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https://github.com/TwilitRealm/dusklight
synced 2026-08-28 07:38:29 -04:00
Mod API: Rename dusk::mods -> mods
This commit is contained in:
+18
-18
@@ -945,7 +945,7 @@ ModResult register_bool_option(
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cvarDesc.type = CONFIG_VAR_BOOL;
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cvarDesc.default_bool = defaultValue;
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if (svc_config->register_var(mod_ctx, &cvarDesc, &outHandle) != MOD_OK) {
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return dusk::mods::set_error(error, MOD_ERROR, "failed to register shadow option");
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return mods::set_error(error, MOD_ERROR, "failed to register shadow option");
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}
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return MOD_OK;
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}
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@@ -957,7 +957,7 @@ ModResult register_int_option(
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cvarDesc.type = CONFIG_VAR_INT;
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cvarDesc.default_int = defaultValue;
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if (svc_config->register_var(mod_ctx, &cvarDesc, &outHandle) != MOD_OK) {
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return dusk::mods::set_error(error, MOD_ERROR, "failed to register shadow option");
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return mods::set_error(error, MOD_ERROR, "failed to register shadow option");
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}
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return MOD_OK;
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}
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@@ -969,7 +969,7 @@ extern "C" {
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MOD_EXPORT ModResult mod_initialize(ModError* error) {
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ModResult result = svc_resource->load(mod_ctx, "shadow.wgsl", &g_shaderSource);
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if (result != MOD_OK || g_shaderSource.data == nullptr) {
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return dusk::mods::set_error(error, result, "failed to load shadow.wgsl");
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return mods::set_error(error, result, "failed to load shadow.wgsl");
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}
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result = register_bool_option("effectEnabled", false, g_cvarEnabled, error);
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@@ -1014,56 +1014,56 @@ MOD_EXPORT ModResult mod_initialize(ModError* error) {
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}
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if (svc_gfx->get_device_info(mod_ctx, &g_deviceInfo) != MOD_OK) {
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return dusk::mods::set_error(error, MOD_ERROR, "failed to query device info");
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return mods::set_error(error, MOD_ERROR, "failed to query device info");
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}
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if (!build_composite_pipeline(true, g_compositePipeline, g_compositeLayout) ||
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!build_composite_pipeline(false, g_compositeDebugPipeline, g_compositeDebugLayout))
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{
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return dusk::mods::set_error(error, MOD_ERROR, "failed to create composite pipeline");
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return mods::set_error(error, MOD_ERROR, "failed to create composite pipeline");
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}
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GfxDrawTypeDesc drawDesc = GFX_DRAW_TYPE_DESC_INIT;
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drawDesc.label = "shadow composite";
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drawDesc.draw = on_draw;
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if (svc_gfx->register_draw_type(mod_ctx, &drawDesc, &g_drawType) != MOD_OK) {
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return dusk::mods::set_error(error, MOD_ERROR, "failed to register draw type");
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return mods::set_error(error, MOD_ERROR, "failed to register draw type");
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}
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GfxStageHookDesc stageDesc = GFX_STAGE_HOOK_DESC_INIT;
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stageDesc.callback = on_scene_begin;
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if (svc_gfx->register_stage_hook(
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mod_ctx, GFX_STAGE_SCENE_BEGIN, &stageDesc, &g_sceneBeginHook) != MOD_OK)
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{
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return dusk::mods::set_error(error, MOD_ERROR, "failed to register stage hook");
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return mods::set_error(error, MOD_ERROR, "failed to register stage hook");
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}
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stageDesc.callback = on_scene_after_terrain;
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if (svc_gfx->register_stage_hook(
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mod_ctx, GFX_STAGE_SCENE_AFTER_TERRAIN, &stageDesc, &g_sceneAfterTerrainHook) != MOD_OK)
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{
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return dusk::mods::set_error(error, MOD_ERROR, "failed to register stage hook");
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return mods::set_error(error, MOD_ERROR, "failed to register stage hook");
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}
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stageDesc.callback = on_frame_before_hud;
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if (svc_gfx->register_stage_hook(
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mod_ctx, GFX_STAGE_FRAME_BEFORE_HUD, &stageDesc, &g_frameBeforeHudHook) != MOD_OK)
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{
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return dusk::mods::set_error(error, MOD_ERROR, "failed to register stage hook");
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return mods::set_error(error, MOD_ERROR, "failed to register stage hook");
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}
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// Skip the game's own shadow rendering while the dynamic pass is active: the
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// shadowControl pair covers the actor real/blob shadows, drawCloudShadow the weather
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// cloud shadows.
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if (dusk::mods::hook_add_pre<GameShadowImageDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
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dusk::mods::hook_add_pre<GameShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
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dusk::mods::hook_add_pre<CloudShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK)
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if (mods::hook_add_pre<GameShadowImageDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
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mods::hook_add_pre<GameShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
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mods::hook_add_pre<CloudShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK)
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{
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return dusk::mods::set_error(error, MOD_ERROR, "failed to hook game shadow rendering");
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return mods::set_error(error, MOD_ERROR, "failed to hook game shadow rendering");
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}
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if (dusk::mods::hook_add_pre<ClipperSphereClip>(svc_hook, on_frustum_clip_pre) != MOD_OK ||
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dusk::mods::hook_add_pre<ClipperBoxClip>(svc_hook, on_frustum_clip_pre) != MOD_OK)
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if (mods::hook_add_pre<ClipperSphereClip>(svc_hook, on_frustum_clip_pre) != MOD_OK ||
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mods::hook_add_pre<ClipperBoxClip>(svc_hook, on_frustum_clip_pre) != MOD_OK)
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{
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return dusk::mods::set_error(error, MOD_ERROR, "failed to hook frustum clipping");
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return mods::set_error(error, MOD_ERROR, "failed to hook frustum clipping");
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}
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if (dusk::mods::hook_add_pre<CopyTex>(svc_hook, on_copy_tex_pre) != MOD_OK) {
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return dusk::mods::set_error(error, MOD_ERROR, "failed to hook GXCopyTex");
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if (mods::hook_add_pre<CopyTex>(svc_hook, on_copy_tex_pre) != MOD_OK) {
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return mods::set_error(error, MOD_ERROR, "failed to hook GXCopyTex");
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}
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UiModsPanelDesc panelDesc = UI_MODS_PANEL_DESC_INIT;
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panelDesc.build = build_panel;
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