| @@ -98,7 +98,7 @@ public: | |||
| m_deltascale[i] = 1.0; | |||
| m_dirty[i] = 2; | |||
| } | |||
| #if defined __CELLOS_LV2__ | |||
| #if defined __CELLOS_LV2__ || defined _XBOX | |||
| //m_center = f64cmplx(-.22815528839841, -1.11514249704382); | |||
| //m_center = f64cmplx(0.001643721971153, 0.822467633298876); | |||
| m_center = f64cmplx(-0.65823419062254, 0.50221777363480); | |||
| @@ -132,7 +132,7 @@ public: | |||
| uint8_t red = r * 255.99f; | |||
| uint8_t green = g * 255.99f; | |||
| uint8_t blue = b * 255.99f; | |||
| #if defined __CELLOS_LV2__ | |||
| #if defined __CELLOS_LV2__ || defined _XBOX | |||
| m_palette[i] = u8vec4(255, red, green, blue); | |||
| #elif defined __native_client__ | |||
| m_palette[i] = u8vec4(red, green, blue, 255); | |||
| @@ -213,7 +213,7 @@ public: | |||
| f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos); | |||
| ivec3 buttons = Input::GetMouseButtons(); | |||
| #if !defined __CELLOS_LV2__ | |||
| #if !defined __CELLOS_LV2__ && !defined _XBOX | |||
| if (buttons[1]) | |||
| { | |||
| if (!m_drag) | |||
| @@ -273,7 +273,7 @@ public: | |||
| zoom = 1e-14 / m_radius; | |||
| } | |||
| m_radius *= zoom; | |||
| #if !defined __CELLOS_LV2__ | |||
| #if !defined __CELLOS_LV2__ && !defined _XBOX | |||
| m_center += m_translate; | |||
| m_center = (m_center - worldmouse) * zoom + worldmouse; | |||
| worldmouse = m_center + ScreenToWorldOffset(mousepos); | |||
| @@ -418,7 +418,7 @@ public: | |||
| } | |||
| else | |||
| { | |||
| #if defined __CELLOS_LV2__ | |||
| #if defined __CELLOS_LV2__ || defined _XBOX | |||
| *m_pixelstart++ = u8vec4(255, 0, 0, 0); | |||
| #else | |||
| *m_pixelstart++ = u8vec4(0, 0, 0, 255); | |||
| @@ -469,6 +469,11 @@ public: | |||
| # endif | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |||
| #elif defined _XBOX | |||
| /* By default the X360 will swizzle the texture. Ask for linear. */ | |||
| g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1, | |||
| D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8, | |||
| D3DPOOL_DEFAULT, &m_tex, NULL); | |||
| #else | |||
| g_d3ddevice->CreateTexture(m_size.x / 2, m_size.y * 2, 1, | |||
| D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, | |||
| @@ -732,8 +737,12 @@ public: | |||
| #if defined _XBOX || defined USE_D3D9 | |||
| D3DLOCKED_RECT rect; | |||
| # if defined _XBOX | |||
| m_tex->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE); | |||
| # else | |||
| m_tex->LockRect(0, &rect, NULL, | |||
| D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE); | |||
| # endif | |||
| for (int j = 0; j < m_size.y * 2; j++) | |||
| { | |||
| u8vec4 *line = (u8vec4 *)rect.pBits + j * rect.Pitch / 4; | |||
| @@ -858,11 +867,11 @@ private: | |||
| int main(int argc, char **argv) | |||
| { | |||
| Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f); | |||
| Application app("Tutorial 3: Fractal", ivec2(640, 480, 60.0f); | |||
| #if defined _MSC_VER | |||
| #if defined _MSC_VER && !defined _XBOX | |||
| _chdir(".."); | |||
| #elif defined _WIN32 | |||
| #elif defined _WIN32 && !defined _XBOX | |||
| _chdir("../.."); | |||
| #endif | |||