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build: add path to lolfx resource names

This will help us deal with shader name collision. Breaks the Windows
build for the moment, unfortunately.
undefined
Sam Hocevar hace 10 años
padre
commit
9e4b6a4155
Se han modificado 12 ficheros con 44 adiciones y 37 borrados
  1. +2
    -1
      build/autotools/common.am
  2. +6
    -0
      build/msbuild/lolfx.props
  3. +2
    -2
      doc/tutorial/05_easymesh.cpp
  4. +3
    -3
      src/Makefile.am
  5. +1
    -1
      src/easymesh/easymesh.cpp
  6. +14
    -14
      src/easymesh/easymeshrender.cpp
  7. +0
    -0
      src/gpu/default-material.lolfx
  8. +0
    -0
      src/gpu/empty-material.lolfx
  9. +0
    -0
      src/gpu/test-material.lolfx
  10. +3
    -3
      src/lol-core.vcxproj
  11. +3
    -3
      src/lol-core.vcxproj.filter
  12. +10
    -10
      src/scene.cpp

+ 2
- 1
build/autotools/common.am Ver fichero

@@ -40,7 +40,8 @@ SUFFIXES += .lolfx
.lolfx.o:
$(lolfx_gen)
$(AM_V_at)(echo "char const *"; \
echo "lolfx_resource_$(notdir $(basename $(filter %.lolfx, $^))) ="; \
echo "lolfx_resource_$(basename $(filter %.lolfx, $^))" | $(SED) 's/[^a-zA-Z0-9_]/_/g'; \
echo "="; \
$(SED) 's/"/\\"/g' $(filter %.lolfx, $^) | $(SED) 's/\([^\r]*\).*/"\1\\n"/'; \
echo ";") \
> $@.lolfx.cpp && \


+ 6
- 0
build/msbuild/lolfx.props Ver fichero

@@ -14,6 +14,12 @@
<CommandLineTemplate>@echo off
set D=$(IntDir)%(Filename)%(Extension).cpp
echo /* This file was autogenerated. DO NOT MODIFY IT. */ &gt; "%D%"
echo /* Filename = %(Filename) */ &gt; "%D"
echo /* FullPath = %(FullPath) */ &gt; "%D"
echo /* RootDir = %(RootDir) */ &gt; "%D"
echo /* Directory = %(Directory) */ &gt; "%D"
echo /* Input = %(Input) */ &gt; "%D"
echo /* Output = %(Output) */ &gt; "%D"
echo extern "C" { char const *lolfx_resource_%(Filename) = &gt;&gt; "%D%"
setlocal disabledelayedexpansion
for /F "tokens=1,* delims=`" %%L in ('type "%(Fullpath)"') do (


+ 2
- 2
doc/tutorial/05_easymesh.cpp Ver fichero

@@ -21,7 +21,7 @@ using namespace lol;

#define USE_CUSTOM_SHADER 1
#if USE_CUSTOM_SHADER
LOLFX_RESOURCE_DECLARE(shiny);
LOLFX_RESOURCE_DECLARE(easymesh_shiny);
#endif //USE_CUSTOM_SHADER

class EasyMeshTutorial : public WorldEntity
@@ -136,7 +136,7 @@ public:

#if USE_CUSTOM_SHADER
/* Custom Shader: Init the shader */
Shader *custom_shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny));
Shader *custom_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shiny));
// any other shader stuf here (Get uniform, mostly, and set texture)

for (int i = 0; i < m_gears.count(); i++)


+ 3
- 3
src/Makefile.am Ver fichero

@@ -95,10 +95,10 @@ liblol_core_sources = \
input/input.cpp input/input.h input/input_internal.h input/keys.h \
input/controller.cpp input/controller.h \
\
gpu/defaultmaterial.lolfx \
gpu/default-material.lolfx \
gpu/empty-material.lolfx \
gpu/test-material.lolfx \
gpu/tile.lolfx gpu/palette.lolfx gpu/line.lolfx \
gpu/emptymaterial.lolfx \
gpu/testmaterial.lolfx \
gpu/blit.lolfx \
gpu/postprocess.lolfx \
\


