Fix compile (#199)

* Fixes made so far

* Fixes up until linking

* Moved GetInterpreter() to a single function under the Engine.h

* Updated shader files included with assets, added exception for Linux for including SDL2_net

* Removed osSetTime stub(for now)

* Adjustments to get it to compile + run

* Decoupled GetInterpreter() from the GameEngine Class, corrected a invalid include in SpaghettiGui.cpp

---------

Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
This commit is contained in:
MegaMech 2025-05-15 15:25:18 -06:00 committed by GitHub
parent e7415ec072
commit 7cc9894aa1
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
14 changed files with 52 additions and 73 deletions

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@ -401,6 +401,9 @@ if(USE_NETWORKING)
target_compile_definitions(${PROJECT_NAME} PRIVATE USE_NETWORKING)
if(CMAKE_SYSTEM_NAME STREQUAL "NintendoSwitch")
target_link_libraries(${PROJECT_NAME} PRIVATE SDL2_net)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux")
find_package(SDL2_net REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE SDL2_net::SDL2_net)
else()
find_package(SDL2_net REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE SDL2_net::SDL2_net-static)

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@ -186,7 +186,7 @@ float4 PSMain(PSInput input, float4 screenSpace : SV_Position) : SV_TARGET {
float2 tc@{i} = input.uv@{i};
@{s = o_clamp[i][0]}
@{t = o_clamp[i][1]}
@if(s && t)
@if(s || t)
int2 texSize@{i};
g_texture@{i}.GetDimensions(texSize@{i}.x, texSize@{i}.y);
@if(s && t)
@ -224,7 +224,7 @@ float4 PSMain(PSInput input, float4 screenSpace : SV_Position) : SV_TARGET {
@else
float4 blendVal@{i} = float4(0, 0, 0, 0);
@end
texval@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a);
texVal@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a);
@end
}
@else
@ -329,4 +329,4 @@ float4 PSMain(PSInput input, float4 screenSpace : SV_Position) : SV_TARGET {
return float4(texel, 1.0);
@end
@end
}
}

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@ -147,17 +147,6 @@ float random(float3 value) {
return fract(sin(random) * 143758.5453);
}
float4 fromLinear(float4 linearRGB) {
float3 threshold = float3(0.0031308);
float3 gamma = float3(1.0 / 2.4);
float3 scale = float3(12.92);
float3 offset = float3(1.055);
float3 subtract = float3(0.055);
float3 higher = offset * fast::pow(linearRGB.xyz, gamma) - subtract;
float3 lower = linearRGB.xyz * scale;
return float4(select(higher, lower, linearRGB.xyz < threshold), linearRGB.w);
}
fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUniforms &frameUniforms [[buffer(0)]]
@if(o_textures[0])
, texture2d<float> uTex0 [[texture(0)]], sampler uTex0Smplr [[sampler(0)]]
@ -288,8 +277,8 @@ fragment float4 fragmentShader(ProjectedVertex in [[stage_in]], constant FrameUn
@if(o_invisible)
texel.w = 0.0;
@end
return fromLinear(texel);
return texel;
@else
return fromLinear(float4(texel, 1.0));
return float4(texel, 1.0);
@end
}

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@ -44,6 +44,10 @@ out vec4 vOutColor;
uniform int frame_count;
uniform float noise_scale;
uniform int texture_width[2];
uniform int texture_height[2];
uniform int texture_filtering[2];
#define TEX_OFFSET(off) @{texture}(tex, texCoord - off / texSize)
#define WRAP(x, low, high) mod((x)-(low), (high)-(low)) + (low)
@ -59,7 +63,6 @@ vec4 fromLinear(vec4 linearRGB){
return vec4(mix(higher, lower, cutoff), linearRGB.a);
}
@if(o_current_filter == FILTER_THREE_POINT)
vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {
vec2 offset = fract(texCoord*texSize - vec2(0.5));
offset -= step(1.0, offset.x + offset.y);
@ -69,14 +72,16 @@ vec4 filter3point(in sampler2D tex, in vec2 texCoord, in vec2 texSize) {
return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0);
}
vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {
return filter3point(tex, uv, texSize);
}
@else
vec4 hookTexture2D(in sampler2D tex, in vec2 uv, in vec2 texSize) {
vec4 hookTexture2D(in int id, sampler2D tex, in vec2 uv, in vec2 texSize) {
@if(o_three_point_filtering)
if(texture_filtering[id] == @{FILTER_THREE_POINT}) {
return filter3point(tex, uv, texSize);
}
@end
return @{texture}(tex, uv);
}
@end
#define TEX_SIZE(tex) vec2(texture_width[tex], texture_height[tex])
void main() {
@for(i in 0..2)
@ -84,11 +89,7 @@ void main() {
@{s = o_clamp[i][0]}
@{t = o_clamp[i][1]}
@if(opengles)
vec2 texSize@{i} = vec2(textureSize(uTex@{i}, 0));
@else
vec2 texSize@{i} = textureSize(uTex@{i}, 0);
@end
vec2 texSize@{i} = TEX_SIZE(@{i});
@if(!s && !t)
vec2 vTexCoordAdj@{i} = vTexCoord@{i};
@ -102,7 +103,7 @@ void main() {
@end
@end
vec4 texVal@{i} = hookTexture2D(uTex@{i}, vTexCoordAdj@{i}, texSize@{i});
vec4 texVal@{i} = hookTexture2D(@{i}, uTex@{i}, vTexCoordAdj@{i}, texSize@{i});
@if(o_masks[i])
@if(opengles)
@ -111,10 +112,10 @@ void main() {
vec2 maskSize@{i} = textureSize(uTexMask@{i}, 0);
@end
vec4 maskVal@{i} = hookTexture2D(uTexMask@{i}, vTexCoordAdj@{i}, maskSize@{i});
vec4 maskVal@{i} = hookTexture2D(@{i}, uTexMask@{i}, vTexCoordAdj@{i}, maskSize@{i});
@if(o_blend[i])
vec4 blendVal@{i} = hookTexture2D(uTexBlend@{i}, vTexCoordAdj@{i}, texSize@{i});
vec4 blendVal@{i} = hookTexture2D(@{i}, uTexBlend@{i}, vTexCoordAdj@{i}, texSize@{i});
@else
vec4 blendVal@{i} = vec4(0, 0, 0, 0);
@end

