- renamed the file system related classes to actually use the term "FileSystem".
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parent
83befa7686
commit
6bccde3b51
103 changed files with 647 additions and 647 deletions
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@ -331,13 +331,13 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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i_data += "#define noise4(unused) vec4(0)\n";
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#endif // __APPLE__
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int vp_lump = Wads.CheckNumForFullName(vert_prog_lump, 0);
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int vp_lump = fileSystem.CheckNumForFullName(vert_prog_lump, 0);
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if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
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FMemLump vp_data = Wads.ReadLump(vp_lump);
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FMemLump vp_data = fileSystem.ReadLump(vp_lump);
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int fp_lump = Wads.CheckNumForFullName(frag_prog_lump, 0);
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int fp_lump = fileSystem.CheckNumForFullName(frag_prog_lump, 0);
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if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump);
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FMemLump fp_data = Wads.ReadLump(fp_lump);
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FMemLump fp_data = fileSystem.ReadLump(fp_lump);
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@ -383,18 +383,18 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (*proc_prog_lump != '#')
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{
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int pp_lump = Wads.CheckNumForFullName(proc_prog_lump);
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int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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FMemLump pp_data = Wads.ReadLump(pp_lump);
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FMemLump pp_data = fileSystem.ReadLump(pp_lump);
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if (pp_data.GetString().IndexOf("ProcessMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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// add ProcessMaterial function that calls the older ProcessTexel function
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
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FMemLump pl_data = Wads.ReadLump(pl_lump);
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FMemLump pl_data = fileSystem.ReadLump(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
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@ -418,9 +418,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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{
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
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FMemLump pl_data = Wads.ReadLump(pl_lump);
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FMemLump pl_data = fileSystem.ReadLump(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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}
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}
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@ -433,9 +433,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (light_fragprog)
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{
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int pp_lump = Wads.CheckNumForFullName(light_fragprog, 0);
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int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
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if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
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FMemLump pp_data = Wads.ReadLump(pp_lump);
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FMemLump pp_data = fileSystem.ReadLump(pp_lump);
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fp_comb << pp_data.GetString().GetChars() << "\n";
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}
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