mirror of
https://github.com/HarbourMasters/Starship.git
synced 2025-01-23 13:35:11 +03:00
Fixed compilation with latest lus
This commit is contained in:
parent
299aa71966
commit
b03d093fc2
@ -537,3 +537,22 @@ if (CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang|AppleClang")
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)
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)
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endif()
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endif()
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endif()
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endif()
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include(ExternalProject)
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ExternalProject_Add(Torch
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PREFIX Torch
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SOURCE_DIR ${CMAKE_SOURCE_DIR}/tools/Torch
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CMAKE_ARGS -DCMAKE_INSTALL_PREFIX=${CMAKE_BINARY_DIR}/Torch
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)
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ExternalProject_Get_Property(Torch install_dir)
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set(TORCH_EXECUTABLE ${install_dir}/src/Torch-build/$<CONFIGURATION>/torch)
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add_custom_target(
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ExtractAssets
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DEPENDS Torch
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMAND ${TORCH_EXECUTABLE} header -o baserom.us.uncompressed.z64
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COMMAND ${TORCH_EXECUTABLE} otr baserom.us.uncompressed.z64
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# COMMAND ${TORCH_EXECUTABLE} pack assets starship.otr
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COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/sf64.otr" "${CMAKE_BINARY_DIR}/sf64.otr"
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# COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/starship.otr" "${CMAKE_BINARY_DIR}/starship.otr"
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)
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@ -8,7 +8,7 @@ f7475fb11e7e6830f82883412638e8390791ab87:
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sort: OFFSET
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sort: OFFSET
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# logging: ERROR
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# logging: ERROR
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output:
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output:
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binary: starship.otr
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binary: sf64.otr
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code: src/assets
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code: src/assets
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headers: include/assets
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headers: include/assets
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modding: src/assets
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modding: src/assets
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@ -27,7 +27,7 @@ d064229a32cc05ab85e2381ce07744eb3ffaf530:
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gbi: F3DEX
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gbi: F3DEX
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sort: OFFSET
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sort: OFFSET
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output:
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output:
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binary: starship.otr
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binary: sf64.otr
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code: src/assets
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code: src/assets
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headers: include/assets
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headers: include/assets
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modding: src/assets
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modding: src/assets
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@ -21,7 +21,6 @@
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#include <DisplayListFactory.h>
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#include <DisplayListFactory.h>
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#include <TextureFactory.h>
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#include <TextureFactory.h>
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#include <MatrixFactory.h>
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#include <MatrixFactory.h>
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#include <ArrayFactory.h>
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#include <BlobFactory.h>
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#include <BlobFactory.h>
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#include <VertexFactory.h>
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#include <VertexFactory.h>
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@ -45,7 +44,7 @@ GameEngine::GameEngine() {
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if (const std::string cube_path = Ship::Context::GetPathRelativeToAppDirectory("starship.otr"); std::filesystem::exists(cube_path)) {
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if (const std::string cube_path = Ship::Context::GetPathRelativeToAppDirectory("starship.otr"); std::filesystem::exists(cube_path)) {
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OTRFiles.push_back(cube_path);
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OTRFiles.push_back(cube_path);
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}
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}
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if (const std::string sm64_otr_path = Ship::Context::GetPathRelativeToAppBundle("sm64.otr"); std::filesystem::exists(sm64_otr_path)) {
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if (const std::string sm64_otr_path = Ship::Context::GetPathRelativeToAppBundle("sf64.otr"); std::filesystem::exists(sm64_otr_path)) {
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OTRFiles.push_back(sm64_otr_path);
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OTRFiles.push_back(sm64_otr_path);
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}
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}
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if (const std::string patches_path = Ship::Context::GetPathRelativeToAppDirectory("mods"); !patches_path.empty() && std::filesystem::exists(patches_path)) {
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if (const std::string patches_path = Ship::Context::GetPathRelativeToAppDirectory("mods"); !patches_path.empty() && std::filesystem::exists(patches_path)) {
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@ -80,7 +79,6 @@ GameEngine::GameEngine() {
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryVertexV0>(), RESOURCE_FORMAT_BINARY, "Vertex", static_cast<uint32_t>(LUS::ResourceType::Vertex), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryVertexV0>(), RESOURCE_FORMAT_BINARY, "Vertex", static_cast<uint32_t>(LUS::ResourceType::Vertex), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryDisplayListV0>(), RESOURCE_FORMAT_BINARY, "DisplayList", static_cast<uint32_t>(LUS::ResourceType::DisplayList), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryDisplayListV0>(), RESOURCE_FORMAT_BINARY, "DisplayList", static_cast<uint32_t>(LUS::ResourceType::DisplayList), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryMatrixV0>(), RESOURCE_FORMAT_BINARY, "Matrix", static_cast<uint32_t>(LUS::ResourceType::Matrix), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryMatrixV0>(), RESOURCE_FORMAT_BINARY, "Matrix", static_cast<uint32_t>(LUS::ResourceType::Matrix), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryArrayV0>(), RESOURCE_FORMAT_BINARY, "Array", static_cast<uint32_t>(LUS::ResourceType::Array), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryBlobV0>(), RESOURCE_FORMAT_BINARY, "Blob", static_cast<uint32_t>(LUS::ResourceType::Blob), 0);
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryBlobV0>(), RESOURCE_FORMAT_BINARY, "Blob", static_cast<uint32_t>(LUS::ResourceType::Blob), 0);
