- 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.
This commit is contained in:
Christoph Oelckers 2020-04-11 13:26:42 +02:00
commit c1bb7de23a
61 changed files with 927 additions and 765 deletions

View file

@ -333,11 +333,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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 = fileSystem.ReadLump(vp_lump);
FileData vp_data = fileSystem.ReadLump(vp_lump);
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 = fileSystem.ReadLump(fp_lump);
FileData fp_data = fileSystem.ReadLump(fp_lump);
@ -385,7 +385,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
{
int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
FMemLump pp_data = fileSystem.ReadLump(pp_lump);
FileData pp_data = fileSystem.ReadLump(pp_lump);
if (pp_data.GetString().IndexOf("ProcessMaterial") < 0)
{
@ -394,7 +394,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
// add ProcessMaterial function that calls the older ProcessTexel function
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 = fileSystem.ReadLump(pl_lump);
FileData pl_data = fileSystem.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
@ -420,7 +420,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
{
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 = fileSystem.ReadLump(pl_lump);
FileData pl_data = fileSystem.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
}
}
@ -435,7 +435,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
{
int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
FMemLump pp_data = fileSystem.ReadLump(pp_lump);
FileData pp_data = fileSystem.ReadLump(pp_lump);
fp_comb << pp_data.GetString().GetChars() << "\n";
}