Procházet zdrojové kódy

tutorial: get the Mandelbrot viewer to run on OS X.

legacy
Sam Hocevar sam před 13 roky
rodič
revize
f9323a8a89
1 změnil soubory, kde provedl 8 přidání a 20 odebrání
  1. +8
    -20
      test/tutorial/tut03.cpp

+ 8
- 20
test/tutorial/tut03.cpp Zobrazit soubor

@@ -405,7 +405,7 @@ public:
m_pixeluni = m_shader->GetUniformLocation("in_PixelDelta");
m_ready = true;

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#if !defined __CELLOS_LV2__ && !defined __ANDROID__
/* Method 1: store vertex buffer on the GPU memory */
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
@@ -415,7 +415,7 @@ public:
glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
GL_STATIC_DRAW);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
/* Method 2: upload vertex information at each frame */
#else
#endif
@@ -444,21 +444,9 @@ public:
#endif
}

/* If other frames are dirty, upload fake data for now */
if (0) for (int i = 0; i < 4; i++)
{
if (m_dirty[i])
{
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i * m_size.y / 2,
m_size.x / 2, m_size.y / 2,
TEXTURE_FORMAT, TEXTURE_TYPE,
m_pixels + m_size.x * m_size.y / 4 * m_frame);
}
}

m_shader->Bind();
m_shader->SetUniform(m_pixeluni, m_pixel_delta);
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#if !defined __CELLOS_LV2__ && !defined __ANDROID__
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glEnableVertexAttribArray(m_vertexattrib);
glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
@@ -466,7 +454,7 @@ if (0) for (int i = 0; i < 4; i++)
glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
glEnableVertexAttribArray(m_texattrib);
glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
/* Never used for now */
//glEnableVertexAttribArray(m_vertexattrib);
//glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
@@ -479,11 +467,11 @@ if (0) for (int i = 0; i < 4; i++)

glDrawArrays(GL_TRIANGLES, 0, 6);

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#if !defined __CELLOS_LV2__ && !defined __ANDROID__
glDisableVertexAttribArray(m_vertexattrib);
glDisableVertexAttribArray(m_texattrib);
glBindBuffer(GL_ARRAY_BUFFER, 0);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
/* Never used for now */
//glDisableVertexAttribArray(m_vertexattrib);
//glDisableVertexAttribArray(m_texattrib);
@@ -501,7 +489,7 @@ private:
u8vec4 *m_pixels, *m_tmppixels, *m_palette;
Shader *m_shader;
GLuint m_texid;
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
#if !defined __CELLOS_LV2__ && !defined __ANDROID__
GLuint m_vbo, m_tbo;
GLuint m_tco;
#endif
@@ -519,7 +507,7 @@ private:
Text *m_centertext, *m_mousetext, *m_zoomtext;
};

int main()
int main(int argc, char **argv)
{
#if defined _WIN32
_chdir("../..");


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