Kaynağa Gözat

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 yıl önce
ebeveyn
işleme
9e4b6a4155
12 değiştirilmiş dosya ile 44 ekleme ve 37 silme
  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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle


src/gpu/emptymaterial.lolfx → src/gpu/empty-material.lolfx Dosyayı Görüntüle


src/gpu/testmaterial.lolfx → src/gpu/test-material.lolfx Dosyayı Görüntüle


+ 3
- 3
src/lol-core.vcxproj Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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 Dosyayı Görüntüle

@@ -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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