Browse Source

First pass of EasyMesh split & refactor

Big FAT pass on windows-warning. It is better now.
undefined
Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 10 years ago
parent
commit
f67da65818
24 changed files with 2021 additions and 1973 deletions
  1. +1
    -1
      doc/samples/btphystest.cpp
  2. +2
    -2
      doc/samples/physicobject.h
  3. +3
    -3
      doc/tutorial/01_triangle.cpp
  4. +2
    -2
      doc/tutorial/02_cube.cpp
  5. +1
    -1
      doc/tutorial/04_texture.cpp
  6. +2
    -2
      doc/tutorial/06_sprite.cpp
  7. +2
    -2
      doc/tutorial/07_input.cpp
  8. +10
    -10
      doc/tutorial/11_fractal.cpp
  9. +5
    -5
      doc/tutorial/12_voronoi.cpp
  10. +2
    -1
      src/Makefile.am
  11. +5
    -5
      src/easymesh/csgbsp.cpp
  12. +52
    -1481
      src/easymesh/easymesh.cpp
  13. +9
    -17
      src/easymesh/easymesh.h
  14. +2
    -2
      src/easymesh/easymeshbuild.cpp
  15. +1
    -1
      src/easymesh/easymeshbuild.h
  16. +1040
    -0
      src/easymesh/easymeshprimitive.cpp
  17. +5
    -5
      src/easymesh/easymeshrender.cpp
  18. +436
    -0
      src/easymesh/easymeshtransform.cpp
  19. +4
    -4
      src/input/controller.cpp
  20. +3
    -3
      src/input/input.cpp
  21. +10
    -10
      src/lol/algorithm/aabb_tree.h
  22. +414
    -412
      src/lolcore.vcxproj
  23. +7
    -1
      src/lolcore.vcxproj.filters
  24. +3
    -3
      src/sys/file.cpp

+ 1
- 1
doc/samples/btphystest.cpp View File

@@ -339,7 +339,7 @@ void BtPhysTest::TickGame(float seconds)
{
m_target_timer = TARGET_TIMER;
if (m_cam_target == -1)
m_cam_target = rand(m_physobj_list.Count());
m_cam_target = rand((int)m_physobj_list.Count());
else
m_cam_target = -1;
}


+ 2
- 2
doc/samples/physicobject.h View File

@@ -173,7 +173,7 @@ public:
MeshRand << "[sc#aad asph1 2]";
#endif

MeshLimit << MeshRand.Count();
MeshLimit << (int)MeshRand.Count();
MeshType << 1;
#endif //USE_SPHERE

@@ -215,7 +215,7 @@ public:

int RandLimit = RandValue;
if (MeshLimit.Count() <= RandValue || RandValue < 0)
RandLimit = rand(MeshLimit.Count() - 1);
RandLimit = rand((int)MeshLimit.Count() - 1);
RandValue = rand(MeshLimit[RandLimit], MeshLimit[RandLimit + 1]);

m_physics = new EasyPhysic(this);


+ 3
- 3
doc/tutorial/01_triangle.cpp View File

@@ -23,9 +23,9 @@ class Triangle : public WorldEntity
{
public:
Triangle()
: m_vertices({ vec2( 0.0, 0.8),
vec2(-0.8, -0.8),
vec2( 0.8, -0.8) }),
: m_vertices({ vec2( 0.0f, 0.8f),
vec2(-0.8f, -0.8f),
vec2( 0.8f, -0.8f) }),
m_ready(false)
{
}


+ 2
- 2
doc/tutorial/02_cube.cpp View File

@@ -102,13 +102,13 @@ public:
m_shader->SetUniform(m_mvp, m_matrix);
m_lines_ibo->Bind();
m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0,
m_mesh.Count(), 0, m_lines_indices.Count());
(int)m_mesh.Count(), 0, (int)m_lines_indices.Count());
m_lines_ibo->Unbind();

m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f));
m_faces_ibo->Bind();
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0,
m_mesh.Count(), 0, m_faces_indices.Count());
(int)m_mesh.Count(), 0, (int)m_faces_indices.Count());
m_faces_ibo->Unbind();

m_vdecl->Unbind();


+ 1
- 1
doc/tutorial/04_texture.cpp View File

@@ -50,7 +50,7 @@ public:
m_heightmap[i] = m_heightmap[i + 1];

int height = m_heightmap.Last();
height = (height + 127 + 40 * lol::sin(m_frames * 0.03) + rand() % 97 - 38) / 2;
height = (int)(height + 127 + 40 * lol::sin(m_frames * 0.03) + rand() % 97 - 38) / 2;
height = std::max(15, std::min(height, 240));
m_heightmap.Last() = height;



+ 2
- 2
doc/tutorial/06_sprite.cpp View File

@@ -34,7 +34,7 @@ public:

for (int i = 0; i < SPRITE_COUNT; ++i)
{
m_sprites.Push(vec3(rand(-96, 640), rand(-96, 480), 0),
m_sprites.Push(vec3((float)rand(-96, 640), (float)rand(-96, 480), 0.f),
rand(0.f, 1.f));
}

@@ -56,7 +56,7 @@ public:
m_sprites[i].m1.y += 50.f * seconds;
m_sprites[i].m2 = lol::fmod(m_sprites[i].m2 + seconds, 1.f);
if (m_sprites[i].m1.y > 480 + 48)
m_sprites[i].m1.y = rand(-96, -48);
m_sprites[i].m1.y = (float)rand(-96, -48);
}

WorldEntity::TickGame(seconds);


+ 2
- 2
doc/tutorial/07_input.cpp View File

@@ -181,13 +181,13 @@ public:
m_shader->SetUniform(m_mvp, m_matrix);
m_lines_ibo->Bind();
m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0,
m_mesh.Count(), 0, m_lines_indices.Count());
(int)m_mesh.Count(), 0, (int)m_lines_indices.Count());
m_lines_ibo->Unbind();

m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f));
m_faces_ibo->Bind();
m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0,
m_mesh.Count(), 0, m_faces_indices.Count());
(int)m_mesh.Count(), 0, (int)m_faces_indices.Count());
m_faces_ibo->Unbind();

m_vdecl->Unbind();


