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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-19 06:33:49 +00:00
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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17 changed files with 65 additions and 55 deletions
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@ -35,6 +35,8 @@
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#include "lighting/advanced/advancedLightBinManager.h"
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#include "ts/tsShape.h"
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#include "shaderGen/shaderGen.h"
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LangElement * ShaderFeatureGLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
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Var **texSpaceMat )
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{
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@ -830,7 +832,7 @@ Var* ShaderFeatureGLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
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//****************************************************************************
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DiffuseMapFeatGLSL::DiffuseMapFeatGLSL()
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: mTorqueDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/torque.glsl"))
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl"))
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{
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addDependency(&mTorqueDep);
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}
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@ -1951,7 +1953,7 @@ void ReflectCubeFeatGLSL::setTexData( Material::StageData &stageDat,
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//****************************************************************************
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RTLightingFeatGLSL::RTLightingFeatGLSL()
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: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/lighting.glsl" ))
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: mDep(ShaderGen::smCommonShaderPath + String("/gl/lighting.glsl" ))
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{
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addDependency( &mDep );
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}
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@ -2164,7 +2166,7 @@ ShaderFeature::Resources RTLightingFeatGLSL::getResources( const MaterialFeature
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//****************************************************************************
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FogFeatGLSL::FogFeatGLSL()
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: mFogDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/torque.glsl" ))
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: mFogDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
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{
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addDependency( &mFogDep );
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}
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@ -2294,7 +2296,7 @@ ShaderFeature::Resources FogFeatGLSL::getResources( const MaterialFeatureData &f
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//****************************************************************************
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VisibilityFeatGLSL::VisibilityFeatGLSL()
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: mTorqueDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/torque.glsl" ))
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
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{
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addDependency( &mTorqueDep );
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}
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@ -2460,7 +2462,7 @@ void RenderTargetZeroGLSL::processPix( Vector<ShaderComponent*> &componentList,
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//****************************************************************************
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HDROutGLSL::HDROutGLSL()
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: mTorqueDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/torque.glsl" ))
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: mTorqueDep(ShaderGen::smCommonShaderPath + String("/gl/torque.glsl" ))
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{
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addDependency( &mTorqueDep );
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}
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@ -2481,7 +2483,7 @@ void HDROutGLSL::processPix( Vector<ShaderComponent*> &componentList,
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#include "T3D/fx/groundCover.h"
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FoliageFeatureGLSL::FoliageFeatureGLSL()
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: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/foliage.glsl" ))
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: mDep(ShaderGen::smCommonShaderPath + String("/gl/foliage.glsl" ))
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{
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addDependency( &mDep );
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}
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@ -2627,7 +2629,7 @@ void ParticleNormalFeatureGLSL::processVert(Vector<ShaderComponent*> &componentL
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//****************************************************************************
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ImposterVertFeatureGLSL::ImposterVertFeatureGLSL()
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: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/gl/imposter.glsl" ))
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: mDep(ShaderGen::smCommonShaderPath + String("/gl/imposter.glsl" ))
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{
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addDependency( &mDep );
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}
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