Merge pull request 'Fix thinWall and copy_pass in Forward rendering' (#141) from Moises/LNXSDK:main into main

Reviewed-on: #141
This commit is contained in:
2026-09-17 21:16:33 +00:00
7 changed files with 131 additions and 105 deletions

View File

@ -34,9 +34,9 @@ class RenderPath {
public static var vrCalibrationPosition:Vec4 = null;
public static var vrCalibrationRotation:iron.math.Quat = null;
public static var vrCalibrationSaved:Bool = false;
public static var vrCenterCameraWorld:Mat4 = null;
static var vrOriginalSuperSample:Float = -1.0;
public static inline function isVRPresenting(): Bool {
#if (kha_webgl && lnx_vr)
@ -45,7 +45,7 @@ class RenderPath {
return false;
#end
}
public static inline function isVRSimulateMode(): Bool {
return vrSimulateMode;
}
@ -162,24 +162,24 @@ class RenderPath {
var appW = iron.App.w();
var appH = iron.App.h();
// use native XR framebuffer dimensions
#if (kha_webgl && lnx_vr)
if (kha.vr.VrInterface.instance != null) {
var vr = kha.vr.VrInterface.instance;
var isPresenting = vr != null && vr.IsPresenting();
// save/restore camera position between modes
if (!wasVRPresenting && isPresenting) {
if (Scene.active != null && Scene.active.camera != null) {
if (vrCalibrationPosition == null) vrCalibrationPosition = new Vec4();
if (vrCalibrationRotation == null) vrCalibrationRotation = new Quat();
vrCalibrationPosition.setFrom(Scene.active.camera.transform.loc);
vrCalibrationRotation.setFrom(Scene.active.camera.transform.rot);
vrCalibrationSaved = true;
}
// save original super sampling for later
vrOriginalSuperSample = leenkx.renderpath.Inc.superSample;
@ -196,18 +196,18 @@ class RenderPath {
#if (kha_webgl && lnx_vr)
iron.system.Time.vrFrameTime = -1.0;
#end
if (vrCalibrationSaved && Scene.active != null && Scene.active.camera != null) {
Scene.active.camera.transform.loc.setFrom(vrCalibrationPosition);
Scene.active.camera.transform.rot.setFrom(vrCalibrationRotation);
Scene.active.camera.buildMatrix();
Scene.active.camera.buildProjection();
}
// restore original super sampling from simulate mode
if (vrOriginalSuperSample >= 0.0) {
leenkx.renderpath.Inc.superSample = vrOriginalSuperSample;
for (rt in renderTargets) {
if (rt.raw.width == 0 && rt.raw.scale != null) {
rt.raw.scale = vrOriginalSuperSample;
@ -216,13 +216,13 @@ class RenderPath {
resize();
vrOriginalSuperSample = -1.0;
}
// reset offset for next session
vrCameraOffsetSet = false;
vrCameraOffset = null;
}
wasVRPresenting = isPresenting;
if (isPresenting) {
// TODO: re-investigate using super sampling to avoid pixelation in simulate mode while giving max quality in headset
if (vrOriginalSuperSample >= 0.0 && leenkx.renderpath.Inc.superSample != 4.0) {
@ -234,7 +234,7 @@ class RenderPath {
}
resize();
}
var xrVr: kha.js.vr.VrInterface = cast vr;
if (xrVr.xrGLLayer != null) {
appW = xrVr.xrGLLayer.framebufferWidth;
@ -384,7 +384,7 @@ class RenderPath {
if (currentG != null) end();
currentG = g;
additionalTargets = additionalRenderTargets;
// we still bind but skip begin() when explicitly rendering to XR framebuffer (renderToXRFramebuffer flag)
#if lnx_vr
if (!renderToXRFramebuffer) {
@ -405,7 +405,7 @@ class RenderPath {
currentG.disableScissor();
scissorSet = false;
}
#if lnx_vr
if (beginCalled) {
currentG.end();
@ -692,7 +692,7 @@ class RenderPath {
if (vr == null || vr._glContext == null || vr.xrGLLayer == null) {
return;
}
var gl: js.html.webgl.WebGL2RenderingContext = cast vr._glContext;
var source = renderTargets.get(sourceTarget);
if (source == null) {
@ -703,21 +703,21 @@ class RenderPath {
return;
}
// trace('Framebuffer OK');
renderToXRFramebuffer = true;
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.DRAW_FRAMEBUFFER, vr.xrGLLayer.framebuffer);
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.READ_FRAMEBUFFER, sourceFB);
var readStatus = gl.checkFramebufferStatus(js.html.webgl.WebGL2RenderingContext.READ_FRAMEBUFFER);
var drawStatus = gl.checkFramebufferStatus(js.html.webgl.WebGL2RenderingContext.DRAW_FRAMEBUFFER);
