Fix parallel build by switching to generating .obj files from .glsl files and treat the shader source as an externed global resolved at link time.

Additionally, remove the no longer necessary shader generated headers folder from .gitignore

git-svn-id: https://svn.eduke32.com/eduke32@7793 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	.gitignore
#	source/build/src/polymost.cpp
This commit is contained in:
pogokeen 2019-07-14 01:48:23 +00:00 committed by Christoph Oelckers
parent 9fde5434f8
commit 12ce6a78fe
5 changed files with 57 additions and 23 deletions

View file

@ -154,6 +154,8 @@ static vec2f_t tilesheetHalfTexelSize = { 0.f, 0.f };
static int32_t lastbasepal = -1;
static FHardwareTexture *paletteTextureIDs[MAXBASEPALS];
static FHardwareTexture *palswapTextureID = nullptr;
extern char const *polymost1Frag;
extern char const *polymost1Vert;
static GLuint polymost1CurrentShaderProgramID = 0;
static GLuint polymost1BasicShaderProgramID = 0;
static GLuint polymost1ExtendedShaderProgramID = 0;
@ -891,9 +893,6 @@ void polymost_glinit()
fogRangeLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_fogRange");
fogColorLoc = glGetUniformLocation(polymost2BasicShaderProgramID, "u_fogColor");
#include "generated/polymost1Vert.glsl.h"
#include "generated/polymost1Frag.glsl.h"
polymost1ExtendedShaderProgramID = glCreateProgram();
GLuint polymost1BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, polymost1Vert);
GLuint polymost1ExtendedFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, polymost1Frag);