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Fix build for msvc
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parent
09dd6e9301
commit
4a92b40b0c
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@ -12,11 +12,10 @@
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#include "graphics_threaded.h"
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#include "backend_sdl.h"
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#if defined(CONF_FAMILY_WINDOWS)
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PFNGLTEXIMAGE3DPROC glTexImage3DInternal;
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GLAPI void GLAPIENTRY glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
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GLAPI void APIENTRY glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
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{
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glTexImage3DInternal(target, level, internalFormat, width, height, depth, border, format, type, pixels);
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}
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@ -160,7 +159,7 @@ void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &St
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}
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else
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glDisable(GL_SCISSOR_TEST);
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// texture
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int SrcBlendMode = GL_ONE;
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@ -335,7 +334,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::
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}
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}
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m_aTextures[pCommand->m_Slot].m_Format = pCommand->m_Format;
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//
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int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
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int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
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@ -384,7 +383,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::
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m_aTextures[pCommand->m_Slot].m_MemSize += TexWidth*TexHeight*pCommand->m_PixelSize;
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}
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}
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// 3D texture
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if((pCommand->m_Flags&CCommandBuffer::TEXFLAG_TEXTURE3D) && m_Max3DTexSize >= CTexture::MIN_GL_MAX_3D_TEXTURE_SIZE)
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{
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@ -410,12 +409,12 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::
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}
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mem_free(pTexData);
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//
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glGenTextures(m_TextureArraySize, m_aTextures[pCommand->m_Slot].m_Tex3D);
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m_aTextures[pCommand->m_Slot].m_State |= CTexture::STATE_TEX3D;
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for(int i = 0; i < m_TextureArraySize; ++i)
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{
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{
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glBindTexture(GL_TEXTURE_3D, m_aTextures[pCommand->m_Slot].m_Tex3D[i]);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@ -425,7 +424,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::
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m_aTextures[pCommand->m_Slot].m_MemSize += Width*Height*pCommand->m_PixelSize;
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}
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pTexData = pTmpData;
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}
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}
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*m_pTextureMemoryUsage += m_aTextures[pCommand->m_Slot].m_MemSize;
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@ -441,7 +440,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_
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void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
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{
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SetState(pCommand->m_State);
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glVertexPointer(3, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices);
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glTexCoordPointer(3, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*3);
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glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*6);
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@ -472,7 +471,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCom
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int h = pCommand->m_H == -1 ? aViewport[3] : pCommand->m_H;
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int x = pCommand->m_X;
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int y = aViewport[3] - pCommand->m_Y - 1 - (h - 1);
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// we allocate one more row to use when we are flipping the texture
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unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
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unsigned char *pTempRow = pPixelData+w*h*3;
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@ -626,16 +625,16 @@ void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer)
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const CCommandBuffer::SCommand *pBaseCommand = pBuffer->GetCommand(&CmdIndex);
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if(pBaseCommand == 0x0)
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break;
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if(m_OpenGL.RunCommand(pBaseCommand))
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continue;
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if(m_SDL.RunCommand(pBaseCommand))
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continue;
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if(m_General.RunCommand(pBaseCommand))
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continue;
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dbg_msg("graphics", "unknown command %d", pBaseCommand->m_Cmd);
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}
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}
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@ -703,7 +702,7 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
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#else
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SdlFlags |= SDL_WINDOW_FULLSCREEN;
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#endif
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// set gl attributes
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if(FsaaSamples)
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@ -786,7 +785,7 @@ int CGraphicsBackend_SDL_OpenGL::Shutdown()
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CmdBuffer.AddCommand(Cmd);
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RunBuffer(&CmdBuffer);
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WaitForIdle();
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// stop and delete the processor
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StopProcessor();
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delete m_pProcessor;
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