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@ -20,7 +20,6 @@ typedef u64 OSTime;
/* Functions */
OSTime osGetTime(void);
void osSetTime(OSTime time);
u32 osSetTimer(OSTimer*, OSTime, u64, OSMesgQueue*, OSMesg);
#endif

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@ -28,7 +28,6 @@ s32 osPfsDeleteFile(OSPfs* pfs, u16 company_code, u32 game_code, u8* game_name,
s32 osPfsReadWriteFile(OSPfs* pfs, s32 file_no, u8 flag, int offset, int size_in_bytes, u8* data_buffer);
s32 osPfsAllocateFile(OSPfs* pfs, u16 company_code, u32 game_code, u8* game_name, u8* ext_name, int file_size_in_bytes,
s32* file_no);
void osSetTime(OSTime time);
s32 osPfsIsPlug(OSMesgQueue* queue, u8* pattern);
s32 osPfsInit(OSMesgQueue* queue, OSPfs* pfs, int channel);
s32 osPfsNumFiles(OSPfs* pfs, s32* max_files, s32* files_used);

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@ -30,6 +30,7 @@ namespace Editor {
Editor::Editor() {
}
std::vector<Mtx> EditorMatrix;
void Editor::Load() {
printf("Editor: Loading Editor...\n");
eObjectPicker.Load();

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@ -28,7 +28,7 @@ bool IsInGameScreen() {
Ship::Coords mouse = wnd->GetMousePos();
// Define viewport boundaries
auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
int left = gfx_current_game_window_viewport.width;
int right = left + OTRGetGameRenderWidth();
int top = gfx_current_game_window_viewport.height;
@ -43,7 +43,7 @@ FVector ScreenRayTrace() {
Camera* camera = &cameras[0];
Ship::Coords mouse = wnd->GetMousePos();
auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
mouse.x -= gfx_current_game_window_viewport.width;
mouse.y -= gfx_current_game_window_viewport.height;
// Get screen dimensions

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@ -49,14 +49,11 @@ float gInterpolationStep = 0.0f;
#include "audio/GameAudio.h"
}
std::weak_ptr<Fast::Interpreter> GameEngine::mInterpreter;
std::shared_ptr<Fast::Interpreter> GameEngine::GetInterpreter() {
auto intP = mInterpreter.lock();
if (!intP) {
assert(false && "Lost reference to Fast::Interpreter");
}
return intP;
Fast::Interpreter* GetInterpreter() {
return static_pointer_cast<Fast::Fast3dWindow>(Ship::Context::GetInstance()->GetWindow())
->GetInterpreterWeak()
.lock()
.get();
}
GameEngine* GameEngine::Instance;
@ -543,7 +540,7 @@ extern "C" void GameEngine_UnloadSequence(const uint8_t seqId) {
}
extern "C" float GameEngine_GetAspectRatio() {
auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
return gfx_current_dimensions.aspect_ratio;
}
@ -617,8 +614,7 @@ extern "C" void Timer_SetValue(int32_t* address, int32_t value) {
// }
extern "C" float OTRGetAspectRatio() {
auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
return gfx_current_dimensions.aspect_ratio;
return GetInterpreter()->mCurDimensions.aspect_ratio;
}
extern "C" float OTRGetDimensionFromLeftEdge(float v) {
@ -661,22 +657,18 @@ extern "C" uint32_t OTRCalculateCenterOfAreaFromLeftEdge(int32_t center) {
// Gets the width of the current render target area
extern "C" uint32_t OTRGetGameRenderWidth() {
auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
return gfx_current_dimensions.width;
return GetInterpreter()->mCurDimensions.width;
}
// Gets the height of the current render target area
extern "C" uint32_t OTRGetGameRenderHeight() {
auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
return gfx_current_dimensions.height;
return GetInterpreter()->mCurDimensions.height;
}
extern "C" uint32_t OTRGetGameViewportWidth() {
auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
return gfx_current_game_window_viewport.width;
return GetInterpreter()->mGameWindowViewport.width;
}
extern "C" uint32_t OTRGetGameViewportHeight() {
auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
return gfx_current_game_window_viewport.height;
return GetInterpreter()->mGameWindowViewport.height;
}

