mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-23 02:00:58 +00:00
parent
fa87f5465c
commit
414a426b09
10 changed files with 61 additions and 19 deletions
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@ -845,9 +845,9 @@ bool D_DoomMainPoll(void)
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if (p && p < ::g->myargc-1)
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{
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if (M_CheckParm("-cdrom"))
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sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",::g->myargv[p+1][0]);
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sprintf(file, "c:\\doomdata\\" SAVEGAMENAME "%c.dsg",::g->myargv[p+1][0]);
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else
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sprintf(file, SAVEGAMENAME"%c.dsg",::g->myargv[p+1][0]);
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sprintf(file, SAVEGAMENAME "%c.dsg",::g->myargv[p+1][0]);
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G_LoadGame (file);
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}
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@ -27,6 +27,9 @@ option(ONATIVE
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option(WINRT
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"Build for Windows RT" OFF)
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option(WINDOWS10
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"Build for Windows 10" OFF)
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option(USE_SYSTEM_ZLIB
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"Use the system zlib instead of the bundled one" OFF)
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@ -193,12 +196,12 @@ elseif(MSVC)
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#-DUSE_OPENAL
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-DUSE_EXCEPTIONS)
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## Check for Version ##
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if( WINRT ) # Windows RT
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add_definitions(-DUSE_WINRT)
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if( WINRT OR WINDOWS10 ) # Windows RT
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add_definitions(-DUSE_WINRT)
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endif()
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if (USE_INTRINSICS)
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add_definitions(-DUSE_INTRINSICS)
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add_definitions(-DUSE_INTRINSICS)
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endif()
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if(NOT CMAKE_CL_64)
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@ -1268,9 +1271,20 @@ if(MSVC)
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# endif()
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# else()
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if(WINDOWS10)
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set(DirectX_LIBRARIES
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dinput8
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dsound
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dxguid
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#dxerr
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Xinput
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xaudio2.lib
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)
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else()
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find_package(DirectX REQUIRED)
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include_directories(${DirectX_INCLUDE_DIR})
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#endif()
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endif()
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if(OPENAL)
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add_definitions(-DUSE_OPENAL)
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@ -1431,7 +1445,7 @@ if(MSVC)
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${PNG_LIBRARY}
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${JPEG_LIBRARY}
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${GLEW_LIBRARY}
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${CMAKE_DL_LIBS}
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${CMAKE_DL_LIBS}
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)
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#CMAKE_BINARY_DIR
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6
neo/cmake-vs2015-32bit-windows10.bat
Normal file
6
neo/cmake-vs2015-32bit-windows10.bat
Normal file
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@ -0,0 +1,6 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Visual Studio 14" -DCMAKE_INSTALL_PREFIX=../bin/windows10-32 -DWINDOWS10=ON ../neo
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pause
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6
neo/cmake-vs2015-32bit.bat
Normal file
6
neo/cmake-vs2015-32bit.bat
Normal file
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@ -0,0 +1,6 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Visual Studio 14" -DCMAKE_INSTALL_PREFIX=../bin/windows7-32 -DWINDOWS10=OFF ../neo
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pause
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6
neo/cmake-vs2015-64bit-windows10.bat
Normal file
6
neo/cmake-vs2015-64bit-windows10.bat
Normal file
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@ -0,0 +1,6 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Visual Studio 14 Win64" -DCMAKE_INSTALL_PREFIX=../bin/windows10-64 -DWINDOWS10=ON ../neo
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pause
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6
neo/cmake-vs2015-64bit.bat
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6
neo/cmake-vs2015-64bit.bat
Normal file
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@ -0,0 +1,6 @@
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cd ..
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del /s /q build
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mkdir build
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cd build
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cmake -G "Visual Studio 14 Win64" -DCMAKE_INSTALL_PREFIX=../bin/windows7-64 ../neo
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pause
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@ -141,7 +141,7 @@ void Cmd_ListSpawnArgs_f( const idCmdArgs& args )
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for( i = 0; i < ent->spawnArgs.GetNumKeyVals(); i++ )
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{
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const idKeyValue* kv = ent->spawnArgs.GetKeyVal( i );
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gameLocal.Printf( "\"%s\" "S_COLOR_WHITE"\"%s\"\n", kv->GetKey().c_str(), kv->GetValue().c_str() );
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gameLocal.Printf( "\"%s\" " S_COLOR_WHITE "\"%s\"\n", kv->GetKey().c_str(), kv->GetValue().c_str() );
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}
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}
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@ -215,12 +215,13 @@ bulk of the codebase, so it is the best place for analyze pragmas.
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// win32 needs this, but 360 doesn't
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#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]
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#if !defined(VERIFY_FORMAT_STRING)
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// checking format strings catches a LOT of errors
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#include <CodeAnalysis\SourceAnnotations.h>
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#define VERIFY_FORMAT_STRING [SA_FormatString(Style="printf")]
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// DG: alternative for GCC with attribute (NOOP for MSVC)
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#define ID_STATIC_ATTRIBUTE_PRINTF(STRIDX, FIRSTARGIDX)
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#endif
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#else
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#define VERIFY_FORMAT_STRING
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@ -35,6 +35,9 @@
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/* #define GEN_TREES_H */
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#include "deflate.h"
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// RB: avoid problems with SourceAnnotations.h
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#define VERIFY_FORMAT_STRING
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#include "idlib/sys/sys_defines.h"
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#ifdef DEBUG
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@ -1878,7 +1878,7 @@ static void RB_AmbientPass( const drawSurf_t* const* drawSurfs, int numDrawSurfs
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continue;
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}
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bool isWorldModel = ( drawSurf->space->entityDef->parms.origin == vec3_origin );
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//bool isWorldModel = ( drawSurf->space->entityDef->parms.origin == vec3_origin );
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//if( isWorldModel )
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//{
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@ -1926,15 +1926,15 @@ static void RB_AmbientPass( const drawSurf_t* const* drawSurfs, int numDrawSurfs
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R_GlobalPointToLocal( drawSurf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewOrigin.ToVec3() );
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SetVertexParm( RENDERPARM_LOCALVIEWORIGIN, localViewOrigin.ToFloatPtr() );
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if( !isWorldModel )
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{
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// tranform the light direction into model local space
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idVec3 globalLightDirection( 0.0f, 0.0f, -1.0f ); // HACK
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idVec4 localLightDirection( 0.0f );
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R_GlobalVectorToLocal( drawSurf->space->modelMatrix, globalLightDirection, localLightDirection.ToVec3() );
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SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLightDirection.ToFloatPtr() );
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}
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//if( !isWorldModel )
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//{
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// // tranform the light direction into model local space
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// idVec3 globalLightDirection( 0.0f, 0.0f, -1.0f ); // HACK
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// idVec4 localLightDirection( 0.0f );
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// R_GlobalVectorToLocal( drawSurf->space->modelMatrix, globalLightDirection, localLightDirection.ToVec3() );
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//
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// SetVertexParm( RENDERPARM_LOCALLIGHTORIGIN, localLightDirection.ToFloatPtr() );
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//}
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// RB: if we want to store the normals in world space so we need the model -> world matrix
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idRenderMatrix modelMatrix;
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