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PoroCYon
Bonzomatic
Commits
8c32bf06
Commit
8c32bf06
authored
Apr 22, 2018
by
Gargaj
Browse files
only save shader after successful frame render
parent
f86674e7
Changes
1
Hide whitespace changes
Inline
Side-by-side
src/main.cpp
View file @
8c32bf06
...
...
@@ -356,6 +356,7 @@ int main(int argc, char *argv[])
float
fNextTick
=
0.1
;
while
(
!
Renderer
::
WantsToQuit
())
{
bool
newShader
=
false
;
float
time
=
Timer
::
GetTime
()
/
1000.0
;
// seconds
Renderer
::
StartFrame
();
...
...
@@ -404,17 +405,9 @@ int main(int argc, char *argv[])
mShaderEditor
.
GetText
(
szShader
,
65535
);
if
(
Renderer
::
ReloadShader
(
szShader
,
strlen
(
szShader
),
szError
,
4096
))
{
FILE
*
f
=
fopen
(
Renderer
::
defaultShaderFilename
,
"wb"
);
if
(
f
)
{
fwrite
(
szShader
,
strlen
(
szShader
),
1
,
f
);
fclose
(
f
);
mDebugOutput
.
SetText
(
""
);
}
else
{
mDebugOutput
.
SetText
(
"Unable to save shader! Your work will be lost when you quit!"
);
}
// Shader compilation successful; we set a flag to save if the frame render was successful
// (If there is a driver crash, don't save.)
newShader
=
true
;
}
else
{
...
...
@@ -430,12 +423,12 @@ int main(int argc, char *argv[])
bool
consumed
=
false
;
if
(
Renderer
::
keyEventBuffer
[
i
].
scanCode
)
{
mShaderEditor
.
KeyDown
(
iswalpha
(
Renderer
::
keyEventBuffer
[
i
].
scanCode
)
?
towupper
(
Renderer
::
keyEventBuffer
[
i
].
scanCode
)
:
Renderer
::
keyEventBuffer
[
i
].
scanCode
,
Renderer
::
keyEventBuffer
[
i
].
shift
,
Renderer
::
keyEventBuffer
[
i
].
ctrl
,
Renderer
::
keyEventBuffer
[
i
].
alt
,
&
consumed
);
mShaderEditor
.
KeyDown
(
iswalpha
(
Renderer
::
keyEventBuffer
[
i
].
scanCode
)
?
towupper
(
Renderer
::
keyEventBuffer
[
i
].
scanCode
)
:
Renderer
::
keyEventBuffer
[
i
].
scanCode
,
Renderer
::
keyEventBuffer
[
i
].
shift
,
Renderer
::
keyEventBuffer
[
i
].
ctrl
,
Renderer
::
keyEventBuffer
[
i
].
alt
,
&
consumed
);
}
if
(
!
consumed
&&
Renderer
::
keyEventBuffer
[
i
].
character
)
{
...
...
@@ -538,6 +531,22 @@ int main(int argc, char *argv[])
Renderer
::
EndFrame
();
Capture
::
CaptureFrame
();
if
(
newShader
)
{
// Frame render successful, save shader
FILE
*
f
=
fopen
(
Renderer
::
defaultShaderFilename
,
"wb"
);
if
(
f
)
{
fwrite
(
szShader
,
strlen
(
szShader
),
1
,
f
);
fclose
(
f
);
mDebugOutput
.
SetText
(
""
);
}
else
{
mDebugOutput
.
SetText
(
"Unable to save shader! Your work will be lost when you quit!"
);
}
}
}
...
...
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