Merge branch 'master' into sdl2

Conflicts:
	code/sdl/sdl_input.c
This commit is contained in:
Tim Angus 2013-08-16 23:34:08 +01:00
commit bde7665462
97 changed files with 6333 additions and 546 deletions

30
.gitignore vendored
View File

@ -2,3 +2,33 @@ build
Makefile.local
*.swp
*tags
# OS X
####################
.Spotlight-V100/
.Trashes/
._*
.AppleDouble
.DS_Store
.LSOverride
Icon?
# Xcode
####################
*.mode1v3
*.mode2v3
*.pbxuser
*.perspectivev3
*.user
*.xcuserstate
*.moved-aside
*~.nib
.idea/
DerivedData/
project.xcworkspace/
xcuserdata/
profile
!default.pbxuser
!default.mode1v3
!default.mode2v3
!default.perspectivev3

View File

@ -1259,9 +1259,16 @@ ifneq ($(TARGETS),)
endif
$(B).zip: $(TARGETS)
ifdef ARCHIVE
ifeq ($(PLATFORM),darwin)
ifdef ARCHIVE
@("./make-macosx-app.sh" release $(ARCH); if [ "$$?" -eq 0 ] && [ -d "$(B)/ioquake3.app" ]; then rm -f $@; cd $(B) && zip --symlinks -r9 ../../$@ `find "ioquake3.app" -print | sed -e "s!$(B)/!!g"`; else rm -f $@; cd $(B) && zip -r9 ../../$@ $(NAKED_TARGETS); fi)
endif
endif
ifneq ($(PLATFORM),darwin)
ifdef ARCHIVE
@rm -f $@
@(cd $(B) && zip -r9 ../../$@ $(NAKED_TARGETS))
endif
endif
makedirs:

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@ -760,14 +760,11 @@ void Characteristic_String(int character, int index, char *buf, int size)
{
strncpy(buf, ch->c[index].value.string, size-1);
buf[size-1] = '\0';
return;
} //end if
else
{
botimport.Print(PRT_ERROR, "characteristic %d is not a string\n", index);
return;
} //end else if
return;
} //end of the function Characteristic_String
//===========================================================================
//

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@ -1025,7 +1025,6 @@ bot_randomlist_t *BotLoadRandomStrings(char *filename)
} //end if
while(!PC_CheckTokenString(source, "}"))
{
size_t len;
if (!BotLoadChatMessage(source, chatmessagestring))
{
FreeSource(source);
@ -1507,7 +1506,6 @@ void BotMatchVariable(bot_match_t *match, int variable, char *buf, int size)
{
strcpy(buf, "");
} //end else
return;
} //end of the function BotMatchVariable
//===========================================================================
//

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@ -691,7 +691,6 @@ void BotGoalName(int number, char *name, int size)
} //end for
} //end for
strcpy(name, "");
return;
} //end of the function BotGoalName
//===========================================================================
//

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@ -3455,8 +3455,6 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
if (result->blocked) ms->reachability_time -= 10 * ms->thinktime;
//copy the last origin
VectorCopy(ms->origin, ms->lastorigin);
//return the movement result
return;
} //end of the function BotMoveToGoal
//===========================================================================
//

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@ -636,7 +636,6 @@ void CG_AddParticleToScene (cparticle_t *p, vec3_t org, float alpha)
}
else if (p->type == P_FLAT_SCALEUP)
{
float width, height;
float sinR, cosR;
if (p->color == BLOODRED)
@ -1321,7 +1320,6 @@ void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duratio
// Rafael Shrapnel
void CG_AddParticleShrapnel (localEntity_t *le)
{
return;
}
// done.

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@ -283,17 +283,17 @@ static void CG_TouchItem( centity_t *cent ) {
// We don't predict touching our own flag
#ifdef MISSIONPACK
if( cgs.gametype == GT_1FCTF ) {
if( item->giTag != PW_NEUTRALFLAG ) {
if( item->giType == IT_TEAM && item->giTag != PW_NEUTRALFLAG ) {
return;
}
}
#endif
if( cgs.gametype == GT_CTF ) {
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
item->giTag == PW_REDFLAG)
item->giType == IT_TEAM && item->giTag == PW_REDFLAG)
return;
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
item->giTag == PW_BLUEFLAG)
item->giType == IT_TEAM && item->giTag == PW_BLUEFLAG)
return;
}

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@ -186,15 +186,6 @@ void CL_AddCgameCommand( const char *cmdName ) {
Cmd_AddCommand( cmdName, NULL );
}
/*
=====================
CL_CgameError
=====================
*/
void CL_CgameError( const char *string ) {
Com_Error( ERR_DROP, "%s", string );
}
/*
=====================

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@ -191,8 +191,6 @@ void Con_Dump_f (void)
Q_strncpyz( filename, Cmd_Argv( 1 ), sizeof( filename ) );
COM_DefaultExtension( filename, sizeof( filename ), ".txt" );
Com_Printf ("Dumped console text to %s.\n", filename );
f = FS_FOpenFileWrite( filename );
if (!f)
{
@ -200,6 +198,8 @@ void Con_Dump_f (void)
return;
}
Com_Printf ("Dumped console text to %s.\n", filename );
// skip empty lines
for (l = con.current - con.totallines + 1 ; l <= con.current ; l++)
{

View File

@ -1000,7 +1000,7 @@ void Key_Bind_f (void)
if (c == 2)
{
if (keys[b].binding)
if (keys[b].binding && keys[b].binding[0])
Com_Printf ("\"%s\" = \"%s\"\n", Key_KeynumToString(b), keys[b].binding );
else
Com_Printf ("\"%s\" is not bound\n", Key_KeynumToString(b) );
@ -1275,6 +1275,9 @@ void CL_KeyDownEvent( int key, unsigned time )
return;
}
// send the bound action
CL_ParseBinding( key, qtrue, time );
// distribute the key down event to the apropriate handler
if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) {
Console_Key( key );
@ -1291,10 +1294,6 @@ void CL_KeyDownEvent( int key, unsigned time )
} else if ( clc.state == CA_DISCONNECTED ) {
Console_Key( key );
}
// send the bound action
CL_ParseBinding( key, qtrue, time );
return;
}
/*

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@ -256,7 +256,7 @@ void CL_Voip_f( void )
reason = "Speex not initialized";
else if (!clc.voipEnabled)
reason = "Server doesn't support VoIP";
else if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive"))
else if (!clc.demoplaying && (Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive")))
reason = "running in single-player mode";
if (reason != NULL) {
@ -3070,11 +3070,18 @@ CL_ShutdownRef
============
*/
void CL_ShutdownRef( void ) {
if ( !re.Shutdown ) {
return;
if ( re.Shutdown ) {
re.Shutdown( qtrue );
}
re.Shutdown( qtrue );
Com_Memset( &re, 0, sizeof( re ) );
#ifdef USE_RENDERER_DLOPEN
if ( rendererLib ) {
Sys_UnloadLibrary( rendererLib );
rendererLib = NULL;
}
#endif
}
/*
@ -4145,6 +4152,9 @@ void CL_GlobalServers_f( void ) {
com_gamename->string, Cmd_Argv(2));
}
}
else if ( !Q_stricmp( com_gamename->string, LEGACY_MASTER_GAMENAME ) )
Com_sprintf(command, sizeof(command), "getservers %s",
Cmd_Argv(2));
else
Com_sprintf(command, sizeof(command), "getservers %s %s",
com_gamename->string, Cmd_Argv(2));

View File

@ -352,11 +352,6 @@ void CL_SystemInfoChanged( void ) {
// in some cases, outdated cp commands might get sent with this news serverId
cl.serverId = atoi( Info_ValueForKey( systemInfo, "sv_serverid" ) );
// don't set any vars when playing a demo
if ( clc.demoplaying ) {
return;
}
#ifdef USE_VOIP
#ifdef LEGACY_PROTOCOL
if(clc.compat)
@ -365,13 +360,15 @@ void CL_SystemInfoChanged( void ) {
#endif
{
s = Info_ValueForKey( systemInfo, "sv_voip" );
if ( Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER || Cvar_VariableValue("ui_singlePlayerActive"))
clc.voipEnabled = qfalse;
else
clc.voipEnabled = atoi(s);
clc.voipEnabled = atoi(s);
}
#endif
// don't set any vars when playing a demo
if ( clc.demoplaying ) {
return;
}
s = Info_ValueForKey( systemInfo, "sv_cheats" );
cl_connectedToCheatServer = atoi( s );
if ( !cl_connectedToCheatServer ) {
@ -789,7 +786,6 @@ void CL_ParseVoip ( msg_t *msg ) {
}
for (i = 0; i < frames; i++) {
char encoded[256];
const int len = MSG_ReadByte(msg);
if (len < 0) {
Com_DPrintf("VoIP: Short packet!\n");

View File

@ -164,7 +164,6 @@ void S_TransferPaintBuffer(int endtime)
if ( s_testsound->integer ) {
int i;
int count;
// write a fixed sine wave
count = (endtime - s_paintedtime);

View File

@ -1876,6 +1876,7 @@ static void S_AL_MusicSourceFree( void )
{
// Release the output musicSource
S_AL_SrcUnlock(musicSourceHandle);
S_AL_SrcKill(musicSourceHandle);
musicSource = 0;
musicSourceHandle = -1;
}
@ -1908,17 +1909,22 @@ S_AL_StopBackgroundTrack
static
void S_AL_StopBackgroundTrack( void )
{
int numBuffers;
if(!musicPlaying)
return;
// Stop playing
qalSourceStop(musicSource);
// De-queue the musicBuffers
qalSourceUnqueueBuffers(musicSource, NUM_MUSIC_BUFFERS, musicBuffers);
// Destroy the musicBuffers
qalDeleteBuffers(NUM_MUSIC_BUFFERS, musicBuffers);
// Un-queue any buffers, and delete them
qalGetSourcei( musicSource, AL_BUFFERS_PROCESSED, &numBuffers );
while( numBuffers-- )
{
ALuint buffer;
qalSourceUnqueueBuffers(musicSource, 1, &buffer);
qalDeleteBuffers(1, &buffer);
}
// Free the musicSource
S_AL_MusicSourceFree();

View File

@ -708,10 +708,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
dp_realtime = time;
if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
pi->weapon = pi->pendingWeapon;
pi->lastWeapon = pi->pendingWeapon;
pi->pendingWeapon = -1;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
if( pi->currentWeapon != pi->weapon ) {
trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
@ -1136,7 +1136,7 @@ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) {
pi->weapon = WP_MACHINEGUN;
pi->currentWeapon = pi->weapon;
pi->lastWeapon = pi->weapon;
pi->pendingWeapon = -1;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
pi->chat = qfalse;
pi->newModel = qtrue;
@ -1202,11 +1202,11 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
pi->torso.yawAngle = viewAngles[YAW];
pi->torso.yawing = qfalse;
if ( weaponNumber != -1 ) {
if ( weaponNumber != WP_NUM_WEAPONS ) {
pi->weapon = weaponNumber;
pi->currentWeapon = weaponNumber;
pi->lastWeapon = weaponNumber;
pi->pendingWeapon = -1;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}
@ -1215,8 +1215,8 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
}
// weapon
if ( weaponNumber == -1 ) {
pi->pendingWeapon = -1;
if ( weaponNumber == WP_NUM_WEAPONS ) {
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
}
else if ( weaponNumber != WP_NONE ) {

View File

@ -1411,8 +1411,6 @@ void Com_InitSmallZoneMemory( void ) {
Com_Error( ERR_FATAL, "Small zone data failed to allocate %1.1f megs", (float)s_smallZoneTotal / (1024*1024) );
}
Z_ClearZone( smallzone, s_smallZoneTotal );
return;
}
void Com_InitZoneMemory( void ) {
@ -2248,7 +2246,7 @@ Just throw a fatal error to
test error shutdown procedures
=============
*/
static void Com_Error_f (void) {
static void __attribute__((__noreturn__)) Com_Error_f (void) {
if ( Cmd_Argc() > 1 ) {
Com_Error( ERR_DROP, "Testing drop error" );
} else {
@ -2541,8 +2539,9 @@ static void Com_WriteCDKey( const char *filename, const char *ikey ) {
out:
#ifndef _WIN32
umask(savedumask);
#else
;
#endif
return;
}
#endif

View File

@ -1398,7 +1398,7 @@ Return the searchpath in "startSearch".
=================
*/
vmInterpret_t FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll)
int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll)
{
searchpath_t *search, *lastSearch;
directory_t *dir;
@ -2810,7 +2810,6 @@ void FS_Which_f( void ) {
}
Com_Printf("File not found: \"%s\"\n", filename);
return;
}

View File

@ -286,15 +286,22 @@ PARSING
static char com_token[MAX_TOKEN_CHARS];
static char com_parsename[MAX_TOKEN_CHARS];
static int com_lines;
static int com_tokenline;
void COM_BeginParseSession( const char *name )
{
com_lines = 0;
com_lines = 1;
com_tokenline = 0;
Com_sprintf(com_parsename, sizeof(com_parsename), "%s", name);
}
int COM_GetCurrentParseLine( void )
{
if ( com_tokenline )
{
return com_tokenline;
}
return com_lines;
}
@ -312,7 +319,7 @@ void COM_ParseError( char *format, ... )
Q_vsnprintf (string, sizeof(string), format, argptr);
va_end (argptr);
Com_Printf("ERROR: %s, line %d: %s\n", com_parsename, com_lines, string);
Com_Printf("ERROR: %s, line %d: %s\n", com_parsename, COM_GetCurrentParseLine(), string);
}
void COM_ParseWarning( char *format, ... )
@ -324,7 +331,7 @@ void COM_ParseWarning( char *format, ... )
Q_vsnprintf (string, sizeof(string), format, argptr);
va_end (argptr);
Com_Printf("WARNING: %s, line %d: %s\n", com_parsename, com_lines, string);
Com_Printf("WARNING: %s, line %d: %s\n", com_parsename, COM_GetCurrentParseLine(), string);
}
/*
@ -434,6 +441,7 @@ char *COM_ParseExt( char **data_p, qboolean allowLineBreaks )
data = *data_p;
len = 0;
com_token[0] = 0;
com_tokenline = 0;
// make sure incoming data is valid
if ( !data )
@ -473,6 +481,10 @@ char *COM_ParseExt( char **data_p, qboolean allowLineBreaks )
data += 2;
while ( *data && ( *data != '*' || data[1] != '/' ) )
{
if ( *data == '\n' )
{
com_lines++;
}
data++;
}
if ( *data )
@ -486,6 +498,9 @@ char *COM_ParseExt( char **data_p, qboolean allowLineBreaks )
}
}
// token starts on this line
com_tokenline = com_lines;
// handle quoted strings
if (c == '\"')
{
@ -499,6 +514,10 @@ char *COM_ParseExt( char **data_p, qboolean allowLineBreaks )
*data_p = ( char * ) data;
return com_token;
}
if ( c == '\n' )
{
com_lines++;
}
if (len < MAX_TOKEN_CHARS - 1)
{
com_token[len] = c;
@ -517,8 +536,6 @@ char *COM_ParseExt( char **data_p, qboolean allowLineBreaks )
}
data++;
c = *data;
if ( c == '\n' )
com_lines++;
} while (c>32);
com_token[len] = 0;
@ -546,16 +563,14 @@ void COM_MatchToken( char **buf_p, char *match ) {
=================
SkipBracedSection
The next token should be an open brace.
The next token should be an open brace or set depth to 1 if already parsed it.
Skips until a matching close brace is found.
Internal brace depths are properly skipped.
=================
*/
void SkipBracedSection (char **program) {
qboolean SkipBracedSection (char **program, int depth) {
char *token;
int depth;
depth = 0;
do {
token = COM_ParseExt( program, qtrue );
if( token[1] == 0 ) {
@ -567,6 +582,8 @@ void SkipBracedSection (char **program) {
}
}
} while( depth && *program );
return ( depth == 0 );
}
/*

View File

@ -51,6 +51,11 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// Heartbeat for dpmaster protocol. You shouldn't change this unless you know what you're doing
#define HEARTBEAT_FOR_MASTER "DarkPlaces"
// When com_gamename is LEGACY_MASTER_GAMENAME, use quake3 master protocol.
// You shouldn't change this unless you know what you're doing
#define LEGACY_MASTER_GAMENAME "Quake3Arena"
#define LEGACY_HEARTBEAT_FOR_MASTER "QuakeArena-1"
#define BASETA "missionpack"
#ifndef PRODUCT_VERSION
@ -752,7 +757,7 @@ typedef struct pc_token_s
void COM_MatchToken( char**buf_p, char *match );
void SkipBracedSection (char **program);
qboolean SkipBracedSection (char **program, int depth);
void SkipRestOfLine ( char **data );
void Parse1DMatrix (char **buf_p, int x, float *m);

View File

@ -624,7 +624,7 @@ qboolean FS_FileExists( const char *file );
qboolean FS_CreatePath (char *OSPath);
vmInterpret_t FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll);
int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll);
char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
qboolean FS_CompareZipChecksum(const char *zipfile);

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@ -45,11 +45,7 @@ static clock_t time_total_vm = 0;
#endif
/* exit() won't be called but use it because it is marked with noreturn */
#define DIE( reason ) \
do { \
Com_Error(ERR_DROP, "vm_powerpc compiler error: " reason); \
exit(1); \
} while(0)
#define DIE( reason ) Com_Error( ERR_DROP, "vm_powerpc compiler error: " reason )
/*
* vm_powerpc uses large quantities of memory during compilation,
@ -1965,8 +1961,6 @@ PPC_ComputeCode( vm_t *vm )
di_now = di_first;
}
}
return;
}
static void

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@ -701,7 +701,7 @@ static void dst_insn_append(struct func_info * const fp)
static void ErrJump(void)
{
Com_Error(ERR_DROP, "program tried to execute code outside VM\n");
Com_Error(ERR_DROP, "program tried to execute code outside VM");
exit(1);
}

View File

@ -381,10 +381,9 @@ Error handler for jump/call to invalid instruction number
=================
*/
static void ErrJump(void)
static void __attribute__((__noreturn__)) ErrJump(void)
{
Com_Error(ERR_DROP, "program tried to execute code outside VM");
exit(1);
}
/*

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@ -73,10 +73,10 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#ifdef BUILD_FREETYPE
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_ERRORS_H
#include FT_SYSTEM_H
#include FT_IMAGE_H
#include FT_FREETYPE_H
#include FT_OUTLINE_H
#define _FLOOR(x) ((x) & -64)
@ -401,6 +401,7 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
font->glyphs[i].glyph = RE_RegisterShaderNoMip(font->glyphs[i].shaderName);
}
Com_Memcpy(&registeredFont[registeredFontCount++], font, sizeof(fontInfo_t));
ri.FS_FreeFile(faceData);
return;
}
@ -435,12 +436,12 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
// make a 256x256 image buffer, once it is full, register it, clean it and keep going
// until all glyphs are rendered
out = ri.Malloc(1024*1024);
out = ri.Malloc(256*256);
if (out == NULL) {
ri.Printf(PRINT_WARNING, "RE_RegisterFont: ri.Malloc failure during output image creation.\n");
return;
}
Com_Memset(out, 0, 1024*1024);
Com_Memset(out, 0, 256*256);
maxHeight = 0;
@ -499,11 +500,12 @@ void RE_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) {
Q_strncpyz(font->glyphs[j].shaderName, name, sizeof(font->glyphs[j].shaderName));
}
lastStart = i;
Com_Memset(out, 0, 1024*1024);
Com_Memset(out, 0, 256*256);
xOut = 0;
yOut = 0;
ri.Free(imageBuff);
i++;
if(i == GLYPH_END)
i++;
} else {
Com_Memcpy(&font->glyphs[i], glyph, sizeof(glyphInfo_t));
i++;

View File

@ -42,7 +42,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
# endif
#endif
static void R_JPGErrorExit(j_common_ptr cinfo)
static void __attribute__((__noreturn__)) R_JPGErrorExit(j_common_ptr cinfo)
{
char buffer[JMSG_LENGTH_MAX];

