renamed things in file system to reduce Doom specific terminology.
This commit is contained in:
parent
a3475d3973
commit
d1abc3eb8c
50 changed files with 313 additions and 318 deletions
|
|
@ -373,10 +373,10 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
i_data += "#define NPOT_EMULATION\nuniform vec2 uNpotEmulation;\n";
|
||||
#endif
|
||||
|
||||
int vp_lump = fileSystem.CheckNumForFullNameInFile(vert_prog_lump, 0);
|
||||
int vp_lump = fileSystem.GetFileInContainer(vert_prog_lump, 0);
|
||||
if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
|
||||
|
||||
int fp_lump = fileSystem.CheckNumForFullNameInFile(frag_prog_lump, 0);
|
||||
int fp_lump = fileSystem.GetFileInContainer(frag_prog_lump, 0);
|
||||
if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump);
|
||||
|
||||
|
||||
|
|
@ -418,8 +418,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
|
||||
if (*proc_prog_lump != '#')
|
||||
{
|
||||
int pp_lump = fileSystem.CheckNumForFullNameInFile(proc_prog_lump, 0); // if it's a core shader, ignore overrides by user mods.
|
||||
if (pp_lump == -1) pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
|
||||
int pp_lump = fileSystem.GetFileInContainer(proc_prog_lump, 0); // if it's a core shader, ignore overrides by user mods.
|
||||
if (pp_lump == -1) pp_lump = fileSystem.FindFile(proc_prog_lump);
|
||||
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
|
||||
FString pp_data = GetStringFromLump(pp_lump);
|
||||
|
||||
|
|
@ -429,13 +429,13 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
|
||||
if (pp_data.IndexOf("GetTexCoord") >= 0)
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullNameInFile("shaders/glsl/func_defaultmat2.fp", 0);
|
||||
int pl_lump = fileSystem.GetFileInContainer("shaders/glsl/func_defaultmat2.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat2.fp");
|
||||
fp_comb << "\n" << GetStringFromLump(pl_lump);
|
||||
}
|
||||
else
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullNameInFile("shaders/glsl/func_defaultmat.fp", 0);
|
||||
int pl_lump = fileSystem.GetFileInContainer("shaders/glsl/func_defaultmat.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
|
||||
fp_comb << "\n" << GetStringFromLump(pl_lump);
|
||||
|
||||
|
|
@ -461,7 +461,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
|
||||
if (pp_data.IndexOf("ProcessLight") < 0)
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullNameInFile("shaders/glsl/func_defaultlight.fp", 0);
|
||||
int pl_lump = fileSystem.GetFileInContainer("shaders/glsl/func_defaultlight.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
|
||||
fp_comb << "\n" << GetStringFromLump(pl_lump);
|
||||
}
|
||||
|
|
@ -483,7 +483,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
|
||||
if (light_fragprog)
|
||||
{
|
||||
int pp_lump = fileSystem.CheckNumForFullNameInFile(light_fragprog, 0);
|
||||
int pp_lump = fileSystem.GetFileInContainer(light_fragprog, 0);
|
||||
if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
|
||||
fp_comb << GetStringFromLump(pp_lump) << "\n";
|
||||
}
|
||||
|
|
|
|||
|
|
@ -87,7 +87,7 @@ void FShaderProgram::CreateShader(ShaderType type)
|
|||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpName);
|
||||
int lump = fileSystem.FindFile(lumpName);
|
||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
|
||||
FString code = GetStringFromLump(lump);
|
||||
|
||||
|
|
|
|||
|
|
@ -381,10 +381,10 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
|
|||
i_data += "#define NPOT_EMULATION\nuniform vec2 uNpotEmulation;\n";
|
||||
#endif
|
||||
|
||||
int vp_lump = fileSystem.CheckNumForFullNameInFile(vert_prog_lump.GetChars(), 0);
|
||||
int vp_lump = fileSystem.GetFileInContainer(vert_prog_lump.GetChars(), 0);
|
||||
if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump.GetChars());
|
||||
|
||||
int fp_lump = fileSystem.CheckNumForFullNameInFile(frag_prog_lump.GetChars(), 0);
|
||||
int fp_lump = fileSystem.GetFileInContainer(frag_prog_lump.GetChars(), 0);
|
||||
if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump.GetChars());
|
||||
|
||||
|
||||
|
|
@ -418,7 +418,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
|
|||
|
||||
if (proc_prog_lump[0] != '#')
|
||||
{
|
||||
int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump.GetChars());
|
||||
int pp_lump = fileSystem.FindFile(proc_prog_lump.GetChars());
|
||||
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump.GetChars());
|
||||
FString pp_data = GetStringFromLump(pp_lump);
|
||||
|
||||
|
|
@ -428,13 +428,13 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
|
|||
|
||||
if (pp_data.IndexOf("GetTexCoord") >= 0)
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullNameInFile("shaders_gles/glsl/func_defaultmat2.fp", 0);
|
||||
int pl_lump = fileSystem.GetFileInContainer("shaders_gles/glsl/func_defaultmat2.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders_gles/glsl/func_defaultmat2.fp");
|
||||
fp_comb << "\n" << GetStringFromLump(pl_lump);
|
||||
}
|
||||
else
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullNameInFile("shaders_gles/glsl/func_defaultmat.fp", 0);
|
||||
int pl_lump = fileSystem.GetFileInContainer("shaders_gles/glsl/func_defaultmat.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders_gles/glsl/func_defaultmat.fp");
|
||||
fp_comb << "\n" << GetStringFromLump(pl_lump);
|
||||
|
||||
|
|
@ -460,7 +460,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
|
|||
|
||||
if (pp_data.IndexOf("ProcessLight") < 0)
|
||||
{
|
||||
int pl_lump = fileSystem.CheckNumForFullNameInFile("shaders_gles/glsl/func_defaultlight.fp", 0);
|
||||
int pl_lump = fileSystem.GetFileInContainer("shaders_gles/glsl/func_defaultlight.fp", 0);
|
||||
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders_gles/glsl/func_defaultlight.fp");
|
||||
fp_comb << "\n" << GetStringFromLump(pl_lump);
|
||||
}
|
||||
|
|
@ -482,7 +482,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
|
|||
|
||||
if (light_fragprog.Len())
|
||||
{
|
||||
int pp_lump = fileSystem.CheckNumForFullNameInFile(light_fragprog.GetChars(), 0);
|
||||
int pp_lump = fileSystem.GetFileInContainer(light_fragprog.GetChars(), 0);
|
||||
if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog.GetChars());
|
||||
fp_comb << GetStringFromLump(pp_lump) << "\n";
|
||||
}
|
||||
|
|
|
|||
|
|
@ -87,7 +87,7 @@ void FShaderProgram::CreateShader(ShaderType type)
|
|||
|
||||
void FShaderProgram::Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpName);
|
||||
int lump = fileSystem.FindFile(lumpName);
|
||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
|
||||
FString code = GetStringFromLump(lump);
|
||||
Compile(type, lumpName, code, defines, maxGlslVersion);
|
||||
|
|
|
|||
|
|
@ -67,7 +67,7 @@ void VkPPShader::Reset()
|
|||
|
||||
FString VkPPShader::LoadShaderCode(const FString &lumpName, const FString &defines, int version)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullName(lumpName.GetChars());
|
||||
int lump = fileSystem.FindFile(lumpName.GetChars());
|
||||
if (lump == -1) I_FatalError("Unable to load '%s'", lumpName.GetChars());
|
||||
FString code = GetStringFromLump(lump);
|
||||
|
||||
|
|
|
|||
|
|
@ -465,15 +465,15 @@ FString VkShaderManager::GetTargetGlslVersion()
|
|||
|
||||
FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullNameInFile(lumpname, 0);
|
||||
if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
|
||||
int lump = fileSystem.GetFileInContainer(lumpname, 0);
|
||||
if (lump == -1) lump = fileSystem.FindFile(lumpname);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||
return GetStringFromLump(lump);
|
||||
}
|
||||
|
||||
FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
|
||||
{
|
||||
int lump = fileSystem.CheckNumForFullNameInFile(lumpname, 0);
|
||||
int lump = fileSystem.GetFileInContainer(lumpname, 0);
|
||||
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
|
||||
return GetStringFromLump(lump);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue