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build: various Windows compilation fixes.

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Sam Hocevar 10 年前
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b369be3dd7
共有 5 个文件被更改,包括 41 次插入11 次删除
  1. +1
    -1
      src/image/image.cpp
  2. +6
    -6
      src/image/render/screen.cpp
  3. +2
    -2
      src/lol/image/image.h
  4. +7
    -1
      src/lolcore.vcxproj
  5. +25
    -1
      src/lolcore.vcxproj.filters

+ 1
- 1
src/image/image.cpp 查看文件

@@ -208,7 +208,7 @@ _T(PixelFormat::RGBA_F32);
#undef _T #undef _T


/* Special case for the "any" format: return the last active buffer */ /* Special case for the "any" format: return the last active buffer */
template<> void *Image::Lock<PixelFormat::Unknown>() void *Image::Lock()
{ {
ASSERT(m_data->m_format != PixelFormat::Unknown); ASSERT(m_data->m_format != PixelFormat::Unknown);




+ 6
- 6
src/image/render/screen.cpp 查看文件

@@ -59,7 +59,7 @@ bool Image::RenderBayer(ivec2 size)
typedef struct typedef struct
{ {
int x, y; int x, y;
double dist; float dist;
} }
dot_t; dot_t;


@@ -78,10 +78,10 @@ bool Image::RenderHalftone(ivec2 size)
for (int y = 0; y < size.y; y++) for (int y = 0; y < size.y; y++)
for (int x = 0; x < size.x; x++) for (int x = 0; x < size.x; x++)
{ {
double dy = ((double)y + .07) / size.y - .5; float dy = ((float)y + 0.07f) / size.y - 0.5f;
double dx = (double)x / size.x - .5; float dx = (float)x / size.x - 0.5f;
/* Using dx²+dy² here creates another interesting halftone. */ /* Using dx²+dy² here creates another interesting halftone. */
double r = - cos(M_PI * (dx - dy)) - cos(M_PI * (dx + dy)); float r = - lol::cos(F_PI * (dx - dy)) - lol::cos(F_PI * (dx + dy));
circle[y * size.x + x].x = x; circle[y * size.x + x].x = x;
circle[y * size.x + x].y = y; circle[y * size.x + x].y = y;
circle[y * size.x + x].dist = r; circle[y * size.x + x].dist = r;
@@ -98,8 +98,8 @@ bool Image::RenderHalftone(ivec2 size)


pixels[y * (2 * size.x) + x] = (float)(2 * n + 1) * mul; pixels[y * (2 * size.x) + x] = (float)(2 * n + 1) * mul;
pixels[(y + size.y) * (2 * size.x) + x + size.x] = (float)(2 * n + 2) * mul; pixels[(y + size.y) * (2 * size.x) + x + size.x] = (float)(2 * n + 2) * mul;
pixels[(y + size.y) * (2 * size.x) + x] = 1. - (float)(2 * n + 1) * mul; pixels[(y + size.y) * (2 * size.x) + x] = 1.0f - (float)(2 * n + 1) * mul;
pixels[y * (2 * size.x) + x + size.x] = 1. - (float)(2 * n + 2) * mul; pixels[y * (2 * size.x) + x + size.x] = 1.0f - (float)(2 * n + 2) * mul;
} }
Unlock(pixels); Unlock(pixels);




+ 2
- 2
src/lol/image/image.h 查看文件

@@ -69,8 +69,8 @@ public:
WrapMode GetWrapY() const; WrapMode GetWrapY() const;
void SetWrap(WrapMode wrap_x, WrapMode wrap_y); void SetWrap(WrapMode wrap_x, WrapMode wrap_y);


template<PixelFormat T = PixelFormat::Unknown> template<PixelFormat T> typename PixelType<T>::type *Lock();
typename PixelType<T>::type *Lock(); void *Lock();
void Unlock(void const *pixels); void Unlock(void const *pixels);


bool RetrieveTiles(Array<ivec2, ivec2>& tiles) const; bool RetrieveTiles(Array<ivec2, ivec2>& tiles) const;


+ 7
- 1
src/lolcore.vcxproj 查看文件

@@ -149,7 +149,13 @@
<ClCompile Include="image\codec\zed-palette-image.cpp" /> <ClCompile Include="image\codec\zed-palette-image.cpp" />
<ClCompile Include="image\color\cie1931.cpp" /> <ClCompile Include="image\color\cie1931.cpp" />
<ClCompile Include="image\color\color.cpp" /> <ClCompile Include="image\color\color.cpp" />
<ClCompile Include="image\dither\ediff.cpp" />
<ClCompile Include="image\dither\ostromoukhov.cpp" />
<ClCompile Include="image\dither\random.cpp" />
<ClCompile Include="image\image.cpp" /> <ClCompile Include="image\image.cpp" />
<ClCompile Include="image\pixels.cpp" />
<ClCompile Include="image\render\noise.cpp" />
<ClCompile Include="image\render\screen.cpp" />
<ClCompile Include="input\controller.cpp" /> <ClCompile Include="input\controller.cpp" />
<ClCompile Include="input\input.cpp" /> <ClCompile Include="input\input.cpp" />
<ClCompile Include="layer.cpp" /> <ClCompile Include="layer.cpp" />
@@ -431,4 +437,4 @@
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> <Import Project="$(SolutionDir)\Lol.Fx.targets" />
</ImportGroup> </ImportGroup>
</Project> </Project>

+ 25
- 1
src/lolcore.vcxproj.filters 查看文件

@@ -85,6 +85,12 @@
<Filter Include="platform\nacl"> <Filter Include="platform\nacl">
<UniqueIdentifier>{f6cc3470-c841-4581-969b-e60cea841c27}</UniqueIdentifier> <UniqueIdentifier>{f6cc3470-c841-4581-969b-e60cea841c27}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="image\dither">
<UniqueIdentifier>{63e63eea-c96e-4d37-81f6-f3f17e18b751}</UniqueIdentifier>
</Filter>
<Filter Include="image\render">
<UniqueIdentifier>{23655fca-56e5-48ec-8cf0-a71322f4cc89}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="image\image.cpp"> <ClCompile Include="image\image.cpp">
@@ -355,6 +361,24 @@
<ClCompile Include="sys\thread.cpp"> <ClCompile Include="sys\thread.cpp">
<Filter>sys</Filter> <Filter>sys</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="image\dither\ediff.cpp">
<Filter>image\dither</Filter>
</ClCompile>
<ClCompile Include="image\dither\ostromoukhov.cpp">
<Filter>image\dither</Filter>
</ClCompile>
<ClCompile Include="image\dither\random.cpp">
<Filter>image\dither</Filter>
</ClCompile>
<ClCompile Include="image\render\noise.cpp">
<Filter>image\render</Filter>
</ClCompile>
<ClCompile Include="image\render\screen.cpp">
<Filter>image\render</Filter>
</ClCompile>
<ClCompile Include="image\pixels.cpp">
<Filter>image</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="debug\fps.h"> <ClInclude Include="debug\fps.h">
@@ -760,4 +784,4 @@
</None> </None>
<None Include="Makefile.am" /> <None Include="Makefile.am" />
</ItemGroup> </ItemGroup>
</Project> </Project>

||||||
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