Browse Source

Started marking stuff in the code that's either platform-dependent (Windows) or graphics API-dependent (OpenGL), with a new build Portable configuration that will eventually only compile the plain portable C portions of the code.

console
Nico de Poel 5 years ago
parent
commit
b2a9a27ede
  1. 3
      engine/code/cd_win.c
  2. 30
      engine/code/gl_draw.c
  3. 31
      engine/code/gl_rmain.c
  4. 11
      engine/code/gl_rmisc.c
  5. 17
      engine/code/gl_rsurf.c
  6. 2
      engine/code/r_part.c
  7. 85
      engine/projects/uniquake/uniquake.vcxproj

3
engine/code/cd_win.c

@ -19,7 +19,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
// rights reserved.
#ifdef UQ_WINDEBUG
#include "quakedef.h"
@ -593,3 +593,4 @@ void CDAudio_Activate(qboolean active)
}
// jkrige - fmod sound system - end
#endif
#endif // UQ_WINDEBUG

30
engine/code/gl_draw.c

@ -106,6 +106,7 @@ void GL_Bind (int texnum)
return;
currenttexture = texnum;
#ifdef UQ_GLDEBUG
// jkrige - opengl's bind function
//#ifdef _WIN32
// bindTexFunc (GL_TEXTURE_2D, texnum);
@ -113,7 +114,7 @@ void GL_Bind (int texnum)
glBindTexture(GL_TEXTURE_2D, texnum);
//#endif
// jkrige - opengl's bind function
#endif // UQ_GLDEBUG
}
@ -461,6 +462,7 @@ void Draw_TextureMode_f (void)
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
#ifdef UQ_GLDEBUG
// change all the existing mipmap texture objects
for (j=0, glt=gltextures ; j<numgltextures ; j++, glt++)
{
@ -527,7 +529,7 @@ void Draw_TextureMode_f (void)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// sky textures
#endif // UQ_GLDEBUG
tex_mode = gl_texturemode.value;
}
@ -648,8 +650,10 @@ void Draw_Init (void)
gl->texnum = GL_LoadTexture ("conback", "lump", conback->width, conback->height, ncdata, false, false, 1);
// jkrige - external texture loading
#ifdef UQ_GLDEBUG
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif // UQ_GLDEBUG
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
@ -687,6 +691,7 @@ smoothly scrolled off.
*/
void Draw_Character (int x, int y, int num)
{
#ifdef UQ_GLDEBUG
byte *dest;
byte *source;
unsigned short *pusdest;
@ -721,6 +726,7 @@ void Draw_Character (int x, int y, int num)
glTexCoord2f (fcol, frow + size);
glVertex2f (x, y+8);
glEnd ();
#endif // UQ_GLDEBUG
}
/*
@ -758,6 +764,7 @@ Draw_AlphaPic
*/
void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
{
#ifdef UQ_GLDEBUG
byte *dest, *source;
unsigned short *pusdest;
int v, u;
@ -785,6 +792,7 @@ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
glColor4f (1,1,1,1);
glEnable(GL_ALPHA_TEST);
glDisable (GL_BLEND);
#endif
}
@ -795,6 +803,7 @@ Draw_Pic
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
#ifdef UQ_GLDEBUG
byte *dest, *source;
unsigned short *pusdest;
int v, u;
@ -815,6 +824,7 @@ void Draw_Pic (int x, int y, qpic_t *pic)
glTexCoord2f (gl->sl, gl->th);
glVertex2f (x, y+pic->height);