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}
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}
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@ -2,7 +2,6 @@
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#include "Engine.h"
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#include "Engine.h"
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#include "DisplayList.h"
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#include "DisplayList.h"
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#include "Array.h"
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extern "C" int GameEngine_OTRSigCheck(const char* data);
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extern "C" int GameEngine_OTRSigCheck(const char* data);
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@ -31,24 +30,16 @@ extern "C" void gSPVertex(Gfx* pkt, uintptr_t v, int n, int v0) {
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}
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}
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extern "C" void gSPInvalidateTexCache(Gfx* pkt, uintptr_t texAddr) {
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extern "C" void gSPInvalidateTexCache(Gfx* pkt, uintptr_t texAddr) {
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auto data = reinterpret_cast<char*>(texAddr);
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char* imgData = (char*)texAddr;
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if (texAddr != 0 && GameEngine_OTRSigCheck(data)) {
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if (texAddr != 0 && GameEngine_OTRSigCheck(imgData)) {
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const auto res = Ship::Context::GetInstance()->GetResourceManager()->LoadResource(data);
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auto res = Ship::Context::GetInstance()->GetResourceManager()->LoadResource(imgData);
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const auto type = static_cast<LUS::ResourceType>(res->GetInitData()->Type);
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switch(type) {
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if (res->GetInitData()->Type == (uint32_t) LUS::ResourceType::DisplayList)
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case LUS::ResourceType::DisplayList:
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texAddr = (uintptr_t)&((std::static_pointer_cast<LUS::DisplayList>(res))->Instructions[0]);
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texAddr = reinterpret_cast<uintptr_t>(&std::static_pointer_cast<LUS::DisplayList>(res)->Instructions[0]);
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else {
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break;
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texAddr = (uintptr_t) res->GetRawPointer();
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case LUS::ResourceType::Array:
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texAddr = reinterpret_cast<uintptr_t>(std::static_pointer_cast<LUS::Array>(res)->Vertices.data());
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break;
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default:
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texAddr = reinterpret_cast<uintptr_t>(res->GetRawPointer());
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break;
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}
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}
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}
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}
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__gSPInvalidateTexCache(pkt, texAddr);
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__gSPInvalidateTexCache(pkt, texAddr);
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}
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}
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@ -111,16 +111,15 @@ void DrawSettingsMenu(){
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// })) {
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// })) {
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// audio_set_player_volume(SEQ_PLAYER_ENV, CVarGetFloat("gEnvironmentVolume", 1.0f));
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// audio_set_player_volume(SEQ_PLAYER_ENV, CVarGetFloat("gEnvironmentVolume", 1.0f));
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// }
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// }
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//
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// static std::unordered_map<Ship::AudioBackend, const char*> audioBackendNames = {
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// static std::unordered_map<Ship::AudioBackend, const char*> audioBackendNames = {
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// { Ship::AudioBackend::WASAPI, "Windows Audio Session API" },
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// { Ship::AudioBackend::WASAPI, "Windows Audio Session API" },
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// { Ship::AudioBackend::PULSE, "PulseAudio" },
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// { Ship::AudioBackend::SDL, "SDL" },
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// { Ship::AudioBackend::SDL, "SDL" },
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// };
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// };
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//
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// ImGui::Text("Audio API (Needs reload)");
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// ImGui::Text("Audio API (Needs reload)");
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// auto currentAudioBackend = Ship::Context::GetInstance()->GetAudio()->GetAudioBackend();
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// auto currentAudioBackend = Ship::Context::GetInstance()->GetAudio()->GetAudioBackend();
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//
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// if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) {
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// if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) {
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// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
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// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
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// }
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// }
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@ -136,7 +135,7 @@ void DrawSettingsMenu(){
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// if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) {
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// if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) {
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// UIWidgets::ReEnableComponent("");
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// UIWidgets::ReEnableComponent("");
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// }
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// }
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//
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// ImGui::EndMenu();
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// ImGui::EndMenu();
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// }
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// }
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@ -188,7 +187,7 @@ void DrawSettingsMenu(){
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{ // FPS Slider
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{ // FPS Slider
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const int minFps = 30;
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const int minFps = 30;
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static int maxFps;
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static int maxFps;
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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maxFps = 360;
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maxFps = 360;
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} else {
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} else {
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maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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@ -256,12 +255,12 @@ void DrawSettingsMenu(){
