Просмотр исходного кода

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 10 лет назад
Родитель
Сommit
9e4b6a4155
12 измененных файлов: 44 добавлений и 37 удалений
  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 Просмотреть файл

@@ -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 Просмотреть файл

@@ -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 Просмотреть файл

@@ -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 Просмотреть файл

@@ -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 Просмотреть файл

@@ -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 Просмотреть файл

@@ -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 Просмотреть файл


src/gpu/emptymaterial.lolfx → src/gpu/empty-material.lolfx Просмотреть файл


src/gpu/testmaterial.lolfx → src/gpu/test-material.lolfx Просмотреть файл


+ 3
- 3
src/lol-core.vcxproj Просмотреть файл

@@ -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 Просмотреть файл

@@ -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 Просмотреть файл

@@ -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);


Загрузка…
Отмена
Сохранить