View File

@ -668,9 +668,10 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
qglDepthRange (0, 1);
}
#if 0
RB_DrawSun();
#endif
if (r_drawSun->integer) {
RB_DrawSun(0.1, tr.sunShader);
}
// darken down any stencil shadows
RB_ShadowFinish();

View File

@ -21,8 +21,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "tr_local.h"
volatile renderCommandList_t *renderCommandList;
/*
=====================
R_PerformanceCounters

View File

@ -352,8 +352,8 @@ void RB_RenderFlare( flare_t *f ) {
VectorScale(f->color, f->drawIntensity * intensity, color);
// Calculations for fogging
if(tr.world && f->fogNum < tr.world->numfogs)
// Calculations for fogging
if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs)
{
tess.numVertexes = 1;
VectorCopy(f->origin, tess.xyz[0]);

View File

@ -1327,7 +1327,7 @@ SKIES
void R_BuildCloudData( shaderCommands_t *shader );
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( shaderCommands_t *shader );
void RB_DrawSun( void );
void RB_DrawSun( float scale, shader_t *shader );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
/*
@ -1594,8 +1594,6 @@ extern int max_polyverts;
extern backEndData_t *backEndData; // the second one may not be allocated
extern volatile renderCommandList_t *renderCommandList;
void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );

View File

@ -458,15 +458,15 @@ static qboolean R_LoadMD3 (model_t *mod, int lod, void *buffer, const char *mod_
LL(surf->ofsXyzNormals);
LL(surf->ofsEnd);
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
if ( surf->numVerts >= SHADER_MAX_VERTEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, surf->name[0] ? surf->name : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface",
surf->numVerts );
return qfalse;
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, surf->name[0] ? surf->name : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface",
surf->numTriangles );
return qfalse;
}
@ -736,17 +736,17 @@ static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char
// numBoneReferences and BoneReferences generally seem to be unused
// now do the checks that may fail.
if ( surf->numVerts > SHADER_MAX_VERTEXES )
if ( surf->numVerts >= SHADER_MAX_VERTEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, surf->name[0] ? surf->name : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface",
surf->numVerts );
return qfalse;
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES )
if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, surf->name[0] ? surf->name : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface",
surf->numTriangles );
return qfalse;
}
@ -953,15 +953,15 @@ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
LL(surf->ofsVerts);
LL(surf->ofsEnd);
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
if ( surf->numVerts >= SHADER_MAX_VERTEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, surf->name[0] ? surf->name : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface",
surf->numVerts );
return qfalse;
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, surf->name[0] ? surf->name : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface",
surf->numTriangles );
return qfalse;
}

View File

@ -206,7 +206,7 @@ qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_na
}
vertexarray = (iqmVertexArray_t *)((byte *)header + header->ofs_vertexarrays);
for( i = 0; i < header->num_vertexarrays; i++, vertexarray++ ) {
int j, n, *intPtr;
int n, *intPtr;
if( vertexarray->size <= 0 || vertexarray->size > 4 ) {
return qfalse;
@ -318,17 +318,17 @@ qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_na
}
// check ioq3 limits
if ( mesh->num_vertexes > SHADER_MAX_VERTEXES )
if ( mesh->num_vertexes >= SHADER_MAX_VERTEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, meshName[0] ? meshName : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, meshName[0] ? meshName : "a surface",
mesh->num_vertexes );
return qfalse;
}
if ( mesh->num_triangles*3 > SHADER_MAX_INDEXES )
if ( mesh->num_triangles*3 >= SHADER_MAX_INDEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, meshName[0] ? meshName : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, meshName[0] ? meshName : "a surface",
mesh->num_triangles );
return qfalse;
}
@ -953,10 +953,10 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
float jointMats[IQM_MAX_JOINTS * 12];
int i;
vec4_t *outXYZ = &tess.xyz[tess.numVertexes];
vec4_t *outNormal = &tess.normal[tess.numVertexes];
vec2_t (*outTexCoord)[2] = &tess.texCoords[tess.numVertexes];
color4ub_t *outColor = &tess.vertexColors[tess.numVertexes];
vec4_t *outXYZ;
vec4_t *outNormal;
vec2_t (*outTexCoord)[2];
color4ub_t *outColor;
int frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0;
int oldframe = data->num_frames ? backEnd.currentEntity->e.oldframe % data->num_frames : 0;
@ -968,6 +968,11 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
RB_CHECKOVERFLOW( surf->num_vertexes, surf->num_triangles * 3 );
outXYZ = &tess.xyz[tess.numVertexes];
outNormal = &tess.normal[tess.numVertexes];
outTexCoord = &tess.texCoords[tess.numVertexes];
outColor = &tess.vertexColors[tess.numVertexes];
// compute interpolated joint matrices
if ( data->num_joints > 0 ) {
ComputePoseMats( data, frame, oldframe, backlerp, jointMats );

View File

@ -1668,7 +1668,7 @@ static void ComputeStageIteratorFunc( void )
if ( shader.isSky )
{
shader.optimalStageIteratorFunc = RB_StageIteratorSky;
goto done;
return;
}
if ( r_ignoreFastPath->integer )
@ -1694,7 +1694,7 @@ static void ComputeStageIteratorFunc( void )
if ( !shader.numDeforms )
{
shader.optimalStageIteratorFunc = RB_StageIteratorVertexLitTexture;
goto done;
return;
}
}
}
@ -1720,16 +1720,12 @@ static void ComputeStageIteratorFunc( void )
if ( shader.multitextureEnv )
{
shader.optimalStageIteratorFunc = RB_StageIteratorLightmappedMultitexture;
goto done;
}
}
}
}
}
}
done:
return;
}
typedef struct {
@ -2386,7 +2382,7 @@ static char *FindShaderInShaderText( const char *shadername ) {
}
else {
// skip the definition
SkipBracedSection( &p );
SkipBracedSection( &p, 0 );
}
}
@ -2920,6 +2916,8 @@ static void ScanAndLoadShaderFiles( void )
int i;
char *oldp, *token, *hashMem, *textEnd;
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
char shaderName[MAX_QPATH];
int shaderLine;
long sum = 0, summand;
// scan for shader files
@ -2949,26 +2947,40 @@ static void ScanAndLoadShaderFiles( void )
// Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders.
p = buffers[i];
COM_BeginParseSession(filename);
while(1)
{
token = COM_ParseExt(&p, qtrue);
if(!*token)
break;
oldp = p;
Q_strncpyz(shaderName, token, sizeof(shaderName));
shaderLine = COM_GetCurrentParseLine();
token = COM_ParseExt(&p, qtrue);
if(token[0] != '{' && token[1] != '\0')
if(token[0] != '{' || token[1] != '\0')
{
ri.Printf(PRINT_WARNING, "WARNING: Bad shader file %s has incorrect syntax.\n", filename);
ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing opening brace",
filename, shaderName, shaderLine);
if (token[0])
{
ri.Printf(PRINT_WARNING, " (found \"%s\" on line %d)", token, COM_GetCurrentParseLine());
}
ri.Printf(PRINT_WARNING, ".\n");
ri.FS_FreeFile(buffers[i]);
buffers[i] = NULL;
break;
}
SkipBracedSection(&oldp);
p = oldp;
if(!SkipBracedSection(&p, 1))
{
ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing closing brace.\n",
filename, shaderName, shaderLine);
ri.FS_FreeFile(buffers[i]);
buffers[i] = NULL;
break;
}
}
@ -3012,7 +3024,7 @@ static void ScanAndLoadShaderFiles( void )
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTableSizes[hash]++;
size++;
SkipBracedSection(&p);
SkipBracedSection(&p, 0);
}
size += MAX_SHADERTEXT_HASH;
@ -3038,7 +3050,7 @@ static void ScanAndLoadShaderFiles( void )
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
SkipBracedSection(&p);
SkipBracedSection(&p, 0);
}
return;

View File

@ -696,23 +696,21 @@ void R_InitSkyTexCoords( float heightCloud )
/*
** RB_DrawSun
*/
void RB_DrawSun( void ) {
void RB_DrawSun( float scale, shader_t *shader ) {
float size;
float dist;
vec3_t origin, vec1, vec2;
vec3_t temp;
byte sunColor[4] = { 255, 255, 255, 255 };
if ( !backEnd.skyRenderedThisView ) {
return;
}
if ( !r_drawSun->integer ) {
return;
}
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
size = dist * 0.4;
size = dist * scale;
VectorScale( tr.sunDirection, dist, origin );
PerpendicularVector( vec1, tr.sunDirection );
@ -724,58 +722,9 @@ void RB_DrawSun( void ) {
// farthest depth range
qglDepthRange( 1.0, 1.0 );
// FIXME: use quad stamp
RB_BeginSurface( tr.sunShader, tess.fogNum );
VectorCopy( origin, temp );
VectorSubtract( temp, vec1, temp );
VectorSubtract( temp, vec2, temp );
VectorCopy( temp, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0][0] = 0;
tess.texCoords[tess.numVertexes][0][1] = 0;
tess.vertexColors[tess.numVertexes][0] = 255;
tess.vertexColors[tess.numVertexes][1] = 255;
tess.vertexColors[tess.numVertexes][2] = 255;
tess.numVertexes++;
RB_BeginSurface( shader, 0 );
VectorCopy( origin, temp );
VectorAdd( temp, vec1, temp );
VectorSubtract( temp, vec2, temp );
VectorCopy( temp, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0][0] = 0;
tess.texCoords[tess.numVertexes][0][1] = 1;
tess.vertexColors[tess.numVertexes][0] = 255;
tess.vertexColors[tess.numVertexes][1] = 255;
tess.vertexColors[tess.numVertexes][2] = 255;
tess.numVertexes++;
VectorCopy( origin, temp );
VectorAdd( temp, vec1, temp );
VectorAdd( temp, vec2, temp );
VectorCopy( temp, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0][0] = 1;
tess.texCoords[tess.numVertexes][0][1] = 1;
tess.vertexColors[tess.numVertexes][0] = 255;
tess.vertexColors[tess.numVertexes][1] = 255;
tess.vertexColors[tess.numVertexes][2] = 255;
tess.numVertexes++;
VectorCopy( origin, temp );
VectorSubtract( temp, vec1, temp );
VectorAdd( temp, vec2, temp );
VectorCopy( temp, tess.xyz[tess.numVertexes] );
tess.texCoords[tess.numVertexes][0][0] = 1;
tess.texCoords[tess.numVertexes][0][1] = 0;
tess.vertexColors[tess.numVertexes][0] = 255;
tess.vertexColors[tess.numVertexes][1] = 255;
tess.vertexColors[tess.numVertexes][2] = 255;
tess.numVertexes++;
tess.indexes[tess.numIndexes++] = 0;
tess.indexes[tess.numIndexes++] = 1;
tess.indexes[tess.numIndexes++] = 2;
tess.indexes[tess.numIndexes++] = 0;
tess.indexes[tess.numIndexes++] = 2;
tess.indexes[tess.numIndexes++] = 3;
RB_AddQuadStamp(origin, vec1, vec2, sunColor);
RB_EndSurface();

View File

@ -1157,6 +1157,7 @@ Draws x/y/z lines from the origin for orientation debugging
*/
static void RB_SurfaceAxis( void ) {
GL_Bind( tr.whiteImage );
GL_State( GLS_DEFAULT );
qglLineWidth( 3 );
qglBegin( GL_LINES );
qglColor3f( 1,0,0 );
@ -1202,7 +1203,6 @@ static void RB_SurfaceEntity( surfaceType_t *surfType ) {
RB_SurfaceAxis();
break;
}
return;
}
static void RB_SurfaceBad( surfaceType_t *surfType ) {

View File

@ -350,7 +350,7 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
}
if (!size)
ri.Error(ERR_DROP, "Bad header for %s!\n", filename);
ri.Error(ERR_DROP, "Bad header for %s!", filename);
size -= 2;
p += 2;
@ -368,10 +368,10 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
#if 0 // HDRFILE_RGBE
if (size != tr.lightmapSize * tr.lightmapSize * 4)
ri.Error(ERR_DROP, "Bad size for %s (%i)!\n", filename, size);
ri.Error(ERR_DROP, "Bad size for %s (%i)!", filename, size);
#else // HDRFILE_FLOAT
if (size != tr.lightmapSize * tr.lightmapSize * 12)
ri.Error(ERR_DROP, "Bad size for %s (%i)!\n", filename, size);
ri.Error(ERR_DROP, "Bad size for %s (%i)!", filename, size);
#endif
}
else
@ -524,11 +524,13 @@ static float FatPackU(float input, int lightmapnum)
if (tr.worldDeluxeMapping)
lightmapnum >>= 1;
lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
if(tr.fatLightmapSize > 0)
{
int x = lightmapnum % tr.fatLightmapStep;
int x;
lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
x = lightmapnum % tr.fatLightmapStep;
return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)x);
}
@ -544,11 +546,13 @@ static float FatPackV(float input, int lightmapnum)
if (tr.worldDeluxeMapping)
lightmapnum >>= 1;
lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
if(tr.fatLightmapSize > 0)
{
int y = lightmapnum / tr.fatLightmapStep;
int y;
lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
y = lightmapnum / tr.fatLightmapStep;
return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)y);
}
@ -2184,7 +2188,7 @@ static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
{
//ri.Printf(PRINT_ALL, "Found!\n");
if (size != sizeof(float) * 3 * (verts->filelen / sizeof(*dv)))
ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!\n", filename, size, (int)((sizeof(float)) * 3 * (verts->filelen / sizeof(*dv))));
ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!", filename, size, (int)((sizeof(float)) * 3 * (verts->filelen / sizeof(*dv))));
}
}
@ -2685,7 +2689,7 @@ void R_LoadLightGrid( lump_t *l ) {
if (size != sizeof(float) * 6 * numGridPoints)
{
ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!\n", filename, size, (int)(sizeof(float)) * 6 * numGridPoints);
ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!", filename, size, (int)(sizeof(float)) * 6 * numGridPoints);
}
w->hdrLightGrid = ri.Hunk_Alloc(size, h_low);
@ -3352,12 +3356,12 @@ void RE_LoadWorldMap( const char *name ) {
if (0)
{
world_t *w;
w = &s_worldData;
uint8_t *primaryLightGrid, *data;
int lightGridSize;
int i;
w = &s_worldData;
lightGridSize = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];
primaryLightGrid = ri.Malloc(lightGridSize * sizeof(*primaryLightGrid));
@ -3376,6 +3380,7 @@ void RE_LoadWorldMap( const char *name ) {
gridLightCol[0] = ByteToFloat(data[3]);
gridLightCol[1] = ByteToFloat(data[4]);
gridLightCol[2] = ByteToFloat(data[5]);
(void)gridLightCol; // Suppress unused-but-set-variable warning
lat = data[7];
lng = data[6];

View File

@ -21,8 +21,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "tr_local.h"
volatile renderCommandList_t *renderCommandList;
/*
=====================
R_PerformanceCounters

View File

@ -25,11 +25,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// tr_extratypes.h, for mods that want to extend tr_types.h without losing compatibility with original VMs
// extra renderfx flags start at 0x0400
#define RF_SUNFLARE 0x0400
// extra refdef flags start at 0x0008
#define RDF_NOFOG 0x0008 // don't apply fog
#define RDF_NOFOG 0x0008 // don't apply fog to polys added using RE_AddPolyToScene
#define RDF_EXTRA 0x0010 // Makro - refdefex_t to follow after refdef_t
#define RDF_SUNLIGHT 0x0020 // SmileTheory - render sunlight and shadows

View File

@ -107,7 +107,7 @@ FBO_t *FBO_Create(const char *name, int width, int height)
if(strlen(name) >= MAX_QPATH)
{
ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long\n", name);
ri.Error(ERR_DROP, "FBO_Create: \"%s\" is too long", name);
}
if(width <= 0 || width > glRefConfig.maxRenderbufferSize)

View File

@ -352,8 +352,8 @@ void RB_RenderFlare( flare_t *f ) {
VectorScale(f->color, f->drawIntensity * intensity, color);
// Calculations for fogging
if(tr.world && f->fogNum < tr.world->numfogs)
// Calculations for fogging
if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs)
{
tess.numVertexes = 1;
VectorCopy(f->origin, tess.xyz[0]);

View File

@ -431,7 +431,8 @@ static void GLSL_LinkProgram(GLhandleARB program)
if(!linked)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Error(ERR_DROP, "\nshaders failed to link");
ri.Printf(PRINT_ALL, "\n");
ri.Error(ERR_DROP, "shaders failed to link");
}
}
@ -445,7 +446,8 @@ static void GLSL_ValidateProgram(GLhandleARB program)
if(!validated)
{
GLSL_PrintInfoLog(program, qfalse);
ri.Error(ERR_DROP, "\nshaders failed to validate");
ri.Printf(PRINT_ALL, "\n");
ri.Error(ERR_DROP, "shaders failed to validate");
}
}

View File

@ -2652,8 +2652,6 @@ extern int max_polyverts;
extern backEndData_t *backEndData; // the second one may not be allocated
extern volatile renderCommandList_t *renderCommandList;
void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );

View File

@ -495,17 +495,17 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
LL(md3Surf->ofsXyzNormals);
LL(md3Surf->ofsEnd);
if(md3Surf->numVerts > SHADER_MAX_VERTEXES)
if(md3Surf->numVerts >= SHADER_MAX_VERTEXES)
{
ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i verts on %s (%i).\n",
modName, SHADER_MAX_VERTEXES, md3Surf->name[0] ? md3Surf->name : "a surface",
modName, SHADER_MAX_VERTEXES - 1, md3Surf->name[0] ? md3Surf->name : "a surface",
md3Surf->numVerts );
return qfalse;
}
if(md3Surf->numTriangles * 3 > SHADER_MAX_INDEXES)
if(md3Surf->numTriangles * 3 >= SHADER_MAX_INDEXES)
{
ri.Printf(PRINT_WARNING, "R_LoadMD3: %s has more than %i triangles on %s (%i).\n",
modName, SHADER_MAX_INDEXES / 3, md3Surf->name[0] ? md3Surf->name : "a surface",
modName, ( SHADER_MAX_INDEXES / 3 ) - 1, md3Surf->name[0] ? md3Surf->name : "a surface",
md3Surf->numTriangles );
return qfalse;
}
@ -996,17 +996,17 @@ static qboolean R_LoadMDR( model_t *mod, void *buffer, int filesize, const char
// numBoneReferences and BoneReferences generally seem to be unused
// now do the checks that may fail.
if ( surf->numVerts > SHADER_MAX_VERTEXES )
if ( surf->numVerts >= SHADER_MAX_VERTEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, surf->name[0] ? surf->name : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface",
surf->numVerts );
return qfalse;
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES )
if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadMDR: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, surf->name[0] ? surf->name : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface",
surf->numTriangles );
return qfalse;
}
@ -1213,15 +1213,15 @@ static qboolean R_LoadMD4( model_t *mod, void *buffer, const char *mod_name ) {
LL(surf->ofsVerts);
LL(surf->ofsEnd);
if ( surf->numVerts > SHADER_MAX_VERTEXES ) {
if ( surf->numVerts >= SHADER_MAX_VERTEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, surf->name[0] ? surf->name : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, surf->name[0] ? surf->name : "a surface",
surf->numVerts );
return qfalse;
}
if ( surf->numTriangles*3 > SHADER_MAX_INDEXES ) {
if ( surf->numTriangles*3 >= SHADER_MAX_INDEXES ) {
ri.Printf(PRINT_WARNING, "R_LoadMD4: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, surf->name[0] ? surf->name : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, surf->name[0] ? surf->name : "a surface",
surf->numTriangles );
return qfalse;
}

View File

@ -206,7 +206,7 @@ qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_na
}
vertexarray = (iqmVertexArray_t *)((byte *)header + header->ofs_vertexarrays);
for( i = 0; i < header->num_vertexarrays; i++, vertexarray++ ) {
int j, n, *intPtr;
int n, *intPtr;
if( vertexarray->size <= 0 || vertexarray->size > 4 ) {
return qfalse;
@ -318,17 +318,17 @@ qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_na
}
// check ioq3 limits
if ( mesh->num_vertexes > SHADER_MAX_VERTEXES )
if ( mesh->num_vertexes >= SHADER_MAX_VERTEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i verts on %s (%i).\n",
mod_name, SHADER_MAX_VERTEXES, meshName[0] ? meshName : "a surface",
mod_name, SHADER_MAX_VERTEXES - 1, meshName[0] ? meshName : "a surface",
mesh->num_vertexes );
return qfalse;
}
if ( mesh->num_triangles*3 > SHADER_MAX_INDEXES )
if ( mesh->num_triangles*3 >= SHADER_MAX_INDEXES )
{
ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i triangles on %s (%i).\n",
mod_name, SHADER_MAX_INDEXES / 3, meshName[0] ? meshName : "a surface",
mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, meshName[0] ? meshName : "a surface",
mesh->num_triangles );
return qfalse;
}
@ -953,10 +953,10 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
float jointMats[IQM_MAX_JOINTS * 12];
int i;
vec4_t *outXYZ = &tess.xyz[tess.numVertexes];
vec4_t *outNormal = &tess.normal[tess.numVertexes];
vec2_t (*outTexCoord)[2] = &tess.texCoords[tess.numVertexes];
vec4_t *outColor = &tess.vertexColors[tess.numVertexes];
vec4_t *outXYZ;
vec4_t *outNormal;
vec2_t (*outTexCoord)[2];
vec4_t *outColor;
int frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0;
int oldframe = data->num_frames ? backEnd.currentEntity->e.oldframe % data->num_frames : 0;
@ -968,6 +968,11 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
RB_CHECKOVERFLOW( surf->num_vertexes, surf->num_triangles * 3 );
outXYZ = &tess.xyz[tess.numVertexes];
outNormal = &tess.normal[tess.numVertexes];
outTexCoord = &tess.texCoords[tess.numVertexes];
outColor = &tess.vertexColors[tess.numVertexes];
// compute interpolated joint matrices
if ( data->num_joints > 0 ) {
ComputePoseMats( data, frame, oldframe, backlerp, jointMats );

View File

@ -415,6 +415,7 @@ static void ProjectDlightTexture( void ) {
backEnd.pc.c_totalIndexes += tess.numIndexes;
backEnd.pc.c_dlightIndexes += tess.numIndexes;
backEnd.pc.c_dlightVertexes += tess.numVertexes;
}
}
@ -874,6 +875,7 @@ static void ForwardDlight( void ) {
backEnd.pc.c_totalIndexes += tess.numIndexes;
backEnd.pc.c_dlightIndexes += tess.numIndexes;
backEnd.pc.c_dlightVertexes += tess.numVertexes;
}
}

View File

@ -456,10 +456,10 @@ static void Autosprite2Deform( void ) {
vec3_t forward;
if ( tess.numVertexes & 3 ) {
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count", tess.shader->name );
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd vertex count\n", tess.shader->name );
}
if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count", tess.shader->name );
ri.Printf( PRINT_WARNING, "Autosprite2 shader %s had odd index count\n", tess.shader->name );
}
if ( backEnd.currentEntity != &tr.worldEntity ) {

View File

@ -3018,7 +3018,7 @@ static char *FindShaderInShaderText( const char *shadername ) {
}
else {
// skip the definition
SkipBracedSection( &p );
SkipBracedSection( &p, 0 );
}
}
@ -3542,6 +3542,8 @@ static void ScanAndLoadShaderFiles( void )
int i;
char *oldp, *token, *hashMem, *textEnd;
int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size;
char shaderName[MAX_QPATH];
int shaderLine;
long sum = 0, summand;
// scan for shader files
@ -3585,26 +3587,40 @@ static void ScanAndLoadShaderFiles( void )
// Do a simple check on the shader structure in that file to make sure one bad shader file cannot fuck up all other shaders.
p = buffers[i];
COM_BeginParseSession(filename);
while(1)
{
token = COM_ParseExt(&p, qtrue);
if(!*token)
break;
oldp = p;
Q_strncpyz(shaderName, token, sizeof(shaderName));
shaderLine = COM_GetCurrentParseLine();
token = COM_ParseExt(&p, qtrue);
if(token[0] != '{' && token[1] != '\0')
if(token[0] != '{' || token[1] != '\0')
{
ri.Printf(PRINT_WARNING, "WARNING: Bad shader file %s has incorrect syntax.\n", filename);
ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing opening brace",
filename, shaderName, shaderLine);
if (token[0])
{
ri.Printf(PRINT_WARNING, " (found \"%s\" on line %d)", token, COM_GetCurrentParseLine());
}
ri.Printf(PRINT_WARNING, ".\n");
ri.FS_FreeFile(buffers[i]);
buffers[i] = NULL;
break;
}
SkipBracedSection(&oldp);
p = oldp;
if(!SkipBracedSection(&p, 1))
{
ri.Printf(PRINT_WARNING, "WARNING: Ignoring shader file %s. Shader \"%s\" on line %d missing closing brace.\n",
filename, shaderName, shaderLine);
ri.FS_FreeFile(buffers[i]);
buffers[i] = NULL;
break;
}
}
@ -3648,7 +3664,7 @@ static void ScanAndLoadShaderFiles( void )
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTableSizes[hash]++;
size++;
SkipBracedSection(&p);
SkipBracedSection(&p, 0);
}
size += MAX_SHADERTEXT_HASH;
@ -3674,7 +3690,7 @@ static void ScanAndLoadShaderFiles( void )
hash = generateHashValue(token, MAX_SHADERTEXT_HASH);
shaderTextHashTable[hash][shaderTextHashTableSizes[hash]++] = oldp;
SkipBracedSection(&p);
SkipBracedSection(&p, 0);
}
return;

View File

@ -1515,6 +1515,7 @@ static void RB_SurfaceAxis( void ) {
// FIXME: implement this
#if 0
GL_Bind( tr.whiteImage );
GL_State( GLS_DEFAULT );
qglLineWidth( 3 );
qglBegin( GL_LINES );
qglColor3f( 1,0,0 );
@ -1561,7 +1562,6 @@ static void RB_SurfaceEntity( surfaceType_t *surfType ) {
RB_SurfaceAxis();
break;
}
return;
}
static void RB_SurfaceBad( surfaceType_t *surfType ) {

View File

@ -36,6 +36,10 @@ static qboolean R_CullSurface( msurface_t *surf ) {
return qfalse;
}
if ( *surf->data == SF_GRID && r_nocurves->integer ) {
return qtrue;
}
if (surf->cullinfo.type & CULLINFO_PLANE)
{
// Only true for SF_FACE, so treat like its own function
@ -157,7 +161,6 @@ static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
if ( surf->cullinfo.type & CULLINFO_PLANE )
{
int i;
for ( i = 0 ; i < tr.refdef.num_dlights ; i++ ) {
if ( ! ( dlightBits & ( 1 << i ) ) ) {
continue;
@ -219,6 +222,8 @@ static int R_DlightSurface( msurface_t *surf, int dlightBits ) {
if ( dlightBits ) {
tr.pc.c_dlightSurfaces++;
} else {
tr.pc.c_dlightSurfacesCulled++;
}
return dlightBits;
@ -238,7 +243,6 @@ static int R_PshadowSurface( msurface_t *surf, int pshadowBits ) {
if ( surf->cullinfo.type & CULLINFO_PLANE )
{
int i;
for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) {
if ( ! ( pshadowBits & ( 1 << i ) ) ) {
continue;
@ -554,7 +558,7 @@ static void R_RecursiveWorldNode( mnode_t *node, int planeBits, int dlightBits,
}
// add merged and unmerged surfaces
if (tr.world->viewSurfaces)
if (tr.world->viewSurfaces && !r_nocurves->integer)
view = tr.world->viewSurfaces + node->firstmarksurface;
else
view = tr.world->marksurfaces + node->firstmarksurface;

View File

@ -820,7 +820,7 @@ void GLimp_EndFrame( void )
// SDL_WM_ToggleFullScreen didn't work, so do it the slow way
if( !sdlToggled )
ri.Cmd_ExecuteText(EXEC_APPEND, "vid_restart");
ri.Cmd_ExecuteText(EXEC_APPEND, "vid_restart\n");
ri.IN_Restart( );
}

View File

@ -790,15 +790,15 @@ static void IN_ProcessEvents( void )
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
unsigned char b;
int b;
switch( e.button.button )
{
case 1: b = K_MOUSE1; break;
case 2: b = K_MOUSE3; break;
case 3: b = K_MOUSE2; break;
case 4: b = K_MOUSE4; break;
case 5: b = K_MOUSE5; break;
default: b = K_AUX1 + ( e.button.button - 8 ) % 16; break;
case SDL_BUTTON_LEFT: b = K_MOUSE1; break;
case SDL_BUTTON_MIDDLE: b = K_MOUSE3; break;
case SDL_BUTTON_RIGHT: b = K_MOUSE2; break;
case SDL_BUTTON_X1: b = K_MOUSE4; break;
case SDL_BUTTON_X2: b = K_MOUSE5; break;
default: b = K_AUX1 + ( e.button.button - SDL_BUTTON_X2 + 1 ) % 16; break;
}
Com_QueueEvent( 0, SE_KEY, b,
( e.type == SDL_MOUSEBUTTONDOWN ? qtrue : qfalse ), 0, NULL );
@ -885,7 +885,7 @@ void IN_Frame( void )
if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
{
vidRestartTime = 0;
Cbuf_AddText( "vid_restart" );
Cbuf_AddText( "vid_restart\n" );
}
}

