mirror of https://github.com/aap/librw.git
small init changes
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53647520bc
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454e7b8ac6
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@ -8,6 +8,7 @@
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#include "rwplg.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwengine.h"
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#include "rwplugins.h"
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#include "ps2/rwps2.h"
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#include "ps2/rwps2plg.h"
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@ -409,14 +410,9 @@ MatFX::enableEffects(Atomic *atomic)
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atomic->pipeline = matFXGlobals.pipelines[rw::platform];
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}
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void
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registerMatFXPlugin(void)
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static void*
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matfxOpen(void*, int32, int32)
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{
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ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
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defpipe->pluginID = 0; //ID_MATFX;
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defpipe->pluginData = 0;
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for(uint i = 0; i < nelem(matFXGlobals.pipelines); i++)
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matFXGlobals.pipelines[i] = defpipe;
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matFXGlobals.pipelines[PLATFORM_PS2] =
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ps2::makeMatFXPipeline();
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matFXGlobals.pipelines[PLATFORM_XBOX] =
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@ -429,6 +425,27 @@ registerMatFXPlugin(void)
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wdgl::makeMatFXPipeline();
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matFXGlobals.pipelines[PLATFORM_GL3] =
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gl3::makeMatFXPipeline();
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}
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static void*
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matfxClose(void*, int32, int32)
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{
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}
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void
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registerMatFXPlugin(void)
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{
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// init dummy pipelines
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ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
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defpipe->pluginID = 0; //ID_MATFX;
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defpipe->pluginData = 0;
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for(uint i = 0; i < nelem(matFXGlobals.pipelines); i++)
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matFXGlobals.pipelines[i] = defpipe;
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// TODO: call platform specific init functions?
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// have platform specific open functions?
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Engine::registerPlugin(0, ID_MATFX, matfxOpen, matfxClose);
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matFXGlobals.atomicOffset =
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Atomic::registerPlugin(sizeof(int32), ID_MATFX,
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31
src/skin.cpp
31
src/skin.cpp
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@ -8,6 +8,7 @@
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#include "rwplg.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwengine.h"
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#include "rwplugins.h"
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#include "ps2/rwps2.h"
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#include "ps2/rwps2plg.h"
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@ -226,14 +227,9 @@ skinRights(void *object, int32, int32, uint32)
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Skin::setPipeline((Atomic*)object, 1);
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}
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void
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registerSkinPlugin(void)
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static void*
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skinOpen(void*, int32, int32)
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{
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ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
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defpipe->pluginID = ID_SKIN;
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defpipe->pluginData = 1;
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for(uint i = 0; i < nelem(skinGlobals.pipelines); i++)
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skinGlobals.pipelines[i] = defpipe;
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skinGlobals.pipelines[PLATFORM_PS2] =
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ps2::makeSkinPipeline();
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skinGlobals.pipelines[PLATFORM_XBOX] =
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@ -246,6 +242,27 @@ registerSkinPlugin(void)
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wdgl::makeSkinPipeline();
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skinGlobals.pipelines[PLATFORM_GL3] =
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gl3::makeSkinPipeline();
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}
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static void*
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skinClose(void*, int32, int32)
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{
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}
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void
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registerSkinPlugin(void)
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{
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// init dummy pipelines
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ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
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defpipe->pluginID = ID_SKIN;
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defpipe->pluginData = 1;
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for(uint i = 0; i < nelem(skinGlobals.pipelines); i++)
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skinGlobals.pipelines[i] = defpipe;
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// TODO: call platform specific init functions?
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// have platform specific open functions?
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Engine::registerPlugin(0, ID_SKIN, skinOpen, skinClose);
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skinGlobals.offset = Geometry::registerPlugin(sizeof(Skin*), ID_SKIN,
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createSkin,
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