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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-12-23 16:50:27 +00:00

more fixes for Android

This commit is contained in:
Zeno Rogue 2018-02-12 16:21:42 +01:00
parent 11d7b6e9e4
commit 759d9bbe8c
2 changed files with 20 additions and 10 deletions

View File

@ -21,7 +21,9 @@
#define VER "10.3h" #define VER "10.3h"
#define VERNUM 10308 #define VERNUM 10308
#ifndef CAP_SHADER
#define CAP_SHADER CAP_GL #define CAP_SHADER CAP_GL
#endif
#define VERNUM_HEX 0xA0A7 #define VERNUM_HEX 0xA0A7
@ -289,6 +291,7 @@ void gdpush(int t);
#define SDLK_HOME (123013) #define SDLK_HOME (123013)
#define SDLK_LEFT (123014) #define SDLK_LEFT (123014)
#define SDLK_RIGHT (123015) #define SDLK_RIGHT (123015)
#define SDLK_END (123016)
#define MIX_MAX_VOLUME 128 #define MIX_MAX_VOLUME 128
#define SDLK_UP (123021) #define SDLK_UP (123021)
#define SDLK_DOWN (123022) #define SDLK_DOWN (123022)

View File

@ -378,7 +378,7 @@ void switch_mode(eMode m) {
} }
if(newflags & GF_LIGHTFOG) { if(newflags & GF_LIGHTFOG) {
#if !CAP_SHADER #if !CAP_SHADER
GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 }; /*GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
@ -390,17 +390,22 @@ void switch_mode(eMode m) {
GLERR("lighting"); GLERR("lighting");
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); glEnable(GL_LIGHT0); */
glEnable(GL_FOG); glEnable(GL_FOG);
#ifdef GLES_ONLY
glFogx(GL_FOG_MODE, GL_LINEAR);
#else
glFogi(GL_FOG_MODE, GL_LINEAR); glFogi(GL_FOG_MODE, GL_LINEAR);
#endif
glFogf(GL_FOG_START, 0); glFogf(GL_FOG_START, 0);
#endif #endif
} }
if(oldflags & GF_LIGHTFOG) { if(oldflags & GF_LIGHTFOG) {
#if !CAP_SHADER #if !CAP_SHADER
glDisable(GL_FOG); glDisable(GL_FOG);
glDisable(GL_LIGHTING); /*
glDisable(GL_LIGHTING); */
#endif #endif
} }
mode = m; mode = m;
@ -580,12 +585,14 @@ void vertices(const vector<glvertex>& v) {
} }
void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t) { void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t) {
#if CAP_TEXTURE #if CAP_VERTEXBUFFER
// not implemented!
#else
vertices(v); vertices(v);
#if CAP_SHADER #if CAP_SHADER
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[0]); glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[0]);
#else #else
glTexCoordPointer(stride, GL_FLOAT, 0, &v[0]); glTexCoordPointer(3, GL_FLOAT, 0, &v[0]);
#endif #endif
#endif #endif
} }
@ -603,7 +610,7 @@ void prepare(vector<colored_vertex>& v) {
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color); glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
#else #else
glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords); glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color); glColorPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
#endif #endif
#endif #endif
} }
@ -621,7 +628,7 @@ void prepare(vector<textured_vertex>& v) {
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture); glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
#else #else
glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].coords); glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture); glTexCoordPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
#endif #endif
#endif #endif
// color2(col); // color2(col);
@ -642,8 +649,8 @@ void prepare(vector<ct_vertex>& v) {
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture); glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
#else #else
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].coords); glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture); glTexCoordPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].color); glColorPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
#endif #endif
#endif #endif
} }