mirror of
https://github.com/DrBeef/QuestZDoom.git
synced 2025-04-25 02:31:12 +00:00
Get it building...
This commit is contained in:
parent
31386f35b5
commit
aa4d177db9
9 changed files with 27 additions and 31 deletions
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@ -19,7 +19,7 @@ APP_ALLOW_MISSING_DEPS=true
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APP_SHORT_COMMANDS :=true
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APP_SHORT_COMMANDS :=true
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APP_MODULES := gl4es lzdoom
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APP_MODULES := gl4es qzdoom
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APP_STL := c++_shared
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APP_STL := c++_shared
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@ -912,7 +912,7 @@ void RenderFrame( ovrRenderer * renderer, const ovrJava * java,
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//Qcommon_BeginFrame (time * 1000);
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//Qcommon_BeginFrame (time * 1000);
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// Render the eye images.
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// Render the eye images.
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for (int eye = 0; eye < renderer->NumBuffers && isHostAlive(); eye++) {
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for (int eye = 0; eye < renderer->NumBuffers; eye++) {
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ovrFramebuffer *frameBuffer = &(renderer->FrameBuffer[eye]);
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ovrFramebuffer *frameBuffer = &(renderer->FrameBuffer[eye]);
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ovrFramebuffer_SetCurrent(frameBuffer);
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ovrFramebuffer_SetCurrent(frameBuffer);
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@ -1566,13 +1566,6 @@ void * AppThreadFunction( void * parm )
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}
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}
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if (runStatus == -1) {
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if (runStatus == -1) {
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#ifndef NDEBUG
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if (appState.FrameIndex > 10800)
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{
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//Trigger shutdown after a couple of minutes in debug mode
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//runStatus = 0;
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}
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#endif
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// Get the HMD pose, predicted for the middle of the time period during which
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// Get the HMD pose, predicted for the middle of the time period during which
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// the new eye images will be displayed. The number of frames predicted ahead
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// the new eye images will be displayed. The number of frames predicted ahead
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@ -3,7 +3,7 @@ LOCAL_PATH := $(call my-dir)/../src
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include $(CLEAR_VARS)
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include $(CLEAR_VARS)
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LOCAL_MODULE := lzdoom
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LOCAL_MODULE := qzdoom
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LOCAL_CFLAGS := -D__MOBILE__ -DNO_PIX_BUFF -DOPNMIDI_DISABLE_GX_EMULATOR -DGZDOOM -DLZDOOM -DUSE_GL_HW_BUFFERS -DNO_VBO -D__STDINT_LIMITS -DENGINE_NAME=\"lzdoom\"
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LOCAL_CFLAGS := -D__MOBILE__ -DNO_PIX_BUFF -DOPNMIDI_DISABLE_GX_EMULATOR -DGZDOOM -DLZDOOM -DUSE_GL_HW_BUFFERS -DNO_VBO -D__STDINT_LIMITS -DENGINE_NAME=\"lzdoom\"
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@ -577,10 +577,21 @@ PCH_SOURCES = \
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atterm.cpp \
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atterm.cpp \
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GuillotineBinPack.cpp \
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GuillotineBinPack.cpp \
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SkylineBinPack.cpp \
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SkylineBinPack.cpp \
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QZDOOM_SRC = \
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../../QzDoom/QzDoom_SurfaceView.c \
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../../QzDoom/VrCompositor.c \
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../../QzDoom/VrInputCommon.c \
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../../QzDoom/VrInputDefault.c \
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../../QzDoom/mathlib.c \
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../../QzDoom/matrixlib.c \
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../../QzDoom/argtable3.c
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LOCAL_SRC_FILES = \
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LOCAL_SRC_FILES = \
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__autostart.cpp \
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__autostart.cpp \
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$(QZDOOM_SRC) \
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$(ANDROID_SRC_FILES) \
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$(ANDROID_SRC_FILES) \
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$(PLAT_POSIX_SOURCES) \
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$(PLAT_POSIX_SOURCES) \
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$(PLAT_SDL_SOURCES) \
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$(PLAT_SDL_SOURCES) \
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@ -607,14 +618,7 @@ LOCAL_SRC_FILES = \
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math/tan.c \
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math/tan.c \
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math/tanh.c \
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math/tanh.c \
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math/fastsin.cpp \
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math/fastsin.cpp \
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zzautozend.cpp \
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zzautozend.cpp
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../../QzDoom/QzDoom_SurfaceView.c \
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../../QzDoom/VrCompositor.c \
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../../QzDoom/VrInputCommon.c \
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../../QzDoom/VrInputDefault.c \
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../../QzDoom/mathlib.c \
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../../QzDoom/matrixlib.c \
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../../QzDoom/argtable3.c
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# Turn down optimisation of this file so clang doesnt produce ldrd instructions which are missaligned
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# Turn down optimisation of this file so clang doesnt produce ldrd instructions which are missaligned
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@ -2392,8 +2392,8 @@ void D_DoomMain (void)
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D_DoomInit();
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D_DoomInit();
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extern void D_ConfirmSendStats();
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//extern void D_ConfirmSendStats();
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D_ConfirmSendStats();
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//D_ConfirmSendStats();
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// [RH] Make sure zdoom.pk3 is always loaded,
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// [RH] Make sure zdoom.pk3 is always loaded,
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// as it contains magic stuff we need.
