- renamed the file system related classes to actually use the term "FileSystem".

This commit is contained in:
Christoph Oelckers 2020-04-11 13:24:34 +02:00
commit 6bccde3b51
103 changed files with 647 additions and 647 deletions

View file

@ -331,13 +331,13 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
i_data += "#define noise4(unused) vec4(0)\n";
#endif // __APPLE__
int vp_lump = Wads.CheckNumForFullName(vert_prog_lump, 0);
int vp_lump = fileSystem.CheckNumForFullName(vert_prog_lump, 0);
if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
FMemLump vp_data = Wads.ReadLump(vp_lump);
FMemLump vp_data = fileSystem.ReadLump(vp_lump);
int fp_lump = Wads.CheckNumForFullName(frag_prog_lump, 0);
int fp_lump = fileSystem.CheckNumForFullName(frag_prog_lump, 0);
if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump);
FMemLump fp_data = Wads.ReadLump(fp_lump);
FMemLump fp_data = fileSystem.ReadLump(fp_lump);
@ -383,18 +383,18 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (*proc_prog_lump != '#')
{
int pp_lump = Wads.CheckNumForFullName(proc_prog_lump);
int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
FMemLump pp_data = Wads.ReadLump(pp_lump);
FMemLump pp_data = fileSystem.ReadLump(pp_lump);
if (pp_data.GetString().IndexOf("ProcessMaterial") < 0)
{
// this looks like an old custom hardware shader.
// add ProcessMaterial function that calls the older ProcessTexel function
int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
FMemLump pl_data = Wads.ReadLump(pl_lump);
FMemLump pl_data = fileSystem.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
@ -418,9 +418,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (pp_data.GetString().IndexOf("ProcessLight") < 0)
{
int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
FMemLump pl_data = Wads.ReadLump(pl_lump);
FMemLump pl_data = fileSystem.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
}
}
@ -433,9 +433,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (light_fragprog)
{
int pp_lump = Wads.CheckNumForFullName(light_fragprog, 0);
int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
FMemLump pp_data = Wads.ReadLump(pp_lump);
FMemLump pp_data = fileSystem.ReadLump(pp_lump);
fp_comb << pp_data.GetString().GetChars() << "\n";
}

View file

@ -91,9 +91,9 @@ void FShaderProgram::CreateShader(ShaderType type)
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
{
int lump = Wads.CheckNumForFullName(lumpName);
int lump = fileSystem.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
FString code = Wads.ReadLump(lump).GetString().GetChars();
FString code = fileSystem.ReadLump(lump).GetString().GetChars();
Compile(type, lumpName, code, defines, maxGlslVersion);
}

View file

@ -347,12 +347,12 @@ void SetDefaultColormap (const char *name)
uint8_t unremap[256];
uint8_t remap[256];
lump = Wads.CheckNumForFullName (name, true, ns_colormaps);
lump = fileSystem.CheckNumForFullName (name, true, ns_colormaps);
if (lump == -1)
lump = Wads.CheckNumForName (name, ns_global);
lump = fileSystem.CheckNumForName (name, ns_global);
// [RH] If using BUILD's palette, generate the colormap
if (lump == -1 || Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
if (lump == -1 || fileSystem.CheckNumForFullName("palette.dat") >= 0 || fileSystem.CheckNumForFullName("blood.pal") >= 0)
{
Printf ("Make colormap\n");
FDynamicColormap foo;
@ -366,7 +366,7 @@ void SetDefaultColormap (const char *name)
}
else
{
auto lumpr = Wads.OpenLumpReader (lump);
auto lumpr = fileSystem.OpenLumpReader (lump);
// [RH] The colormap may not have been designed for the specific
// palette we are using, so remap it to match the current palette.
@ -404,7 +404,7 @@ static void InitBoomColormaps ()
// This is a really rough hack, but it's better than
// not doing anything with them at all (right?)
uint32_t NumLumps = Wads.GetNumLumps();
uint32_t NumLumps = fileSystem.GetNumLumps();
realcolormaps.Maps = new uint8_t[256*NUMCOLORMAPS*fakecmaps.Size()];
SetDefaultColormap ("COLORMAP");
@ -424,10 +424,10 @@ static void InitBoomColormaps ()
remap[0] = 0;
for (j = 1; j < fakecmaps.Size(); j++)
{
if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
if (fileSystem.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
{
int k, r;
auto lump = Wads.OpenLumpReader (fakecmaps[j].lump);
auto lump = fileSystem.OpenLumpReader (fakecmaps[j].lump);
uint8_t *const map = realcolormaps.Maps + NUMCOLORMAPS*256*j;
for (k = 0; k < NUMCOLORMAPS; ++k)

View file

@ -387,9 +387,9 @@ FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
int c[3], step;
size_t namelen;
if (Wads.GetNumLumps()==0) return FString();
if (fileSystem.GetNumLumps()==0) return FString();
rgblump = Wads.CheckNumForName ("X11R6RGB");
rgblump = fileSystem.CheckNumForName ("X11R6RGB");
if (rgblump == -1)
{
if (!sc) Printf ("X11R6RGB lump not found\n");
@ -397,9 +397,9 @@ FString V_GetColorStringByName (const char *name, FScriptPosition *sc)
return FString();
}
rgbNames = Wads.ReadLump (rgblump);
rgbNames = fileSystem.ReadLump (rgblump);
rgb = (char *)rgbNames.GetMem();
rgbEnd = rgb + Wads.LumpLength (rgblump);
rgbEnd = rgb + fileSystem.LumpLength (rgblump);
step = 0;
namelen = strlen (name);

View file

@ -451,9 +451,9 @@ VkPPShader::VkPPShader(PPShader *shader)
FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
{
int lump = Wads.CheckNumForFullName(lumpName);
int lump = fileSystem.CheckNumForFullName(lumpName);
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
FString code = Wads.ReadLump(lump).GetString().GetChars();
FString code = fileSystem.ReadLump(lump).GetString().GetChars();
FString patchedCode;
patchedCode.AppendFormat("#version %d\n", 450);

View file

@ -345,16 +345,16 @@ FString VkShaderManager::GetTargetGlslVersion()
FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
{
int lump = Wads.CheckNumForFullName(lumpname);
int lump = fileSystem.CheckNumForFullName(lumpname);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
FMemLump data = Wads.ReadLump(lump);
FMemLump data = fileSystem.ReadLump(lump);
return data.GetString();
}
FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
{
int lump = Wads.CheckNumForFullName(lumpname, 0);
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
FMemLump data = Wads.ReadLump(lump);
FMemLump data = fileSystem.ReadLump(lump);
return data.GetString();
}