if (readStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE ||
if (readStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE ||
drawStatus != js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER_COMPLETE) {
return;
}
var halfWidth = Std.int(source.image.width / 2);
var fullHeight = source.image.height;
if (vr._leftViewport != null) {
var vp = vr._leftViewport;
gl.blitFramebuffer(
@ -736,7 +736,7 @@ class RenderPath {
js.html.webgl.WebGL2RenderingContext.LINEAR
);
}
gl.bindFramebuffer(js.html.webgl.WebGL2RenderingContext.FRAMEBUFFER, null);
renderToXRFramebuffer = false;
#end
@ -749,24 +749,24 @@ class RenderPath {
if (currentG == null && frameG != null) {
currentG = frameG;
}
var appw = iron.App.w();
var apph = iron.App.h();
var g = currentG;
// get render target dimensions not App.w/h gbuffer is scaled in simulate mode with supersampling
var gbuffer0 = renderTargets.get("gbuffer0");
var actualWidth = (gbuffer0 != null && gbuffer0.image != null) ? gbuffer0.image.width : appw;
var actualHeight = (gbuffer0 != null && gbuffer0.image != null) ? gbuffer0.image.height : apph;
var actualHalfWidth = Std.int(actualWidth / 2);
var vrFBWidth = actualWidth;
var vrFBHeight = actualHeight;
var vrHalfWidth = actualHalfWidth;
var isVRPresenting = false;
vrSimulateMode = false;
var vr:Dynamic = null;
var vrExists = false;
#if (kha_webgl && lnx_vr)
@ -779,7 +779,7 @@ class RenderPath {
if (vrExists && vr != null && vr.IsPresenting()) {
vrSimulateMode = false;
isVRPresenting = true;
// get framebuffer dimensions from XR layer
#if (kha_webgl && lnx_vr)
var xrVr: kha.js.vr.VrInterface = cast vr;
@ -789,16 +789,16 @@ class RenderPath {
vrHalfWidth = Std.int(vrFBWidth / 2);
}
#end
if (Scene.active == null || Scene.active.camera == null) {
return;
}
#if (kha_webgl && lnx_vr)
if (vrCenterCameraWorld == null) vrCenterCameraWorld = Mat4.identity();
vrCenterCameraWorld.setFrom(Scene.active.camera.transform.world);
#end
// LEFT EYE
// HMD center for room scale position tracking
#if (kha_webgl && lnx_vr)
@ -808,10 +808,10 @@ class RenderPath {
if (viewerTransform != null && viewerTransform.position != null) {
// VR present calibration is used to position objects in world space not the camera
var pos = viewerTransform.position;
// camera follows headset directly in local floor space
Scene.active.camera.transform.loc.set(pos.x, pos.y, pos.z);
if (viewerTransform.orientation != null) {
Scene.active.camera.transform.rot.set(
viewerTransform.orientation.x,
@ -825,7 +825,7 @@ class RenderPath {
}
iron.system.VRController.updatePoses();
#end
Scene.active.camera.V.self = vr.GetViewMatrix(0);
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
Scene.active.camera.VP.setFrom(Scene.active.camera.P);
@ -835,7 +835,7 @@ class RenderPath {
var renderWidth = actualWidth;
var renderHeight = actualHeight;
var renderHalfWidth = actualHalfWidth;
// left half of render target
g.viewport(0, 0, renderHalfWidth, renderHeight);
g.scissor(0, 0, renderHalfWidth, renderHeight);
@ -847,12 +847,12 @@ class RenderPath {
Scene.active.camera.VP.setFrom(Scene.active.camera.P);
Scene.active.camera.VP.multmat(Scene.active.camera.V);
Scene.active.camera.buildMatrix();
// right half of render target
g.viewport(renderHalfWidth, 0, renderHalfWidth, renderHeight);
g.scissor(renderHalfWidth, 0, renderHalfWidth, renderHeight);
drawMeshes();
// restore for post-processing
g.disableScissor();
g.viewport(0, 0, renderWidth, renderHeight);
@ -865,7 +865,7 @@ class RenderPath {
if (vrCenterCameraWorld == null) vrCenterCameraWorld = Mat4.identity();
vrCenterCameraWorld.setFrom(Scene.active.camera.transform.world);
#end
Scene.active.camera.buildProjection(actualHalfWidth / actualHeight);
Scene.active.camera.transform.move(Scene.active.camera.right(), -ipd_offset);
@ -908,7 +908,9 @@ class RenderPath {
#end
Data.getShader(shaderPath[0], shaderPath[1], function(res: ShaderData) {
cc.context = res.getContext(shaderPath[2]);
if (res != null) {
cc.context = res.getContext(shaderPath[2]);
}
loading--;
});
}

