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2fa4a23ea1
Definitely needs a clean up pass, but I think the functionality is very close. There's a few "hacks" still: - I am using the emerc logic for environment mapping, which doesn't care about the length of the normals. I can't figure out how the normal scaling worked in etie. I want to do a little bit more experimentation with this before merging. - There is some part about adgifs for TIE and ETIE that I don't understand. The clearly correct behavior of TIE/ETIE is that the alpha settings from the adgif shader are overwritten by the settings from the renderer. But I can't figure out how this happens in all cases. - Fade out is completely disabled. I think this is fine because the performance difference isn't bad. But if you are comparing screenshots with PCSX2, it will make things look a tiny bit different.
22 lines
442 B
C++
22 lines
442 B
C++
#pragma once
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/*!
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* @file runtime.h
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* Setup and launcher for the runtime.
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*/
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#include <thread>
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#include "common/common_types.h"
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#include "common/versions.h"
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#include "game/common/game_common_types.h"
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#include "game/kernel/common/kboot.h"
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extern u8* g_ee_main_mem;
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extern GameVersion g_game_version;
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RuntimeExitStatus exec_runtime(GameLaunchOptions game_options, int argc, const char** argv);
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extern std::thread::id g_main_thread_id;
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