mirror of
https://github.com/fortressforever/fortressforever-2013.git
synced 2024-11-10 07:11:45 +00:00
made shader editor WIN32 only, sources arent included on linux atm and dont build
This commit is contained in:
parent
e5d60edcf9
commit
6c75a90911
2 changed files with 15 additions and 2 deletions
|
@ -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
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue