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