+ 10
- 10
doc/tutorial/11_fractal.cpp View File

@@ -93,9 +93,9 @@ public:
b *= f;
}

uint8_t red = r * 255.99f;
uint8_t green = g * 255.99f;
uint8_t blue = b * 255.99f;
uint8_t red = (uint8_t)r * 256;
uint8_t green = (uint8_t)g * 256;
uint8_t blue = (uint8_t)b * 256;
#if defined _XBOX
m_palette.Push(u8vec4(255, red, green, blue));
#elif defined __native_client__
@@ -107,15 +107,15 @@ public:

#if !defined __native_client__
m_centertext = new Text(NULL, "data/font/ascii.png");
m_centertext->SetPos(vec3(5, m_window_size.y - 15, 1));
m_centertext->SetPos(vec3(5, (float)m_window_size.y - 15, 1));
Ticker::Ref(m_centertext);

m_mousetext = new Text(NULL, "data/font/ascii.png");
m_mousetext->SetPos(vec3(5, m_window_size.y - 29, 1));
m_mousetext->SetPos(vec3(5, (float)m_window_size.y - 29, 1));
Ticker::Ref(m_mousetext);

m_zoomtext = new Text(NULL, "data/font/ascii.png");
m_zoomtext->SetPos(vec3(5, m_window_size.y - 43, 1));
m_zoomtext->SetPos(vec3(5, (float)m_window_size.y - 43, 1));
Ticker::Ref(m_zoomtext);
#endif

@@ -285,8 +285,8 @@ public:
/* Precompute texture offset change instead of doing it in GLSL */
for (int i = 0; i < 4; i++)
{
m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]);
m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]);
m_zoom_settings[i][0] += 0.5f * (1.0f - m_zoom_settings[i][2]);
m_zoom_settings[i][1] -= 0.5f * (1.0f - m_zoom_settings[i][2]);
}

#if !defined __native_client__
@@ -354,7 +354,7 @@ public:
for (int i = m_frame % 2; i < m_size.x; i += 2)
{
double xr, yr, x0, y0, x1, y1, x2, y2, x3, y3;
dcmplx z0 = c + TexelToWorldOffset(vec2(i, j));
dcmplx z0 = c + TexelToWorldOffset(vec2(ivec2(i, j)));
//dcmplx r0(0.28693186889504513, 0.014286693904085048);
//dcmplx r0(0.001643721971153, 0.822467633298876);
//dcmplx r0(-1.207205434596, 0.315432814901);
@@ -409,7 +409,7 @@ public:
/* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */
double f = iter;
union { double n; uint64_t x; } u = { n };
double k = (u.x >> 42) - (((1 << 10) - 1) << 10);
double k = (double)(u.x >> 42) - (((1 << 10) - 1) << 10);
k *= k1;

/* Approximate log2(k) in [1,2]. */


+ 5
- 5
doc/tutorial/12_voronoi.cpp View File

@@ -206,12 +206,12 @@ public:
float mi = (float)maxi;
float j = (float)i;
float f_time = (float)m_time;
voronoi_points.Push(vec3(256.f) + 196.f * vec3(lol::cos( f_time + j * 2.0 * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 128.f * vec3(lol::cos(-f_time + j * 2.0 * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 64.f * vec3(lol::cos( f_time + j * 2.0 * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 32.f * vec3(lol::cos(-f_time + j * 2.0 * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 196.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 128.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 64.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
voronoi_points.Push(vec3(256.f) + 32.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f));
}
voronoi_points.Push(vec3(256.f), vec2(.0f));
voronoi_points.Push(vec3(256.f), vec2(0.f));
}

temp_buffer->Bind();


+ 2
- 1
src/Makefile.am View File

@@ -70,7 +70,8 @@ liblolcore_sources = \
commandstack.h \
easymesh/easymeshbuild.cpp easymesh/easymeshbuild.h \
easymesh/easymeshrender.cpp easymesh/easymeshrender.h \
easymesh/easymesh.cpp easymesh/easymesh.h \
easymesh/easymesh.cpp easymesh/easymeshprimitive.cpp \
easymesh/easymeshtransform.cpp easymesh/easymesh.h \
easymesh/csgbsp.cpp easymesh/csgbsp.h \
easymesh/shiny.lolfx easymesh/shinyflat.lolfx \
easymesh/shinydebugwireframe.lolfx \


+ 5
- 5
src/easymesh/csgbsp.cpp View File

@@ -33,9 +33,9 @@ int CsgBsp::AddLeaf(int leaf_type, vec3 origin, vec3 normal, int above_idx)
m_tree[above_idx].m_leaves[leaf_type] == -1))
{
if (m_tree.Count() != 0)
m_tree[above_idx].m_leaves[leaf_type] = m_tree.Count();
m_tree[above_idx].m_leaves[leaf_type] = (int32_t)m_tree.Count();
m_tree.Push(CsgBspLeaf(origin, normal, above_idx));
return m_tree.Count() - 1;
return (int)m_tree.Count() - 1;
}

return -1;
@@ -133,7 +133,7 @@ void CsgBsp::AddTriangleToTree(int const &tri_idx, vec3 const &tri_p0, vec3 cons
if (m_tree[leaf_idx].m_leaves[1 - leaf_type] == LEAF_CURRENT)
{
Leaf_to_add.Push(1 - leaf_type, leaf_idx, v[isec_base], v[((isec_base + 1) % 3)], isec_v[v_idx0], -1);
Leaf_to_add.Push(1 - leaf_type, leaf_idx, v[isec_base], isec_v[v_idx0], isec_v[v_idx1], Leaf_to_add.Count() - 1);
Leaf_to_add.Push(1 - leaf_type, leaf_idx, v[isec_base], isec_v[v_idx0], isec_v[v_idx1], (int)Leaf_to_add.Count() - 1);
}
else
{
@@ -344,7 +344,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons
if (skip_point)
continue;
#endif
new_v_idx[k] = vert_list.Count();
new_v_idx[k] = (int)vert_list.Count();
vec3 PmV0 = (isec_v[k] - vert_list[t[isec_i[k]]].m1);
vec3 V1mV0 = (vert_list[t[(isec_i[k] + 1) % 3]].m1 - vert_list[t[isec_i[k]]].m1);
float alpha = length(PmV0) / length(V1mV0);
@@ -358,7 +358,7 @@ int CsgBsp::TestTriangleToTree(vec3 const &tri_p0, vec3 const &tri_p1, vec3 cons
int v_idx1 = (isec_base == 1)?(0):(1);
//Leaf_type is the type for the triangle that is alone on its side.
int leaf_type = res_side[(isec_base + 2) % 3];
int tri_to_remove = tri_to_process.Count() - 1;
int tri_to_remove = (int)tri_to_process.Count() - 1;

#if 0
if (m_tree[leaf_idx].m_leaves[leaf_type] == LEAF_CURRENT && tri_to_process.Last().m1.Last() == 1)


+ 52
- 1481
src/easymesh/easymesh.cpp
File diff suppressed because it is too large
View File


+ 9
- 17
src/easymesh/easymesh.h View File

@@ -110,7 +110,7 @@ public:
void CsgXor() { MeshCsg(CSGUsage::Xor); }

//-------------------------------------------------------------------------
//Mesh Base operations
//Mesh Cursor operations
//-------------------------------------------------------------------------
public:
/* [cmd:lp[ ]] will perform a loop of loopnb */
@@ -142,16 +142,16 @@ public:
//Internal : Basic triangle/vertex operations
//-------------------------------------------------------------------------
private:
void AddVertex(vec3 const &coord);
void InternalAddVertex(vec3 const &coord);
void AddDuplicateVertex(int i);
void AddLerpVertex(int i, int j, float alpha);
void AddLerpVertex(VertexData const &vi, VertexData const &vj, float alpha);
VertexData GetLerpVertex(int i, int j, float alpha);
VertexData GetLerpVertex(VertexData const &vi, VertexData const &vj, float alpha);
void AppendQuad(int i1, int i2, int i3, int i4, int base);
void AppendQuadDuplicateVerts(int i1, int i2, int i3, int i4, int base);
void AppendTriangle(int i1, int i2, int i3, int base);
void AppendTriangleDuplicateVerts(int i1, int i2, int i3, int base);
void InternalAddQuad(int i1, int i2, int i3, int i4, int base);
void InternalAddQuadDupVerts(int i1, int i2, int i3, int i4, int base);
void InternalAddTriangle(int i1, int i2, int i3, int base);
void InternalAddTriangleDupVerts(int i1, int i2, int i3, int base);
void ComputeNormals(int start, int vcount);
public:
/* Remove all unused */
@@ -179,7 +179,6 @@ public:
//-------------------------------------------------------------------------
//Mesh transform operations
//-------------------------------------------------------------------------

/* [cmd:t/tx/ty/tz] Translate vertices
- v : Translation quantity.
*/
@@ -261,19 +260,13 @@ public:
/* [cmd:s/sx/sy/sz] Scale vertices
- s : scale quantity.
*/
void Scale(float s);
void Scale(vec3 const &s);
void Scale(float s) { Scale(vec3(s)); }
/* [cmd:mx] Mirror vertices through X-plane
/* [cmd:m*] Mirror vertices through *-plane
Acts as an OpenBrace
*/
void MirrorX();
/* [cmd:my] Mirror vertices through Y-plane
Acts as an OpenBrace
*/
void MirrorY();
/* [cmd:mz] Mirror vertices through Z-plane
Acts as an OpenBrace
*/
void MirrorZ();
/* [no-cmd] Duplicates vertices and scale duplicate
Acts as an OpenBrace
@@ -298,9 +291,8 @@ public:
void SmoothMesh(int pass, int split_per_pass, int smooth_per_pass);

//-------------------------------------------------------------------------
//Mesh shape operations
//Mesh shape primitive operations
//-------------------------------------------------------------------------

/* [cmd:ac] Cylinder centered on (0,0,0) with BBox [-.5*max(d1, d2), -.5*h, -.5*max(d1, d2)]
- nbsides : Number of sides. [+.5*max(d1, d2), +.5*h, +.5*max(d1, d2)]
- h : Height of the cylinder.


+ 2
- 2
src/easymesh/easymeshbuild.cpp View File

@@ -144,7 +144,7 @@ bool VertexDictionnary::FindConnectedTriangles(const ivec3 &search_idx, const ar

//-----------------------------------------------------------------------------
//Will update the given list with all the vertices on the same spot.
void VertexDictionnary::AddVertex(const int vert_id, const vec3 vert_coord)
void VertexDictionnary::RegisterVertex(const int vert_id, const vec3 vert_coord)
{
for (int j = 0; j < vertex_list.Count(); j++)
if (vertex_list[j].m1 == vert_id)
@@ -172,7 +172,7 @@ void VertexDictionnary::AddVertex(const int vert_id, const vec3 vert_coord)
}

//We're here because we couldn't find any matching vertex
master_list.Push(vertex_list.Count());
master_list.Push((int)vertex_list.Count());
vertex_list.Push(vert_id, vert_coord, VDictType::Alone);
}



+ 1
- 1
src/easymesh/easymeshbuild.h View File

@@ -532,7 +532,7 @@ public:
bool FindConnectedTriangles(const int search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const ivec2 &search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri = nullptr);
bool FindConnectedTriangles(const ivec3 &search_idx, const array<uint16_t> &tri_list, const int tri0, array<int> &connected_tri, array<int> const *ignored_tri = nullptr);
void AddVertex(int vert_id, vec3 vert_coord);
void RegisterVertex(int vert_id, vec3 vert_coord);
void RemoveVertex(int vert_id);
bool GetMasterList(array<int> &ret_master_list) { ret_master_list = master_list; return ret_master_list.Count() > 0; }
void Clear() { vertex_list.Empty(); }


+ 1040
- 0
src/easymesh/easymeshprimitive.cpp
File diff suppressed because it is too large
View File


+ 5
- 5
src/easymesh/easymeshrender.cpp View File

@@ -156,7 +156,7 @@ void DefaultShaderData::SetupShaderDatas(mat4 const &model)
/* FIXME: the 4th component of the position can be used for other things */
/* FIXME: GetUniform("blabla") is costly */
for (int i = 0; i < lights.Count(); ++i)
light_data << vec4(lights[i]->GetPosition(), lights[i]->GetType()) << lights[i]->GetColor();
light_data << vec4(lights[i]->GetPosition(), (float)lights[i]->GetType()) << lights[i]->GetColor();
while (light_data.Count() < LOL_MAX_LIGHT_COUNT)
light_data << vec4::zero << vec4::zero;

@@ -233,13 +233,13 @@ void GpuEasyMeshData::AddGpuData(GpuShaderData* gpudata, EasyMesh* src_mesh)
memcpy(indices, &indexlist[0], indexlist.Bytes());
m_ibo->Unlock();

m_indexcount = indexlist.Count();
m_indexcount = (int)indexlist.Count();
}

//init to a minimum of gpudata->m_render_mode size
if (m_gpudatas.Count() <= gpudata->m_render_mode)
{
int i = m_gpudatas.Count();
int i = (int)m_gpudatas.Count();
int max = gpudata->m_render_mode + 1;
m_gpudatas.Reserve(max);
for (; i < max; i++)
@@ -262,8 +262,8 @@ void GpuEasyMeshData::SetupVertexData(uint16_t vflags, EasyMesh* src_mesh)

#define COPY_VBO \
vbo_data = &vertexlist[0]; \
vbo_bytes = vertexlist.Bytes(); \
m_vertexcount = vertexlist.Count(); \
vbo_bytes = (int)vertexlist.Bytes(); \
m_vertexcount = (int)vertexlist.Count(); \
new_vbo = new VertexBuffer(vbo_bytes); \
void *mesh = new_vbo->Lock(0, 0); \
memcpy(mesh, vbo_data, vbo_bytes); \


+ 436
- 0
src/easymesh/easymeshtransform.cpp View File

@@ -0,0 +1,436 @@
//
// Lol Engine
//
// Copyright: (c) 2010-2015 Sam Hocevar <sam@hocevar.net>
// (c) 2009-2015 Cédric Lecacheur <jordx@free.fr>
// (c) 2009-2015 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
// http://www.wtfpl.net/ for more details.
//

//
// The EasyMesh class
// ------------------
//

#include <lol/engine-internal.h>

namespace lol
{

//-----------------------------------------------------------------------------
void EasyMesh::Translate(vec3 const &v)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::Translate);
BD()->CmdStack() << v;
return;
}

for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
m_vert[i].m_coord += v;
}

//-----------------------------------------------------------------------------
void EasyMesh::RotateX(float angle) { Rotate(angle, vec3(1, 0, 0)); }
void EasyMesh::RotateY(float angle) { Rotate(angle, vec3(0, 1, 0)); }
void EasyMesh::RotateZ(float angle) { Rotate(angle, vec3(0, 0, 1)); }

//-----------------------------------------------------------------------------
void EasyMesh::Rotate(float angle, vec3 const &axis)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::Rotate);
BD()->CmdStack() << angle << axis;
return;
}

mat3 m = mat3::rotate(angle, axis);
for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
{
m_vert[i].m_coord = m * m_vert[i].m_coord;
m_vert[i].m_normal = m * m_vert[i].m_normal;
}
}

//-----------------------------------------------------------------------------
void EasyMesh::RadialJitter(float r)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::RadialJitter);
BD()->CmdStack() << r;
return;
}

array<int> Welded;
Welded.Push(-1);
for (int i = m_cursors.Last().m1 + 1; i < m_vert.Count(); i++)
{
int j, k;
for (j = m_cursors.Last().m1, k = 0; j < i; j++, k++)
{
if(Welded[k] < 0)
{
vec3 diff = m_vert[i].m_coord - m_vert[j].m_coord;

if(diff.x > 0.1f || diff.x < -0.1f)
continue;

if(diff.y > 0.1f || diff.y < -0.1f)
continue;

if(diff.z > 0.1f || diff.z < -0.1f)
continue;

break;
}
}

if(j == i)
Welded.Push(-1);
else
Welded.Push(j);
}

int i, j;
for (i = m_cursors.Last().m1, j = 0; i < m_vert.Count(); i++, j++)
{
if(Welded[j] == -1)
m_vert[i].m_coord *= 1.0f + rand(r);
else
m_vert[i].m_coord = m_vert[Welded[j]].m_coord;
}

ComputeNormals(m_cursors.Last().m2, (int)m_indices.Count() - m_cursors.Last().m2);
}

//-----------------------------------------------------------------------------
void EasyMesh::TaperX(float ny, float nz, float xoff, bool absolute) { DoMeshTransform(MeshTransform::Taper, Axis::X, Axis::X, ny, nz, xoff, absolute); }
void EasyMesh::TaperY(float nx, float nz, float yoff, bool absolute) { DoMeshTransform(MeshTransform::Taper, Axis::Y, Axis::Y, nz, nx, yoff, absolute); }
void EasyMesh::TaperZ(float nx, float ny, float zoff, bool absolute) { DoMeshTransform(MeshTransform::Taper, Axis::Z, Axis::Z, nx, ny, zoff, absolute); }

//-----------------------------------------------------------------------------
void EasyMesh::TwistX(float t, float toff) { DoMeshTransform(MeshTransform::Twist, Axis::X, Axis::X, t, t, toff); }
void EasyMesh::TwistY(float t, float toff) { DoMeshTransform(MeshTransform::Twist, Axis::Y, Axis::Y, t, t, toff); }
void EasyMesh::TwistZ(float t, float toff) { DoMeshTransform(MeshTransform::Twist, Axis::Z, Axis::Z, t, t, toff); }

//-----------------------------------------------------------------------------
void EasyMesh::ShearX(float ny, float nz, float xoff, bool absolute) { DoMeshTransform(MeshTransform::Shear, Axis::X, Axis::X, ny, nz, xoff, absolute); }
void EasyMesh::ShearY(float nx, float nz, float yoff, bool absolute) { DoMeshTransform(MeshTransform::Shear, Axis::Y, Axis::Y, nz, nx, yoff, absolute); }
void EasyMesh::ShearZ(float nx, float ny, float zoff, bool absolute) { DoMeshTransform(MeshTransform::Shear, Axis::Z, Axis::Z, nx, ny, zoff, absolute); }

//-----------------------------------------------------------------------------
void EasyMesh::StretchX(float ny, float nz, float xoff) { DoMeshTransform(MeshTransform::Stretch, Axis::X, Axis::X, ny, nz, xoff); }
void EasyMesh::StretchY(float nx, float nz, float yoff) { DoMeshTransform(MeshTransform::Stretch, Axis::Y, Axis::Y, nz, nx, yoff); }
void EasyMesh::StretchZ(float nx, float ny, float zoff) { DoMeshTransform(MeshTransform::Stretch, Axis::Z, Axis::Z, nx, ny, zoff); }

//-----------------------------------------------------------------------------
void EasyMesh::BendXY(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::X, Axis::Y, t, t, toff); }
void EasyMesh::BendXZ(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::X, Axis::Z, t, t, toff); }
void EasyMesh::BendYX(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Y, Axis::X, t, t, toff); }
void EasyMesh::BendYZ(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Y, Axis::Z, t, t, toff); }
void EasyMesh::BendZX(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Z, Axis::X, t, t, toff); }
void EasyMesh::BendZY(float t, float toff) { DoMeshTransform(MeshTransform::Bend, Axis::Z, Axis::Y, t, t, toff); }

//-----------------------------------------------------------------------------
void EasyMesh::DoMeshTransform(MeshTransform ct, Axis axis0, Axis axis1, float n0, float n1, float noff, bool absolute)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::MeshTranform);
BD()->CmdStack() << ct << axis0 << axis1 << n0 << n1 << noff << absolute;
return;
}

for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
{
switch (ct.ToScalar())
{
case MeshTransform::Taper:
{
float value = m_vert[i].m_coord[axis0.ToScalar()];
if (absolute) value = abs(value);
m_vert[i].m_coord[(axis0.ToScalar() + 1) % 3] *= max(0.f, 1.f + (n0 * value + noff));
m_vert[i].m_coord[(axis0.ToScalar() + 2) % 3] *= max(0.f, 1.f + (n1 * value + noff));
break;
}
case MeshTransform::Twist:
{
vec3 rotaxis = vec3(1.f); rotaxis[(axis0.ToScalar() + 1) % 3] = .0f; rotaxis[(axis0.ToScalar() + 2) % 3] = .0f;
m_vert[i].m_coord = mat3::rotate(m_vert[i].m_coord[axis0.ToScalar()] * n0 + noff, rotaxis) * m_vert[i].m_coord;
break;
}
case MeshTransform::Shear:
{
float value = m_vert[i].m_coord[axis0.ToScalar()];
if (absolute) value = abs(value);
m_vert[i].m_coord[(axis0.ToScalar() + 1) % 3] += (n0 * value + noff);
m_vert[i].m_coord[(axis0.ToScalar() + 2) % 3] += (n1 * value + noff);
break;
}
case MeshTransform::Stretch:
{
//float value = abs(m_vert[i].m1[axis0.ToScalar()]);
//m_vert[i].m1[(axis0.ToScalar() + 1) % 3] += (lol::pow(value, n0) + noff);
//m_vert[i].m1[(axis0.ToScalar() + 2) % 3] += (lol::pow(value, n1) + noff);
break;
}
case MeshTransform::Bend:
{
vec3 rotaxis = vec3(1.f); rotaxis[(axis1.ToScalar() + 1) % 3] = .0f; rotaxis[(axis1.ToScalar() + 2) % 3] = .0f;
m_vert[i].m_coord = mat3::rotate(m_vert[i].m_coord[axis0.ToScalar()] * n0 + noff, rotaxis) * m_vert[i].m_coord;
break;
}
}
}
ComputeNormals(m_cursors.Last().m2, (int)m_indices.Count() - m_cursors.Last().m2);
}

//-----------------------------------------------------------------------------
void EasyMesh::Scale(float s) { Scale(vec3(s)); }
void EasyMesh::Scale(vec3 const &s)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::Scale);
BD()->CmdStack() << s;
return;
}

vec3 const invs = vec3(1) / s;

for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
{
m_vert[i].m_coord *= s;
m_vert[i].m_normal = normalize(m_vert[i].m_normal * invs);
}

/* Flip winding if the scaling involves mirroring */
if (!BD()->IsEnabled(MeshBuildOperation::ScaleWinding) && s.x * s.y * s.z < 0)
{
for (int i = m_cursors.Last().m2; i < m_indices.Count(); i += 3)
{
uint16_t tmp = m_indices[i + 0];
m_indices[i + 0] = m_indices[i + 1];
m_indices[i + 1] = tmp;
}
}
}

//-----------------------------------------------------------------------------
void EasyMesh::MirrorX() { DupAndScale(vec3(-1, 1, 1)); }
void EasyMesh::MirrorY() { DupAndScale(vec3(1, -1, 1)); }
void EasyMesh::MirrorZ() { DupAndScale(vec3(1, 1, -1)); }

