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https://github.com/zenorogue/hyperrogue.git
synced 2024-12-23 16:50:27 +00:00
more fixes for Android
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parent
11d7b6e9e4
commit
759d9bbe8c
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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27
shaders.cpp
27
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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