glEnd ();
#endif
}
@ -847,6 +857,7 @@ Only used for the player color selection menu
*/
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
{
#ifdef UQ_GLDEBUG
int v, u, c;
unsigned trans[64*64], *dest;
byte *src;
@ -888,6 +899,7 @@ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
glTexCoord2f (0, 1);
glVertex2f (x, y+pic->height);
glEnd ();
#endif // UQ_GLDEBUG
}
// jkrige - print version info to the console
@ -949,6 +961,7 @@ refresh window.
*/
void Draw_TileClear (int x, int y, int w, int h)
{
#ifdef UQ_GLDEBUG
glColor3f (1,1,1);
GL_Bind (*(int *)draw_backtile->data);
glBegin (GL_QUADS);
@ -961,6 +974,7 @@ void Draw_TileClear (int x, int y, int w, int h)
glTexCoord2f ( x/64.0, (y+h)/64.0 );
glVertex2f (x, y+h);
glEnd ();
#endif // UQ_GLDEBUG
}
@ -973,6 +987,7 @@ Fills a box of pixels with a single color
*/
void Draw_Fill (int x, int y, int w, int h, int c)
{
#ifdef UQ_GLDEBUG
glDisable (GL_TEXTURE_2D);
glColor3f (host_basepal[c*3]/255.0,
host_basepal[c*3+1]/255.0,
@ -988,6 +1003,7 @@ void Draw_Fill (int x, int y, int w, int h, int c)
glEnd ();
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
#endif
}
//=============================================================================
@ -999,6 +1015,7 @@ Draw_FadeScreen
*/
void Draw_FadeScreen (void)
{
#ifdef UQ_GLDEBUG
glEnable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
glColor4f (0, 0, 0, 0.8);
@ -1015,6 +1032,7 @@ void Draw_FadeScreen (void)
glDisable (GL_BLEND);
//Sbar_Changed(); // jkrige - always draw sbar
#endif
}
//=============================================================================
@ -1029,11 +1047,13 @@ Call before beginning any disc IO.
*/
void Draw_BeginDisc (void)
{
#ifdef UQ_GLDEBUG
if (!draw_disc)
return;
glDrawBuffer (GL_FRONT);
Draw_Pic (vid.width - 24, 0, draw_disc);
glDrawBuffer (GL_BACK);
#endif
}
@ -1058,6 +1078,7 @@ Setup as if the screen was 320*200
*/
void GL_Set2D (void)
{
#ifdef UQ_GLDEBUG
glViewport (glx, gly, glwidth, glheight);
glMatrixMode(GL_PROJECTION);
@ -1074,6 +1095,7 @@ void GL_Set2D (void)
// glDisable (GL_ALPHA_TEST);
glColor4f (1,1,1,1);
#endif
}
//====================================================================
@ -1226,6 +1248,7 @@ GL_Upload32
*/
void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
{
#ifdef UQ_GLDEBUG
int samples;
// jkrige - doubled textures
@ -1441,6 +1464,7 @@ done: ;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}*/
#endif // UQ_GLDEBUG
}
@ -1682,6 +1706,7 @@ GL_LoadTexture
int lhcsumtable[256];
int GL_LoadTexture (char *identifier, char *textype, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel)
{
#ifdef UQ_GLDEBUG
//qboolean noalpha;
int i, /*p,*/ s, lhcsum;
gltexture_t *glt;
@ -1828,6 +1853,7 @@ int GL_LoadTexture (char *identifier, char *textype, int width, int height, byte
}
return glt->texnum;
#endif // UQ_GLDEBUG
}
// jkrige - memleak & texture mismatch

