Get it building...

This commit is contained in:
Simon 2020-02-26 21:44:29 +00:00
parent 31386f35b5
commit aa4d177db9
9 changed files with 27 additions and 31 deletions

View file

@ -19,7 +19,7 @@ APP_ALLOW_MISSING_DEPS=true
APP_SHORT_COMMANDS :=true APP_SHORT_COMMANDS :=true
APP_MODULES := gl4es lzdoom APP_MODULES := gl4es qzdoom
APP_STL := c++_shared APP_STL := c++_shared

View file

@ -912,7 +912,7 @@ void RenderFrame( ovrRenderer * renderer, const ovrJava * java,
//Qcommon_BeginFrame (time * 1000); //Qcommon_BeginFrame (time * 1000);
// Render the eye images. // Render the eye images.
for (int eye = 0; eye < renderer->NumBuffers && isHostAlive(); eye++) { for (int eye = 0; eye < renderer->NumBuffers; eye++) {
ovrFramebuffer *frameBuffer = &(renderer->FrameBuffer[eye]); ovrFramebuffer *frameBuffer = &(renderer->FrameBuffer[eye]);
ovrFramebuffer_SetCurrent(frameBuffer); ovrFramebuffer_SetCurrent(frameBuffer);
@ -1566,13 +1566,6 @@ void * AppThreadFunction( void * parm )
} }
if (runStatus == -1) { if (runStatus == -1) {
#ifndef NDEBUG
if (appState.FrameIndex > 10800)
{
//Trigger shutdown after a couple of minutes in debug mode
//runStatus = 0;
}
#endif
// Get the HMD pose, predicted for the middle of the time period during which // Get the HMD pose, predicted for the middle of the time period during which
// the new eye images will be displayed. The number of frames predicted ahead // the new eye images will be displayed. The number of frames predicted ahead

View file

@ -3,7 +3,7 @@ LOCAL_PATH := $(call my-dir)/../src
include $(CLEAR_VARS) include $(CLEAR_VARS)
LOCAL_MODULE := lzdoom LOCAL_MODULE := qzdoom
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\" 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\"
@ -577,10 +577,21 @@ PCH_SOURCES = \
atterm.cpp \ atterm.cpp \
GuillotineBinPack.cpp \ GuillotineBinPack.cpp \
SkylineBinPack.cpp \ SkylineBinPack.cpp \
QZDOOM_SRC = \
../../QzDoom/QzDoom_SurfaceView.c \
../../QzDoom/VrCompositor.c \
../../QzDoom/VrInputCommon.c \
../../QzDoom/VrInputDefault.c \
../../QzDoom/mathlib.c \
../../QzDoom/matrixlib.c \
../../QzDoom/argtable3.c
LOCAL_SRC_FILES = \ LOCAL_SRC_FILES = \
__autostart.cpp \ __autostart.cpp \
$(QZDOOM_SRC) \
$(ANDROID_SRC_FILES) \ $(ANDROID_SRC_FILES) \
$(PLAT_POSIX_SOURCES) \ $(PLAT_POSIX_SOURCES) \
$(PLAT_SDL_SOURCES) \ $(PLAT_SDL_SOURCES) \
@ -607,14 +618,7 @@ LOCAL_SRC_FILES = \
math/tan.c \ math/tan.c \
math/tanh.c \ math/tanh.c \
math/fastsin.cpp \ math/fastsin.cpp \
zzautozend.cpp \ zzautozend.cpp
../../QzDoom/QzDoom_SurfaceView.c \
../../QzDoom/VrCompositor.c \
../../QzDoom/VrInputCommon.c \
../../QzDoom/VrInputDefault.c \
../../QzDoom/mathlib.c \
../../QzDoom/matrixlib.c \
../../QzDoom/argtable3.c
# Turn down optimisation of this file so clang doesnt produce ldrd instructions which are missaligned # Turn down optimisation of this file so clang doesnt produce ldrd instructions which are missaligned

View file

@ -2392,8 +2392,8 @@ void D_DoomMain (void)
D_DoomInit(); D_DoomInit();
extern void D_ConfirmSendStats(); //extern void D_ConfirmSendStats();
D_ConfirmSendStats(); //D_ConfirmSendStats();
// [RH] Make sure zdoom.pk3 is always loaded, // [RH] Make sure zdoom.pk3 is always loaded,
// as it contains magic stuff we need. // as it contains magic stuff we need.

View file

@ -45,7 +45,7 @@ struct CRestartException
char dummy; char dummy;
}; };
void D_DoomMain (void); extern "C" void D_DoomMain (void);
void D_Display (); void D_Display ();

View file

@ -473,7 +473,7 @@ void GLSceneDrawer::RenderTranslucent()
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void GLSceneDrawer::DrawScene(int drawmode) void GLSceneDrawer::DrawScene(int drawmode, sector_t * viewsector)
{ {
static int recursion=0; static int recursion=0;
static int ssao_portals_available = 0; static int ssao_portals_available = 0;
@ -761,7 +761,7 @@ void GLSceneDrawer::DrawEndScene2D(sector_t * viewsector)
// //
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void GLSceneDrawer::ProcessScene(bool toscreen) void GLSceneDrawer::ProcessScene(bool toscreen, sector_t * viewsector)
{ {
FDrawInfo::StartDrawInfo(this); FDrawInfo::StartDrawInfo(this);
iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0; iter_dlightf = iter_dlight = draw_dlight = draw_dlightf = 0;
@ -770,7 +770,7 @@ void GLSceneDrawer::ProcessScene(bool toscreen)
int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection; int mapsection = R_PointInSubsector(r_viewpoint.Pos)->mapsection;
memset(&currentmapsection[0], 0, currentmapsection.Size()); memset(&currentmapsection[0], 0, currentmapsection.Size());
currentmapsection[mapsection>>3] |= 1 << (mapsection & 7); currentmapsection[mapsection>>3] |= 1 << (mapsection & 7);
DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN); DrawScene(toscreen ? DM_MAINVIEW : DM_OFFSCREEN, viewsector);
FDrawInfo::EndDrawInfo(); FDrawInfo::EndDrawInfo();
} }
@ -897,7 +897,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false); SetViewMatrix(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, false, false);
gl_RenderState.ApplyMatrices(); gl_RenderState.ApplyMatrices();
ProcessScene(toscreen); ProcessScene(toscreen, lviewsector);
if (mainview) if (mainview)
{ {
if (FGLRenderBuffers::IsEnabled()) PostProcess.Clock(); if (FGLRenderBuffers::IsEnabled()) PostProcess.Clock();

View file

@ -55,8 +55,8 @@ public:
void Set3DViewport(bool mainview); void Set3DViewport(bool mainview);
void Reset3DViewport(); void Reset3DViewport();
void SetFixedColormap(player_t *player); void SetFixedColormap(player_t *player);
void DrawScene(int drawmode); void DrawScene(int drawmode, sector_t * viewsector = nullptr);
void ProcessScene(bool toscreen = false); void ProcessScene(bool toscreen = false, sector_t* sector = nullptr);
void DrawBlend(sector_t * viewsector); void DrawBlend(sector_t * viewsector);
void EndDrawScene(sector_t * viewsector); void EndDrawScene(sector_t * viewsector);
void DrawEndScene2D(sector_t * viewsector); void DrawEndScene2D(sector_t * viewsector);

View file

@ -69,9 +69,8 @@ VSMatrix ShiftedEyePose::GetProjection(float fov, float aspectRatio, float fovRa
/* virtual */ /* virtual */
void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const void ShiftedEyePose::GetViewShift(float yaw, float outViewShift[3]) const
{ {
double pixelstretch = level.info ? level.info->pixelstretch : 1.20; float dx = -cos(DEG2RAD(yaw)) * vr_vunits_per_meter * getShift();
float dx = -cos(DEG2RAD(yaw)) * vr_vunits_per_meter * pixelstretch * getShift(); float dy = sin(DEG2RAD(yaw)) * vr_vunits_per_meter * getShift();
float dy = sin(DEG2RAD(yaw)) * vr_vunits_per_meter * pixelstretch * getShift();
outViewShift[0] = dx; outViewShift[0] = dx;
outViewShift[1] = dy; outViewShift[1] = dy;
outViewShift[2] = 0; outViewShift[2] = 0;

View file

@ -41,7 +41,7 @@ import static android.system.Os.setenv;
// Load the gles3jni library right away to make sure JNI_OnLoad() gets called as the very first thing. // Load the gles3jni library right away to make sure JNI_OnLoad() gets called as the very first thing.
static static
{ {
System.loadLibrary( "lzdoom" ); System.loadLibrary( "qzdoom" );
} }
private static final String TAG = "QzDoom"; private static final String TAG = "QzDoom";