- 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";
}