mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-08-03 10:47:39 -04:00
commit
92b899f5bf
@ -42,6 +42,8 @@ typedef cc_uintptr GLpointer;
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#define GL_TRIANGLES 0x0004
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#define GL_QUADS 0x0007
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#define GL_ZERO 0
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#define GL_ONE 1
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#define GL_BLEND 0x0BE2
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#define GL_SRC_ALPHA 0x0302
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#define GL_ONE_MINUS_SRC_ALPHA 0x0303
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@ -616,6 +616,7 @@ typedef cc_uint8 cc_bool;
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#define DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL2
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#else
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#define DEFAULT_GFX_BACKEND CC_GFX_BACKEND_GL1
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#define CC_DISABLE_ANIMATIONS
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#endif
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#endif
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#endif
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@ -25,6 +25,8 @@
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#include "../misc/opengl/GL1Funcs.h"
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#if defined CC_BUILD_SYMBIAN
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#include "../misc/opengl/GL2Funcs.h"
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static cc_bool mbx;
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#endif
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#if CC_BUILD_MAXSTACK <= (64 * 1024)
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@ -84,7 +86,9 @@ void Gfx_Create(void) {
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#ifdef CC_BUILD_GL11_FALLBACK
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GLContext_GetAll(coreFuncs, Array_Elems(coreFuncs));
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#endif
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#ifndef CC_BUILD_GLES
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customMipmapsLevels = true;
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#endif
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Gfx.BackendType = CC_GFX_BACKEND_GL1;
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GL_InitCommon();
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@ -335,6 +339,17 @@ static void SetAlphaTest(cc_bool enabled) {
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void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
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cc_bool enabled = !depthOnly;
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#ifdef CC_BUILD_SYMBIAN
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if (mbx) {
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if (depthOnly) {
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_glBlendFunc(GL_ZERO, GL_ONE);
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Gfx_SetAlphaBlending(true);
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} else {
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_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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return;
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}
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#endif
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SetColorWrite(enabled & gfx_colorMask[0], enabled & gfx_colorMask[1],
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enabled & gfx_colorMask[2], enabled & gfx_colorMask[3]);
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@ -422,6 +437,18 @@ cc_bool Gfx_WarnIfNecessary(void) {
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Gfx.Limitations |= GFX_LIMIT_VERTEX_ONLY_FOG;
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return true;
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}
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#if defined CC_BUILD_SYMBIAN
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if (String_ContainsConst(&renderer, "SGX")) {
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} else if (String_ContainsConst(&renderer, "MBX")) {
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Gfx.Limitations |= GFX_LIMIT_MINIMAL;
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mbx = true;
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} else if (!String_ContainsConst(&renderer, "HW")) {
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Chat_AddRaw("&cSoftware rendering is being used, performance will greatly suffer.");
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Gfx.Limitations |= GFX_LIMIT_MINIMAL;
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return true;
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}
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#endif
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return false;
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}
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@ -485,35 +485,41 @@ void CCAppUi::HandleCommandL(TInt aCommand) {
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// CCContainer implementation
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TInt CCContainer::LoopCallBack(TAny*) {
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if (!WindowInfo.Exists) {
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Window_RequestClose();
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container->iAppUi->Exit();
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return EFalse;
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}
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// launcher -> game -> launcher -> ... loop
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launcher:
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if (!gameRunning) {
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if (Launcher_Tick()) {
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return ETrue;
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cc_bool run = false;
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for (;;) {
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if (!WindowInfo.Exists) {
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Window_RequestClose();
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container->iAppUi->Exit();
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return EFalse;
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}
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Launcher_Finish();
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// run game
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gameRunning = true;
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Game_Setup();
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container->RestartTimerL(100);
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if (run) {
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run = false;
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ProcessProgramArgs(0, 0);
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Game_Setup();
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gameRunning = true;
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container->RestartTimerL(100);
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}
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if (!gameRunning) {
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if (Launcher_Tick()) break;
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Launcher_Finish();
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run = true;
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continue;
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}
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if (!Game_Running) {
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gameRunning = false;
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Game_Free();
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// Launcher_Setup();
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// container->RestartTimerL(10000);
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WindowInfo.Exists = false;
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continue;
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}
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Game_RenderFrame();
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break;
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}
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if (!Game_Running) {
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// return to launcher
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gameRunning = false;
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Game_Free();
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Launcher_Setup();
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container->RestartTimerL(10000);
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goto launcher;
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}
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Game_RenderFrame();
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return ETrue;
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}
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