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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
- moved the skybox texture files to the main textures directory.
This commit is contained in:
parent
fee18a6971
commit
c9296ead57
7 changed files with 27 additions and 22 deletions
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@ -1152,7 +1152,6 @@ set (PCH_SOURCES
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gl/textures/gl_samplers.cpp
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gl/textures/gl_translate.cpp
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gl/textures/gl_hqresize.cpp
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gl/textures/gl_skyboxtexture.cpp
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menu/joystickmenu.cpp
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menu/loadsavemenu.cpp
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menu/menu.cpp
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@ -1192,6 +1191,7 @@ set (PCH_SOURCES
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textures/texturemanager.cpp
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textures/tgatexture.cpp
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textures/warptexture.cpp
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textures/skyboxtexture.cpp
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xlat/parse_xlat.cpp
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fragglescript/t_func.cpp
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fragglescript/t_load.cpp
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@ -51,16 +51,14 @@
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#include "v_text.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "textures/skyboxtexture.h"
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int ScriptDepth;
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void gl_InitGlow(FScanner &sc);
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void gl_ParseBrightmap(FScanner &sc, int);
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void gl_DestroyUserShaders();
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void gl_ParseHardwareShader(FScanner &sc, int deflump);
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void gl_ParseSkybox(FScanner &sc);
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void gl_ParseDetailTexture(FScanner &sc);
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void gl_ParseVavoomSkybox();
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//==========================================================================
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//
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@ -1207,10 +1205,9 @@ void AActor::RecreateAllAttachedLights()
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//==========================================================================
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// The actual light def parsing code is there.
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// DoParseDefs is no longer called directly by ParseDefs, now it's called
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// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
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// because of the way the code needs to load two out of five lumps.
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//
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//
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//
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//==========================================================================
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static void DoParseDefs(FScanner &sc, int workingLump)
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{
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@ -1267,7 +1264,7 @@ static void DoParseDefs(FScanner &sc, int workingLump)
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case TAG_CLEARSHADERS:
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break;
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case TAG_SKYBOX:
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gl_ParseSkybox(sc);
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ParseGldefSkybox(sc);
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break;
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case TAG_GLOW:
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gl_InitGlow(sc);
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@ -1327,8 +1324,8 @@ void ParseGLDefs()
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{
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const char *defsLump = NULL;
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LightAssociations.Clear();
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LightDefaults.Clear();
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LightAssociations.Clear();
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LightDefaults.Clear();
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gl_DestroyUserShaders();
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switch (gameinfo.gametype)
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{
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@ -1350,7 +1347,7 @@ void ParseGLDefs()
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default: // silence GCC
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break;
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}
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gl_ParseVavoomSkybox();
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ParseVavoomSkybox();
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LoadGLDefs(defsLump);
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InitializeActorLights();
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}
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@ -61,6 +61,7 @@
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#include "r_state.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "textures/skyboxtexture.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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@ -73,7 +74,6 @@
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_bitmap.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/textures/gl_material.h"
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@ -35,6 +35,7 @@
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#include "vectors.h"
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#include "v_palette.h"
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#include "templates.h"
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#include "textures/skyboxtexture.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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@ -45,7 +46,6 @@
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_templates.h"
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#include "gl/gl_functions.h"
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@ -38,13 +38,13 @@
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#endif
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#include "v_palette.h"
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#include "sc_man.h"
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#include "textures/skyboxtexture.h"
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#include "gl/system/gl_interface.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_samplers.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/models/gl_models.h"
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@ -23,8 +23,8 @@
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#include "doomtype.h"
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#include "sc_man.h"
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#include "w_wad.h"
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#include "textures/textures.h"
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#include "gl/textures/gl_skyboxtexture.h"
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#include "textures.h"
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#include "skyboxtexture.h"
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@ -117,7 +117,7 @@ void FSkyBox::Unload ()
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//
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//-----------------------------------------------------------------------------
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void gl_ParseSkybox(FScanner &sc)
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void ParseGldefSkybox(FScanner &sc)
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{
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int facecount=0;
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@ -154,7 +154,7 @@ void gl_ParseSkybox(FScanner &sc)
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//
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//-----------------------------------------------------------------------------
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void gl_ParseVavoomSkybox()
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void ParseVavoomSkybox()
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{
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int lump = Wads.CheckNumForName("SKYBOXES");
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@ -165,6 +165,7 @@ void gl_ParseVavoomSkybox()
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{
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int facecount=0;
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int maplump = -1;
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bool error = false;
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FSkyBox * sb = new FSkyBox;
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sb->Name = sc.String;
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sb->Name.ToUpper();
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@ -183,7 +184,8 @@ void gl_ParseVavoomSkybox()
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FTexture *tex = TexMan.FindTexture(sc.String, FTexture::TEX_Wall, FTextureManager::TEXMAN_TryAny);
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if (tex == NULL)
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{
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Printf("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name.GetChars());
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sc.ScriptMessage("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name.GetChars());
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error = true;
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}
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sb->faces[facecount] = tex;
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sc.MustGetStringName("}");
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@ -195,7 +197,7 @@ void gl_ParseVavoomSkybox()
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sc.ScriptError("%s: Skybox definition requires 6 faces", sb->Name.GetChars());
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}
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sb->SetSize();
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TexMan.AddTexture(sb);
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if (!error) TexMan.AddTexture(sb);
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}
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include "textures.h"
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//-----------------------------------------------------------------------------
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//
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// This is not a real texture but will be added to the texture manager
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@ -42,3 +43,8 @@ public:
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return fliptop;
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}
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};
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void ParseGldefSkybox(FScanner &sc);
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void ParseVavoomSkybox();
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