Some preparation work for new platform support.

- Added a "PSP" compile-time define to clean up some compile time checks (replaced !WIN32 && !LINUX && !IOS with PSP) 
-- Wil, I am aware that this is redundant with the PSPENV variable you introduced recently, I think we can clean that up easily
-- This looks like lots of changes, but most of the time I just moved some blocks here and there
-- tested on VC 2010, PSP, and a bit of NDK
-- I might have broken maemo, iOS, or Linux compilation, can you guys check?
- Fixed some warnings reported by NDK
- NDK still does not compile because recent boost additions (mutex, etc...) are apparently not supported
This commit is contained in:
wagic.the.homebrew
2011-04-21 13:16:11 +00:00
parent 5eb36fecc0
commit 8ff6839c8d
26 changed files with 257 additions and 252 deletions

View File

@@ -220,10 +220,10 @@ bool JMD2Model::Load(char *filename, char *textureName)
//-------------------------------------------------------------------------------------------------
// given 3 points, calculates the normal to the points
#if defined (WIN32) || defined (LINUX) || defined (IOS)
void JMD2Model::CalculateNormal(float *p1, float *p2, float *p3)
#else
#if defined (PSP)
void JMD2Model::CalculateNormal(ScePspFVector3 *normal, float *p1, float *p2, float *p3)
#else
void JMD2Model::CalculateNormal(float *p1, float *p2, float *p3)
#endif
{
float a[3], b[3], result[3];
@@ -244,21 +244,21 @@ void JMD2Model::CalculateNormal(ScePspFVector3 *normal, float *p1, float *p2, fl
// calculate the length of the normal
length = (float)sqrt(result[0]*result[0] + result[1]*result[1] + result[2]*result[2]);
#if defined (WIN32) || defined (LINUX) || defined (IOS)
// normalize and specify the normal
#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glNormal3f(result[0]/length, result[1]/length, result[2]/length);
#else
// FIXME
#endif //(!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
#else
#if defined (PSP)
if (length == 0.0f)
length = SMALLEST_FP;
normal->x = result[0]/length;
normal->y = result[1]/length;
normal->z = result[2]/length;
#else
// normalize and specify the normal
#if (!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
glNormal3f(result[0]/length, result[1]/length, result[2]/length);
#else
// FIXME
#endif //(!defined GL_ES_VERSION_2_0) && (!defined GL_VERSION_2_0)
#endif
}
@@ -278,12 +278,12 @@ void JMD2Model::Render(int frameNum)
mRenderer->BindTexture(mModel->modelTex);
#if defined (WIN32) || defined (LINUX) || defined (IOS)
#if !defined (PSP)
// display the textured model with proper lighting normals
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -299,7 +299,7 @@ void JMD2Model::Render(int frameNum)
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)|| (defined GL_VERSION_ES_CM_1_1)
float vertex_data[]={
pointList[mModel->triIndex[i].meshIndex[0]].x, pointList[mModel->triIndex[i].meshIndex[0]].y, pointList[mModel->triIndex[i].meshIndex[0]].z,
pointList[mModel->triIndex[i].meshIndex[2]].x, pointList[mModel->triIndex[i].meshIndex[2]].y, pointList[mModel->triIndex[i].meshIndex[2]].z,
@@ -333,7 +333,7 @@ void JMD2Model::Render(int frameNum)
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
glEnd();
@@ -482,11 +482,11 @@ void JMD2Model::Render()
mRenderer->BindTexture(mModel->modelTex);
#if defined (WIN32) || defined (LINUX) || defined (IOS)
#if !defined (PSP)
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#else
@@ -541,7 +541,7 @@ void JMD2Model::Render()
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
float vertex_data[]={
vertex[0].x, vertex[0].y, vertex[0].z,
vertex[2].x, vertex[2].y, vertex[2].z,
@@ -575,7 +575,7 @@ void JMD2Model::Render()
}
#if (defined GL_ES_VERSION_2_0) || (defined GL_VERSION_2_0)
// FIXME
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1)
#elif (defined GL_ES_VERSION_1_1) || (defined GL_VERSION_1_1) || (defined GL_VERSION_ES_CM_1_1)
glDrawArrays(GL_TRIANGLES,0,3); // seems suspicious to put that here, should probably be in the loop
#else
glEnd();