made shader editor WIN32 only, sources arent included on linux atm and dont build

This commit is contained in:
Dexter 2014-03-18 06:38:15 +00:00 committed by squeek
parent e5d60edcf9
commit 6c75a90911
2 changed files with 15 additions and 2 deletions

View file

@ -113,5 +113,10 @@ $Project "Client (FF)"
//$File "$SRCDIR\game\client\ShaderEditor\Grass\CGrassCluster.cpp" //$File "$SRCDIR\game\client\ShaderEditor\Grass\CGrassCluster.cpp"
} }
} }
$Folder "Shader Libraries"
{
$Lib mathlib
$Lib shaderlib
}
} }
} }

View file

@ -77,8 +77,9 @@
// Projective textures // Projective textures
#include "C_Env_Projected_Texture.h" #include "C_Env_Projected_Texture.h"
#if defined (WIN32)
#include "ShaderEditor/ShaderEditorSystem.h" // FF --> hlstriker: Added #include "ShaderEditor/ShaderEditorSystem.h" // FF --> hlstriker: Added
#endif
// memdbgon must be the last include file in a .cpp file!!! // memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h" #include "tier0/memdbgon.h"
@ -1368,11 +1369,13 @@ void CViewRender::ViewDrawScene( bool bDrew3dSkybox, SkyboxVisibility_t nSkyboxV
DrawWorldAndEntities( drawSkybox, view, nClearFlags, pCustomVisibility ); DrawWorldAndEntities( drawSkybox, view, nClearFlags, pCustomVisibility );
// FF --> hlstriker: Added // FF --> hlstriker: Added
#if defined (WIN32)
VisibleFogVolumeInfo_t fogVolumeInfo; VisibleFogVolumeInfo_t fogVolumeInfo;
render->GetVisibleFogVolume( view.origin, &fogVolumeInfo ); render->GetVisibleFogVolume( view.origin, &fogVolumeInfo );
WaterRenderInfo_t info; WaterRenderInfo_t info;
DetermineWaterRenderInfo( fogVolumeInfo, info ); DetermineWaterRenderInfo( fogVolumeInfo, info );
g_ShaderEditorSystem->CustomViewRender( &g_CurrentViewID, fogVolumeInfo, info ); g_ShaderEditorSystem->CustomViewRender( &g_CurrentViewID, fogVolumeInfo, info );
#endif
// <-- // <--
// Disable fog for the rest of the stuff // Disable fog for the rest of the stuff
@ -2001,7 +2004,9 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT
if ( ( bDrew3dSkybox = pSkyView->Setup( view, &nClearFlags, &nSkyboxVisible ) ) != false ) if ( ( bDrew3dSkybox = pSkyView->Setup( view, &nClearFlags, &nSkyboxVisible ) ) != false )
{ {
AddViewToScene( pSkyView ); AddViewToScene( pSkyView );
#if defined (WIN32)
g_ShaderEditorSystem->UpdateSkymask(); // FF --> hlstriker: Added g_ShaderEditorSystem->UpdateSkymask(); // FF --> hlstriker: Added
#endif
} }
SafeRelease( pSkyView ); SafeRelease( pSkyView );
@ -2059,7 +2064,9 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT
// Now actually draw the viewmodel // Now actually draw the viewmodel
DrawViewModels( view, whatToDraw & RENDERVIEW_DRAWVIEWMODEL ); DrawViewModels( view, whatToDraw & RENDERVIEW_DRAWVIEWMODEL );
#if defined (WIN32)
g_ShaderEditorSystem->UpdateSkymask( bDrew3dSkybox ); // FF --> hlstriker: Added g_ShaderEditorSystem->UpdateSkymask( bDrew3dSkybox ); // FF --> hlstriker: Added
#endif
DrawUnderwaterOverlay(); DrawUnderwaterOverlay();
@ -2097,8 +2104,9 @@ void CViewRender::RenderView( const CViewSetup &view, int nClearFlags, int whatT
} }
pRenderContext.SafeRelease(); pRenderContext.SafeRelease();
} }
#if defined (WIN32)
g_ShaderEditorSystem->CustomPostRender(); // FF --> hlstriker: Added g_ShaderEditorSystem->CustomPostRender(); // FF --> hlstriker: Added
#endif
// And here are the screen-space effects // And here are the screen-space effects