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- fix shaders only being loaded from the engine pk3
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parent
6be5769746
commit
aa84f7b3e6
3 changed files with 18 additions and 9 deletions
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@ -363,7 +363,7 @@ void VkPostprocess::CompileEffectShaders()
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FString VkPostprocess::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
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{
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int lump = Wads.CheckNumForFullName(lumpName, 0);
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int lump = Wads.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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@ -217,7 +217,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
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FString code = GetTargetGlslVersion();
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code << defines << shaderBindings;
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code << "#line 1\n";
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code << LoadShaderLump(vert_lump).GetChars() << "\n";
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code << LoadPrivateShaderLump(vert_lump).GetChars() << "\n";
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ShaderBuilder builder;
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builder.setVertexShader(code);
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@ -233,19 +233,19 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (gbufferpass) code << "#define GBUFFER_PASS\n";
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code << "\n#line 1\n";
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code << LoadShaderLump(frag_lump).GetChars() << "\n";
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code << LoadPrivateShaderLump(frag_lump).GetChars() << "\n";
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if (material_lump)
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{
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if (material_lump[0] != '#')
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{
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FString pp_code = LoadShaderLump(material_lump);
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FString pp_code = LoadPublicShaderLump(material_lump);
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if (pp_code.IndexOf("ProcessMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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// add ProcessMaterial function that calls the older ProcessTexel function
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code << "\n" << LoadShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
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code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
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if (pp_code.IndexOf("ProcessTexel") < 0)
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{
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@ -269,7 +269,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (pp_code.IndexOf("ProcessLight") < 0)
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{
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code << "\n" << LoadShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
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code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
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}
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}
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else
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@ -282,7 +282,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (light_lump)
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{
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code << "\n#line 1\n";
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code << LoadShaderLump(light_lump).GetChars();
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code << LoadPrivateShaderLump(light_lump).GetChars();
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}
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ShaderBuilder builder;
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@ -295,7 +295,15 @@ FString VkShaderManager::GetTargetGlslVersion()
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return "#version 450 core\n";
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}
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FString VkShaderManager::LoadShaderLump(const char *lumpname)
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FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
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{
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int lump = Wads.CheckNumForFullName(lumpname);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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FMemLump data = Wads.ReadLump(lump);
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return data.GetString();
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}
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FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
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{
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int lump = Wads.CheckNumForFullName(lumpname, 0);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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@ -95,7 +95,8 @@ private:
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std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass);
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FString GetTargetGlslVersion();
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FString LoadShaderLump(const char *lumpname);
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FString LoadPublicShaderLump(const char *lumpname);
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FString LoadPrivateShaderLump(const char *lumpname);
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VulkanDevice *device;
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