mirror of https://github.com/AxioDL/metaforce.git
Windows build fixes
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712a26ab93
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@ -809,16 +809,16 @@ void GXInitLightAttnA(GX::LightObj* light, float a0, float a1, float a2);
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void GXInitLightAttnK(GX::LightObj* light, float k0, float k1, float k2);
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void GXInitLightSpot(GX::LightObj* light, float cutoff, GX::SpotFn spotFn);
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void GXInitLightDistAttn(GX::LightObj* light, float refDistance, float refBrightness, GX::DistAttnFn distFunc);
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constexpr void GXInitLightShininess(GX::LightObj* light, float shininess) {
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static inline void GXInitLightShininess(GX::LightObj* light, float shininess) {
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GXInitLightAttn(light, 0.f, 0.f, 1.f, (shininess) / 2.f, 0.f, 1.f - (shininess) / 2.f);
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}
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void GXInitLightPos(GX::LightObj* light, float x, float y, float z);
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constexpr void GXInitLightPosv(GX::LightObj* light, float vec[3]) { GXInitLightPos(light, vec[0], vec[1], vec[2]); }
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static inline void GXInitLightPosv(GX::LightObj* light, float vec[3]) { GXInitLightPos(light, vec[0], vec[1], vec[2]); }
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void GXInitLightDir(GX::LightObj* light, float nx, float ny, float nz);
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constexpr void GXInitLightDirv(GX::LightObj* light, float vec[3]) { GXInitLightDir(light, vec[0], vec[1], vec[2]); }
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static inline void GXInitLightDirv(GX::LightObj* light, float vec[3]) { GXInitLightDir(light, vec[0], vec[1], vec[2]); }
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void GXInitSpecularDir(GX::LightObj* light, float nx, float ny, float nz);
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void GXInitSpecularDirHA(GX::LightObj* light, float nx, float ny, float nz, float hx, float hy, float hz);
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constexpr void GXInitLightSpecularDirHAv(GX::LightObj* light, float vecn[3], float vech[3]) {
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static inline void GXInitLightSpecularDirHAv(GX::LightObj* light, float vecn[3], float vech[3]) {
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GXInitSpecularDirHA(light, vecn[0], vecn[1], vecn[2], vech[0], vech[1], vech[2]);
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}
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void GXInitLightColor(GX::LightObj* light, GX::Color col);
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@ -828,12 +828,12 @@ void GXLoadLightObjIndx(u32 index, GX::LightID);
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void GXGetLightAttnA(const GX::LightObj* light, float* a0, float* a1, float* a2);
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void GXGetLightAttnK(const GX::LightObj* light, float* k0, float* k1, float* k2);
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void GXGetLightPos(const GX::LightObj* light, float* x, float* y, float* z);
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constexpr void GXGetLightPosv(const GX::LightObj* light, float* vec[3]) {
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static inline void GXGetLightPosv(const GX::LightObj* light, float* vec[3]) {
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GXGetLightPos(light, vec[0], vec[1], vec[2]);
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}
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void GXGetLightDir(const GX::LightObj* light, float* nx, float* ny, float* nz);
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constexpr void GXGetLightDirv(const GX::LightObj* light, float* vec[3]) {
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static inline void GXGetLightDirv(const GX::LightObj* light, float* vec[3]) {
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GXGetLightDir(light, vec[0], vec[1], vec[2]);
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}
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void GXGetLightColor(const GX::LightObj* light, GX::Color* col);
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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
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CCubeModel::SetDrawingOccluders(true);
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g_Renderer->PrepareDynamicLights({});
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// g_Renderer->UpdateAreaUniforms(aid, EWorldShadowMode::WorldOnActorShadow);
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g_Renderer->DrawUnsortedGeometry(aid, 0, 0, true);
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g_Renderer->DrawUnsortedGeometry(aid, 0, 0);
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CCubeModel::SetDrawingOccluders(false);
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if (lighten) {
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@ -826,8 +826,8 @@ void PADSetButtonMapping(u32 port, PADButtonMapping mapping) {
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return;
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}
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auto* iter = std::find_if(controller->m_mapping.begin(), controller->m_mapping.end(),
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[mapping](const auto& pair) { return mapping.padButton == pair.padButton; });
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auto iter = std::find_if(controller->m_mapping.begin(), controller->m_mapping.end(),
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[mapping](const auto& pair) { return mapping.padButton == pair.padButton; });
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if (iter == controller->m_mapping.end()) {
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return;
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}
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@ -964,4 +964,4 @@ void PADRestoreDefaultMapping(u32 port) {
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controller->m_mapping = mDefaultButtons;
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}
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void PADBlockInput(bool block) { gBlockPAD = block; }
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void PADBlockInput(bool block) { gBlockPAD = block; }
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