mirror of
				https://github.com/zenorogue/hyperrogue.git
				synced 2025-11-04 07:43:02 +00:00 
			
		
		
		
	more fixes for Android
This commit is contained in:
		
							
								
								
									
										3
									
								
								init.cpp
									
									
									
									
									
								
							
							
						
						
									
										3
									
								
								init.cpp
									
									
									
									
									
								
							@@ -21,7 +21,9 @@
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#define VER "10.3h"
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					#define VER "10.3h"
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#define VERNUM 10308
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					#define VERNUM 10308
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					#ifndef CAP_SHADER
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#define CAP_SHADER CAP_GL
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					#define CAP_SHADER CAP_GL
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					#endif
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#define VERNUM_HEX 0xA0A7
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					#define VERNUM_HEX 0xA0A7
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@@ -289,6 +291,7 @@ void gdpush(int t);
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#define SDLK_HOME (123013)
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					#define SDLK_HOME (123013)
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#define SDLK_LEFT (123014)
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					#define SDLK_LEFT (123014)
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#define SDLK_RIGHT (123015)
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					#define SDLK_RIGHT (123015)
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					#define SDLK_END (123016)
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#define MIX_MAX_VOLUME 128
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					#define MIX_MAX_VOLUME 128
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#define SDLK_UP (123021)
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					#define SDLK_UP (123021)
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#define SDLK_DOWN (123022)
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					#define SDLK_DOWN (123022)
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										25
									
								
								shaders.cpp
									
									
									
									
									
								
							
							
						
						
									
										25
									
								
								shaders.cpp
									
									
									
									
									
								
							@@ -378,7 +378,7 @@ void switch_mode(eMode m) {
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    }
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					    }
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  if(newflags & GF_LIGHTFOG) {
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					  if(newflags & GF_LIGHTFOG) {
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#if !CAP_SHADER    
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					#if !CAP_SHADER    
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    GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
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					    /*GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
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    GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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					    GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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    GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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					    GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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@@ -390,17 +390,22 @@ void switch_mode(eMode m) {
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    GLERR("lighting");
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					    GLERR("lighting");
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    glEnable(GL_LIGHTING);
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					    glEnable(GL_LIGHTING);
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    glEnable(GL_LIGHT0);
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					    glEnable(GL_LIGHT0); */
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    glEnable(GL_FOG);
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					    glEnable(GL_FOG);
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					    #ifdef GLES_ONLY
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					    glFogx(GL_FOG_MODE, GL_LINEAR);
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					    #else
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    glFogi(GL_FOG_MODE, GL_LINEAR);
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					    glFogi(GL_FOG_MODE, GL_LINEAR);
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					    #endif
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    glFogf(GL_FOG_START, 0);
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					    glFogf(GL_FOG_START, 0);
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#endif
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					#endif
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    }
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					    }
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  if(oldflags & GF_LIGHTFOG) {
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					  if(oldflags & GF_LIGHTFOG) {
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#if !CAP_SHADER
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					#if !CAP_SHADER
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    glDisable(GL_FOG);
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					    glDisable(GL_FOG);
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    glDisable(GL_LIGHTING);
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					     /*
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					    glDisable(GL_LIGHTING); */
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#endif
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					#endif
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    }
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					    }
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  mode = m;
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					  mode = m;
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@@ -580,12 +585,14 @@ void vertices(const vector<glvertex>& v) {
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  }
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					  }
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void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t) {
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					void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t) {
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  #if CAP_TEXTURE
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					  #if CAP_VERTEXBUFFER
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					  // not implemented!
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					  #else
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  vertices(v);
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					  vertices(v);
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  #if CAP_SHADER
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					  #if CAP_SHADER
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  glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[0]);
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					  glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[0]);
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  #else
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					  #else
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  glTexCoordPointer(stride, GL_FLOAT, 0, &v[0]);
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					  glTexCoordPointer(3, GL_FLOAT, 0, &v[0]);
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  #endif
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					  #endif
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  #endif
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					  #endif
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  }
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					  }
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@@ -603,7 +610,7 @@ void prepare(vector<colored_vertex>& v) {
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  glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
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					  glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
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  #else
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					  #else
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  glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
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					  glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
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  glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
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					  glColorPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
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  #endif
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					  #endif
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  #endif
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					  #endif
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  }
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					  }
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@@ -621,7 +628,7 @@ void prepare(vector<textured_vertex>& v) {
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  glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
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					  glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
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  #else
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					  #else
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  glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
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					  glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
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  glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
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					  glTexCoordPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
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  #endif
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					  #endif
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  #endif
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					  #endif
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  // color2(col);
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					  // color2(col);
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@@ -642,8 +649,8 @@ void prepare(vector<ct_vertex>& v) {
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  glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
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					  glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
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  #else
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					  #else
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  glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
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					  glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
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  glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
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					  glTexCoordPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
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  glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
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					  glColorPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
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  #endif
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					  #endif
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  #endif
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					  #endif
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  }
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					  }
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