+ 1
- 1
src/easymesh/easymesh.cpp Ver fichero

@@ -13,7 +13,7 @@

#include <lol/engine-internal.h>

LOLFX_RESOURCE_DECLARE(shiny);
LOLFX_RESOURCE_DECLARE(easymesh_shiny);

namespace lol
{


+ 14
- 14
src/easymesh/easymeshrender.cpp Ver fichero

@@ -15,19 +15,19 @@
namespace lol
{

LOLFX_RESOURCE_DECLARE(shiny);
LOLFX_RESOURCE_DECLARE(shinyflat);
LOLFX_RESOURCE_DECLARE(shinydebugwireframe);
LOLFX_RESOURCE_DECLARE(shinydebuglighting);
LOLFX_RESOURCE_DECLARE(shinydebugnormal);
LOLFX_RESOURCE_DECLARE(shinydebugUV);
LOLFX_RESOURCE_DECLARE(shiny_SK);
LOLFX_RESOURCE_DECLARE(easymesh_shiny);
LOLFX_RESOURCE_DECLARE(easymesh_shinyflat);
LOLFX_RESOURCE_DECLARE(easymesh_shinydebugwireframe);
LOLFX_RESOURCE_DECLARE(easymesh_shinydebuglighting);
LOLFX_RESOURCE_DECLARE(easymesh_shinydebugnormal);
LOLFX_RESOURCE_DECLARE(easymesh_shinydebugUV);
LOLFX_RESOURCE_DECLARE(easymesh_shiny_SK);

//-----------------------------------------------------------------------------
void EasyMesh::MeshConvert()
{
/* Default material */
Shader *shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny));
Shader *shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shiny));

/* Push index buffer to GPU */
IndexBuffer *ibo = new IndexBuffer(m_indices.count() * sizeof(uint16_t));
@@ -130,18 +130,18 @@ DefaultShaderData::DefaultShaderData(DebugRenderMode render_mode)
(1 << VertexUsage::Color);

if (render_mode == DebugRenderMode::Default)
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny));
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shiny));
else if (render_mode == DebugRenderMode::Flat)
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinyflat));
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shinyflat));
else if (render_mode == DebugRenderMode::Wireframe)
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebugwireframe));
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shinydebugwireframe));
else if (render_mode == DebugRenderMode::Lighting)
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebuglighting));
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shinydebuglighting));
else if (render_mode == DebugRenderMode::Normal)
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebugnormal));
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shinydebugnormal));
else if (render_mode == DebugRenderMode::UV)
{
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinydebugUV));
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shinydebugUV));
m_vert_decl_flags |= (1 << VertexUsage::TexCoord);
with_UV = true;
}


src/gpu/defaultmaterial.lolfx → src/gpu/default-material.lolfx Ver fichero


src/gpu/emptymaterial.lolfx → src/gpu/empty-material.lolfx Ver fichero


src/gpu/testmaterial.lolfx → src/gpu/test-material.lolfx Ver fichero


+ 3
- 3
src/lol-core.vcxproj Ver fichero

@@ -369,12 +369,12 @@
<LolFxCompile Include="easymesh\shinyflat.lolfx" />
<LolFxCompile Include="easymesh\shiny_SK.lolfx" />
<LolFxCompile Include="gpu\blit.lolfx" />
<LolFxCompile Include="gpu\defaultmaterial.lolfx" />
<LolFxCompile Include="gpu\emptymaterial.lolfx" />
<LolFxCompile Include="gpu\default-material.lolfx" />
<LolFxCompile Include="gpu\empty-material.lolfx" />
<LolFxCompile Include="gpu\line.lolfx" />
<LolFxCompile Include="gpu\palette.lolfx" />
<LolFxCompile Include="gpu\postprocess.lolfx" />
<LolFxCompile Include="gpu\testmaterial.lolfx" />
<LolFxCompile Include="gpu\test-material.lolfx" />
<LolFxCompile Include="gpu\tile.lolfx" />
<LolFxCompile Include="gradient.lolfx" />
</ItemGroup>


+ 3
- 3
src/lol-core.vcxproj.filter Ver fichero

@@ -803,13 +803,13 @@
</ClInclude>
</ItemGroup>
<ItemGroup>
<LolFxCompile Include="gpu\emptymaterial.lolfx">
<LolFxCompile Include="gpu\empty-material.lolfx">
<Filter>gpu</Filter>
</LolFxCompile>
<LolFxCompile Include="gpu\defaultmaterial.lolfx">
<LolFxCompile Include="gpu\default-material.lolfx">
<Filter>gpu</Filter>
</LolFxCompile>
<LolFxCompile Include="gpu\testmaterial.lolfx">
<LolFxCompile Include="gpu\test-material.lolfx">
<Filter>gpu</Filter>
</LolFxCompile>
<LolFxCompile Include="easymesh\shiny.lolfx">


+ 10
- 10
src/scene.cpp Ver fichero

@@ -23,12 +23,12 @@

#include "lolgl.h"

LOLFX_RESOURCE_DECLARE(tile);
LOLFX_RESOURCE_DECLARE(palette);
LOLFX_RESOURCE_DECLARE(line);
LOLFX_RESOURCE_DECLARE(gpu_tile);
LOLFX_RESOURCE_DECLARE(gpu_palette);
LOLFX_RESOURCE_DECLARE(gpu_line);

LOLFX_RESOURCE_DECLARE(blit);
LOLFX_RESOURCE_DECLARE(postprocess);
LOLFX_RESOURCE_DECLARE(gpu_blit);
LOLFX_RESOURCE_DECLARE(gpu_postprocess);

namespace lol
{
@@ -207,8 +207,8 @@ Scene::Scene(ivec2 size)
data->m_renderbuffer[1] = new Framebuffer(size);
data->m_renderbuffer[2] = new Framebuffer(size);
data->m_renderbuffer[3] = new Framebuffer(size);
data->m_pp.m_shader[0] = Shader::Create(LOLFX_RESOURCE_NAME(blit));
data->m_pp.m_shader[1] = Shader::Create(LOLFX_RESOURCE_NAME(postprocess));
data->m_pp.m_shader[0] = Shader::Create(LOLFX_RESOURCE_NAME(gpu_blit));
data->m_pp.m_shader[1] = Shader::Create(LOLFX_RESOURCE_NAME(gpu_postprocess));
data->m_pp.m_coord[0] = data->m_pp.m_shader[0]->GetAttribLocation(VertexUsage::Position, 0);
data->m_pp.m_coord[1] = data->m_pp.m_shader[1]->GetAttribLocation(VertexUsage::Position, 0);
data->m_pp.m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
@@ -764,9 +764,9 @@ void Scene::render_tiles() // XXX: rename to Blit()
#endif

if (!data->m_tile_api.m_shader)
data->m_tile_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(tile));
data->m_tile_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(gpu_tile));
if (!data->m_tile_api.m_palette_shader)
data->m_tile_api.m_palette_shader = Shader::Create(LOLFX_RESOURCE_NAME(palette));
data->m_tile_api.m_palette_shader = Shader::Create(LOLFX_RESOURCE_NAME(gpu_palette));

for (int p = 0; p < 2; p++)
{
@@ -878,7 +878,7 @@ void Scene::render_lines(float seconds)
int linecount = (int)data->m_line_api.m_lines.count();

if (!data->m_line_api.m_shader)
data->m_line_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(line));
data->m_line_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(gpu_line));

array<vec4, vec4, vec4, vec4> buff;
buff.resize(linecount);


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