View File

@ -55,6 +55,7 @@ class ShaderData {
if (raw == null) {
trace('Shader data "$name" not found!');
done(null);
return;
}
new ShaderData(raw, done, overrideContext);
});

View File

@ -301,18 +301,18 @@ def export_data_impl(fp, sdk_path):
for scene_name, asset_path in scene_targets:
# Reset shader comparison arrays to prevent cross-scene shader merging
assets.reset_shader_cons()
scene = bpy.data.scenes[scene_name]
try:
if bpy.context.window.scene != scene:
bpy.context.window.scene = scene
bpy.context.view_layer.update()
scene_depsgraph = bpy.context.evaluated_depsgraph_get()
LeenkxExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=scene_depsgraph, build_cache=build_cache)
finally:
if bpy.context.window.scene != initial_window_scene:
bpy.context.window.scene = initial_window_scene
@ -384,7 +384,8 @@ def export_data_impl(fp, sdk_path):
os.utime(g, None)
# Write referenced shader passes
if not os.path.isfile(build_dir + '/compiled/Shaders/shader_datas.lnx') or state.last_world_defs != wrd.world_defs:
current_passes = tuple(sorted(assets.shader_passes))
if not os.path.isfile(build_dir + '/compiled/Shaders/shader_datas.lnx') or state.last_world_defs != wrd.world_defs or getattr(state, 'last_shader_passes', None) != current_passes:
res = {'shader_datas': []}
for ref in assets.shader_passes:
@ -431,6 +432,7 @@ def export_data_impl(fp, sdk_path):
if not os.path.exists(target):
shutil.copy(file, target)
state.last_world_defs = wrd.world_defs
state.last_shader_passes = current_passes
# Reset path
os.chdir(fp)
@ -682,7 +684,7 @@ def _get_viewport_shmem_name(viewport_id):
def _kill_viewport_process(viewport_id):
"""Kill a specific viewport's Krom process."""
global _viewport_processes
if viewport_id in _viewport_processes:
proc = _viewport_processes[viewport_id]
try:
@ -698,7 +700,7 @@ def _kill_viewport_process(viewport_id):
def _kill_all_viewport_processes():
"""Kill all viewport Krom processes."""
global _viewport_processes
for viewport_id in list(_viewport_processes.keys()):
_kill_viewport_process(viewport_id)
@ -709,7 +711,7 @@ def _kill_all_viewport_processes():
capture_output=True, text=True, timeout=5
)
if 'Krom.exe' in result.stdout:
subprocess.run(['taskkill', '/F', '/IM', 'Krom.exe'],
subprocess.run(['taskkill', '/F', '/IM', 'Krom.exe'],
capture_output=True, timeout=5)
import time
time.sleep(0.3)
@ -727,7 +729,7 @@ def run_viewport_runtime(viewport_id, width=1920, height=1080):
_kill_viewport_process(viewport_id)
shmem_name = _get_viewport_shmem_name(viewport_id)
wrd = bpy.data.worlds['Lnx']
krom_location, krom_path = lnx.utils.krom_paths()
path = lnx.utils.get_fp_build() + '/debug/krom'
@ -742,7 +744,7 @@ def run_viewport_runtime(viewport_id, width=1920, height=1080):
open(path + '/krom.patch', 'w', encoding='utf-8').close()
os.chdir(krom_location)
cmd = [krom_path, path, path_resources]
if lnx.utils.get_os() == 'win':
cmd.append('--consolepid')
@ -757,7 +759,7 @@ def run_viewport_runtime(viewport_id, width=1920, height=1080):
cmd.append(str(width))
cmd.append('--viewport-height')
cmd.append(str(height))
try:
proc = subprocess.Popen(cmd)
_viewport_processes[viewport_id] = proc
@ -778,7 +780,7 @@ _viewport_proc_build = None # Separate process tracker for viewport builds
def compile_viewport(assets_only=False):
"""Compile for viewport mode using separate process tracking."""
global _viewport_proc_build
wrd = bpy.data.worlds['Lnx']
fp = lnx.utils.get_fp()
os.chdir(fp)
@ -786,50 +788,50 @@ def compile_viewport(assets_only=False):
node_path = lnx.utils.get_node_path()
khamake_path = lnx.utils.get_khamake_path()
cmd = [node_path, khamake_path, 'krom']
ffmpeg_path = lnx.utils.get_ffmpeg_path()
if ffmpeg_path not in (None, ''):
cmd.append('--ffmpeg')
