Fix thinWall and copy_pass in Forward rendering #141

Merged
LeenkxTeam merged 3 commits from moisesjpelaez/LNXSDK:main into main 2026-09-17 21:16:36 +00:00
23 changed files with 156 additions and 378 deletions
Showing only changes of commit d0337f5dae - Show all commits

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

@ -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):