Opengl can open saves now, just need to get it to render accurately later
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088b2f678d
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11
Makefile
11
Makefile
@ -21,13 +21,13 @@ powder-x: build/powder-x
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powder-x.jnilib: build/powder-x.jnilib
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build/powder-release.exe: CFLAGS += -DWIN32 -O3 -ftree-vectorize -msse2 -funsafe-math-optimizations -ffast-math -fomit-frame-pointer -funsafe-loop-optimizations -Wunsafe-loop-optimizations
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build/powder-release.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -lfftw3f-3 -mwindows
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build/powder-release.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua5.1 -lfftw3f-3 -mwindows
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build/powder.exe: CFLAGS += -DWIN32
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build/powder.exe: LFLAGS := -lmingw32 -lregex -lws2_32 -lSDLmain -lpthread -lSDL -lm -lbz2 -llua -lfftw3f-3 #-mwindows
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build/powder-release: CFLAGS += -DLIN32 -O3 -ftree-vectorize -msse2 -funsafe-math-optimizations -ffast-math -fomit-frame-pointer -funsafe-loop-optimizations -Wunsafe-loop-optimizations
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build/powder-release: LFLAGS := -lSDL -lm -lbz2 -llua -lfftw3f
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build/powder: CFLAGS += -DLIN32
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build/powder: LFLAGS := -lSDL -lm -lbz2 -llua -lfftw3f
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build/powder-release: CFLAGS += -DLIN32 -O3 -ftree-vectorize -msse3 -funsafe-math-optimizations -ffast-math -fomit-frame-pointer -funsafe-loop-optimizations -Wunsafe-loop-optimizations -I/usr/include/SDL -I/usr/include/lua50 -DOGLR -DPIX32OGL -DPIXALPHA
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build/powder-release: LFLAGS := -lSDL -lm -lbz2 -llua5.1 -lfftw3f -lGL -lGLEW -ggdb
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build/powder: CFLAGS += -DLIN32 -DOGLR -DPIX32OGL -DPIXALPHA -I/usr/include/SDL -I/usr/include/lua50
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build/powder: LFLAGS := -lSDL -lm -lbz2 -llua5.1 -lfftw3f -lGL -lGLEW -ggdb
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#build/powder-x: CFLAGS += -DMACOSX -I/Library/Frameworks/SDL.framework/Headers -I/Library/Frameworks/Lua.framework/Headers -I/Library/Frameworks/OpenGL.framework/Headers -DOGLR -DPIX32OGL -DPIXALPHA
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#build/powder-x: LFLAGS := -lm -lbz2 -lfftw3f -framework SDL -framework Lua -framework Cocoa -framework OpenGL
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build/powder-x: CFLAGS += -DMACOSX -I/Library/Frameworks/SDL.framework/Headers -I/Library/Frameworks/Lua.framework/Headers -DPIX32BGRA
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@ -45,7 +45,6 @@ build/powder-res.o: resources/powder-res.rc resources/powder.ico resources/docum
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mv resources/powder-res.o build/powder-res.o
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build/powder-release: $(SOURCES)
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$(CPPC) $(CFLAGS) $(OFLAGS) $(LDFLAGS) $(SOURCES) $(LFLAGS) -o $@
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strip $@
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build/powder.exe: buildpaths-powder.exe generate $(patsubst build/obj/%.o,build/obj/powder.exe/%.o,$(OBJS)) build/powder-res.o
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$(CPPC_WIN) $(CFLAGS) $(OFLAGS) $(LDFLAGS) $(patsubst build/obj/%.o,build/obj/powder.exe/%.o,$(OBJS)) build/powder-res.o $(LFLAGS) -o $@ -ggdb
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@ -18,7 +18,7 @@
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#else
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//#include <GL/glew.h>
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#endif
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#endif
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@ -114,7 +114,7 @@ SDL_Surface * SDLOpen()
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surface = SDL_SetVideoMode(XRES + BARSIZE, YRES + MENUSIZE, 32, SDL_OPENGL);
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#endif
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#if defined(WIN32) && defined(OGLR)
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#if defined(OGLR)
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int status = glewInit();
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if(status != GLEW_OK)
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{
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@ -4,7 +4,6 @@
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* Created on: Jan 7, 2012
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* Author: Simon
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*/
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#include <cmath>
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#include <iostream>
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#include <vector>
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@ -2,7 +2,7 @@
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#define RENDERER_H
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#include <vector>
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#if defined(OGLR)
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#ifdef OGLR
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#include "OpenGLHeaders.h"
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#endif
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@ -19,6 +19,7 @@ SaveRenderer::SaveRenderer(){
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Thumbnail * SaveRenderer::Render(GameSave * save)
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{
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#ifndef OGLR
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Thumbnail * tempThumb = NULL;
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int width, height;
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width = save->blockWidth;
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@ -30,26 +31,31 @@ Thumbnail * SaveRenderer::Render(GameSave * save)
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g->Clear();
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sim->clear_sim();
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if(sim->Load(save))
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goto finish;
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ren->render_parts();
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dst = pData = (pixel *)malloc(PIXELSIZE * ((width*CELL)*(height*CELL)));
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for(int i = 0; i < height*CELL; i++)
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if(!sim->Load(save))
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{
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memcpy(dst, src, (width*CELL)*PIXELSIZE);
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dst+=(width*CELL);///PIXELSIZE;
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src+=XRES+BARSIZE;
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ren->render_parts();
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pData = (pixel *)malloc(PIXELSIZE * ((width*CELL)*(height*CELL)));
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dst = pData;
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for(int i = 0; i < height*CELL; i++)
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{
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printf("%d\n",i);
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memcpy(dst, src, (width*CELL)*PIXELSIZE);
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dst+=(width*CELL);///PIXELSIZE;
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src+=XRES+BARSIZE;
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}
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tempThumb = new Thumbnail(0, 0, pData, ui::Point(width*CELL, height*CELL));
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}
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tempThumb = new Thumbnail(0, 0, pData, ui::Point(width*CELL, height*CELL));
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finish:
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if(pData)
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free(pData);
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return tempThumb;
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#else
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VideoBuffer buffer(64, 64);
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buffer.SetCharacter(32, 32, 'x', 255, 255, 255, 255);
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Thumbnail * thumb = new Thumbnail(0, 0, buffer.Buffer, ui::Point(64, 64));
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return thumb;
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#endif
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}
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Thumbnail * SaveRenderer::Render(unsigned char * saveData, int dataSize)
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