VS 2015 and Windows 10 support. close #261 #271 #272

This commit is contained in:
Robert Beckebans 2016-01-20 00:55:30 +01:00
parent fa87f5465c
commit 414a426b09
10 changed files with 61 additions and 19 deletions

View file

@ -845,9 +845,9 @@ bool D_DoomMainPoll(void)
if (p && p < ::g->myargc-1)
{
if (M_CheckParm("-cdrom"))
sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",::g->myargv[p+1][0]);
sprintf(file, "c:\\doomdata\\" SAVEGAMENAME "%c.dsg",::g->myargv[p+1][0]);
else
sprintf(file, SAVEGAMENAME"%c.dsg",::g->myargv[p+1][0]);
sprintf(file, SAVEGAMENAME "%c.dsg",::g->myargv[p+1][0]);
G_LoadGame (file);
}

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@ -27,6 +27,9 @@ option(ONATIVE
option(WINRT
"Build for Windows RT" OFF)
option(WINDOWS10
"Build for Windows 10" OFF)
option(USE_SYSTEM_ZLIB
"Use the system zlib instead of the bundled one" OFF)
@ -193,12 +196,12 @@ elseif(MSVC)
#-DUSE_OPENAL
-DUSE_EXCEPTIONS)
## Check for Version ##
if( WINRT ) # Windows RT
add_definitions(-DUSE_WINRT)
if( WINRT OR WINDOWS10 ) # Windows RT
add_definitions(-DUSE_WINRT)
endif()
if (USE_INTRINSICS)
add_definitions(-DUSE_INTRINSICS)
add_definitions(-DUSE_INTRINSICS)
endif()
if(NOT CMAKE_CL_64)
@ -1268,9 +1271,20 @@ if(MSVC)
# endif()
# else()
if(WINDOWS10)
set(DirectX_LIBRARIES
dinput8
dsound
dxguid
#dxerr
Xinput
xaudio2.lib
)
else()
find_package(DirectX REQUIRED)
include_directories(${DirectX_INCLUDE_DIR})
#endif()
endif()
if(OPENAL)
add_definitions(-DUSE_OPENAL)
@ -1431,7 +1445,7 @@ if(MSVC)
${PNG_LIBRARY}
${JPEG_LIBRARY}
${GLEW_LIBRARY}
${CMAKE_DL_LIBS}
${CMAKE_DL_LIBS}
)
#CMAKE_BINARY_DIR

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@ -0,0 +1,6 @@
cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 14" -DCMAKE_INSTALL_PREFIX=../bin/windows10-32 -DWINDOWS10=ON ../neo
pause

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@ -0,0 +1,6 @@
cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 14" -DCMAKE_INSTALL_PREFIX=../bin/windows7-32 -DWINDOWS10=OFF ../neo
pause

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@ -0,0 +1,6 @@
cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 14 Win64" -DCMAKE_INSTALL_PREFIX=../bin/windows10-64 -DWINDOWS10=ON ../neo
pause

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@ -0,0 +1,6 @@
cd ..
del /s /q build
mkdir build
cd build
cmake -G "Visual Studio 14 Win64" -DCMAKE_INSTALL_PREFIX=../bin/windows7-64 ../neo
pause

View file

@ -141,7 +141,7 @@ void Cmd_ListSpawnArgs_f( const idCmdArgs& args )
for( i = 0; i < ent->spawnArgs.GetNumKeyVals(); i++ )
{
const idKeyValue* kv = ent->spawnArgs.GetKeyVal( i );
gameLocal.Printf( "\"%s\" "S_COLOR_WHITE"\"%s\"\n", kv->GetKey().c_str(), kv->GetValue().c_str() );
gameLocal.Printf( "\"%s\" " S_COLOR_WHITE "\"%s\"\n", kv->GetKey().c_str(), kv->GetValue().c_str() );
}
}

View file

@ -215,12 +215,13 @@ bulk of the codebase, so it is the best place for analyze pragmas.
// win32 needs this, but 360 doesn't
#pragma warning( disable: 6540 ) // warning C6540: The use of attribute annotations on this function will invalidate all of its existing __declspec annotations [D:\tech5\engine\engine-10.vcxproj]
#if !defined(VERIFY_FORMAT_STRING)
// checking format strings catches a LOT of errors
#include <CodeAnalysis\SourceAnnotations.h>
#define VERIFY_FORMAT_STRING [SA_FormatString(Style="printf")]
// DG: alternative for GCC with attribute (NOOP for MSVC)
#define ID_STATIC_ATTRIBUTE_PRINTF(STRIDX, FIRSTARGIDX)
#endif
#else
#define VERIFY_FORMAT_STRING

View file

@ -35,6 +35,9 @@
/* #define GEN_TREES_H */
#include "deflate.h"
// RB: avoid problems with SourceAnnotations.h
#define VERIFY_FORMAT_STRING
#include "idlib/sys/sys_defines.h"
#ifdef DEBUG

View file

@ -1878,7 +1878,7 @@ static void RB_AmbientPass( const drawSurf_t* const* drawSurfs, int numDrawSurfs
continue;
}
bool isWorldModel = ( drawSurf->space->entityDef->parms.origin == vec3_origin );
//bool isWorldModel = ( drawSurf->space->entityDef->parms.origin == vec3_origin );
//if( isWorldModel )
//{
@ -1926,15 +1926,15 @@ static void RB_AmbientPass( const drawSurf_t* const* drawSurfs, int numDrawSurfs
R_GlobalPointToLocal( drawSurf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
if( !isWorldModel )
{
// tranform the light direction into model local space
idVec3 globalLightDirection( 0.0f, 0.0f, -1.0f ); // HACK
idVec4 localLightDirection( 0.0f );
R_GlobalVectorToLocal( drawSurf->space->modelMatrix, globalLightDirection, localLightDirection.ToVec3() );
SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLightDirection.ToFloatPtr() );
}
//if( !isWorldModel )
//{
// // tranform the light direction into model local space
// idVec3 globalLightDirection( 0.0f, 0.0f, -1.0f ); // HACK
// idVec4 localLightDirection( 0.0f );
// R_GlobalVectorToLocal( drawSurf->space->modelMatrix, globalLightDirection, localLightDirection.ToVec3() );
//
// SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLightDirection.ToFloatPtr() );
//}
// RB: if we want to store the normals in world space so we need the model -> world matrix
idRenderMatrix modelMatrix;