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https://github.com/ddnet/ddnet.git
synced 2024-11-10 01:58:19 +00:00
Put shaders into the data/ directory
Simplifies a lot of things
This commit is contained in:
parent
3fdc87047b
commit
17d3f4afa4
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@ -422,7 +422,6 @@ endif()
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########################################################################
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file(COPY data DESTINATION .)
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file(COPY shader DESTINATION .)
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set(COPY_FILES
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${CURL_COPY_FILES}
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${FREETYPE_COPY_FILES}
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@ -1160,7 +1159,6 @@ endforeach()
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set(CMAKE_INSTALL_DEFAULT_COMPONENT_NAME ${PROJECT_NAME})
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install(TARGETS ${TARGET_CLIENT} ${TARGET_SERVER} DESTINATION bin)
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install(DIRECTORY data shader DESTINATION share/DDNet)
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set(CPACK_TARGETS
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${TARGET_CLIENT}
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@ -1171,7 +1169,7 @@ set(CPACK_TARGETS
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map_diff
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map_extract
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)
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set(CPACK_DIRS data shader)
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set(CPACK_DIRS data)
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set(CPACK_FILES
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license.txt
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storage.cfg
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@ -66,8 +66,6 @@ shutil.copy("autoexec_server.cfg", package_dir)
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if include_data and not use_bundle:
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os.mkdir(os.path.join(package_dir, "data"))
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copydir("data", package_dir)
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os.mkdir(os.path.join(package_dir, "shader"))
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copydir("shader", package_dir)
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if platform[:3] == "win":
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shutil.copy("other/config_directory.bat", package_dir)
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shutil.copy("SDL2.dll", package_dir)
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@ -121,9 +119,7 @@ if use_bundle:
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os.mkdir(clientbundle_resource_dir)
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os.mkdir(clientbundle_framework_dir)
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os.mkdir(os.path.join(clientbundle_resource_dir, "data"))
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os.mkdir(os.path.join(clientbundle_resource_dir, "shader"))
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copydir("data", clientbundle_resource_dir)
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copydir("shader", clientbundle_resource_dir)
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shutil.copy("other/icons/DDNet.icns", clientbundle_resource_dir)
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@ -598,8 +598,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL PrimitiveVertexShader;
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CGLSL PrimitiveFragmentShader;
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PrimitiveVertexShader.LoadShader("./shader/prim.vert", GL_VERTEX_SHADER);
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PrimitiveFragmentShader.LoadShader("./shader/prim.frag", GL_FRAGMENT_SHADER);
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PrimitiveVertexShader.LoadShader("data/shader/prim.vert", GL_VERTEX_SHADER);
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PrimitiveFragmentShader.LoadShader("data/shader/prim.frag", GL_FRAGMENT_SHADER);
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m_pPrimitiveProgram->CreateProgram();
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m_pPrimitiveProgram->AddShader(&PrimitiveVertexShader);
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@ -615,8 +615,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL VertexShader;
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CGLSL FragmentShader;
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VertexShader.LoadShader("./shader/tile.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("./shader/tile.frag", GL_FRAGMENT_SHADER);
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VertexShader.LoadShader("data/shader/tile.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("data/shader/tile.frag", GL_FRAGMENT_SHADER);
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m_pTileProgram->CreateProgram();
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m_pTileProgram->AddShader(&VertexShader);
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@ -634,8 +634,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL VertexShader;
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CGLSL FragmentShader;
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VertexShader.LoadShader("./shader/tiletex.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("./shader/tiletex.frag", GL_FRAGMENT_SHADER);
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VertexShader.LoadShader("data/shader/tiletex.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("data/shader/tiletex.frag", GL_FRAGMENT_SHADER);
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m_pTileProgramTextured->CreateProgram();
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m_pTileProgramTextured->AddShader(&VertexShader);
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@ -653,8 +653,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL VertexShader;
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CGLSL FragmentShader;
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VertexShader.LoadShader("./shader/bordertile.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("./shader/bordertile.frag", GL_FRAGMENT_SHADER);
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VertexShader.LoadShader("data/shader/bordertile.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("data/shader/bordertile.frag", GL_FRAGMENT_SHADER);
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m_pBorderTileProgram->CreateProgram();
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m_pBorderTileProgram->AddShader(&VertexShader);
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@ -675,8 +675,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL VertexShader;
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CGLSL FragmentShader;
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VertexShader.LoadShader("./shader/bordertiletex.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("./shader/bordertiletex.frag", GL_FRAGMENT_SHADER);
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VertexShader.LoadShader("data/shader/bordertiletex.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("data/shader/bordertiletex.frag", GL_FRAGMENT_SHADER);
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m_pBorderTileProgramTextured->CreateProgram();
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m_pBorderTileProgramTextured->AddShader(&VertexShader);
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@ -697,8 +697,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL VertexShader;
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CGLSL FragmentShader;
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VertexShader.LoadShader("./shader/bordertileline.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("./shader/bordertileline.frag", GL_FRAGMENT_SHADER);
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VertexShader.LoadShader("data/shader/bordertileline.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("data/shader/bordertileline.frag", GL_FRAGMENT_SHADER);
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m_pBorderTileLineProgram->CreateProgram();
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m_pBorderTileLineProgram->AddShader(&VertexShader);
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@ -717,8 +717,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
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{
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CGLSL VertexShader;
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CGLSL FragmentShader;
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VertexShader.LoadShader("./shader/bordertilelinetex.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("./shader/bordertilelinetex.frag", GL_FRAGMENT_SHADER);
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VertexShader.LoadShader("data/shader/bordertilelinetex.vert", GL_VERTEX_SHADER);
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FragmentShader.LoadShader("data/shader/bordertilelinetex.frag", GL_FRAGMENT_SHADER);
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m_pBorderTileLineProgramTextured->CreateProgram();
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m_pBorderTileLineProgramTextured->AddShader(&VertexShader);
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