Merge pull request #2266 from QuantumCoderQC/staticTargetFix

Static target fix
This commit is contained in:
Lubos Lenco 2021-07-11 10:46:52 +02:00 committed by GitHub
commit a59c789528
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 18 additions and 12 deletions

View file

@ -13,10 +13,12 @@ class SetMaterialImageParamNode extends LogicNode {
}
override function run(from: Int) {
var perObject: Null<Bool>;
var object = inputs[1].get();
if(object == null) return;
var perObject = inputs[2].get();
perObject = inputs[2].get();
if(perObject == null) perObject = false;
var mat = inputs[3].get();

View file

@ -13,10 +13,12 @@ class SetMaterialRgbParamNode extends LogicNode {
}
override function run(from: Int) {
var perObject: Null<Bool>;
var object = inputs[1].get();
if(object == null) return;
var perObject = inputs[2].get();
perObject = inputs[2].get();
if(perObject == null) perObject = false;
var mat = inputs[3].get();

View file

@ -12,10 +12,12 @@ class SetMaterialValueParamNode extends LogicNode {
}
override function run(from: Int) {
var perObject: Null<Bool>;
var object = inputs[1].get();
if(object == null) return;
var perObject = inputs[2].get();
perObject = inputs[2].get();
if(perObject == null) perObject = false;
var mat = inputs[3].get();

View file

@ -23,7 +23,7 @@ class UniformsManager extends Trait{
static var sceneRemoveInitalized = false;
public var unifromExists = false;
public var uniformExists = false;
public function new(){
super();
@ -45,7 +45,7 @@ class UniformsManager extends Trait{
var exists = registerShaderUniforms(material);
if(exists) {
unifromExists = true;
uniformExists = true;
}
}
}
@ -90,7 +90,7 @@ class UniformsManager extends Trait{
// Register and map shader uniforms if it is an armory shader parameter
public static function registerShaderUniforms(material: MaterialData) : Bool {
var unifromExist = false;
var uniformExist = false;
if(! floatsMap.exists(Scene.active.root)) floatsMap.set(Scene.active.root, null);
if(! vectorsMap.exists(Scene.active.root)) vectorsMap.set(Scene.active.root, null);
@ -98,15 +98,15 @@ class UniformsManager extends Trait{
for(context in material.shader.raw.contexts){ // For each context in shader
for (constant in context.constants){ // For each constant in the context
if(constant.is_arm_parameter){ // Chack if armory parameter
if(constant.is_arm_parameter){ // Check if armory parameter
unifromExist = true;
uniformExist = true;
var object = Scene.active.root; // Map default uniforms to scene root
switch (constant.type){
case "float":{
var link = constant.link;
var value:Float = constant.float;
var value = constant.float;
setFloatValue(material, object, link, value);
register(Float);
}
@ -126,9 +126,9 @@ class UniformsManager extends Trait{
}
}
for (texture in context.texture_units){
if(texture.is_arm_parameter){ // Chack if armory parameter
if(texture.is_arm_parameter){ // Check if armory parameter
unifromExist = true;
uniformExist = true;
var object = Scene.active.root; // Map default texture to scene root
iron.data.Data.getImage(texture.default_image_file, function(image: kha.Image) {
@ -142,7 +142,7 @@ class UniformsManager extends Trait{
}
}
return unifromExist;
return uniformExist;
}