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Fix codestyle; add ability to name the textures
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parent
fa51a54042
commit
e306d4ee04
2 changed files with 29 additions and 6 deletions
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@ -497,6 +497,7 @@ static const FDefaultShader defaultshaders[]=
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TArray<FString> usershaders;
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TArray<FString> usershaders;
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TArray<FString> usermaterials;
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TArray<FString> usermaterials;
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TArray<FString> usershaderdefs;
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struct FEffectShader
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struct FEffectShader
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{
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{
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@ -648,7 +649,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
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FString name = ExtractFileBase(usershaders[i]);
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FString name = ExtractFileBase(usershaders[i]);
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FName sfn = name;
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FName sfn = name;
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FShader *shc = Compile(sfn, usershaders[i], usermaterials[i], "", true, passType);
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FShader *shc = Compile(sfn, usershaders[i], usermaterials[i], usershaderdefs[i], true, passType);
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mMaterialShaders.Push(shc);
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mMaterialShaders.Push(shc);
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}
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}
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@ -52,6 +52,7 @@ void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
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extern TArray<FString> usershaders;
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extern TArray<FString> usershaders;
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extern TArray<FString> usermaterials;
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extern TArray<FString> usermaterials;
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extern TArray<FString> usershaderdefs;
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extern TDeletingArray<FLightDefaults *> LightDefaults;
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extern TDeletingArray<FLightDefaults *> LightDefaults;
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@ -1380,6 +1381,8 @@ class GLDefsParser
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int maplump = -1;
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int maplump = -1;
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FString maplumpname;
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FString maplumpname;
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FString materiallumpname = "shaders/glsl/material_normal.fp";
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FString materiallumpname = "shaders/glsl/material_normal.fp";
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FString texnameDefs = "";
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TArray<FString> texNameList;
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float speed = 1.f;
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float speed = 1.f;
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sc.MustGetString();
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sc.MustGetString();
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@ -1407,19 +1410,35 @@ class GLDefsParser
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}
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}
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else if (sc.Compare("texture"))
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else if (sc.Compare("texture"))
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{
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{
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sc.MustGetString();
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FString textureName = sc.String;
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for(FString &texName : texNameList)
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{
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if(!texName.Compare(textureName))
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{
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sc.ScriptError("Trying to redefine custom hardware shader texture '%s' in texture '%s'\n", textureName.GetChars(), tex? tex->Name.GetChars() : "(null)");
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}
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}
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texNameList.Push(textureName);
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sc.MustGetString();
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sc.MustGetString();
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bool okay = false;
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bool okay = false;
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for(int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++) {
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for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
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if(!tex->CustomShaderTextures[i]) {
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{
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if (!tex->CustomShaderTextures[i])
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{
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tex->CustomShaderTextures[i] = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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tex->CustomShaderTextures[i] = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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if (!tex->CustomShaderTextures[i]) {
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if (!tex->CustomShaderTextures[i])
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{
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sc.ScriptError("Custom hardware shader texture '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
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sc.ScriptError("Custom hardware shader texture '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
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}
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}
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texnameDefs.AppendFormat("#define %s texture%d\n", textureName.GetChars(), i + 2);
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okay = true;
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okay = true;
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break;
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break;
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}
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}
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}
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}
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if(!okay) {
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if(!okay)
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{
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sc.ScriptError("Error: out of texture units in texture '%s'", tex? tex->Name.GetChars() : "(null)");
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sc.ScriptError("Error: out of texture units in texture '%s'", tex? tex->Name.GetChars() : "(null)");
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}
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}
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}
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}
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@ -1439,7 +1458,9 @@ class GLDefsParser
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tex->shaderspeed = speed;
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tex->shaderspeed = speed;
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for (unsigned i = 0; i < usershaders.Size(); i++)
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for (unsigned i = 0; i < usershaders.Size(); i++)
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{
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{
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if (!usershaders[i].CompareNoCase(maplumpname) && !usermaterials[i].CompareNoCase(materiallumpname))
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if (!usershaders[i].CompareNoCase(maplumpname) &&
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!usermaterials[i].CompareNoCase(materiallumpname) &&
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!usershaderdefs[i].Compare(texnameDefs))
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{
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{
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tex->shaderindex = i + FIRST_USER_SHADER;
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tex->shaderindex = i + FIRST_USER_SHADER;
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return;
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return;
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@ -1447,6 +1468,7 @@ class GLDefsParser
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}
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}
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tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
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tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
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usermaterials.Push(materiallumpname);
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usermaterials.Push(materiallumpname);
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usershaderdefs.Push(texnameDefs);
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}
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}
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}
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}
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}
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}
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