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// as it contains magic stuff we need.
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@ -45,7 +45,7 @@ struct CRestartException
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char dummy;
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char dummy;
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};
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};
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void D_DoomMain (void);
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extern "C" void D_DoomMain (void);
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void D_Display ();
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void D_Display ();
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@ -473,7 +473,7 @@ void GLSceneDrawer::RenderTranslucent()
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::DrawScene(int drawmode)
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void GLSceneDrawer::DrawScene(int drawmode, sector_t * viewsector)
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{
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{
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static int recursion=0;
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static int recursion=0;
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static int ssao_portals_available = 0;
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static int ssao_portals_available = 0;
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@ -761,7 +761,7 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void GLSceneDrawer::ProcessScene(bool toscreen)
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void GLSceneDrawer::ProcessScene(bool toscreen, sector_t * viewsector)
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{
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{
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FDrawInfo::StartDrawInfo(this);
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FDrawInfo::StartDrawInfo(this);
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
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@ -770,7 +770,7 @@ void GLSceneDrawer::ProcessScene(bool toscreen)
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
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memset(¤tmapsection[0], 0, currentmapsection.Size());
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memset(¤tmapsection[0], 0, currentmapsection.Size());
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currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
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currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
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DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN);
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DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, viewsector);
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FDrawInfo::EndDrawInfo();
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FDrawInfo::EndDrawInfo();
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}
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}
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@ -897,7 +897,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
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SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
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gl_RenderState.ApplyMatrices();
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gl_RenderState.ApplyMatrices();
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ProcessScene(toscreen);
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ProcessScene(toscreen, lviewsector);
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if (mainview)
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if (mainview)
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{
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{
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if (FGLRenderBuffers::IsEnabled()) PostProcess.Clock();
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if (FGLRenderBuffers::IsEnabled()) PostProcess.Clock();
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@ -55,8 +55,8 @@ public:
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void Set3DViewport(bool mainview);
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void Set3DViewport(bool mainview);
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void Reset3DViewport();
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void Reset3DViewport();
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void SetFixedColormap(player_t *player);
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void SetFixedColormap(player_t *player);
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void DrawScene(int drawmode);
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void DrawScene(int drawmode, sector_t * viewsector = nullptr);
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void ProcessScene(bool toscreen = false);
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void ProcessScene(bool toscreen = false, sector_t* sector = nullptr);
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void DrawBlend(sector_t * viewsector);
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void DrawBlend(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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void EndDrawScene(sector_t * viewsector);
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void DrawEndScene2D(sector_t * viewsector);
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void DrawEndScene2D(sector_t * viewsector);
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@ -69,9 +69,8 @@ VSMatrix ShiftedEyePose::GetProjection(float fov, float aspectRatio, float fovRa
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/* virtual */
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/* virtual */
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void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const
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void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const
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{
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{
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double pixelstretch = level.info ? level.info->pixelstretch : 1.20;
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float dx = -cos(DEG2RAD(yaw)) * vr_vunits_per_meter * getShift();
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float dx = -cos(DEG2RAD(yaw)) * vr_vunits_per_meter * pixelstretch * getShift();
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float dy = sin(DEG2RAD(yaw)) * vr_vunits_per_meter * getShift();
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float dy = sin(DEG2RAD(yaw)) * vr_vunits_per_meter * pixelstretch * getShift();
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outViewShift[0] = dx;
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outViewShift[0] = dx;
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outViewShift[1] = dy;
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outViewShift[1] = dy;
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outViewShift[2] = 0;
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outViewShift[2] = 0;
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@ -41,7 +41,7 @@ import static android.system.Os.setenv;
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// Load the gles3jni library right away to make sure JNI_OnLoad() gets called as the very first thing.
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// Load the gles3jni library right away to make sure JNI_OnLoad() gets called as the very first thing.
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static
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static
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{
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{
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System.loadLibrary( "lzdoom" );
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System.loadLibrary( "qzdoom" );
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}
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}
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private static final String TAG = "QzDoom";
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private static final String TAG = "QzDoom";
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