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