mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-07 19:23:49 +03:00
Fixed release mode
- updated AlterFloorHeight() - fixed chunkreader.h that used "ChunkReader::" in this own class. - fixed ChunkId::FromString() not const for str. - fixed some renderer wrong return value that caused error. - fixed the debug mode not using the correct directx library ! - updated project include and libs required in release mode. - fixed Sound_CheckBASSError() not const for message. - fixed compileXXShader not const for the path. - reverted GetFloor() change.
This commit is contained in:
parent
3296db8dce
commit
4b6ffedf5e
9 changed files with 101 additions and 152 deletions
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@ -1335,7 +1335,12 @@ int GetChange(ITEM_INFO* item, ANIM_STRUCT* anim)
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void AlterFloorHeight(ITEM_INFO* item, int height)
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{
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FLOOR_INFO* floor;
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FLOOR_INFO* ceiling;
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BOX_INFO* box;
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short roomNumber;
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int flag = 0;
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if (abs(height))
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{
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flag = 1;
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@ -1345,42 +1350,42 @@ void AlterFloorHeight(ITEM_INFO* item, int height)
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height--;
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}
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short roomNumber = item->roomNumber;
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FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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FLOOR_INFO* ceiling = GetFloor(item->pos.xPos, height + item->pos.yPos - 1024, item->pos.zPos, &roomNumber);
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roomNumber = item->roomNumber;
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floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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ceiling = GetFloor(item->pos.xPos, height + item->pos.yPos - WALL_SIZE, item->pos.zPos, &roomNumber);
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if (floor->floor == -127)
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if (floor->floor == NO_HEIGHT/STEP_SIZE)
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{
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floor->floor = ceiling->ceiling + (((height >> 31) + height) >> 8);
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floor->floor = ceiling->ceiling + height/STEP_SIZE;
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}
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else
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{
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floor->floor += (((height >> 31) + height) >> 8);
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floor->floor += height/STEP_SIZE;
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if (floor->floor == ceiling->ceiling && !flag)
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floor->floor = -127;
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floor->floor = NO_HEIGHT/STEP_SIZE;
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}
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BOX_INFO* box = &Boxes[floor->box];
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if (box->overlapIndex & 0x8000)
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box = &Boxes[floor->box];
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if (box->overlapIndex & BLOCKABLE)
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{
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if (height >= 0)
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box->overlapIndex &= ~0x4000;
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box->overlapIndex &= ~BLOCKED;
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else
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box->overlapIndex |= 0x4000;
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box->overlapIndex |= BLOCKED;
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}
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}
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FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber)
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{
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ROOM_INFO* r;
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FLOOR_INFO* floor;
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short data;
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int xFloor = 0;
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int yFloor = 0;
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short roomDoor = 0;
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int retval;
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ROOM_INFO* r = &Rooms[*roomNumber];
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short data;
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r = &Rooms[*roomNumber];
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do
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{
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xFloor = (z - r->z) >> WALL_SHIFT;
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@ -1421,53 +1426,6 @@ FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber)
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}
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} while (data != NO_ROOM);
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if (y >= (floor->floor * 256))
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{
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do
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{
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if (floor->pitRoom == NO_ROOM)
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return floor;
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retval = CheckNoColFloorTriangle(floor, x, z);
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if (retval == 1)
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break;
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if (retval == -1)
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{
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if (y < r->minfloor)
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break;
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}
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*roomNumber = floor->pitRoom;
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r = &Rooms[floor->pitRoom];
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floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
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}
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while (y >= (floor->floor * 256));
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}
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else if (y < (floor->ceiling * 256))
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{
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do
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{
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if (floor->skyRoom == NO_ROOM)
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return floor;
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retval = CheckNoColCeilingTriangle(floor, x, z);
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if (retval == 1)
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break;
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if (retval == -1)
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{
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if (y >= r->maxceiling)
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break;
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}
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*roomNumber = floor->pitRoom;
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r = &Rooms[floor->pitRoom];
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floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
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}
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while (y < (floor->ceiling * 256));
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}
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/*
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if (y < floor->floor * 256)
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{
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if (y < floor->ceiling * 256 && floor->skyRoom != NO_ROOM)
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@ -1501,7 +1459,7 @@ FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber)
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break;
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} while (floor->pitRoom != NO_ROOM);
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}
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*/
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return floor;
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}
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@ -220,7 +220,6 @@ long SoundEffect(int effectID, PHD_3DPOS* position, int env_flags)
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SoundSlot[freeSlot].origin = position ? Vector3(position->xPos, position->yPos, position->zPos) : SOUND_OMNIPRESENT_ORIGIN;
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// Set 3D attributes
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BASS_ChannelSet3DAttributes(channel, position ? BASS_3DMODE_NORMAL : BASS_3DMODE_OFF, SOUND_MAXVOL_RADIUS, radius, 360, 360, 0.0f);
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Sound_UpdateEffectPosition(freeSlot, position, true);
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@ -274,7 +273,7 @@ void S_CDPlay(short index, unsigned int mode)
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mode = (mode >= NUM_SOUND_TRACK_TYPES) ? SOUND_TRACK_BGM : mode;
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bool channelActive = BASS_ChannelIsActive(BASS_Soundtrack[mode].channel);
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if (channelActive && (BASS_Soundtrack[mode].trackID == index))
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if (channelActive && BASS_Soundtrack[mode].trackID == index)
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return;
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switch (mode)
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@ -410,8 +409,7 @@ int Sound_GetFreeSlot()
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{
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for (int i = 0; i < SOUND_MAX_CHANNELS; i++)
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{
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if ((SoundSlot[i].channel == NULL) ||
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!BASS_ChannelIsActive(SoundSlot[i].channel))
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if (SoundSlot[i].channel == NULL || !BASS_ChannelIsActive(SoundSlot[i].channel))
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return i;
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}
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@ -673,7 +671,7 @@ void Sound_DeInit()
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BASS_Free();
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}
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bool Sound_CheckBASSError(char* message, bool verbose, ...)
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bool Sound_CheckBASSError(const char* message, bool verbose, ...)
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{
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va_list argptr;
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static char data[4096];
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@ -682,7 +680,7 @@ bool Sound_CheckBASSError(char* message, bool verbose, ...)
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if (verbose || bassError)
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{
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va_start(argptr, verbose);
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int32_t written = vsprintf(data, message, argptr); // @TODO: replace with debug/console/message output later...
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int32_t written = vsprintf(data, (char*)message, argptr); // @TODO: replace with debug/console/message output later...
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va_end(argptr);
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snprintf(data + written, sizeof(data) - written, bassError ? ": error #%d \n" : ": success \n", bassError);
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printf(data);
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@ -593,37 +593,28 @@ typedef enum sound_effects
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};
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#define PITCH_SHIFT 4
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#define SOUND_BASS_UNITS 1.0f / 1024.0f // TR->BASS distance unit coefficient
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#define SOUND_MAXVOL_RADIUS 1024.0f // Max. volume hearing distance
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#define SOUND_OMNIPRESENT_ORIGIN Vector3(1.17549e-038f, 1.17549e-038f, 1.17549e-038f)
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#define SOUND_MAX_SAMPLES 3072 // Original was 1024, reallocate original 3-dword DX handle struct to just 1-dword memory pointer
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#define SOUND_MAX_CHANNELS 32 // Original was 24, reallocate original 36-byte struct with 24-byte SoundEffectSlot struct
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#define SOUND_LEGACY_SOUNDMAP_SIZE 450
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#define SOUND_LEGACY_TRACKTABLE_SIZE 136
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#define SOUND_FLAG_NO_PAN (1<<12) // Unused flag
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#define SOUND_FLAG_RND_PITCH (1<<13)
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#define SOUND_FLAG_RND_GAIN (1<<14)
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#define SOUND_MAX_PITCH_CHANGE 0.09f
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#define SOUND_MAX_GAIN_CHANGE 0.0625f
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#define SOUND_32BIT_SILENCE_LEVEL 4.9e-04f
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#define SOUND_SAMPLE_FLAGS (BASS_SAMPLE_MONO | BASS_SAMPLE_FLOAT)
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#define SOUND_XFADETIME_BGM 5000
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#define SOUND_XFADETIME_BGM_START 1500
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#define SOUND_XFADETIME_ONESHOT 200
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#define SOUND_XFADETIME_CUTSOUND 100
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#define SOUND_XFADETIME_HIJACKSOUND 50
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#define SOUND_BGM_DAMP_COEFFICIENT 0.6f
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typedef struct SoundEffectSlot
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struct SoundEffectSlot
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{
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short state;
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short effectID;
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Vector3 origin;
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};
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typedef struct SoundTrackSlot
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struct SoundTrackSlot
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{
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HSTREAM channel;
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short trackID;
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@ -706,7 +697,7 @@ static void CALLBACK Sound_FinishOneshotTrack(HSYNC handle, DWORD channel, DWORD
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void Sound_Init();
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void Sound_DeInit();
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bool Sound_CheckBASSError(char* message, bool verbose, ...);
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bool Sound_CheckBASSError(const char* message, bool verbose, ...);
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void Sound_UpdateScene();
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void Sound_FreeSample(int index);
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int Sound_GetFreeSlot();
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@ -133,16 +133,12 @@ void Renderer11::FreeRendererData()
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DX11_DELETE(m_animatedTextureSets[i]);
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free(m_animatedTextureSets);
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DX11_DELETE(m_textureAtlas);
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DX11_DELETE(m_textureAtlas);
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DX11_DELETE(m_skyTexture);
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DX11_DELETE(m_roomsVertexBuffer);
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DX11_DELETE(m_roomsIndexBuffer);
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DX11_DELETE(m_moveablesVertexBuffer);
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DX11_DELETE(m_moveablesIndexBuffer);
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DX11_DELETE(m_staticsVertexBuffer);
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DX11_DELETE(m_staticsIndexBuffer);
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}
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{
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D3D_FEATURE_LEVEL levels[1] = { D3D_FEATURE_LEVEL_10_0 };
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D3D_FEATURE_LEVEL featureLevel;
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HRESULT res;
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#ifdef _RELEASE
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res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context);
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#else
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res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context); // D3D11_CREATE_DEVICE_DEBUG
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#endif
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HRESULT res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, levels, 1, D3D11_SDK_VERSION,
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&m_device, &featureLevel, &m_context);
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if (FAILED(res))
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return false;
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@ -412,7 +413,7 @@ bool Renderer11::Initialise(int w, int h, int refreshRate, bool windowed, HWND h
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m_states = new CommonStates(m_device);
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// Load caustics
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char* causticsNames[NUM_CAUSTICS_TEXTURES] = {
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const char* causticsNames[NUM_CAUSTICS_TEXTURES] = {
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"CausticsRender_001.bmp",
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"CausticsRender_002.bmp",
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"CausticsRender_003.bmp",
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@ -1554,8 +1555,9 @@ bool Renderer11::drawScene(bool dump)
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// Draw binoculars or lasersight
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drawOverlays();
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ROOM_INFO* r = &Rooms[LaraItem->roomNumber];
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m_currentY = 60;
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#ifdef _DEBUG
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ROOM_INFO* r = &Rooms[LaraItem->roomNumber];
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printDebugMessage("Update time: %d", m_timeUpdate);
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printDebugMessage("Frame time: %d", m_timeFrame);
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@ -1572,6 +1574,7 @@ bool Renderer11::drawScene(bool dump)
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printDebugMessage("Lara.requiredAnimState: %d", LaraItem->requiredAnimState);
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printDebugMessage("Lara.goalAnimState: %d", LaraItem->goalAnimState);
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printDebugMessage("Room: %d %d %d %d", r->x, r->z, r->x + r->xSize * WALL_SIZE, r->z + r->ySize * WALL_SIZE);
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#endif
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}
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drawAllStrings();
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@ -2597,7 +2600,7 @@ bool Renderer11::PrepareDataForTheRenderer()
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return true;
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}
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ID3D11VertexShader* Renderer11::compileVertexShader(char* fileName, char* function, char* model, ID3D10Blob** bytecode)
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ID3D11VertexShader* Renderer11::compileVertexShader(const char* fileName, const char* function, const char* model, ID3D10Blob** bytecode)
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{
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HRESULT res;
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@ -2621,7 +2624,7 @@ ID3D11VertexShader* Renderer11::compileVertexShader(char* fileName, char* functi
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return shader;
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}
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ID3D11PixelShader* Renderer11::compilePixelShader(char* fileName, char* function, char* model, ID3D10Blob** bytecode)
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ID3D11PixelShader* Renderer11::compilePixelShader(const char* fileName, const char* function, const char* model, ID3D10Blob** bytecode)
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{
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HRESULT res;
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@ -2645,7 +2648,7 @@ ID3D11PixelShader* Renderer11::compilePixelShader(char* fileName, char* function
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return shader;
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}
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ID3D11GeometryShader* Renderer11::compileGeometryShader(char* fileName)
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ID3D11GeometryShader* Renderer11::compileGeometryShader(const char* fileName)
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{
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HRESULT res;
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@ -2664,7 +2667,7 @@ ID3D11GeometryShader* Renderer11::compileGeometryShader(char* fileName)
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return shader;
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}
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ID3D11ComputeShader* Renderer11::compileComputeShader(char* fileName)
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ID3D11ComputeShader* Renderer11::compileComputeShader(const char* fileName)
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{
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HRESULT res;
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@ -4633,7 +4636,7 @@ bool Renderer11::printDebugMessage(int x, int y, int alpha, byte r, byte g, byte
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return true;
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}
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void Renderer11::printDebugMessage(char* message, ...)
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void Renderer11::printDebugMessage(LPCSTR message, ...)
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{
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char buffer[255];
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ZeroMemory(buffer, 255);
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@ -264,7 +264,7 @@ public:
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rt->DepthStencilTexture = NULL;
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res = device->CreateTexture2D(&depthTexDesc, NULL, &rt->DepthStencilTexture);
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if (FAILED(res))
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return false;
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return NULL;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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ZeroMemory(&dsvDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
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@ -276,7 +276,7 @@ public:
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rt->DepthStencilView = NULL;
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res = device->CreateDepthStencilView(rt->DepthStencilTexture, &dsvDesc, &rt->DepthStencilView);
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if (FAILED(res))
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return false;
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return NULL;
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return rt;
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}
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@ -347,7 +347,7 @@ public:
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return texture;
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}
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static Texture2D* LoadFromFile(ID3D11Device* device, char* fileName)
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static Texture2D* LoadFromFile(ID3D11Device* device, const char* fileName)
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{
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Texture2D* texture = new Texture2D();
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@ -926,10 +926,10 @@ private:
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// Private functions
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bool drawScene(bool dump);
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bool drawAllStrings();
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ID3D11VertexShader* compileVertexShader(char* fileName, char* function, char* model, ID3D10Blob** bytecode);
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ID3D11GeometryShader* compileGeometryShader(char* fileName);
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ID3D11PixelShader* compilePixelShader(char* fileName, char* function, char* model, ID3D10Blob** bytecode);
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ID3D11ComputeShader* compileComputeShader(char* fileName);
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ID3D11VertexShader* compileVertexShader(const char* fileName, const char* function, const char* model, ID3D10Blob** bytecode);
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ID3D11GeometryShader* compileGeometryShader(const char* fileName);
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ID3D11PixelShader* compilePixelShader(const char* fileName, const char* function, const char* model, ID3D10Blob** bytecode);
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ID3D11ComputeShader* compileComputeShader(const char* fileName);
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ID3D11Buffer* createConstantBuffer(int size);
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int getAnimatedTextureInfo(short textureId);
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void initialiseHairRemaps();
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@ -966,7 +966,7 @@ private:
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bool drawShadowMap();
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bool drawObjectOn2DPosition(short x, short y, short objectNum, short rotX, short rotY, short rotZ);
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bool drawLara(bool transparent, bool shadowMap);
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void printDebugMessage(char* message, ...);
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void printDebugMessage(LPCSTR message, ...);
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void drawFires();
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void drawSparks();
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void drawSmokes();
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@ -38,9 +38,9 @@ public:
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delete m_chunkBytes;
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}
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static ChunkId* FromString(char* str)
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static ChunkId* FromString(const char* str)
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{
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return new ChunkId(str, strlen(str));
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return new ChunkId((char*)str, strlen(str));
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}
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static ChunkId* FromString(string* str)
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@ -45,9 +45,7 @@ public:
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// TODO: future use for compression
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m_stream->Seek(4, SEEK_ORIGIN::CURRENT);
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m_emptyChunk = new ChunkId(NULL, 0);
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m_isValid = true;
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}
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@ -56,12 +54,12 @@ public:
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delete m_emptyChunk;
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}
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|
||||
bool ChunkReader::IsValid()
|
||||
bool IsValid()
|
||||
{
|
||||
return m_isValid;
|
||||
}
|
||||
|
||||
bool ChunkReader::ReadChunks(bool(*func)(ChunkId* parentChunkId, int maxSize, int arg), int arg)
|
||||
bool ReadChunks(bool(*func)(ChunkId* parentChunkId, int maxSize, int arg), int arg)
|
||||
{
|
||||
do
|
||||
{
|
||||
|
|
|
@ -47,14 +47,15 @@
|
|||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(ProjectDir)..\Build\</OutDir>
|
||||
<ExecutablePath>$(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x86</ExecutablePath>
|
||||
<IncludePath>$(IncludePath);$(DXSDK_DIR)Include;$(ProjectDir)Libs\bass;$(ProjectDir)Libs\sol2;$(ProjectDir)Libs\lua</IncludePath>
|
||||
<LibraryPath>$(LibraryPath);$(ProjectDir)Libs\lua;$(DXSDK_DIR)Lib\x86;$(ProjectDir)Libs\bass</LibraryPath>
|
||||
<IncludePath>$(IncludePath);$(DXSDK_DIR)Include;$(SolutionDir)TR5Main\Libs\bass;$(SolutionDir)TR5Main\Libs\sol2;$(SolutionDir)TR5Main\Libs\lua</IncludePath>
|
||||
<LibraryPath>$(LibraryPath);$(DXSDK_DIR)Lib\x86;$(SolutionDir)TR5Main\Libs\bass;$(SolutionDir)TR5Main\Libs\lua</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<ExecutablePath>$(ExecutablePath);$(DXSDK_DIR)Utilities\bin\x86</ExecutablePath>
|
||||
<IncludePath>$(IncludePath);$(DXSDK_DIR)Include;$(ProjectDir)Libs\bass</IncludePath>
|
||||
<LibraryPath>$(LibraryPath);$(DXSDK_DIR)Lib\x86;$(ProjectDir)Libs\bass</LibraryPath>
|
||||
<IncludePath>$(IncludePath);$(DXSDK_DIR)Include;$(SolutionDir)TR5Main\Libs\bass;$(SolutionDir)TR5Main\Libs\sol2;$(SolutionDir)TR5Main\Libs\lua</IncludePath>
|
||||
<LibraryPath>$(LibraryPath);$(DXSDK_DIR)Lib\x86;$(SolutionDir)TR5Main\Libs\bass;$(SolutionDir)TR5Main\Libs\lua</LibraryPath>
|
||||
<OutDir>$(ProjectDir)..\Build\Release\</OutDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
@ -64,7 +65,7 @@
|
|||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;TR5MAIN_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>false</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)TR5Main\Libs\sol2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
||||
<IgnoreStandardIncludePath>false</IgnoreStandardIncludePath>
|
||||
</ClCompile>
|
||||
|
@ -73,7 +74,7 @@
|
|||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
|
||||
<AdditionalLibraryDirectories>C:\Program Files %28x86%29\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.15.26726\lib\onecore\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>Comctl32.lib;lua53.lib;bass.lib;bassmix.lib;bass_fx.lib;dxerr.lib;D3DCompiler.lib;dxgi.lib;dxguid.lib;d3d11.lib;d3dx11.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>comctl32.lib;lua53.lib;bass.lib;bassmix.lib;bass_fx.lib;dxerr.lib;D3DCompiler.lib;dxgi.lib;dxguid.lib;d3d11.lib;d3dx11.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>md "$(TargetDir)\Shaders"
|
||||
|
@ -90,7 +91,7 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
|
|||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;TR5MAIN_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_RELEASE;TR5MAIN_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
|
@ -98,9 +99,9 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
|
|||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<GenerateDebugInformation>false</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>C:\Program Files %28x86%29\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.15.26726\lib\onecore\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>bass.lib;bassmix.lib;bass_fx.lib;d3d9.lib;dinput8.lib;d3dx9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalDependencies>comctl32.lib;lua53.lib;bass.lib;bassmix.lib;bass_fx.lib;dxerr.lib;D3DCompiler.lib;dxgi.lib;dxguid.lib;d3d11.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>md "$(TargetDir)\Shaders"
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue