Переглянути джерело

debug: fix PS3 and Android compilation.

legacy
Sam Hocevar sam 13 роки тому
джерело
коміт
b5cb0dffa6
1 змінених файлів з 8 додано та 26 видалено
  1. +8
    -26
      src/debug/quad.cpp

+ 8
- 26
src/debug/quad.cpp Переглянути файл

@@ -507,7 +507,7 @@ void DebugQuad::TickDraw(float deltams)
* Renders a green sine wave made of 1-pixel points.
*/
#if !defined ANDROID_NDK && !defined __APPLE__
glColor3f(0.0f, 1.0f, 0.0f);
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glPointSize(1.0f);
glEnableClientState(GL_VERTEX_ARRAY);

@@ -790,9 +790,8 @@ void DebugQuad::TickDraw(float deltams)
*
* Renders an antialiased green sine wave made of 1-pixel points.
*/
#if !defined ANDROID_NDK && !defined __APPLE__
#if !defined ANDROID_NDK && !defined __APPLE__ && !defined __CELLOS_LV2__
if (!shader[0])
#if !defined __CELLOS_LV2__
shader[0] = Shader::Create(
"#version 120\n"
"varying vec4 pass_Color;"
@@ -810,29 +809,6 @@ void DebugQuad::TickDraw(float deltams)
" float k = max(0.0, 2.0 * (0.5 - sqrt(dot(d, d))));"
" gl_FragColor = vec4(pass_Color.xyz, k);"
"}");
#else
shader[0] = Shader::Create(
"void main(float4 in_Position : POSITION,"
" float2 in_TexCoord : TEXCOORD0,"
" float4 in_Color : COLOR,"
" out float4 out_Color : COLOR,"
" out float4 out_Position : POSITION,"
" out float2 out_TexCoord : TEXCOORD0)"
"{"
" out_TexCoord = in_TexCoord;"
" out_Color = in_Color;"
" out_Position = in_Position;"
"}",

"void main(float2 in_TexCoord : TEXCOORD0,"
" float4 in_Color : COLOR,"
" uniform sampler2D tex,"
" out float4 out_FragColor : COLOR)"
"{"
" float4 tmp = tex2D(tex, in_TexCoord * 0.25);"
" out_FragColor = float4(abs(tmp.xyz - in_Color.xyz), 1);"
"}");
#endif

shader[0]->Bind();
shader++;
@@ -1100,11 +1076,15 @@ void DebugQuad::ResetState()
#if defined HAVE_GLBEGIN || defined USE_GLEW || defined __CELLOS_LV2__
glClientActiveTexture(GL_TEXTURE0);
#endif
#if !defined __CELLOS_LV2__ && !defined ANDROID_NDK
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE);
#endif
glDisable(GL_TEXTURE_2D);

glDisable(GL_BLEND);
#if !defined __CELLOS_LV2__ && !defined ANDROID_NDK
glDisable(GL_POINT_SPRITE);
#endif

glBindBuffer(GL_ARRAY_BUFFER, 0);
#if !defined __CELLOS_LV2__
@@ -1114,7 +1094,9 @@ void DebugQuad::ResetState()
cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));
#endif

#if !defined __CELLOS_LV2__ && !defined ANDROID_NDK
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
}

} /* namespace lol */


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