//-----------------------------------------------------------------------------
void EasyMesh::DupAndScale(vec3 const &s, bool open_brace)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::DupAndScale);
BD()->CmdStack() << s << open_brace;
return;
}

int vlen = (int)m_vert.Count() - m_cursors.Last().m1;
int tlen = (int)m_indices.Count() - m_cursors.Last().m2;

for (int i = 0; i < vlen; i++)
AddDuplicateVertex(m_cursors.Last().m1++);

for (int i = 0; i < tlen; i++)
m_indices << m_indices[m_cursors.Last().m2++] + vlen;

Scale(s);

m_cursors.Last().m1 -= vlen;
m_cursors.Last().m2 -= tlen;

if (open_brace)
{
OpenBrace();

m_cursors.Last().m1 -= vlen;
m_cursors.Last().m2 -= tlen;
}
}

//-----------------------------------------------------------------------------
void EasyMesh::Chamfer(float f)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::Chamfer);
BD()->CmdStack() << f;
return;
}

int vlen = (int)m_vert.Count() - m_cursors.Last().m1;
int ilen = (int)m_indices.Count() - m_cursors.Last().m2;

/* Step 1: enumerate all faces. This is done by merging triangles
* that are coplanar and share an edge. */
int *triangle_classes = new int[ilen / 3];
for (int i = 0; i < ilen / 3; i++)
triangle_classes[i] = -1;

for (int i = 0; i < ilen / 3; i++)
{

}

/* Fun shit: reduce all triangles */
int *vertices = new int[vlen];
memset(vertices, 0, vlen * sizeof(int));
for (int i = 0; i < ilen; i++)
vertices[m_indices[i]]++;

for (int i = 0; i < ilen / 3; i++)

{
#if 0
if (vertices[m_indices[i * 3]] > 1)
continue;
if (vertices[m_indices[i * 3 + 1]] > 1)
continue;
if (vertices[m_indices[i * 3 + 2]] > 1)
continue;
#endif

vec3 bary = 1.f / 3.f * (m_vert[m_indices[i * 3]].m_coord +
m_vert[m_indices[i * 3 + 1]].m_coord +
m_vert[m_indices[i * 3 + 2]].m_coord);
for (int k = 0; k < 3; k++)
{
vec3 &p = m_vert[m_indices[i * 3 + k]].m_coord;
p -= normalize(p - bary) * f;
}
}
}

//-----------------------------------------------------------------------------
void EasyMesh::SplitTriangles(int pass)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::SplitTriangles);
BD()->CmdStack() << pass;
return;
}

SplitTriangles(pass, nullptr);
}

//-----------------------------------------------------------------------------
void EasyMesh::SplitTriangles(int pass, VertexDictionnary *vert_dict)
{
while (pass--)
{
int trimax = (int)m_indices.Count();
for (int i = m_cursors.Last().m2; i < trimax; i += 3)
{
int vbase = (int)m_vert.Count();
int j = -1;
while (++j < 3)
{
AddLerpVertex(m_indices[i + j], m_indices[i + (j + 1) % 3], .5f);
if (vert_dict)
vert_dict->RegisterVertex(vbase + j, m_vert[vbase + j].m_coord);
}
//Add new triangles
InternalAddTriangle(vbase, m_indices[i + 1], vbase + 1, 0);
InternalAddTriangle(vbase + 2, vbase + 1, m_indices[i + 2], 0);
InternalAddTriangle(vbase, vbase + 1, vbase + 2, 0);
//Change current triangle
m_indices[i + 1] = vbase;
m_indices[i + 2] = vbase + 2;
}
}
ComputeNormals(m_cursors.Last().m2, (int)m_indices.Count() - m_cursors.Last().m2);
}

//-----------------------------------------------------------------------------
//TODO : Add an half-edges implementation to refine smooth.
//TODO : Smooth should only use connected vertices that are on edges of the mesh (See box).
void EasyMesh::SmoothMesh(int main_pass, int split_per_main_pass, int smooth_per_main_pass)
{
if (BD()->IsEnabled(MeshBuildOperation::CommandRecording))
{
BD()->CmdStack().AddCmd(EasyMeshCmdType::SmoothMesh);
BD()->CmdStack() << main_pass << split_per_main_pass << smooth_per_main_pass;
return;
}

VertexDictionnary vert_dict;
array<vec3> smooth_buf[2];
array<int> master_list;
array<int> matching_ids;
array<int> connected_vert;
int smbuf = 0;

for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
vert_dict.RegisterVertex(i, m_vert[i].m_coord);

while (main_pass--)
{
int split_pass = split_per_main_pass;
int smooth_pass = smooth_per_main_pass;

SplitTriangles(split_pass, &vert_dict);

matching_ids.Reserve(m_vert.Count() - m_cursors.Last().m1);
connected_vert.Reserve(m_vert.Count() - m_cursors.Last().m1);
smooth_buf[0].Resize(m_vert.Count() - m_cursors.Last().m1);
smooth_buf[1].Resize(m_vert.Count() - m_cursors.Last().m1);

for (int i = m_cursors.Last().m1; i < m_vert.Count(); i++)
smooth_buf[smbuf][i - m_cursors.Last().m1] = m_vert[i].m_coord;

while (smooth_pass--)
{
master_list.Empty();
if (vert_dict.GetMasterList(master_list))
{
for (int i = 0; i < master_list.Count(); i++)
{
connected_vert.Empty();
if (vert_dict.FindConnectedVertices(master_list[i], m_indices, m_cursors.Last().m2, connected_vert))
{
//Calculate vertices sum
vec3 vert_sum = vec3(.0f);
for (int j = 0; j < connected_vert.Count(); j++)
vert_sum += smooth_buf[smbuf][connected_vert[j] - m_cursors.Last().m1];

//Calculate new master vertex
float n = (float)connected_vert.Count();
//b(n) = 5/4 - pow(3 + 2 * cos(2.f * F_PI / n), 2) / 32
float beta = 3.f + 2.f * cos(2.f * F_PI / n);
beta = 5.f / 4.f - beta * beta / 32.f;
//a(n) = n * (1 - b(n)) / b(n)
float alpha = (n * (1 - beta)) / beta;
//V = (a(n) * v + v1 + ... + vn) / (a(n) + n)
vec3 new_vert = (alpha * smooth_buf[smbuf][master_list[i] - m_cursors.Last().m1] + vert_sum) / (alpha + n);

