Directory fix
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parent
cf4c0af123
commit
5d219a2586
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@ -148,15 +148,14 @@ def export_data(fp, sdk_path, is_play=False, is_publish=False, in_viewport=False
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cdefs = arm.utils.def_strings_to_array(wrd.compo_defs)
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print('Shader flags: ' + str(defs))
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# Write compiled.glsl
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# Write compiled.glsl
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shaders_path = build_dir + '/compiled/Shaders'
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if not os.path.exists(shaders_path):
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os.makedirs(shaders_path)
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write_data.write_compiledglsl(defs + cdefs)
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# Write referenced shader passes
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path = build_dir + '/compiled/Shaders'
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if not os.path.isfile(build_dir + '/compiled/Shaders/shader_datas.arm') or state.last_world_defs != wrd.world_defs:
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path = build_dir + '/compiled/Shaders'
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if not os.path.exists(path):
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os.makedirs(path)
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res = {}
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res['shader_datas'] = []
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for ref in assets.shader_passes:
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@ -170,10 +169,10 @@ def export_data(fp, sdk_path, is_play=False, is_publish=False, in_viewport=False
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# compile_shader_pass(res, raw_shaders_path, ref, [])
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else:
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compile_shader_pass(res, raw_shaders_path, ref, defs)
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arm.utils.write_arm(path + '/shader_datas.arm', res)
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arm.utils.write_arm(shaders_path + '/shader_datas.arm', res)
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for ref in assets.shader_passes:
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for s in assets.shader_passes_assets[ref]:
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assets.add_shader(path + '/' + s + '.glsl')
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assets.add_shader(shaders_path + '/' + s + '.glsl')
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for file in assets.shaders_external:
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name = file.split('/')[-1].split('\\')[-1]
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target = build_dir + '/compiled/Shaders/' + name
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