cmd.append(ffmpeg_path)
cmd.append('-g')
cmd.append(lnx.utils.get_gapi())
cmd.append('--shaderversion')
cmd.append('330')
if lnx.utils.get_khamake_threads() != 1:
cmd.append('--parallelAssetConversion')
cmd.append(str(lnx.utils.get_khamake_threads()))
cmd.append('--to')
cmd.append(lnx.utils.build_dir() + '/debug')
if not wrd.lnx_verbose_output:
cmd.append("--quiet")
krom_js_path = lnx.utils.build_dir() + '/debug/krom/krom.js'
if assets_only and os.path.exists(krom_js_path):
cmd.append('--nohaxe')
cmd.append('--noproject')
log.info(f'Running: {" ".join(cmd)}')
_viewport_proc_build = run_proc(cmd, viewport_build_done)
def viewport_build_done():
"""Called when viewport build completes - launches all pending Krom processes."""
global _viewport_build_in_progress, _viewport_pending_launches, _viewport_proc_build
log.info('Viewport compilation finished')
if _viewport_proc_build is None:
_viewport_build_in_progress = False
return
result = _viewport_proc_build.poll()
_viewport_proc_build = None
_viewport_build_in_progress = False
state.redraw_ui = True
if result == 0:
bpy.data.worlds['Lnx'].lnx_recompile = False
@ -1101,7 +1103,7 @@ def build_success():
cmd.append(str(state.viewport_width))
cmd.append('--viewport-height')
cmd.append(str(state.viewport_height))
elif state.target.startswith(('windows-hl', 'linux-hl', 'macos-hl')):
log.info(f"Runtime Hashlink/C target: {state.target}")
@ -1109,7 +1111,7 @@ def build_success():
if not hl_build_dir:
log.error(f"Could not find build directory for target {state.target}. Playback aborted.")
return
return
if state.target == 'windows-hl':
vs_version_major = wrd.lnx_project_win_list_vs
@ -1144,14 +1146,14 @@ def build_success():
log.error(f'.vcxproj file not found in {hl_build_dir}. Cannot compile.')
return
vcxproj_path = found_vcxproj
proj_name = os.path.splitext(os.path.basename(vcxproj_path))[0]
proj_name = os.path.splitext(os.path.basename(vcxproj_path))[0]
msbuild_cmd = [
msbuild_path,
vcxproj_path,
f'/p:Configuration={build_mode}',
f'/p:Platform={platform}',
'/m'
'/m'
]
log.info(f"Compiling {state.target} project with MSBuild...")
@ -1181,7 +1183,7 @@ def build_success():
return
log.info(f"Found compiled executable: {exe_path}")
dest_exe_name = proj_name + '.exe'
base_build_dir = lnx.utils.get_fp_build()
dest_dir = os.path.join(base_build_dir, state.target)
@ -1200,7 +1202,7 @@ def build_success():
# TO DO switch from default Release
build_mode = 'Release'
proj_name = lnx.utils.blend_name()
exe_path = str(hl_build_dir + "/" + build_mode)
exe_path = str(hl_build_dir + "/" + build_mode)
if not exe_path:
log.error(f"Build finished, but could not find the executable for {state.target}.")
return
@ -1219,7 +1221,7 @@ def build_success():
except subprocess.CalledProcessError as e:
log.error(f"'make' compilation failed with return code {e.returncode}.")
log.error(f"Make Error Output:\n{e.stderr}")
return
return
except FileNotFoundError:
log.error("'make' command not found. Ensure 'make' is installed and in your system's PATH.")
return
@ -1231,15 +1233,15 @@ def build_success():
dest_exe_name = lnx.utils.safesrc(wrd.lnx_project_name + '-' + wrd.lnx_project_version)
base_build_dir = lnx.utils.get_fp_build()
dest_dir = os.path.join(base_build_dir, state.target)
dest_dir = os.path.join(base_build_dir, state.target)
og_path = os.path.join(exe_path, dest_exe_name)
dest_path = os.path.join(dest_dir, dest_exe_name)
os.makedirs(dest_dir, exist_ok=True)
try:
log.info(f"Moving '{og_path}' to '{dest_dir}'...")
shutil.move(og_path, dest_dir)
cmd = [dest_path]
shutil.move(og_path, dest_dir)
cmd = [dest_path]
except Exception as e:
log.error(f"Failed to move executable: {e}. Attempting to run from original location.")
cmd = [exe_path]

View File

@ -40,7 +40,7 @@ def add_world_defs():
# Store contexts
if rpdat.rp_hdr == False:
wrd.world_defs += '_LDR'
if lnx.utils.get_active_scene().world is not None:
if lnx.utils.get_active_scene().world.lnx_light_ies_texture:
wrd.world_defs += '_LightIES'
@ -236,6 +236,8 @@ def build():
if rpdat.rp_renderer == 'Deferred':
assets.add_shader_pass('copy_pass')
elif rpdat.rp_renderer == 'Forward' and not rpdat.rp_compositornodes:
assets.add_shader_pass('copy_pass')
assets.add_shader_pass('blend_pass')
assets.add_shader_pass('add_pass')
@ -243,9 +245,6 @@ def build():
if rpdat.rp_render_to_texture:
assets.add_khafile_def('rp_render_to_texture')
if rpdat.rp_renderer == 'Forward' and not rpdat.rp_compositornodes:
assets.add_shader_pass('copy_pass')
if rpdat.rp_compositornodes:
assets.add_khafile_def('rp_compositornodes')
compo_depth = False
@ -343,7 +342,8 @@ def build():
wrd.world_defs += '_FSR1_{0}'.format(rpdat.rp_fsr1)
assets.add_shader_pass('fsr1_easu_pass')
assets.add_shader_pass('fsr1_rcas_pass')
assets.add_shader_pass('copy_pass')
if rpdat.rp_renderer == 'Forward':
assets.add_shader_pass('copy_pass')
if rpdat.rp_ssao:
assets.add_khafile_def('rp_ssao')