//Set all matching vertices to new value
matching_ids.Empty();
matching_ids << master_list[i];
vert_dict.FindMatchingVertices(master_list[i], matching_ids);
for (int j = 0; j < matching_ids.Count(); j++)
smooth_buf[1 - smbuf][matching_ids[j] - m_cursors.Last().m1] = new_vert;
}
}
}
smbuf = 1 - smbuf;
}

for (int i = 0; i < smooth_buf[smbuf].Count(); i++)
m_vert[i + m_cursors.Last().m1].m_coord = smooth_buf[smbuf][i];
}
}

} /* namespace lol */

+ 4
- 4
src/input/controller.cpp View File

@@ -35,7 +35,7 @@ void KeyBinding::Bind(const String& device_name, const String& key_name)
return;
}

m_keybindings.Push(device, keyindex);
m_keybindings.Push(device, (int)keyindex);
}

bool KeyBinding::Unbind(const String& device_name, const String& key_name)
@@ -80,7 +80,7 @@ void AxisBinding::Bind(const String& device_name, const String& axis_name)
return;
}

m_axisbindings.Push(device, axisindex);
m_axisbindings.Push(device, (int)axisindex);
}

void AxisBinding::BindKey(const String& device_name, const String& key_name)
@@ -101,7 +101,7 @@ void AxisBinding::BindKey(const String& device_name, const String& key_name)
return;
}

m_keybindings.Push(device, -1, keyindex);
m_keybindings.Push(device, -1, (int)keyindex);
}

void AxisBinding::BindKeys(const String& device_name, const String& min_key_name, const String& max_key_name)
@@ -130,7 +130,7 @@ void AxisBinding::BindKeys(const String& device_name, const String& min_key_name
return;
}

m_keybindings.Push(device, minkeyindex, maxkeyindex);
m_keybindings.Push(device, (int)minkeyindex, (int)maxkeyindex);
}

bool AxisBinding::Unbind(const String& device_name, const String& axis_name)


+ 3
- 3
src/input/input.cpp View File

@@ -38,7 +38,7 @@ String InputDevice::GetText()
void InputDeviceInternal::AddKey(int index, const char* name)
{
if (index == -1)
index = m_keynames.Count();
index = (int)m_keynames.Count();

while (index >= m_keynames.Count())
{
@@ -52,7 +52,7 @@ void InputDeviceInternal::AddKey(int index, const char* name)
void InputDeviceInternal::AddAxis(int index, const char* name, float sensitivity)
{
if (index == -1)
index = m_axisnames.Count();
index = (int)m_axisnames.Count();

while (index >= m_axisnames.Count())
{
@@ -68,7 +68,7 @@ void InputDeviceInternal::AddAxis(int index, const char* name, float sensitivity
void InputDeviceInternal::AddCursor(int index, const char* name)
{
if (index == -1)
index = m_cursornames.Count();
index = (int)m_cursornames.Count();

while (index >= m_cursornames.Count())
{


+ 10
- 10
src/lol/algorithm/aabb_tree.h View File

@@ -186,7 +186,7 @@ public:

private:
//--
bool CleanupEmptyLeaves(int leaf=0)
bool CleanupEmptyLeaves(int leaf=0)
{
int empty_children = 0;
for (size_t i = 0; i < child_nb; ++i)
@@ -210,7 +210,7 @@ private:
return false;
}
//--
void RemoveElement(TE* element)
void RemoveElement(TE* element)
{
int idx = INDEX_NONE;
for (int i = 0; i < m_elements.Count(); ++i)
@@ -228,7 +228,7 @@ private:
CleanupEmptyLeaves();
}
//--
int AddElement(TE* element)
int AddElement(TE* element)
{
for (int i = 0; i < m_elements.Count(); ++i)
if (m_elements[i].m_element == element)
@@ -238,12 +238,12 @@ private:
new_element.m_element = element;
new_element.m_leaves = array<int>();
m_elements << new_element;
return m_elements.Count() - 1;
return (int)m_elements.Count() - 1;
}
//--
int AddLeaf(int parent)
int AddLeaf(int parent)
{
int idx = m_tree.Count();
int idx = (int)m_tree.Count();
if (m_free_leaves.Count())
{
idx = m_free_leaves.Pop();
@@ -255,7 +255,7 @@ private:
}

//--
bool TestLeaf(int leaf, const TB& leaf_bb, const TB& test_bb, array<TE*>& elements)
bool TestLeaf(int leaf, const TB& leaf_bb, const TB& test_bb, array<TE*>& elements)
{
bool result = false;
if (TestAABBVsAABB(leaf_bb, test_bb))
@@ -265,7 +265,7 @@ private:
{
if (node.m_children[i] != 0)
{
TB sub_aabb = GetSubAABB(leaf_bb, i);
TB sub_aabb = GetSubAABB(leaf_bb, (int)i);
result = result | TestLeaf(node.m_children[i], sub_aabb, test_bb, elements);
}
else
@@ -279,14 +279,14 @@ private:
return result;
}
//--
bool RegisterElement(TE* element, int leaf, TB leaf_bb, int depth)
bool RegisterElement(TE* element, int leaf, TB leaf_bb, int depth)
{
if (TestAABBVsAABB(leaf_bb, element->GetAABB()))
{
bool found_child = false;
for (size_t i = 0; i < child_nb; ++i)
{
TB child_bb = GetSubAABB(leaf_bb, i);
TB child_bb = GetSubAABB(leaf_bb, (int)i);
int child_leaf = m_tree[leaf].m_children[i];
//there is a child, go further down
if (child_leaf != 0)