View File

@ -78,7 +78,6 @@ typedef struct {
int snapshotCounter; // incremented for each snapshot built
int timeResidual; // <= 1000 / sv_frame->value
int nextFrameTime; // when time > nextFrameTime, process world
struct cmodel_s *models[MAX_MODELS];
char *configstrings[MAX_CONFIGSTRINGS];
svEntity_t svEntities[MAX_GENTITIES];
@ -308,6 +307,28 @@ extern cvar_t *sv_voip;
//
// sv_main.c
//
typedef struct leakyBucket_s leakyBucket_t;
struct leakyBucket_s {
netadrtype_t type;
union {
byte _4[4];
byte _6[16];
} ipv;
int lastTime;
signed char burst;
long hash;
leakyBucket_t *prev, *next;
};
extern leakyBucket_t outboundLeakyBucket;
qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period );
qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period );
void SV_FinalMessage (char *message);
void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...) __attribute__ ((format (printf, 2, 3)));

View File

@ -67,6 +67,20 @@ void SV_GetChallenge(netadr_t from)
return;
}
// Prevent using getchallenge as an amplifier
if ( SVC_RateLimitAddress( from, 10, 1000 ) ) {
Com_DPrintf( "SV_GetChallenge: rate limit from %s exceeded, dropping request\n",
NET_AdrToString( from ) );
return;
}
// Allow getchallenge to be DoSed relatively easily, but prevent
// excess outbound bandwidth usage when being flooded inbound
if ( SVC_RateLimit( &outboundLeakyBucket, 10, 100 ) ) {
Com_DPrintf( "SV_GetChallenge: rate limit exceeded, dropping request\n" );
return;
}
gameName = Cmd_Argv(2);
#ifdef LEGACY_PROTOCOL

View File

@ -252,6 +252,9 @@ void SV_MasterHeartbeat(const char *message)
if ( svs.time < svs.nextHeartbeatTime )
return;
if ( !Q_stricmp( com_gamename->string, LEGACY_MASTER_GAMENAME ) )
message = LEGACY_HEARTBEAT_FOR_MASTER;
svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
// send to group masters
@ -354,30 +357,13 @@ CONNECTIONLESS COMMANDS
==============================================================================
*/
typedef struct leakyBucket_s leakyBucket_t;
struct leakyBucket_s {
netadrtype_t type;
union {
byte _4[4];
byte _6[16];
} ipv;
int lastTime;
signed char burst;
long hash;
leakyBucket_t *prev, *next;
};
// This is deliberately quite large to make it more of an effort to DoS
#define MAX_BUCKETS 16384
#define MAX_HASHES 1024
static leakyBucket_t buckets[ MAX_BUCKETS ];
static leakyBucket_t *bucketHashes[ MAX_HASHES ];
static leakyBucket_t outboundLeakyBucket;
leakyBucket_t outboundLeakyBucket;
/*
================
@ -494,7 +480,7 @@ static leakyBucket_t *SVC_BucketForAddress( netadr_t address, int burst, int per
SVC_RateLimit
================
*/
static qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period ) {
qboolean SVC_RateLimit( leakyBucket_t *bucket, int burst, int period ) {
if ( bucket != NULL ) {
int now = Sys_Milliseconds();
int interval = now - bucket->lastTime;
@ -526,7 +512,7 @@ SVC_RateLimitAddress
Rate limit for a particular address
================
*/
static qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period ) {
qboolean SVC_RateLimitAddress( netadr_t from, int burst, int period ) {
leakyBucket_t *bucket = SVC_BucketForAddress( from, burst, period );
return SVC_RateLimit( bucket, burst, period );

View File

@ -257,7 +257,6 @@ void SV_LinkEntity( sharedEntity_t *gEnt ) {
if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
// expand for rotation
float max;
int i;
max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
for (i=0 ; i<3 ; i++) {

View File

@ -37,6 +37,7 @@ static CONSOLE_CURSOR_INFO qconsole_orig_cursorinfo;
// cmd history
static char qconsole_history[ QCONSOLE_HISTORY ][ MAX_EDIT_LINE ];
static int qconsole_history_pos = -1;
static int qconsole_history_lines = 0;
static int qconsole_history_oldest = 0;
// current edit buffer
@ -107,6 +108,9 @@ static void CON_HistAdd( void )
Q_strncpyz( qconsole_history[ qconsole_history_oldest ], qconsole_line,
sizeof( qconsole_history[ qconsole_history_oldest ] ) );
if( qconsole_history_lines < QCONSOLE_HISTORY )
qconsole_history_lines++;
if( qconsole_history_oldest >= QCONSOLE_HISTORY - 1 )
qconsole_history_oldest = 0;
else
@ -128,7 +132,7 @@ static void CON_HistPrev( void )
( QCONSOLE_HISTORY - 1 ) : ( qconsole_history_pos - 1 );
// don' t allow looping through history
if( pos == qconsole_history_oldest )
if( pos == qconsole_history_oldest || pos >= qconsole_history_lines )
return;
qconsole_history_pos = pos;
@ -146,12 +150,17 @@ static void CON_HistNext( void )
{
int pos;
// don' t allow looping through history
if( qconsole_history_pos == qconsole_history_oldest )
return;
pos = ( qconsole_history_pos >= QCONSOLE_HISTORY - 1 ) ?
0 : ( qconsole_history_pos + 1 );
// clear the edit buffer if they try to advance to a future command
if( pos == qconsole_history_oldest )
{
qconsole_history_pos = pos;
qconsole_line[ 0 ] = '\0';
qconsole_linelen = 0;
return;

View File

@ -123,7 +123,7 @@ qboolean Sys_RandomBytes( byte *string, int len )
if( !fp )
return qfalse;
if( !fread( string, sizeof( byte ), len, fp ) )
if( fread( string, sizeof( byte ), len, fp ) != len )
{
fclose( fp );
return qfalse;

View File

@ -250,7 +250,6 @@ static void hashtable_init (hashtable_t *H, int buckets)
{
H->buckets = buckets;
H->table = calloc(H->buckets, sizeof(*(H->table)));
return;
}
static hashtable_t *hashtable_new (int buckets)
@ -285,7 +284,6 @@ static void hashtable_add (hashtable_t *H, int hashvalue, void *datum)
}
hc->data = datum;
hc->next = 0;
return;
}
static hashchain_t *hashtable_get (hashtable_t *H, int hashvalue)

View File

@ -250,7 +250,6 @@ control(Tokenrow *trp)
break;
}
setempty(trp);
return;
}
void *

View File

@ -108,7 +108,6 @@ doinclude(Tokenrow *trp)
return;
syntax:
error(ERROR, "Syntax error in #include");
return;
}
/*

View File

@ -218,7 +218,6 @@ expand(Tokenrow *trp, Nlist *np)
insertrow(trp, ntokc, &ntr);
trp->tp -= rowlen(&ntr);
dofree(ntr.bp);
return;
}
/*

View File

@ -118,7 +118,7 @@ static void UI_StartServerRefresh(qboolean full);
static void UI_StopServerRefresh( void );
static void UI_DoServerRefresh( void );
static void UI_FeederSelection(float feederID, int index);
static void UI_BuildServerDisplayList(qboolean force);
static void UI_BuildServerDisplayList(int force);
static void UI_BuildServerStatus(qboolean force);
static void UI_BuildFindPlayerList(qboolean force);
static int QDECL UI_ServersQsortCompare( const void *arg1, const void *arg2 );
@ -3762,7 +3762,7 @@ static void UI_BinaryServerInsertion(int num) {
UI_BuildServerDisplayList
==================
*/
static void UI_BuildServerDisplayList(qboolean force) {
static void UI_BuildServerDisplayList(int force) {
int i, count, clients, maxClients, ping, game, len, visible;
char info[MAX_STRING_CHARS];
// qboolean startRefresh = qtrue; TTimo: unused

View File

@ -714,10 +714,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
dp_realtime = time;
if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
pi->weapon = pi->pendingWeapon;
pi->lastWeapon = pi->pendingWeapon;
pi->pendingWeapon = -1;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
if( pi->currentWeapon != pi->weapon ) {
trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
@ -1254,7 +1254,7 @@ void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *he
pi->weapon = WP_MACHINEGUN;
pi->currentWeapon = pi->weapon;
pi->lastWeapon = pi->weapon;
pi->pendingWeapon = -1;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
pi->chat = qfalse;
pi->newModel = qtrue;
@ -1293,11 +1293,11 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
pi->torso.yawAngle = viewAngles[YAW];
pi->torso.yawing = qfalse;
if ( weaponNumber != -1 ) {
if ( weaponNumber != WP_NUM_WEAPONS ) {
pi->weapon = weaponNumber;
pi->currentWeapon = weaponNumber;
pi->lastWeapon = weaponNumber;
pi->pendingWeapon = -1;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}
@ -1306,8 +1306,8 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
}
// weapon
if ( weaponNumber == -1 ) {
pi->pendingWeapon = -1;
if ( weaponNumber == WP_NUM_WEAPONS ) {
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
}
else if ( weaponNumber != WP_NONE ) {

View File

@ -298,7 +298,6 @@ unsigned start; /* inflate()'s starting value for strm->avail_out */
257 + (end - out) : 257 - (out - end));
state->hold = hold;
state->bits = bits;
return;
}
/*

View File

@ -1,6 +1,9 @@
#!/bin/bash
UNAME=`uname`
MASTER_DIR=`dirname $0`
BUILD_DEFAULT="release"
cd ${MASTER_DIR}
if [ "$OPTIONS" = "all_options" ];
@ -9,7 +12,20 @@ then
export USE_FREETYPE=1
fi
CORES=`awk '/^processor/ { N++} END { print N }' /proc/cpuinfo`
if [ "$UNAME" == "Darwin" ]; then
CORES=`sysctl -n hw.ncpu`
elif [ "$UNAME" == "Linux" ]; then
CORES=`awk '/^processor/ { N++} END { print N }' /proc/cpuinfo`
fi
echo "platform : ${UNAME}"
echo "cores : ${CORES}"
if [ "${BUILD_TYPE}" == "" ]; then
BUILD_TYPE="${BUILD_DEFAULT}"
echo "build type : defaulting to ${BUILD_TYPE}"
else
echo "build type : ${BUILD_TYPE}"
fi
make -j${CORES} distclean ${BUILD_TYPE}