31
engine/code/gl_rmain.c

@ -168,11 +168,13 @@ qboolean R_CullBox (vec3_t mins, vec3_t maxs)
void R_RotateForEntity (entity_t *e)
{
#ifdef UQ_GLDEBUG
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
glRotatef (e->angles[2], 1, 0, 0);
#endif
}
/*
@ -243,6 +245,7 @@ R_DrawSpriteModel
*/
void R_DrawSpriteModel (entity_t *e)
{
#ifdef UQ_GLDEBUG
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
@ -300,6 +303,7 @@ void R_DrawSpriteModel (entity_t *e)
glEnd ();
glDisable (GL_ALPHA_TEST);
#endif // UQ_GLDEBUG
}
/*
@ -359,6 +363,7 @@ extern vec3_t lightcolor;
// jkrige - fullbright pixels
void GL_DrawAliasFrame2 (aliashdr_t *paliashdr, int posenum, int anim, qboolean fullbrights)
{
#ifdef UQ_GLDEBUG
float s, t;
float l;
int i, j;
@ -499,6 +504,7 @@ void GL_DrawAliasFrame2 (aliashdr_t *paliashdr, int posenum, int anim, qboolean
glDisable(GL_BLEND);
glDepthMask (GL_TRUE);
}
#endif // UQ_GLDEBUG
}
// jkrige - fullbright pixels
@ -623,6 +629,7 @@ void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr, int skinnum, int anim)
// jkrige - armabody.mdl hack
void R_DrawArmaBodyHack(entity_t *e)
{
#ifdef UQ_GLDEBUG
int i;
int anim;
aliashdr_t *paliashdr;
@ -689,6 +696,7 @@ void R_DrawArmaBodyHack(entity_t *e)
glPopMatrix();
#endif // UQ_GLDEBUG
}
// jkrige - armabody.mdl hack
@ -906,6 +914,8 @@ void R_DrawAliasModel (entity_t *e)
c_alias_polys += paliashdr->numtris;
#ifdef UQ_GLDEBUG
//
// draw all the triangles
//
@ -984,7 +994,7 @@ void R_DrawAliasModel (entity_t *e)
glPopMatrix ();
}*/
// jkrige - removed alias shadows
#endif // UQ_GLDEBUG
}
//==================================================================================
@ -1116,10 +1126,12 @@ void R_DrawViewModel (void)
//ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
//diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
#ifdef UQ_GLDEBUG
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
R_DrawAliasModel (currententity);
glDepthRange (gldepthmin, gldepthmax);
#endif // UQ_GLDEBUG
}
@ -1131,6 +1143,7 @@ R_PolyBlend
// jkrige - 2D polyblend
void R_PolyBlend (void)
{
#ifdef UQ_GLDEBUG
if (!gl_polyblend.value)
return;
@ -1159,6 +1172,7 @@ void R_PolyBlend (void)
glDisable (GL_BLEND);
glAlphaFunc(GL_GREATER, 0.632);
#endif // UQ_GLDEBUG
}
/*void R_PolyBlend (void)
{
@ -1288,7 +1302,7 @@ void R_SetupFrame (void)
}
#ifdef UQ_GLDEBUG
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
@ -1302,6 +1316,7 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect,
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
#endif // UQ_GLDEBUG
/*
@ -1311,6 +1326,7 @@ R_SetupGL
*/
void R_SetupGL (void)
{
#ifdef UQ_GLDEBUG
float screenaspect;
float yfov;
int i;
@ -1431,6 +1447,7 @@ void R_SetupGL (void)
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
#endif // UQ_GLDEBUG
}
/*
@ -1480,6 +1497,7 @@ R_Clear
*/
void R_Clear (void)
{
#ifdef UQ_GLDEBUG
if (r_mirroralpha.value != 1.0)
{
if (gl_clear.value)
@ -1523,6 +1541,7 @@ void R_Clear (void)
}
glDepthRange (gldepthmin, gldepthmax);
#endif // UQ_GLDEBUG
}
/*
@ -1532,6 +1551,7 @@ R_Mirror
*/
void R_Mirror (void)
{
#ifdef UQ_GLDEBUG
float d;
msurface_t *s;
entity_t *ent;
@ -1590,6 +1610,7 @@ void R_Mirror (void)
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
#endif // UQ_GLDEBUG
}
/*
@ -1612,7 +1633,9 @@ void R_RenderView (void)
if (r_speeds.value)
{
#ifdef UQ_GLDEBUG
glFinish ();
#endif // UQ_GLDEBUG
time1 = Sys_FloatTime ();
c_brush_polys = 0;
c_alias_polys = 0;
@ -1649,9 +1672,11 @@ void R_RenderView (void)
if (cl.gametype == GAME_DEATHMATCH)
Cvar_Set("gl_wireframe", "0");
#ifdef UQ_GLDEBUG
if (gl_wireframe.value)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// jkrige - wireframe
#endif // UQ_GLDEBUG
R_RenderScene ();
@ -1669,10 +1694,12 @@ void R_RenderView (void)
//R_PolyBlend ();
// jkrige - 2D polyblend
#ifdef UQ_GLDEBUG
// jkrige - wireframe
if (gl_wireframe.value)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// jkrige - wireframe
#endif // UQ_GLDEBUG
if (r_speeds.value)
{