+ 414
- 412
src/lolcore.vcxproj View File

@@ -1,412 +1,414 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|ORBIS">
<Configuration>Debug</Configuration>
<Platform>ORBIS</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Xbox 360">
<Configuration>Debug</Configuration>
<Platform>Xbox 360</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ORBIS">
<Configuration>Release</Configuration>
<Platform>ORBIS</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Xbox 360">
<Configuration>Release</Configuration>
<Platform>Xbox 360</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9E62F2FE-3408-4EAE-8238-FD84238CEEDA}</ProjectGuid>
<ConfigurationType>StaticLibrary</ConfigurationType>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(SolutionDir)\msbuild\lol.config.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Xbox 360'" Label="Configuration">
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ORBIS'" Label="Configuration">
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Xbox 360'" Label="Configuration">
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ORBIS'" Label="Configuration">
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<ImportGroup Label="ExtensionSettings">
<Import Project="$(SolutionDir)\msbuild\lolfx.props" />
</ImportGroup>
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(SolutionDir)\msbuild\lol.vars.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<Import Project="$(SolutionDir)\msbuild\lol.rules.props" />
<ItemDefinitionGroup>
<ClCompile>
<PreprocessorDefinitions>_LIB;%(PreprocessorDefinitions);LOL_INPUT_V2</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="application\application.cpp" />
<ClCompile Include="audio.cpp" />
<ClCompile Include="camera.cpp" />
<ClCompile Include="base\assert.cpp" />
<ClCompile Include="base\enum.cpp" />
<ClCompile Include="base\hash.cpp" />
<ClCompile Include="base\log.cpp" />
<ClCompile Include="base\string.cpp" />
<ClCompile Include="debug\fps.cpp" />
<ClCompile Include="debug\lines.cpp" />
<ClCompile Include="debug\record.cpp" />
<ClCompile Include="debug\stats.cpp" />
<ClCompile Include="dict.cpp" />
<ClCompile Include="easymesh\csgbsp.cpp" />
<ClCompile Include="easymesh\easymesh.cpp" />
<ClCompile Include="easymesh\easymeshbuild.cpp" />
<ClCompile Include="easymesh\easymeshrender.cpp" />
<ClCompile Include="eglapp.cpp" />
<ClCompile Include="emitter.cpp" />
<ClCompile Include="entity.cpp" />
<ClCompile Include="font.cpp" />
<ClCompile Include="forge.cpp" />
<ClCompile Include="gpu\framebuffer.cpp" />
<ClCompile Include="gpu\indexbuffer.cpp" />
<ClCompile Include="gpu\lolfx.cpp" />
<ClCompile Include="gpu\rendercontext.cpp" />
<ClCompile Include="gpu\renderer.cpp" />
<ClCompile Include="gpu\shader.cpp" />
<ClCompile Include="gpu\texture.cpp" />
<ClCompile Include="gpu\vertexbuffer.cpp" />
<ClCompile Include="gradient.cpp" />
<ClCompile Include="image\codec\android-image.cpp" />
<ClCompile Include="image\codec\dummy-image.cpp" />
<ClCompile Include="image\codec\gdiplus-image.cpp" />
<ClCompile Include="image\codec\ios-image.cpp" />
<ClCompile Include="image\codec\oric-image.cpp" />
<ClCompile Include="image\codec\sdl-image.cpp" />
<ClCompile Include="image\codec\zed-image.cpp" />
<ClCompile Include="image\codec\zed-palette-image.cpp" />
<ClCompile Include="image\color\cie1931.cpp" />
<ClCompile Include="image\color\color.cpp" />
<ClCompile Include="image\filter\color.cpp" />
<ClCompile Include="image\filter\convolution.cpp" />
<ClCompile Include="image\filter\dilate.cpp" />
<ClCompile Include="image\filter\median.cpp" />
<ClCompile Include="image\filter\yuv.cpp" />
<ClCompile Include="image\dither\dbs.cpp" />
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<ItemGroup>
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<LolFxCompile Include="easymesh\shinydebuglighting.lolfx" />
<LolFxCompile Include="easymesh\shinydebugnormal.lolfx" />
<LolFxCompile Include="easymesh\shinydebugUV.lolfx" />
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<LolFxCompile Include="easymesh\shiny_SK.lolfx" />
<LolFxCompile Include="gpu\defaultmaterial.lolfx" />
<LolFxCompile Include="gpu\emptymaterial.lolfx" />
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<ItemGroup>
<None Include="Makefile.am" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="bullet\lolbullet.vcxproj">
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project>
</ProjectReference>
<ProjectReference Include="lua\lollua.vcxproj">
<Project>{d84021ca-b233-4e0f-8a52-071b83bbccc4}</Project>
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</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="$(SolutionDir)\msbuild\lolfx.targets" />
</ImportGroup>
</Project>

+ 7
- 1
src/lolcore.vcxproj.filters View File

@@ -388,6 +388,12 @@
<ClCompile Include="image\pixel.cpp">
<Filter>image</Filter>
</ClCompile>
<ClCompile Include="easymesh\easymeshprimitive.cpp">
<Filter>easymesh</Filter>
</ClCompile>
<ClCompile Include="easymesh\easymeshtransform.cpp">
<Filter>easymesh</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="debug\fps.h">
@@ -787,4 +793,4 @@
<ItemGroup>
<None Include="Makefile.am" />
</ItemGroup>
</Project>
</Project>

+ 3
- 3
src/sys/file.cpp View File

@@ -124,12 +124,12 @@ class FileData
String ret;
while (IsValid())
{
int done = Read(&buf[0], buf.Count());
int done = Read(&buf[0], (int)buf.Count());

if (done <= 0)
break;

int oldsize = ret.Count();
int oldsize = (int)ret.Count();
ret.Resize(oldsize + done);
memcpy(&ret[oldsize], &buf[0], done);

@@ -156,7 +156,7 @@ class FileData

int WriteString(const String &buf)
{
return Write((uint8_t const *)buf.C(), buf.Count());
return Write((uint8_t const *)buf.C(), (int)buf.Count());
}

long int GetPosFromStart()


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