mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
Made ability to define custom material shaders for ProcessMaterial function
This commit is contained in:
parent
292458ee2d
commit
fa51a54042
2 changed files with 11 additions and 2 deletions
|
@ -496,6 +496,7 @@ static const FDefaultShader defaultshaders[]=
|
||||||
};
|
};
|
||||||
|
|
||||||
TArray<FString> usershaders;
|
TArray<FString> usershaders;
|
||||||
|
TArray<FString> usermaterials;
|
||||||
|
|
||||||
struct FEffectShader
|
struct FEffectShader
|
||||||
{
|
{
|
||||||
|
@ -647,7 +648,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
|
||||||
FString name = ExtractFileBase(usershaders[i]);
|
FString name = ExtractFileBase(usershaders[i]);
|
||||||
FName sfn = name;
|
FName sfn = name;
|
||||||
|
|
||||||
FShader *shc = Compile(sfn, usershaders[i], "shaders/glsl/material_normal.fp", "", true, passType);
|
FShader *shc = Compile(sfn, usershaders[i], usermaterials[i], "", true, passType);
|
||||||
mMaterialShaders.Push(shc);
|
mMaterialShaders.Push(shc);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -51,6 +51,7 @@ void AddLightAssociation(const char *actor, const char *frame, const char *light
|
||||||
void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
|
void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
|
||||||
|
|
||||||
extern TArray<FString> usershaders;
|
extern TArray<FString> usershaders;
|
||||||
|
extern TArray<FString> usermaterials;
|
||||||
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
||||||
|
|
||||||
|
|
||||||
|
@ -1378,6 +1379,7 @@ class GLDefsParser
|
||||||
bool iwad = false;
|
bool iwad = false;
|
||||||
int maplump = -1;
|
int maplump = -1;
|
||||||
FString maplumpname;
|
FString maplumpname;
|
||||||
|
FString materiallumpname = "shaders/glsl/material_normal.fp";
|
||||||
float speed = 1.f;
|
float speed = 1.f;
|
||||||
|
|
||||||
sc.MustGetString();
|
sc.MustGetString();
|
||||||
|
@ -1393,6 +1395,11 @@ class GLDefsParser
|
||||||
sc.MustGetString();
|
sc.MustGetString();
|
||||||
maplumpname = sc.String;
|
maplumpname = sc.String;
|
||||||
}
|
}
|
||||||
|
else if (sc.Compare("material"))
|
||||||
|
{
|
||||||
|
sc.MustGetString();
|
||||||
|
materiallumpname = sc.String;
|
||||||
|
}
|
||||||
else if (sc.Compare("speed"))
|
else if (sc.Compare("speed"))
|
||||||
{
|
{
|
||||||
sc.MustGetFloat();
|
sc.MustGetFloat();
|
||||||
|
@ -1432,13 +1439,14 @@ class GLDefsParser
|
||||||
tex->shaderspeed = speed;
|
tex->shaderspeed = speed;
|
||||||
for (unsigned i = 0; i < usershaders.Size(); i++)
|
for (unsigned i = 0; i < usershaders.Size(); i++)
|
||||||
{
|
{
|
||||||
if (!usershaders[i].CompareNoCase(maplumpname))
|
if (!usershaders[i].CompareNoCase(maplumpname) && !usermaterials[i].CompareNoCase(materiallumpname))
|
||||||
{
|
{
|
||||||
tex->shaderindex = i + FIRST_USER_SHADER;
|
tex->shaderindex = i + FIRST_USER_SHADER;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
|
tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
|
||||||
|
usermaterials.Push(materiallumpname);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue