Commit 8398735f authored by lrz's avatar lrz

Changes to compile in IOS

parent c745120f
......@@ -69,6 +69,10 @@ GLuint CompileGLShader( const char *pchShaderName, const char *pchVertexShader,
//tess
if (pchTessEvalShader) {
#if defined (__APPLE__) && !defined (GL_TESS_EVALUATION_SHADER)
eprintf ("Tess Eval Shaders unsupported on IOS");
return 0;
#else
GLuint nSceneTessShader = glCreateShader(GL_TESS_EVALUATION_SHADER);
glShaderSource(nSceneTessShader, 1, &pchTessEvalShader, nullptr);
glCompileShader(nSceneTessShader);
......@@ -88,6 +92,7 @@ GLuint CompileGLShader( const char *pchShaderName, const char *pchVertexShader,
}
glAttachShader(unProgramID, nSceneTessShader);
glDeleteShader(nSceneTessShader); // the program hangs onto this once it's attached
#endif
}
glLinkProgram( unProgramID );
......
......@@ -18,6 +18,7 @@
#include <algorithm>
#include <errno.h>
#include <string.h>
#include <stdlib.h>
#include "ConfigFile.h"
#include "atoms.hpp"
......
......@@ -305,8 +305,13 @@ bool SetupDepthPeeling(int renderWidth, int renderHeight, int zlayers, GLuint *t
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, renderWidth, renderHeight, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
#else // 32 unsupported in GLES 3.0
#ifdef __APPLE__
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, renderWidth, renderHeight, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, renderWidth, renderHeight, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
#endif
#endif
if ((e = glGetError()) != GL_NO_ERROR)
......
......@@ -18,6 +18,7 @@
#define __MYGL_H
//FIXME, support more platforms in the future
#ifndef __APPLE__
#if defined(WIN32) || defined(CAVE)
#include <GL/glew.h>
#else // Samsung GearVR + Oculus Mobile
......@@ -36,5 +37,15 @@
#define GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENT32_OES
#endif
#endif //WIN32
#else //__APPLE__
//#include <OpenGLES/EAGL.h>
#include <OpenGLES/ES3/gl.h>
#include <OpenGLES/ES3/glext.h>
//#ifndef glGenVertexArrays
//#define glGenVertexArrays glGenVertexArraysOES
//#define glBindVertexArray glBindVertexArrayOES
//#define glDeleteVertexArrays glDeleteVertexArraysOES
//#endif
#endif //__APPLE__
#endif //__MYGL_H
......@@ -60,7 +60,11 @@ GLenum atomTexture(GLuint t)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, finalatoms, 1, 0, GL_RGBA, GL_FLOAT, a);
#ifdef __APPLE__
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, finalatoms, 1, 0, GL_RGBA, GL_FLOAT, a);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, finalatoms, 1, 0, GL_RGBA, GL_FLOAT, a);
#endif
glBindTexture( GL_TEXTURE_2D, 0 );
if ((e = glGetError()) != GL_NO_ERROR) {
......
......@@ -90,8 +90,8 @@ const int Tetrahedron::Faces[] = {
const int Tetrahedron::nVerts = 4;
const float Tetrahedron::Verts[] = {
sqrt(2.0f)/sqrt(3.0f)*1, 0, -1.0f/sqrt(3.0f),
-sqrt(2.0f) / sqrt(3.0f) * 1, 0, -1.0f / sqrt(3.0f),
0, sqrt(2.0f)/sqrt(3.0f), 1.0f / sqrt(3.0f),
0, -sqrt(2.0f) / sqrt(3.0f), 1.0f / sqrt(3.0f),
};
\ No newline at end of file
sqrtf(2.0f)/sqrtf(3.0f)*1.0f, 0.0f, -1.0f/sqrtf(3.0f),
-sqrtf(2.0f) / sqrtf(3.0f) * 1.0f, 0.0f, -1.0f / sqrtf(3.0f),
0.0f, sqrtf(2.0f)/sqrtf(3.0f), 1.0f / sqrtf(3.0f),
0.0f, -sqrtf(2.0f) / sqrtf(3.0f), 1.0f / sqrtf(3.0f),
};
......@@ -20,6 +20,8 @@
#ifndef __POLYHEDRON_H
#define __POLYHEDRON_H
#include <math.h>
class Icosahedron {
public:
static const int nFaces;
......
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