Fix thinWall and passes

This commit is contained in:
Moisés Peláez
2026-09-17 15:59:45 -04:00
parent 7d00036973
commit d0337f5dae
7 changed files with 60 additions and 33 deletions

View File

@ -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

@ -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)

View File

@ -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
@ -341,6 +340,8 @@ 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')
if rpdat.rp_renderer == 'Forward':
assets.add_shader_pass('copy_pass')
if rpdat.rp_ssao:
assets.add_khafile_def('rp_ssao')

View File

@ -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)

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):

View File

@ -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: