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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 před 10 roky
rodič
revize
9e4b6a4155
12 změnil soubory, kde provedl 44 přidání a 37 odebrání
  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 Zobrazit soubor

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


+ 6
- 0
build/msbuild/lolfx.props Zobrazit soubor

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


+ 2
- 2
doc/tutorial/05_easymesh.cpp Zobrazit soubor

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


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


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


#if USE_CUSTOM_SHADER #if USE_CUSTOM_SHADER
/* Custom Shader: Init the 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) // any other shader stuf here (Get uniform, mostly, and set texture)


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


+ 3
- 3
src/Makefile.am Zobrazit soubor

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


+ 1
- 1
src/easymesh/easymesh.cpp Zobrazit soubor

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


#include <lol/engine-internal.h> #include <lol/engine-internal.h>


LOLFX_RESOURCE_DECLARE(shiny);
LOLFX_RESOURCE_DECLARE(easymesh_shiny);


namespace lol namespace lol
{ {


+ 14
- 14
src/easymesh/easymeshrender.cpp Zobrazit soubor

@@ -15,19 +15,19 @@
namespace lol 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() void EasyMesh::MeshConvert()
{ {
/* Default material */ /* Default material */
Shader *shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny));
Shader *shader = Shader::Create(LOLFX_RESOURCE_NAME(easymesh_shiny));


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


if (render_mode == DebugRenderMode::Default) 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) 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) 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) 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) 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) 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); m_vert_decl_flags |= (1 << VertexUsage::TexCoord);
with_UV = true; with_UV = true;
} }


src/gpu/defaultmaterial.lolfx → src/gpu/default-material.lolfx Zobrazit soubor


src/gpu/emptymaterial.lolfx → src/gpu/empty-material.lolfx Zobrazit soubor


src/gpu/testmaterial.lolfx → src/gpu/test-material.lolfx Zobrazit soubor


+ 3
- 3
src/lol-core.vcxproj Zobrazit soubor

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


+ 3
- 3
src/lol-core.vcxproj.filter Zobrazit soubor

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


+ 10
- 10
src/scene.cpp Zobrazit soubor

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


#include "lolgl.h" #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 namespace lol
{ {
@@ -207,8 +207,8 @@ Scene::Scene(ivec2 size)
data->m_renderbuffer[1] = new Framebuffer(size); data->m_renderbuffer[1] = new Framebuffer(size);
data->m_renderbuffer[2] = new Framebuffer(size); data->m_renderbuffer[2] = new Framebuffer(size);
data->m_renderbuffer[3] = 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[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_coord[1] = data->m_pp.m_shader[1]->GetAttribLocation(VertexUsage::Position, 0);
data->m_pp.m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); data->m_pp.m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
@@ -764,9 +764,9 @@ void Scene::render_tiles() // XXX: rename to Blit()
#endif #endif


if (!data->m_tile_api.m_shader) 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) 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++) 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(); int linecount = (int)data->m_line_api.m_lines.count();


if (!data->m_line_api.m_shader) 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; array<vec4, vec4, vec4, vec4> buff;
buff.resize(linecount); buff.resize(linecount);


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