- more file system refactoring.
* moved the sprite renaming out of the file system entirely into a caller-provided callback. * renamed several functions to closer match the terms of a file system. * moved the VM interface out of the implementation.
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6bccde3b51
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c1bb7de23a
61 changed files with 927 additions and 765 deletions
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@ -333,11 +333,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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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 = fileSystem.ReadLump(vp_lump);
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FileData vp_data = fileSystem.ReadLump(vp_lump);
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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 = fileSystem.ReadLump(fp_lump);
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FileData fp_data = fileSystem.ReadLump(fp_lump);
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@ -385,7 +385,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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{
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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 = fileSystem.ReadLump(pp_lump);
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FileData 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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@ -394,7 +394,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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// add ProcessMaterial function that calls the older ProcessTexel function
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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 = fileSystem.ReadLump(pl_lump);
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FileData 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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@ -420,7 +420,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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{
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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 = fileSystem.ReadLump(pl_lump);
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FileData 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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@ -435,7 +435,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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{
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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 = fileSystem.ReadLump(pp_lump);
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FileData 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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