use ostream_write( CopiedString )
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@@ -458,7 +458,7 @@ bool parseShaderParameters( Tokeniser& tokeniser, ShaderParameters& params ){
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bool ShaderTemplate::parseTemplate( Tokeniser& tokeniser ){
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m_Name = tokeniser.getToken();
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if ( !parseShaderParameters( tokeniser, m_params ) ) {
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globalErrorStream() << "shader template: " << makeQuoted( m_Name.c_str() ) << ": parameter parse failed\n";
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globalErrorStream() << "shader template: " << makeQuoted( m_Name ) << ": parameter parse failed\n";
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return false;
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}
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@@ -502,7 +502,7 @@ bool ShaderTemplate::parseDoom3( Tokeniser& tokeniser ){
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else if ( currentLayer.m_type == LAYER_SPECULARMAP ) {
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m_specular = currentLayer.m_texture;
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}
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else if ( !string_empty( currentLayer.m_texture.c_str() ) ) {
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else if ( !currentLayer.m_texture.empty() ) {
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m_layers.push_back( MapLayerTemplate(
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currentLayer.m_texture.c_str(),
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currentLayer.m_blendFunc,
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@@ -664,7 +664,7 @@ bool ShaderTemplate::parseDoom3( Tokeniser& tokeniser ){
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}
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}
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if ( string_empty( m_textureName.c_str() ) ) {
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if ( m_textureName.empty() ) {
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m_textureName = m_diffuse;
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}
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@@ -706,18 +706,18 @@ bool parseTemplateInstance( Tokeniser& tokeniser, const char* filename ){
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const char* templateName = tokeniser.getToken();
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ShaderTemplate* shaderTemplate = findTemplate( templateName );
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if ( shaderTemplate == 0 ) {
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globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": shader template not found: " << makeQuoted( templateName ) << "\n";
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globalErrorStream() << "shader instance: " << makeQuoted( name ) << ": shader template not found: " << makeQuoted( templateName ) << "\n";
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}
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ShaderArguments args;
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if ( !parseShaderParameters( tokeniser, args ) ) {
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globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": argument parse failed\n";
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globalErrorStream() << "shader instance: " << makeQuoted( name ) << ": argument parse failed\n";
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return false;
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}
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if ( shaderTemplate != 0 ) {
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if ( !g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( name, ShaderDefinition( shaderTemplate, args, filename ) ) ).second ) {
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globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": already exists, second definition ignored\n";
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globalErrorStream() << "shader instance: " << makeQuoted( name ) << ": already exists, second definition ignored\n";
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}
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}
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return true;
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@@ -1092,7 +1092,7 @@ public:
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}
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qtexture_t* lightFalloffImage() const {
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if ( !string_empty( m_template.m_lightFalloffImage.c_str() ) ) {
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if ( !m_template.m_lightFalloffImage.empty() ) {
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return m_pLightFalloffImage;
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}
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return 0;
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@@ -1146,7 +1146,7 @@ void FreeShaders(){
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bool ShaderTemplate::parseQuake3( Tokeniser& tokeniser ){
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// name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
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m_textureName = m_Name.c_str();
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m_textureName = m_Name;
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tokeniser.nextLine();
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@@ -1552,7 +1552,7 @@ void ShaderList_addShaderFile( const char* dirstring ){
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{
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if ( string_equal_nocase( dirstring, sh.c_str() ) ) {
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found = true;
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globalOutputStream() << "duplicate entry \"" << sh.c_str() << "\" in shaderlist.txt\n";
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globalOutputStream() << "duplicate entry \"" << sh << "\" in shaderlist.txt\n";
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break;
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}
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}
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@@ -1677,7 +1677,7 @@ void Shaders_Load(){
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StringOutputStream shadername( 256 );
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for( const CopiedString& sh : l_shaderfiles )
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{
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shadername << path.c_str() << sh.c_str();
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shadername << path.c_str() << sh;
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LoadShaderFile( shadername.c_str() );
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shadername.clear();
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}
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