View File

@ -67,19 +67,19 @@ def resize_texture_if_needed(image: bpy.types.Image, filepath: str, max_size: in
"""
if max_size <= 0:
return filepath
if image.size[0] <= max_size and image.size[1] <= max_size:
return filepath
wrd = bpy.data.worlds['Lnx']
texture_quality = wrd.lnx_texture_quality
cache_key = (filepath, max_size, texture_quality, os.path.getmtime(filepath) if os.path.exists(filepath) else 0)
if cache_key in texture_resize_cache:
cached_path = texture_resize_cache[cache_key]
if os.path.exists(cached_path):
return cached_path
width, height = image.size[0], image.size[1]
if width > height:
new_width = max_size
@ -87,55 +87,55 @@ def resize_texture_if_needed(image: bpy.types.Image, filepath: str, max_size: in
else:
new_height = max_size
new_width = int((width / height) * max_size)
build_dir = lnx.utils.get_fp_build()
resized_dir = os.path.join(build_dir, 'compiled', 'Assets', 'unpacked')
os.makedirs(resized_dir, exist_ok=True)
basename = os.path.basename(filepath)
name, ext = os.path.splitext(basename)
quality_suffix = f"q{int(texture_quality * 100)}"
resized_path = os.path.join(resized_dir, f"{name}_{max_size}px_{quality_suffix}{ext}")
if os.path.exists(resized_path):
src_mtime = os.path.getmtime(filepath)
dst_mtime = os.path.getmtime(resized_path)
if dst_mtime >= src_mtime:
texture_resize_cache[cache_key] = resized_path
return resized_path
try:
ffmpeg_path = lnx.utils.get_ffmpeg_path()
if ffmpeg_path is None or ffmpeg_path == '':
print(f"[Texture Optimizer] WARNING: FFmpeg not found. Please set FFmpeg path in addon preferences.")
print(f"[Texture Optimizer] Skipping resize for: {basename}")
return filepath
file_ext = os.path.splitext(filepath)[1].lower().lstrip('.')
cmd = [
ffmpeg_path,
'-y',
'-y',
'-i', filepath,
'-vf', f'scale={new_width}:{new_height}:flags=lanczos',
]
if file_ext in ('png', 'tga', 'bmp'):
compression_level = round((1.0 - texture_quality) * 9)
cmd.extend(['-compression_level', str(compression_level)])
else:
qscale = round(2 + (1.0 - texture_quality) * 29)
cmd.extend(['-q:v', str(qscale)])
cmd.append(resized_path)
startupinfo = None
if os.name == 'nt':
if os.name == 'nt':
startupinfo = subprocess.STARTUPINFO()
startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
startupinfo.wShowWindow = subprocess.SW_HIDE
result = subprocess.run(
cmd,
stdout=subprocess.PIPE,
@ -143,7 +143,7 @@ def resize_texture_if_needed(image: bpy.types.Image, filepath: str, max_size: in
startupinfo=startupinfo,
timeout=60
)
if result.returncode == 0 and os.path.exists(resized_path):
print(f"[Texture Optimizer] Resized: {basename} {width}x{height} -> {new_width}x{new_height}")
texture_resize_cache[cache_key] = resized_path
@ -152,7 +152,7 @@ def resize_texture_if_needed(image: bpy.types.Image, filepath: str, max_size: in
error_msg = result.stderr.decode('utf-8', errors='ignore') if result.stderr else 'Unknown error'
print(f"[Texture Optimizer] WARNING: FFmpeg failed to resize {basename}: {error_msg}")
return filepath
except subprocess.TimeoutExpired:
print(f"[Texture Optimizer] WARNING: FFmpeg timeout while resizing {basename}")
return filepath
@ -641,7 +641,7 @@ def parse_normal_map_color_input(inp, strength_input=None, space='TANGENT'):
state.normal_parsed = True
frag.write_normal += 1
color_val = parse_vector_input(inp)
strength = parse_value_input(strength_input) if strength_input is not None else '1.0'
@ -660,7 +660,7 @@ def parse_normal_map_color_input(inp, strength_input=None, space='TANGENT'):
frag.write(f'texn.xy *= {strength};')
frag.write('n = normalize(TBN * texn);')
state.con.add_elem('tang', 'short4norm')
elif space in ['OBJECT', 'BLENDER_OBJECT']:
frag.add_uniform('mat3 N', '_normalMatrix')
frag.write(f'vec3 objn = ({color_val}) * 2.0 - 1.0;')
@ -693,6 +693,8 @@ def parse_value_input(inp: bpy.types.NodeSocket) -> floatstr:
return rgb_to_bw(res_var)
elif socket_type in ('VALUE', 'INT'):
return res_var
elif socket_type == 'BOOLEAN':
return f'({res_var} ? 1.0 : 0.0)'
else:
log.warn(f'Node tree "{tree_name()}": socket "{link.from_socket.name}" of node "{link.from_node.name}" cannot be connected to a scalar value socket')
return '0.0'
@ -990,6 +992,12 @@ def dfdy_fine(val: str) -> str:
def to_vec1(v):
if isinstance(v, bool):
return '1.0' if v else '0.0'
if v == 'False':
return '0.0'
if v == 'True':
return '1.0'
return str(v)
@ -1177,7 +1185,7 @@ def make_texture(
if filepath != original_filepath:
resized_filename = lnx.utils.extract_filename(filepath)
tex['file'] = lnx.utils.safestr(resized_filename)
# Link image path to assets
# TODO: Khamake converts .PNG to .jpg? Convert ext to lowercase on windows
if lnx.utils.get_os() == 'win':

View File

@ -149,6 +149,10 @@ def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]],
if val_str is None:
return None
val_str = str(val_str).strip()
if val_str in ('True', 'true'):
return 1.0
if val_str in ('False', 'false'):
return 0.0
try:
return float(val_str)
except (ValueError, TypeError):
@ -296,7 +300,7 @@ def parse(material: Material, mat_data, mat_users: Dict[Material, List[Object]],
elif rp == 'translucent' or rp == 'refraction':
c['bind_constants'].append({'name': 'receiveShadow', 'boolValue': material.lnx_receive_shadow})
elif rp == 'shadowmap':
if wrd.lnx_batch_materials:
if len(c['bind_textures']) > 0:

View File

@ -99,12 +99,12 @@ class ShaderContext:
def sort_vs(self):
vs = []
ar = ['pos', 'nor', 'tex', 'tex1', 'morph', 'col', 'tang', 'bone', 'weight', 'ipos', 'irot', 'iscl']
if 'vertex_elements' in self.data:
for elem in self.data['vertex_elements']:
if elem['name'] not in ar:
ar.append(elem['name'])
for ename in ar:
elem = self.get_elem(ename)
if elem != None:
@ -137,6 +137,15 @@ class ShaderContext:
if default_value is not None:
if ctype == 'float':
c['floatValue'] = default_value
if isinstance(default_value, bool):
c['floatValue'] = 1.0 if default_value else 0.0
elif isinstance(default_value, (int, float)):
c['floatValue'] = float(default_value)
else:
try:
c['floatValue'] = float(default_value)
except (ValueError, TypeError):
c['floatValue'] = default_value
if ctype == 'vec3':
c['vec3Value'] = default_value
if is_lnx_mat_param is not None:
@ -418,11 +427,11 @@ class Shader:
def validate(self):
import re
issues = []
# Check for duplicate variable declarations in main_attribs
var_pattern = re.compile(r'\b(vec[234]|float|int|mat[234])\s+(\w+)\s*[;=]')
declared_vars = {}
for line in self.main_attribs.split('\n'):
match = var_pattern.search(line)
if match:
@ -431,7 +440,7 @@ class Shader:
issues.append(f"Duplicate variable declaration: '{var_name}' (type: {var_type})")
else:
declared_vars[var_name] = var_type
return issues
def get(self):