mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-18 00:22:11 +00:00
Fix codestyle; add ability to name the textures
This commit is contained in:
parent
fa51a54042
commit
e306d4ee04
2 changed files with 29 additions and 6 deletions
|
@ -497,6 +497,7 @@ static const FDefaultShader defaultshaders[]=
|
||||||
|
|
||||||
TArray<FString> usershaders;
|
TArray<FString> usershaders;
|
||||||
TArray<FString> usermaterials;
|
TArray<FString> usermaterials;
|
||||||
|
TArray<FString> usershaderdefs;
|
||||||
|
|
||||||
struct FEffectShader
|
struct FEffectShader
|
||||||
{
|
{
|
||||||
|
@ -648,7 +649,7 @@ 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], usermaterials[i], "", true, passType);
|
FShader *shc = Compile(sfn, usershaders[i], usermaterials[i], usershaderdefs[i], true, passType);
|
||||||
mMaterialShaders.Push(shc);
|
mMaterialShaders.Push(shc);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -52,6 +52,7 @@ void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
|
||||||
|
|
||||||
extern TArray<FString> usershaders;
|
extern TArray<FString> usershaders;
|
||||||
extern TArray<FString> usermaterials;
|
extern TArray<FString> usermaterials;
|
||||||
|
extern TArray<FString> usershaderdefs;
|
||||||
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
||||||
|
|
||||||
|
|
||||||
|
@ -1380,6 +1381,8 @@ class GLDefsParser
|
||||||
int maplump = -1;
|
int maplump = -1;
|
||||||
FString maplumpname;
|
FString maplumpname;
|
||||||
FString materiallumpname = "shaders/glsl/material_normal.fp";
|
FString materiallumpname = "shaders/glsl/material_normal.fp";
|
||||||
|
FString texnameDefs = "";
|
||||||
|
TArray<FString> texNameList;
|
||||||
float speed = 1.f;
|
float speed = 1.f;
|
||||||
|
|
||||||
sc.MustGetString();
|
sc.MustGetString();
|
||||||
|
@ -1407,19 +1410,35 @@ class GLDefsParser
|
||||||
}
|
}
|
||||||
else if (sc.Compare("texture"))
|
else if (sc.Compare("texture"))
|
||||||
{
|
{
|
||||||
|
sc.MustGetString();
|
||||||
|
FString textureName = sc.String;
|
||||||
|
for(FString &texName : texNameList)
|
||||||
|
{
|
||||||
|
if(!texName.Compare(textureName))
|
||||||
|
{
|
||||||
|
sc.ScriptError("Trying to redefine custom hardware shader texture '%s' in texture '%s'\n", textureName.GetChars(), tex? tex->Name.GetChars() : "(null)");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
texNameList.Push(textureName);
|
||||||
sc.MustGetString();
|
sc.MustGetString();
|
||||||
bool okay = false;
|
bool okay = false;
|
||||||
for(int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++) {
|
for (int i = 0; i < MAX_CUSTOM_HW_SHADER_TEXTURES; i++)
|
||||||
if(!tex->CustomShaderTextures[i]) {
|
{
|
||||||
|
if (!tex->CustomShaderTextures[i])
|
||||||
|
{
|
||||||
tex->CustomShaderTextures[i] = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
tex->CustomShaderTextures[i] = TexMan.FindTexture(sc.String, ETextureType::Any, FTextureManager::TEXMAN_TryAny);
|
||||||
if (!tex->CustomShaderTextures[i]) {
|
if (!tex->CustomShaderTextures[i])
|
||||||
|
{
|
||||||
sc.ScriptError("Custom hardware shader texture '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
|
sc.ScriptError("Custom hardware shader texture '%s' not found in texture '%s'\n", sc.String, tex? tex->Name.GetChars() : "(null)");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
texnameDefs.AppendFormat("#define %s texture%d\n", textureName.GetChars(), i + 2);
|
||||||
okay = true;
|
okay = true;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(!okay) {
|
if(!okay)
|
||||||
|
{
|
||||||
sc.ScriptError("Error: out of texture units in texture '%s'", tex? tex->Name.GetChars() : "(null)");
|
sc.ScriptError("Error: out of texture units in texture '%s'", tex? tex->Name.GetChars() : "(null)");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1439,7 +1458,9 @@ 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) && !usermaterials[i].CompareNoCase(materiallumpname))
|
if (!usershaders[i].CompareNoCase(maplumpname) &&
|
||||||
|
!usermaterials[i].CompareNoCase(materiallumpname) &&
|
||||||
|
!usershaderdefs[i].Compare(texnameDefs))
|
||||||
{
|
{
|
||||||
tex->shaderindex = i + FIRST_USER_SHADER;
|
tex->shaderindex = i + FIRST_USER_SHADER;
|
||||||
return;
|
return;
|
||||||
|
@ -1447,6 +1468,7 @@ class GLDefsParser
|
||||||
}
|
}
|
||||||
tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
|
tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
|
||||||
usermaterials.Push(materiallumpname);
|
usermaterials.Push(materiallumpname);
|
||||||
|
usershaderdefs.Push(texnameDefs);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue