Made ability to define custom material shaders for ProcessMaterial function

This commit is contained in:
usernameak 2018-07-05 15:01:16 +03:00 committed by Christoph Oelckers
commit fa51a54042
2 changed files with 11 additions and 2 deletions

View file

@ -51,6 +51,7 @@ void AddLightAssociation(const char *actor, const char *frame, const char *light
void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
extern TArray<FString> usershaders;
extern TArray<FString> usermaterials;
extern TDeletingArray<FLightDefaults *> LightDefaults;
@ -1378,6 +1379,7 @@ class GLDefsParser
bool iwad = false;
int maplump = -1;
FString maplumpname;
FString materiallumpname = "shaders/glsl/material_normal.fp";
float speed = 1.f;
sc.MustGetString();
@ -1393,6 +1395,11 @@ class GLDefsParser
sc.MustGetString();
maplumpname = sc.String;
}
else if (sc.Compare("material"))
{
sc.MustGetString();
materiallumpname = sc.String;
}
else if (sc.Compare("speed"))
{
sc.MustGetFloat();
@ -1432,13 +1439,14 @@ class GLDefsParser
tex->shaderspeed = speed;
for (unsigned i = 0; i < usershaders.Size(); i++)
{
if (!usershaders[i].CompareNoCase(maplumpname))
if (!usershaders[i].CompareNoCase(maplumpname) && !usermaterials[i].CompareNoCase(materiallumpname))
{
tex->shaderindex = i + FIRST_USER_SHADER;
return;
}
}
tex->shaderindex = usershaders.Push(maplumpname) + FIRST_USER_SHADER;
usermaterials.Push(materiallumpname);
}
}
}