Shipwright/soh/soh/GbiWrap.cpp
briaguya 2308ab8823
build soh with LUS 1.0.0 (#2881)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace

* Starting to get SoH to build with LUS imgui changes.

* start stuff

* gamecontroleditor build issues resolved maybe

* cosmetics editor and what not

* console

* actor viewer

* more stuff

* more stuff

* on to errors that make sense

* putting this down for a bit

* no idea what these errors mean now

* some kind of progress maybe

* latest lus main

* more

* back to linker errors and being lost

* Fixes command function signature.

* More fixes

* Even more fixes

* Bump LUS

* More Fixes.

* Fixes even more errors.

* lus bump

* input editor as var

* audio editor working

* it builds with this

* bump lus

* it opens

* bump lus to latest main again

* make sure to do all the command registering in debugconsole

* lus and what not

* switch type stuff plz

* undo

* do the thing that fixes the thing

* fix mac?

* correctly show/hide menubar on boot

* bump lus

* input blocking updates

* bump lus

* Bump LUS

* Press F1 to open enhancement menus moved to SoH

* lus and rendering backend stuff

* audio backend and lus

* Bump LUS

* Fixes WindowBackend dropdown

* Bump LUS

* misc -> utils and moves binarytools to utils.

* Window refactor

* bump lus

* make it work

* Fixes for moved files again

* Bump LUS

* Mercury -> Config

* Bump LUS

* Reacts to removed LUS hooks and bump LUS

* Remove Hook: GfxInit

* Removes debug audio_setgamevolume to 1

* use non-crashing branch of lus

* fix: make audio init work without hooks

* game icon stuff

* multifix bmp

* use input viewer class branch for now

* just "Ship" it's cleaner

* Bump LUS

* Removed ExitGame hook.

* Bump LUS

* Hook system removed from LUS.

* More LUS updates

* Changes to make window position saving.

* Bump LUS

* Bump LUS (for real)

* LUS resources now return a specialized pointer.

* Bump LUS

* Fixes issue in SetPathways::GetPointerSize

* Bump LUS to 1.0.0

* builds but crashes

* fix crash

* better macro names in debug console

* remove commeted out line

* remove redundant check tracker settings window logic

* remove commented out line

* move the *

* remove extra seqplayers enum def

* this sneaky little guy was hiding behind a wii u ifdef

* remove extra check tracker header

---------

Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00

122 lines
3.9 KiB
C++

#include "z64.h"
//OTRTODO - this is awful
extern "C" {
void InitOTR();
void Graph_ProcessFrame(void (*run_one_game_iter)(void));
void Graph_StartFrame();
void Graph_ProcessGfxCommands(Gfx* commands);
void OTRLogString(const char* src);
void OTRGfxPrint(const char* str, void* printer, void (*printImpl)(void*, char));
void OTRSetFrameDivisor(int divisor);
void OTRGetPixelDepthPrepare(float x, float y);
uint16_t OTRGetPixelDepth(float x, float y);
int32_t OTRGetLastScancode();
void ResourceMgr_LoadDirectory(const char* resName);
void ResourceMgr_LoadFile(const char* resName);
char* ResourceMgr_LoadFileFromDisk(const char* filePath);
uint16_t ResourceMgr_LoadTexWidthByName(char* texPath);
uint16_t ResourceMgr_LoadTexHeightByName(char* texPath);
size_t ResourceGetTexSizeByName(const char* name);
char* ResourceMgr_LoadTexOrDListByName(char* filePath);
char* ResourceMgr_LoadIfDListByName(char* filePath);
char* ResourceMgr_LoadPlayerAnimByName(char* animPath);
char* ResourceMgr_GetNameByCRC(uint64_t crc, char* alloc);
Gfx* ResourceMgr_LoadGfxByCRC(uint64_t crc);
Gfx* ResourceMgr_LoadGfxByName(char* path);
Vtx* ResourceMgr_LoadVtxByCRC(uint64_t crc);
Vtx* ResourceMgr_LoadVtxByName(char* path);
CollisionHeader* ResourceMgr_LoadColByName(char* path);
uint64_t GetPerfCounter();
int ResourceMgr_OTRSigCheck(char* imgData);
void ResourceMgr_PushCurrentDirectory(char* path);
}
extern "C" void gSPSegment(void* value, int segNum, uintptr_t target) {
char* imgData = (char*)target;
int res = ResourceMgr_OTRSigCheck(imgData);
// OTRTODO: Disabled for now to fix an issue with HD Textures.
// With HD textures, we need to pass the path to F3D, not the raw texture data.
// Otherwise the needed metadata is not available for proper rendering...
// This should *not* cause any crashes, but some testing may be needed...
// UPDATE: To maintain compatability it will still do the old behavior if the resource is a display list.
// That should not affect HD textures.
if (res) {
uintptr_t desiredTarget = (uintptr_t)ResourceMgr_LoadIfDListByName(imgData);
if (desiredTarget != NULL)
target = desiredTarget;
}
__gSPSegment(value, segNum, target);
}
extern "C" void gSPSegmentLoadRes(void* value, int segNum, uintptr_t target) {
char* imgData = (char*)target;
int res = ResourceMgr_OTRSigCheck(imgData);
if (res) {
target = (uintptr_t)ResourceMgr_LoadTexOrDListByName(imgData);
}
__gSPSegment(value, segNum, target);
}
extern "C" void gDPSetTextureImage(Gfx* pkt, u32 format, u32 size, u32 width, uintptr_t i) {
__gDPSetTextureImage(pkt, format, size, width, i);
}
extern "C" void gDPSetTextureImageFB(Gfx* pkt, u32 format, u32 size, u32 width, int fb)
{
__gDPSetTextureImageFB(pkt, format, size, width, fb);
}
extern "C" void gSPDisplayList(Gfx* pkt, Gfx* dl) {
char* imgData = (char*)dl;
if (ResourceMgr_OTRSigCheck(imgData) == 1) {
//ResourceMgr_PushCurrentDirectory(imgData);
//gsSPPushCD(pkt++, imgData);
dl = ResourceMgr_LoadGfxByName(imgData);
}
__gSPDisplayList(pkt, dl);
}
extern "C" void gSPDisplayListOffset(Gfx* pkt, Gfx* dl, int offset) {
char* imgData = (char*)dl;
if (ResourceMgr_OTRSigCheck(imgData) == 1)
dl = ResourceMgr_LoadGfxByName(imgData);
__gSPDisplayList(pkt, dl + offset);
}
extern "C" void gSPVertex(Gfx* pkt, uintptr_t v, int n, int v0) {
if (ResourceMgr_OTRSigCheck((char*)v) == 1)
v = (uintptr_t)ResourceMgr_LoadVtxByName((char*)v);
__gSPVertex(pkt, v, n, v0);
}
extern "C" void gSPInvalidateTexCache(Gfx* pkt, uintptr_t texAddr)
{
char* imgData = (char*)texAddr;
if (texAddr != 0 && ResourceMgr_OTRSigCheck(imgData)) {
// Temporary solution to the mq/nonmq issue, this will be
// handled better with LUS 1.0
texAddr = (uintptr_t)ResourceMgr_LoadTexOrDListByName(imgData);
}
__gSPInvalidateTexCache(pkt, texAddr);
}