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Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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#else
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#else
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bool matchingRefreshRate =
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bool matchingRefreshRate =
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CVarGetInteger("gMatchRefreshRate", 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::DX11;
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CVarGetInteger("gMatchRefreshRate", 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::FAST3D_DXGI_DX11;
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UIWidgets::CVarSliderInt((currentFps == 20) ? "FPS: Original (20)" : "FPS: %d", "gInterpolationFPS", minFps, maxFps, 1, {
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UIWidgets::CVarSliderInt((currentFps == 20) ? "FPS: Original (20)" : "FPS: %d", "gInterpolationFPS", minFps, maxFps, 1, {
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.disabled = matchingRefreshRate
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.disabled = matchingRefreshRate
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});
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});
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#endif
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#endif
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::Tooltip(
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UIWidgets::Tooltip(
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"Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
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"Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is purely "
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"visual and does not impact game logic, execution of glitches etc.\n\n"
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"visual and does not impact game logic, execution of glitches etc.\n\n"
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@ -275,7 +274,7 @@ void DrawSettingsMenu(){
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}
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}
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} // END FPS Slider
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} // END FPS Slider
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::Spacer(0);
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UIWidgets::Spacer(0);
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if (ImGui::Button("Match Refresh Rate")) {
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if (ImGui::Button("Match Refresh Rate")) {
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int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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@ -290,7 +289,7 @@ void DrawSettingsMenu(){
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UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");
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UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
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UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger("gExtraLatencyThreshold", 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
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"##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 80, true, true, false);
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"##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 80, true, true, false);
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UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to work on one frame while GPU works on the previous frame.\nThis setting should be used when your computer is too slow to do CPU + GPU work in time.");
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UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to work on one frame while GPU works on the previous frame.\nThis setting should be used when your computer is too slow to do CPU + GPU work in time.");
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@ -300,17 +299,16 @@ void DrawSettingsMenu(){
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static std::unordered_map<Ship::WindowBackend, const char*> windowBackendNames = {
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static std::unordered_map<Ship::WindowBackend, const char*> windowBackendNames = {
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{ Ship::WindowBackend::DX11, "DirectX" },
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{ Ship::WindowBackend::FAST3D_DXGI_DX11, "DirectX" },
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{ Ship::WindowBackend::SDL_OPENGL, "OpenGL"},
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{ Ship::WindowBackend::FAST3D_SDL_OPENGL, "OpenGL"},
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{ Ship::WindowBackend::SDL_METAL, "Metal" },
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{ Ship::WindowBackend::FAST3D_SDL_METAL, "Metal" }
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{ Ship::WindowBackend::GX2, "GX2"}
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};
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};
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ImGui::Text("Renderer API (Needs reload)");
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ImGui::Text("Renderer API (Needs reload)");
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Ship::WindowBackend runningWindowBackend = Ship::Context::GetInstance()->GetWindow()->GetWindowBackend();
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Ship::WindowBackend runningWindowBackend = Ship::Context::GetInstance()->GetWindow()->GetWindowBackend();
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Ship::WindowBackend configWindowBackend;
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Ship::WindowBackend configWindowBackend;
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int configWindowBackendId = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Backend.Id", -1);
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int configWindowBackendId = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Backend.Id", -1);
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if (configWindowBackendId != -1 && configWindowBackendId < static_cast<int>(Ship::WindowBackend::BACKEND_COUNT)) {
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if (configWindowBackendId != -1 && configWindowBackendId < static_cast<int>(Ship::WindowBackend::WINDOW_BACKEND_COUNT)) {
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configWindowBackend = static_cast<Ship::WindowBackend>(configWindowBackendId);
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configWindowBackend = static_cast<Ship::WindowBackend>(configWindowBackendId);
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} else {
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} else {
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configWindowBackend = runningWindowBackend;
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configWindowBackend = runningWindowBackend;
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@ -364,7 +362,7 @@ void DrawSettingsMenu(){
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void DrawMenuBarIcon() {
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void DrawMenuBarIcon() {
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static bool gameIconLoaded = false;
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static bool gameIconLoaded = false;
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if (!gameIconLoaded) {
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if (!gameIconLoaded) {
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// Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadTexture("Game_Icon", "textures/icons/gIcon.png");
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// Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture("Game_Icon", "textures/icons/gIcon.png", ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
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gameIconLoaded = false;
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gameIconLoaded = false;
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}
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}
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