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@ -25,6 +25,8 @@
#define NUM_AUDIO_CHANNELS 2
#define SAMPLES_PER_FRAME (SAMPLES_HIGH * NUM_AUDIO_CHANNELS * 2)
Fast::Interpreter* GetInterpreter();
struct CtlEntry;
struct AudioBankSample;
struct AudioSequenceData;
@ -46,9 +48,6 @@ class GameEngine {
ImFont* fontMonoLarger;
ImFont* fontMonoLargest;
static std::weak_ptr<Fast::Interpreter> mInterpreter;
static std::shared_ptr<Fast::Interpreter> GetInterpreter();
std::unordered_map<std::string, uint8_t> bankMapTable;
GameEngine();
static bool GenAssetFile();
@ -82,6 +81,7 @@ class GameEngine {
private:
ImFont* CreateFontWithSize(float size, std::string fontPath = "");
};
#endif
#ifdef __cplusplus

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@ -27,7 +27,7 @@
#endif
#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
#include <graphic/Fast3D/gfx_direct3d11.h>
#include <graphic/Fast3D/backends/gfx_direct3d11.h>
#include <imgui_impl_dx11.h>
#include <imgui_impl_win32.h>

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@ -50,10 +50,10 @@ void SetupGuiElements() {
mPortMenu = std::make_shared<PortMenu>("gOpenMenu", "Port Menu");
gui->SetMenu(mPortMenu);
mMultiplayerWindow = gui->GetGuiWindow("Multiplayer");
if (mMultiplayerWindow == nullptr) {
SPDLOG_ERROR("Could not find multiplayer window");
}
//mMultiplayerWindow = gui->GetGuiWindow("Multiplayer");
//if (mMultiplayerWindow == nullptr) {
// SPDLOG_ERROR("Could not find multiplayer window");
//}
mStatsWindow = gui->GetGuiWindow("Stats");
if (mStatsWindow == nullptr) {

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@ -96,12 +96,12 @@ void RegisterResolutionWidgets() {
// Resolution visualiser
mPortMenu->AddWidget(path, "Viewport dimensions: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
auto captured_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
auto captured_window_viewport = GetInterpreter()->mGameWindowViewport;
info.name = fmt::format("Viewport dimensions: {} x {}", captured_window_viewport.width,
captured_window_viewport.height);
});
mPortMenu->AddWidget(path, "Internal resolution: {} x {}", WIDGET_TEXT).PreFunc([](WidgetInfo& info) {
auto captured_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
auto captured_current_dimensions = GetInterpreter()->mCurDimensions;
info.name =
fmt::format("Internal resolution: {} x {}", captured_current_dimensions.width, captured_current_dimensions.height);
});
@ -174,8 +174,8 @@ void RegisterResolutionWidgets() {
}
} else if (showHorizontalResField) { // Show calculated aspect ratio
if (item_aspectRatio) {
auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
ImGui::Dummy({ 0, 2 });
const float resolvedAspectRatio = (float)gfx_current_dimensions.width / gfx_current_dimensions.height;
ImGui::Text("Aspect ratio: %.2f:1", resolvedAspectRatio);
@ -502,8 +502,8 @@ void UpdateResolutionVars() {
short integerScale_maximumBounds = 1; // can change when window is resized
// This is mostly just for UX purposes, as Fit Automatically logic is part of LUS.
auto gfx_current_game_window_viewport = GameEngine::GetInterpreter().get()->mGameWindowViewport;
auto gfx_current_dimensions = GameEngine::GetInterpreter().get()->mCurDimensions;
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
auto gfx_current_dimensions = GetInterpreter()->mCurDimensions;
if (((float)gfx_current_game_window_viewport.width / gfx_current_game_window_viewport.height) >
((float)gfx_current_dimensions.width / gfx_current_dimensions.height)) {
// Scale to window height

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@ -96,11 +96,6 @@ s32 osPfsAllocateFile(OSPfs* pfs, u16 company_code, u32 game_code, u8* game_name
return PFS_NO_ERROR;
}
#ifndef __SWITCH__
void osSetTime(OSTime time) {
}
#endif
s32 osPfsIsPlug(OSMesgQueue* queue, u8* pattern) {
}