commit x64 compilation from lulu cause the other branch dont seems to compile properly at home

This commit is contained in:
2026-07-17 16:08:20 +02:00
parent c0f3eeb00d
commit 0efa4ee6f7
625 changed files with 117283 additions and 4426 deletions

View File

@ -0,0 +1,81 @@
/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#include "core/geometry.h"
#include "log/log.h"
using namespace GS;
using namespace GS::Core;
//------------------------------------------------------------------------------
bool Geometry::ComputePolygonNormal(bool force)
{
if (!pol.GetCount() || !vtx.GetCount())
return false;
if (!force && (pol_normal.GetCount() == pol.GetCount()))
return true;
if (!pol_normal.Allocate(pol.GetCount()))
__ERR__(__LOG_E__ << "Geometry::ComputePolygonNormal() failed to allocate buffer.\n", false)
for (uint c = 0; c < pol.GetCount(); ++c)
if (pol[c].vtx_count > 2)
{
Vector4 va = vtx[pol[c].binding[2]] - vtx[pol[c].binding[0]],
vb = vtx[pol[c].binding[1]] - vtx[pol[c].binding[0]];
pol_normal[c] = vb.Cross(va).Normalized();
}
else
pol_normal[c].Set();
return true;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool Geometry::ComputeVertexNormal(Array <Vector4> &buffer, float msa)
{
if (!pol.GetCount() || !vtx.GetCount())
return false;
if (!ComputePolygonNormal())
return false;
Array <VertexToPolygon> vtx_to_pol;
ComputeVertexToPolygon(vtx_to_pol);
// Allocate full blown edge normal array.
__LOG__ << "Compute vertex normal for " << name << ".\n";
if (!binding.GetCount())
__ERR__(__LOG_E__ << "The total binding count is wrong. Check that the importer did properly update this flag.\n", false)
if (!vtx_normal.Allocate(binding.GetCount()))
__ERR__(__LOG_E__ << "Failed to allocate vertex normal buffer.\n", false)
for (uint cp = 0, ttp = 0; cp < pol.GetCount(); cp++)
for (uint cv = 0; cv < pol[cp].vtx_count; cv++)
{
uint gv = pol[cp].binding[cv];
Vector4 normal(0, 0, 0);
for (uint cg = 0; cg < vtx_to_pol[gv].pol_count; cg++)
if (pol_normal[cp].Dot(pol_normal[vtx_to_pol[gv].pol_index[cg]]) > msa) // MSA test.
normal += pol_normal[vtx_to_pol[gv].pol_index[cg]];
vtx_normal[ttp++] = normal.Normalized();
}
return true;
}
bool Geometry::ComputeVertexNormal(float msa, bool force)
{
if (!force && (vtx_normal.GetCount() == binding.GetCount()))
return true;
return ComputeVertexNormal(vtx_normal, msa);
}
//------------------------------------------------------------------------------