- moved the skybox texture files to the main textures directory.

This commit is contained in:
Christoph Oelckers 2017-03-17 21:12:09 +01:00
parent fee18a6971
commit c9296ead57
7 changed files with 27 additions and 22 deletions

View file

@ -1152,7 +1152,6 @@ set (PCH_SOURCES
gl/textures/gl_samplers.cpp
gl/textures/gl_translate.cpp
gl/textures/gl_hqresize.cpp
gl/textures/gl_skyboxtexture.cpp
menu/joystickmenu.cpp
menu/loadsavemenu.cpp
menu/menu.cpp
@ -1192,6 +1191,7 @@ set (PCH_SOURCES
textures/texturemanager.cpp
textures/tgatexture.cpp
textures/warptexture.cpp
textures/skyboxtexture.cpp
xlat/parse_xlat.cpp
fragglescript/t_func.cpp
fragglescript/t_load.cpp

View file

@ -51,16 +51,14 @@
#include "v_text.h"
#include "g_levellocals.h"
#include "a_dynlight.h"
#include "textures/skyboxtexture.h"
int ScriptDepth;
void gl_InitGlow(FScanner &sc);
void gl_ParseBrightmap(FScanner &sc, int);
void gl_DestroyUserShaders();
void gl_ParseHardwareShader(FScanner &sc, int deflump);
void gl_ParseSkybox(FScanner &sc);
void gl_ParseDetailTexture(FScanner &sc);
void gl_ParseVavoomSkybox();
//==========================================================================
//
@ -1207,10 +1205,9 @@ void AActor::RecreateAllAttachedLights()
//==========================================================================
// The actual light def parsing code is there.
// DoParseDefs is no longer called directly by ParseDefs, now it's called
// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
// because of the way the code needs to load two out of five lumps.
//
//
//
//==========================================================================
static void DoParseDefs(FScanner &sc, int workingLump)
{
@ -1267,7 +1264,7 @@ static void DoParseDefs(FScanner &sc, int workingLump)
case TAG_CLEARSHADERS:
break;
case TAG_SKYBOX:
gl_ParseSkybox(sc);
ParseGldefSkybox(sc);
break;
case TAG_GLOW:
gl_InitGlow(sc);
@ -1327,8 +1324,8 @@ void ParseGLDefs()
{
const char *defsLump = NULL;
LightAssociations.Clear();
LightDefaults.Clear();
LightAssociations.Clear();
LightDefaults.Clear();
gl_DestroyUserShaders();
switch (gameinfo.gametype)
{
@ -1350,7 +1347,7 @@ void ParseGLDefs()
default: // silence GCC
break;
}
gl_ParseVavoomSkybox();
ParseVavoomSkybox();
LoadGLDefs(defsLump);
InitializeActorLights();
}

View file

@ -61,6 +61,7 @@
#include "r_state.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include "textures/skyboxtexture.h"
#include "gl/system/gl_interface.h"
#include "gl/data/gl_data.h"
@ -73,7 +74,6 @@
#include "gl/shaders/gl_shader.h"
#include "gl/textures/gl_bitmap.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/textures/gl_material.h"

View file

@ -35,6 +35,7 @@
#include "vectors.h"
#include "v_palette.h"
#include "templates.h"
#include "textures/skyboxtexture.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
@ -45,7 +46,6 @@
#include "gl/textures/gl_hwtexture.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_translate.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/utility/gl_clock.h"
#include "gl/utility/gl_templates.h"
#include "gl/gl_functions.h"

View file

@ -38,13 +38,13 @@
#endif
#include "v_palette.h"
#include "sc_man.h"
#include "textures/skyboxtexture.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_texture.h"
#include "gl/textures/gl_material.h"
#include "gl/textures/gl_samplers.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "gl/textures/gl_translate.h"
#include "gl/models/gl_models.h"

View file

@ -23,8 +23,8 @@
#include "doomtype.h"
#include "sc_man.h"
#include "w_wad.h"
#include "textures/textures.h"
#include "gl/textures/gl_skyboxtexture.h"
#include "textures.h"
#include "skyboxtexture.h"
@ -117,7 +117,7 @@ void FSkyBox::Unload ()
//
//-----------------------------------------------------------------------------
void gl_ParseSkybox(FScanner &sc)
void ParseGldefSkybox(FScanner &sc)
{
int facecount=0;
@ -154,7 +154,7 @@ void gl_ParseSkybox(FScanner &sc)
//
//-----------------------------------------------------------------------------
void gl_ParseVavoomSkybox()
void ParseVavoomSkybox()
{
int lump = Wads.CheckNumForName("SKYBOXES");
@ -165,6 +165,7 @@ void gl_ParseVavoomSkybox()
{
int facecount=0;
int maplump = -1;
bool error = false;
FSkyBox * sb = new FSkyBox;
sb->Name = sc.String;
sb->Name.ToUpper();
@ -183,7 +184,8 @@ void gl_ParseVavoomSkybox()
FTexture *tex = TexMan.FindTexture(sc.String, FTexture::TEX_Wall, FTextureManager::TEXMAN_TryAny);
if (tex == NULL)
{
Printf("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name.GetChars());
sc.ScriptMessage("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name.GetChars());
error = true;
}
sb->faces[facecount] = tex;
sc.MustGetStringName("}");
@ -195,7 +197,7 @@ void gl_ParseVavoomSkybox()
sc.ScriptError("%s: Skybox definition requires 6 faces", sb->Name.GetChars());
}
sb->SetSize();
TexMan.AddTexture(sb);
if (!error) TexMan.AddTexture(sb);
}
}

View file

@ -1,5 +1,6 @@
#pragma once
#include "textures.h"
//-----------------------------------------------------------------------------
//
// This is not a real texture but will be added to the texture manager
@ -42,3 +43,8 @@ public:
return fliptop;
}
};
void ParseGldefSkybox(FScanner &sc);
void ParseVavoomSkybox();