375
make-macosx-app.sh Executable file
View File

@ -0,0 +1,375 @@
#!/bin/bash
# Let's make the user give us a target to work with.
# architecture is assumed universal if not specified, and is optional.
# if arch is defined, it we will store the .app bundle in the target arch build directory
if [ $# == 0 ] || [ $# -gt 2 ]; then
echo "Usage: $0 target <arch>"
echo "Example: $0 release x86"
echo "Valid targets are:"
echo " release"
echo " debug"
echo
echo "Optional architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
# validate target name
if [ "$1" == "release" ]; then
TARGET_NAME="release"
elif [ "$1" == "debug" ]; then
TARGET_NAME="debug"
else
echo "Invalid target: $1"
echo "Valid targets are:"
echo " release"
echo " debug"
exit 1
fi
CURRENT_ARCH=""
# validate the architecture if it was specified
if [ "$2" != "" ]; then
if [ "$2" == "x86" ]; then
CURRENT_ARCH="x86"
elif [ "$2" == "x86_64" ]; then
CURRENT_ARCH="x86_64"
elif [ "$2" == "ppc" ]; then
CURRENT_ARCH="ppc"
else
echo "Invalid architecture: $1"
echo "Valid architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
fi
# symlinkArch() creates a symlink with the architecture suffix.
# meant for universal binaries, but also handles the way this script generates
# application bundles for a single architecture as well.
function symlinkArch()
{
EXT="dylib"
SEP="${3}"
SRCFILE="${1}"
DSTFILE="${2}${SEP}"
DSTPATH="${4}"
if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
exit 1
fi
if [ ! -d "${DSTPATH}" ]; then
echo "**** ERROR: path not found ${DSTPATH}"
exit 1
fi
pushd "${DSTPATH}" > /dev/null
IS32=`file "${SRCFILE}.${EXT}" | grep "i386"`
IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
if [ "${IS32}" != "" ]; then
if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
fi
elif [ -L "${DSTFILE}x86.${EXT}" ]; then
rm "${DSTFILE}x86.${EXT}"
fi
if [ "${IS64}" != "" ]; then
if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
fi
elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
rm "${DSTFILE}x86_64.${EXT}"
fi
if [ "${ISPPC}" != "" ]; then
if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
fi
elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
rm "${DSTFILE}ppc.${EXT}"
fi
popd > /dev/null
}
SEARCH_ARCHS=" \
x86 \
x86_64 \
ppc \
"
HAS_LIPO=`command -v lipo`
HAS_CP=`command -v cp`
# if lipo is not available, we cannot make a universal binary, print a warning
if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
CURRENT_ARCH=`uname -m`
if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
fi
# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
if [ "${CURRENT_ARCH}" != "" ]; then
SEARCH_ARCHS="${CURRENT_ARCH}"
fi
AVAILABLE_ARCHS=""
IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
IOQ3_CLIENT_ARCHS=""
IOQ3_SERVER_ARCHS=""
IOQ3_RENDERER_GL1_ARCHS=""
IOQ3_RENDERER_GL2_ARCHS=""
IOQ3_CGAME_ARCHS=""
IOQ3_GAME_ARCHS=""
IOQ3_UI_ARCHS=""
IOQ3_MP_CGAME_ARCHS=""
IOQ3_MP_GAME_ARCHS=""
IOQ3_MP_UI_ARCHS=""
BASEDIR="baseq3"
MISSIONPACKDIR="missionpack"
CGAME="cgame"
GAME="qagame"
UI="ui"
RENDERER_OPENGL="renderer_opengl"
DEDICATED_NAME="ioq3ded"
CGAME_NAME="${CGAME}.dylib"
GAME_NAME="${GAME}.dylib"
UI_NAME="${UI}.dylib"
RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
ICNSDIR="misc"
ICNS="quake3_flat.icns"
PKGINFO="APPLIOQ3"
OBJROOT="build"
#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
PRODUCT_NAME="ioquake3"
WRAPPER_EXTENSION="app"
WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
EXECUTABLE_NAME="${PRODUCT_NAME}"
# loop through the architectures to build string lists for each universal binary
for ARCH in $SEARCH_ARCHS; do
CURRENT_ARCH=${ARCH}
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
CURRENT_ARCH=""
BUILT_PRODUCTS_DIR=""
continue
fi
# executables
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
else
continue
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
fi
# renderers
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
fi
# game
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
fi
# missionpack
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_CGAME} ]; then
IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_GAME} ]; then
IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_MP_UI} ]; then
IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
fi
#echo "valid arch: ${ARCH}"
done
# final preparations and checks before attempting to make the application bundle
cd `dirname $0`
if [ ! -f Makefile ]; then
echo "$0 must be run from the ioquake3 build directory"
exit 1
fi
if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
exit 1
fi
# set the final application bundle output directory
if [ "${2}" == "" ]; then
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
fi
else
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
fi
BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
# here we go
echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
echo "with architectures:"
for ARCH in ${VALID_ARCHS}; do
echo " ${ARCH}"
done
echo ""
# make the application bundle directories
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR || exit 1;
fi
if [ ! -d ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR || exit 1;
fi
if [ ! -d ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} ]; then
mkdir -p ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH} || exit 1;
fi
# copy and generate some application bundle resources
cp code/libs/macosx/*.dylib ${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}
cp ${ICNSDIR}/${ICNS} ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS || exit 1;
echo -n ${PKGINFO} > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo || exit 1;
echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>quake3_flat</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${IOQ3_VERSION}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${IOQ3_VERSION}</string>
<key>CGDisableCoalescedUpdates</key>
<true/>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
<key>NSHumanReadableCopyright</key>
<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > ${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist
# action takes care of generating universal binaries if lipo is available
# otherwise, it falls back to using a simple copy, expecting the first item in
# the second parameter list to be the desired architecture
function action()
{
COMMAND=""
if [ -x "${HAS_LIPO}" ]; then
COMMAND="${HAS_LIPO} -create -o"
$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
elif [ -x ${HAS_CP} ]; then
COMMAND="${HAS_CP}"
SRC="${2// */}" # in case there is a list here, use only the first item
$HAS_CP "${SRC}" "${1}"
else
"$0 cannot create an application bundle."
exit 1
fi
#echo "${COMMAND}" "${1}" "${2}"
}
#
# the meat of universal binary creation
# destination file names do not have architecture suffix.
# action will handle merging universal binaries if supported.
# symlink appropriate architecture names for universal (fat) binary support.
#
# executables
action ${BUNDLEBINDIR}/${EXECUTABLE_NAME} "${IOQ3_CLIENT_ARCHS}"
action ${BUNDLEBINDIR}/${DEDICATED_NAME} "${IOQ3_SERVER_ARCHS}"
# renderers
action ${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME} "${IOQ3_RENDERER_GL1_ARCHS}"
action ${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME} "${IOQ3_RENDERER_GL2_ARCHS}"
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
# game
action ${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME} "${IOQ3_CGAME_ARCHS}"
action ${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME} "${IOQ3_GAME_ARCHS}"
action ${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME} "${IOQ3_UI_ARCHS}"
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
# missionpack
action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME} "${IOQ3_MP_CGAME_ARCHS}"
action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME} "${IOQ3_MP_GAME_ARCHS}"
action ${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME} "${IOQ3_MP_UI_ARCHS}"
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"

View File

@ -1,54 +1,5 @@
#!/bin/sh
#!/bin/bash
CC=gcc-4.0
APPBUNDLE=ioquake3.app
BINARY=ioquake3.ub
DEDBIN=ioq3ded.ub
PKGINFO=APPLIOQ3
ICNS=misc/quake3.icns
DESTDIR=build/release-darwin-ub
BASEDIR=baseq3
MPACKDIR=missionpack
BIN_OBJ="
build/release-darwin-x86_64/ioquake3.x86_64
build/release-darwin-x86/ioquake3.x86
build/release-darwin-ppc/ioquake3.ppc
"
BIN_DEDOBJ="
build/release-darwin-x86_64/ioq3ded.x86_64
build/release-darwin-x86/ioq3ded.x86
build/release-darwin-ppc/ioq3ded.ppc
"
BASE_OBJ="
build/release-darwin-x86_64/$BASEDIR/cgamex86_64.dylib
build/release-darwin-x86/$BASEDIR/cgamex86.dylib
build/release-darwin-ppc/$BASEDIR/cgameppc.dylib
build/release-darwin-x86_64/$BASEDIR/uix86_64.dylib
build/release-darwin-x86/$BASEDIR/uix86.dylib
build/release-darwin-ppc/$BASEDIR/uippc.dylib
build/release-darwin-x86_64/$BASEDIR/qagamex86_64.dylib
build/release-darwin-x86/$BASEDIR/qagamex86.dylib
build/release-darwin-ppc/$BASEDIR/qagameppc.dylib
"
MPACK_OBJ="
build/release-darwin-x86_64/$MPACKDIR/cgamex86_64.dylib
build/release-darwin-x86/$MPACKDIR/cgamex86.dylib
build/release-darwin-ppc/$MPACKDIR/cgameppc.dylib
build/release-darwin-x86_64/$MPACKDIR/uix86_64.dylib
build/release-darwin-x86/$MPACKDIR/uix86.dylib
build/release-darwin-ppc/$MPACKDIR/uippc.dylib
build/release-darwin-x86_64/$MPACKDIR/qagamex86_64.dylib
build/release-darwin-x86/$MPACKDIR/qagamex86.dylib
build/release-darwin-ppc/$MPACKDIR/qagameppc.dylib
"
RENDER_OBJ="
build/release-darwin-x86_64/renderer_opengl1_x86_64.dylib
build/release-darwin-x86/renderer_opengl1_x86.dylib
build/release-darwin-ppc/renderer_opengl1_ppc.dylib
build/release-darwin-x86_64/renderer_opengl2_x86_64.dylib
build/release-darwin-x86/renderer_opengl2_x86.dylib
build/release-darwin-ppc/renderer_opengl2_ppc.dylib
"
cd `dirname $0`
if [ ! -f Makefile ]; then
@ -56,12 +7,6 @@ if [ ! -f Makefile ]; then
exit 1
fi
Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
# We only care if we're >= 10.4, not if we're specifically Tiger.
# "8" is the Darwin major kernel version.
TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" : "0");'`
# we want to use the oldest available SDK for max compatiblity. However 10.4 and older
# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
@ -100,7 +45,7 @@ if [ -z $X86_64_SDK ] || [ -z $X86_SDK ] || [ -z $PPC_SDK ]; then
ERROR: This script is for building a Universal Binary. You cannot build
for a different architecture unless you have the proper Mac OS X SDKs
installed. If you just want to to compile for your own system run
'make' instead of this script."
'make-macosx.sh' instead of this script."
exit 1
fi
@ -118,92 +63,32 @@ WARNING: in order to build a binary with maximum compatibility you must
sleep 3
fi
if [ ! -d $DESTDIR ]; then
mkdir -p $DESTDIR
fi
# For parallel make on multicore boxes...
NCPU=`sysctl -n hw.ncpu`
# x86_64 client and server
if [ -d build/release-release-x86_64 ]; then
rm -r build/release-darwin-x86_64
fi
#if [ -d build/release-release-x86_64 ]; then
# rm -r build/release-darwin-x86_64
#fi
(ARCH=x86_64 CC=gcc-4.0 CFLAGS=$X86_64_CFLAGS LDFLAGS=$X86_64_LDFLAGS make -j$NCPU) || exit 1;
echo;echo
# x86 client and server
if [ -d build/release-darwin-x86 ]; then
rm -r build/release-darwin-x86
fi
#if [ -d build/release-darwin-x86 ]; then
# rm -r build/release-darwin-x86
#fi
(ARCH=x86 CC=gcc-4.0 CFLAGS=$X86_CFLAGS LDFLAGS=$X86_LDFLAGS make -j$NCPU) || exit 1;
echo;echo
# PPC client and server
if [ -d build/release-darwin-ppc ]; then
rm -r build/release-darwin-ppc
fi
#if [ -d build/release-darwin-ppc ]; then
# rm -r build/release-darwin-ppc
#fi
(ARCH=ppc CC=gcc-4.0 CFLAGS=$PPC_CFLAGS LDFLAGS=$PPC_LDFLAGS make -j$NCPU) || exit 1;
echo;echo
echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR || exit 1;
fi
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR || exit 1;
fi
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/Resources ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/Resources
fi
cp $ICNS $DESTDIR/$APPBUNDLE/Contents/Resources/ioquake3.icns || exit 1;
echo $PKGINFO > $DESTDIR/$APPBUNDLE/Contents/PkgInfo
echo "
<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist
PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\"
\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>$BINARY</string>
<key>CFBundleGetInfoString</key>
<string>ioquake3 $Q3_VERSION</string>
<key>CFBundleIconFile</key>
<string>ioquake3.icns</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.ioquake3</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>ioquake3</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$Q3_VERSION</string>
<key>CFBundleSignature</key>
<string>$PKGINFO</string>
<key>CFBundleVersion</key>
<string>$Q3_VERSION</string>
<key>NSExtensions</key>
<dict/>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
# Make UB's from previous builds of x86, x86_64 and ppc binaries
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY $BIN_OBJ
lipo -create -o $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN $BIN_DEDOBJ
cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
cp code/libs/macosx/*.dylib $DESTDIR/$APPBUNDLE/Contents/MacOS/
echo
# use the following shell script to build a universal application bundle
"./make-macosx-app.sh" release

View File

@ -1,4 +1,4 @@
#!/bin/sh
#!/bin/bash
#
# Let's make the user give us a target build system
@ -30,35 +30,7 @@ if [ -z "$DARWIN_GCC_ARCH" ]; then
fi
CC=gcc-4.0
APPBUNDLE=ioquake3.app
BINARY=ioquake3.${BUILDARCH}
DEDBIN=ioq3ded.${BUILDARCH}
PKGINFO=APPLIOQ3
ICNS=misc/quake3.icns
DESTDIR=build/release-darwin-${BUILDARCH}
BASEDIR=baseq3
MPACKDIR=missionpack
BIN_OBJ="
build/release-darwin-${BUILDARCH}/${BINARY}
"
BIN_DEDOBJ="
build/release-darwin-${BUILDARCH}/${DEDBIN}
"
BASE_OBJ="
build/release-darwin-${BUILDARCH}/$BASEDIR/cgame${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/ui${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$BASEDIR/qagame${BUILDARCH}.dylib
"
MPACK_OBJ="
build/release-darwin-${BUILDARCH}/$MPACKDIR/cgame${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/ui${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/$MPACKDIR/qagame${BUILDARCH}.dylib
"
RENDER_OBJ="
build/release-darwin-${BUILDARCH}/renderer_opengl1_${BUILDARCH}.dylib
build/release-darwin-${BUILDARCH}/renderer_opengl2_${BUILDARCH}.dylib
"
cd `dirname $0`
if [ ! -f Makefile ]; then
@ -66,12 +38,6 @@ if [ ! -f Makefile ]; then
exit 1
fi
Q3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
# We only care if we're >= 10.4, not if we're specifically Tiger.
# "8" is the Darwin major kernel version.
TIGERHOST=`uname -r |perl -w -p -e 's/\A(\d+)\..*\Z/$1/; $_ = (($_ >= 8) ? "1" : "0");'`
# we want to use the oldest available SDK for max compatiblity. However 10.4 and older
# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
@ -102,66 +68,10 @@ NCPU=`sysctl -n hw.ncpu`
# intel client and server
if [ -d build/release-darwin-${BUILDARCH} ]; then
rm -r build/release-darwin-${BUILDARCH}
fi
#if [ -d build/release-darwin-${BUILDARCH} ]; then
# rm -r build/release-darwin-${BUILDARCH}
#fi
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS LDFLAGS=$ARCH_LDFLAGS make -j$NCPU) || exit 1;
echo "Creating .app bundle $DESTDIR/$APPBUNDLE"
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR || exit 1;
fi
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR || exit 1;
fi
if [ ! -d $DESTDIR/$APPBUNDLE/Contents/Resources ]; then
mkdir -p $DESTDIR/$APPBUNDLE/Contents/Resources
fi
cp $ICNS $DESTDIR/$APPBUNDLE/Contents/Resources/ioquake3.icns || exit 1;
echo $PKGINFO > $DESTDIR/$APPBUNDLE/Contents/PkgInfo
echo "
<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist
PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\"
\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>$BINARY</string>
<key>CFBundleGetInfoString</key>
<string>ioquake3 $Q3_VERSION</string>
<key>CFBundleIconFile</key>
<string>ioquake3.icns</string>
<key>CFBundleIdentifier</key>
<string>org.ioquake.ioquake3</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>ioquake3</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$Q3_VERSION</string>
<key>CFBundleSignature</key>
<string>$PKGINFO</string>
<key>CFBundleVersion</key>
<string>$Q3_VERSION</string>
<key>NSExtensions</key>
<dict/>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
" > $DESTDIR/$APPBUNDLE/Contents/Info.plist
cp $BIN_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BINARY
cp $BIN_DEDOBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$DEDBIN
cp $RENDER_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp $BASE_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$BASEDIR/
cp $MPACK_OBJ $DESTDIR/$APPBUNDLE/Contents/MacOS/$MPACKDIR/
cp code/libs/macosx/*.dylib $DESTDIR/$APPBUNDLE/Contents/MacOS/
cp code/libs/macosx/*.dylib $DESTDIR
# use the following shell script to build an application bundle
"./make-macosx-app.sh" release ${BUILDARCH}

View File

@ -7,7 +7,7 @@
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>ioquake3.icns</string>
<string>quake3_flat</string>
<key>CFBundleIdentifier</key>
<string>org.icculus.quake3</string>
<key>CFBundleInfoDictionaryVersion</key>
@ -16,6 +16,8 @@
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>

View File

@ -3,16 +3,16 @@
archiveVersion = 1;
classes = {
};
objectVersion = 45;
objectVersion = 46;
objects = {
/* Begin PBXBuildFile section */
278714DB1791207600094CA3 /* quake3_flat.icns in Resources */ = {isa = PBXBuildFile; fileRef = 278714DA1791207600094CA3 /* quake3_flat.icns */; };
8D11072B0486CEB800E47090 /* InfoPlist.strings in Resources */ = {isa = PBXBuildFile; fileRef = 089C165CFE840E0CC02AAC07 /* InfoPlist.strings */; };
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View File

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View File

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//
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File diff suppressed because it is too large Load Diff

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View File

@ -0,0 +1,51 @@
ioquake3 Xcode Projects
Created & Maintained by Jeremiah Sypult & Contributors
Updated: 2013/07/13
GENERAL:
From the ioquake3 root, navigate to misc/xcode and open the ioquake3.xcworkspace. The workspace embeds all the projects and currently builds universal (fat) binaries supporting i386 and x86_64.
An older version of Xcode may be able to add support for PowerPC, but it is not currently supported in the Xcode version I produced these projects with (4.6.3).
Hopefully people working with ioquake3 on OS X will benefit from using Xcodes IDE for building, hacking and debugging.
LIBRARIES:
- Game libraries (cgame, game, ui) compile to universal binary dylib for native (versus qvm bytecode/interpreted).
- Renderer libraries also compile to universal binary dylib. The OpenGL 2 renderer project will normally show missing .c files in code/renderergl2/glsl. This is normal, as these .c files are automatically generated during the build process and deleted when building completes. This step is required in order for the renderer to link due to symbol dependencies in tr_glsl.c for fallback shaders.
- ioquake3 searches for game & renderer libraries with an abbreviated architecture suffix in the filename. Xcode scripts handle symlink creation for the appropriate architectures at build time in order to support universal (fat) binaries.
- Static libraries are used for botlib, jpeg and speex.
- Currently links OS X system libcurl.dylib and libz.dylib.
- SDL binary dylib is included.
TODO:
- dedicated support
- missionpack support
- curl.xcodeproj
- ogg.xcodeproj (ogg vorbis support)
- opusfile.xcodeproj
- zlib.xcodeproj
- q3asm.xcodeproj
- q3cpp.xcodeproj
- q3lcc.xcodeproj
- q3rcc.xcodeproj
NO CARRIER