11
engine/code/gl_rmisc.c

@ -83,6 +83,7 @@ byte dottexture_point[8][8] =
void R_InitParticleTexture_Linear (void)
{
#ifdef UQ_GLDEBUG
int x,y;
byte data[8][8][4];
@ -108,10 +109,12 @@ void R_InitParticleTexture_Linear (void)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif // UQ_GLDEBUG
}
void R_InitParticleTexture_Point (void)
{
#ifdef UQ_GLDEBUG
int x,y;
byte data[8][8][4];
@ -137,6 +140,7 @@ void R_InitParticleTexture_Point (void)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif // UQ_GLDEBUG
}
void R_InitParticleTexture (void)
@ -155,6 +159,7 @@ Grab six views for environment mapping tests
*/
void R_Envmap_f (void)
{
#ifdef UQ_GLDEBUG
byte buffer[256*256*4];
char name[1024];
@ -211,6 +216,7 @@ void R_Envmap_f (void)
glDrawBuffer (GL_BACK);
glReadBuffer (GL_BACK);
GL_EndRendering ();
#endif // UQ_GLDEBUG
}
/*
@ -373,6 +379,7 @@ void R_TranslatePlayerSkin (int playernum)
inwidth = paliashdr->skinwidth;
inheight = paliashdr->skinheight;
#ifdef UQ_GLDEBUG
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
GL_Bind(playertextures + playernum);
@ -455,7 +462,7 @@ void R_TranslatePlayerSkin (int playernum)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
#endif // UQ_GLDEBUG
}
@ -512,6 +519,7 @@ For program optimization
*/
void R_TimeRefresh_f (void)
{
#ifdef UQ_GLDEBUG
int i;
float start, stop, time;
int startangle;
@ -534,6 +542,7 @@ void R_TimeRefresh_f (void)
glDrawBuffer (GL_BACK);
GL_EndRendering ();
#endif
}
void D_FlushCaches (void)

17
engine/code/gl_rsurf.c

@ -673,6 +673,7 @@ just do everything as it passes with no need to sort
*/
void R_DrawSequentialPoly (msurface_t *s)
{
#ifdef UQ_GLDEBUG
glpoly_t *p;
float *v;
int i;
@ -898,6 +899,7 @@ void R_DrawSequentialPoly (msurface_t *s)
//} // jkrige - remove multitexture
#endif // UQ_GLDEBUG
}
#endif
@ -911,6 +913,7 @@ Warp the vertex coordinates
*/
void DrawGLWaterPoly (glpoly_t *p)
{
#ifdef UQ_GLDEBUG
int i;
float *v;
float s, t, os, ot;
@ -935,10 +938,12 @@ void DrawGLWaterPoly (glpoly_t *p)
glVertex3fv (nv);
}
glEnd ();
#endif // UQ_GLDEBUG
}
void DrawGLWaterPolyLightmap (glpoly_t *p)
{
#ifdef UQ_GLDEBUG
int i;
float *v;
float s, t, os, ot;
@ -963,6 +968,7 @@ void DrawGLWaterPolyLightmap (glpoly_t *p)
glVertex3fv (nv);
}
glEnd ();
#endif
}
/*
@ -972,6 +978,7 @@ DrawGLPoly
*/
void DrawGLPoly (glpoly_t *p)
{
#ifdef UQ_GLDEBUG
int i;
float *v;
@ -983,6 +990,7 @@ void DrawGLPoly (glpoly_t *p)
glVertex3fv (v);
}
glEnd ();
#endif
}
@ -993,6 +1001,7 @@ R_BlendLightmaps
*/
void R_BlendLightmaps (void)
{
#if UQ_GLDEBUG
int i, j;
glpoly_t *p;
float *v;
@ -1110,11 +1119,13 @@ void R_BlendLightmaps (void)
// jkrige - .lit colored lights
glDepthMask (1); // back to normal Z buffering
#endif // UQ_GLDEBUG
}
// jkrige - luma textures
void R_DrawLumaSurfaces (msurface_t *s, int num_surfaces)
{
#ifdef UQ_GLDEBUG
int i;
msurface_t *fa;
texture_t *t;
@ -1167,6 +1178,7 @@ void R_DrawLumaSurfaces (msurface_t *s, int num_surfaces)
glDisable (GL_BLEND);
glDepthMask (GL_TRUE);
}
#endif
}
// jkrige - luma textures
@ -1177,6 +1189,7 @@ R_RenderBrushPoly
*/
void R_RenderBrushPoly (msurface_t *fa)
{
#ifdef UQ_GLDEBUG
texture_t *t;
byte *base;
int maps;
@ -1300,6 +1313,7 @@ dynamic:
R_BuildLightMap (fa, base, BLOCK_WIDTH*lightmap_bytes);
}
}
#endif // UQ_GLDEBUG
}
/*
@ -1442,6 +1456,7 @@ R_DrawWaterSurfaces
*/
void R_DrawWaterSurfaces (void)
{
#ifdef UQ_GLDEBUG
int i;
msurface_t *s;
texture_t *t;
@ -1502,7 +1517,7 @@ void R_DrawWaterSurfaces (void)
glColor4f (1,1,1,1);
glDisable (GL_BLEND);
}
#endif // UQ_GLDEBUG
}
#endif

2
engine/code/r_part.c

@ -648,6 +648,7 @@ extern cvar_t sv_gravity;
void R_DrawParticles (void)
{
#ifdef UQ_GLDEBUG
particle_t *p, *kill;
float grav;
int i;
@ -816,4 +817,5 @@ void R_DrawParticles (void)
if (gl_wireframe.value)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// jkrige - wireframe
#endif // UQ_GLDEBUG
}

85
engine/projects/uniquake/uniquake.vcxproj

@ -5,6 +5,14 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Portable|Win32">
<Configuration>Portable</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Portable|x64">
<Configuration>Portable</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
@ -32,6 +40,12 @@
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Portable|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
@ -45,6 +59,12 @@
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Portable|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
@ -60,12 +80,18 @@
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Portable|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Portable|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
@ -74,10 +100,18 @@
<TargetName>uniquake</TargetName>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Portable|Win32'">
<TargetName>uniquake</TargetName>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<TargetName>uniquake</TargetName>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Portable|x64'">
<TargetName>uniquake</TargetName>
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<TargetName>UNIQUAKE</TargetName>
<LinkIncremental>false</LinkIncremental>
@ -92,7 +126,7 @@
<WarningLevel>Level1</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;UNIQUAKE_EXPORTS;_WINDOWS;_USRDLL;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>UQ_WINDEBUG;UQ_GLDEBUG;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;UNIQUAKE_EXPORTS;_WINDOWS;_USRDLL;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>
@ -110,13 +144,37 @@
<Command>copy $(TargetDir)$(TargetName).dll $(SolutionDir)..\..\..\Assets\Plugins\windows\x86\uniquake.dll</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Portable|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level1</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PreprocessorDefinitions>UQ_GLDEBUG;_CRT_SECURE_NO_WARNINGS;_DEBUG;UNIQUAKE_EXPORTS;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>opengl32.lib;glu32.lib;fmodL_vc.lib</AdditionalDependencies>
<AdditionalLibraryDirectories>..\..\fmodcore\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
<Command>copy $(TargetDir)$(TargetName).dll $(SolutionDir)..\..\..\Assets\Plugins\windows\x86\uniquake.dll</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level1</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;UNIQUAKE_EXPORTS;_WINDOWS;_USRDLL;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>UQ_WINDEBUG;UQ_GLDEBUG;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;UNIQUAKE_EXPORTS;_WINDOWS;_USRDLL;GLQUAKE;UQE_FMOD;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>
@ -133,6 +191,29 @@
<Command>copy $(TargetDir)$(TargetName).dll $(SolutionDir)..\..\..\Assets\Plugins\windows\x86_64\uniquake.dll</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Portable|x64'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level1</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>false</SDLCheck>
<PreprocessorDefinitions>UQ_GLDEBUG;_CRT_SECURE_NO_WARNINGS;_DEBUG;UNIQUAKE_EXPORTS;GLQUAKE;UQE_FMOD</PreprocessorDefinitions>
<ConformanceMode>false</ConformanceMode>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>
</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>opengl32.lib;glu32.lib;fmodL_vc.lib</AdditionalDependencies>
<AdditionalLibraryDirectories>..\..\fmodcore\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
<Command>copy $(TargetDir)$(TargetName).dll $(SolutionDir)..\..\..\Assets\Plugins\windows\x86_64\uniquake.dll</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>

Loading…
Cancel
Save