]);
}
void GXInitLightColor(GX::LightObj* light, GX::Color col);
@ -828,12 +828,12 @@ void GXLoadLightObjIndx(u32 index, GX::LightID);
void GXGetLightAttnA(const GX::LightObj* light, float* a0, float* a1, float* a2);
void GXGetLightAttnK(const GX::LightObj* light, float* k0, float* k1, float* k2);
void GXGetLightPos(const GX::LightObj* light, float* x, float* y, float* z);
constexpr void GXGetLightPosv(const GX::LightObj* light, float* vec[3]) {
static inline void GXGetLightPosv(const GX::LightObj* light, float* vec[3]) {
GXGetLightPos(light, vec[0], vec[1], vec[2]);
}
void GXGetLightDir(const GX::LightObj* light, float* nx, float* ny, float* nz);
constexpr void GXGetLightDirv(const GX::LightObj* light, float* vec[3]) {
static inline void GXGetLightDirv(const GX::LightObj* light, float* vec[3]) {
GXGetLightDir(light, vec[0], vec[1], vec[2]);
}
void GXGetLightColor(const GX::LightObj* light, GX::Color* col);
void GXGetLightColor(const GX::LightObj* light, GX::Color* col);

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@ -82,7 +82,7 @@ void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid
CCubeModel::SetDrawingOccluders(true);
g_Renderer->PrepareDynamicLights({});
// g_Renderer->UpdateAreaUniforms(aid, EWorldShadowMode::WorldOnActorShadow);
g_Renderer->DrawUnsortedGeometry(aid, 0, 0, true);
g_Renderer->DrawUnsortedGeometry(aid, 0, 0);
CCubeModel::SetDrawingOccluders(false);
if (lighten) {

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@ -826,8 +826,8 @@ void PADSetButtonMapping(u32 port, PADButtonMapping mapping) {
return;
}
auto* iter = std::find_if(controller->m_mapping.begin(), controller->m_mapping.end(),
[mapping](const auto& pair) { return mapping.padButton == pair.padButton; });
auto iter = std::find_if(controller->m_mapping.begin(), controller->m_mapping.end(),
[mapping](const auto& pair) { return mapping.padButton == pair.padButton; });
if (iter == controller->m_mapping.end()) {
return;
}
@ -964,4 +964,4 @@ void PADRestoreDefaultMapping(u32 port) {
controller->m_mapping = mDefaultButtons;
}
void PADBlockInput(bool block) { gBlockPAD = block; }
void PADBlockInput(bool block) { gBlockPAD = block; }