Merge pull request #2266 from QuantumCoderQC/staticTargetFix
Static target fix
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commit
a59c789528
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@ -13,10 +13,12 @@ class SetMaterialImageParamNode extends LogicNode {
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}
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override function run(from: Int) {
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var perObject: Null<Bool>;
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var object = inputs[1].get();
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if(object == null) return;
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var perObject = inputs[2].get();
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perObject = inputs[2].get();
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if(perObject == null) perObject = false;
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var mat = inputs[3].get();
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@ -13,10 +13,12 @@ class SetMaterialRgbParamNode extends LogicNode {
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}
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override function run(from: Int) {
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var perObject: Null<Bool>;
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var object = inputs[1].get();
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if(object == null) return;
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var perObject = inputs[2].get();
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perObject = inputs[2].get();
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if(perObject == null) perObject = false;
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var mat = inputs[3].get();
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@ -12,10 +12,12 @@ class SetMaterialValueParamNode extends LogicNode {
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}
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override function run(from: Int) {
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var perObject: Null<Bool>;
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var object = inputs[1].get();
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if(object == null) return;
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var perObject = inputs[2].get();
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perObject = inputs[2].get();
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if(perObject == null) perObject = false;
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var mat = inputs[3].get();
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@ -23,7 +23,7 @@ class UniformsManager extends Trait{
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static var sceneRemoveInitalized = false;
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public var unifromExists = false;
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public var uniformExists = false;
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public function new(){
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super();
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@ -45,7 +45,7 @@ class UniformsManager extends Trait{
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var exists = registerShaderUniforms(material);
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if(exists) {
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unifromExists = true;
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uniformExists = true;
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}
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}
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}
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@ -90,7 +90,7 @@ class UniformsManager extends Trait{
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// Register and map shader uniforms if it is an armory shader parameter
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public static function registerShaderUniforms(material: MaterialData) : Bool {
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var unifromExist = false;
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var uniformExist = false;
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if(! floatsMap.exists(Scene.active.root)) floatsMap.set(Scene.active.root, null);
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if(! vectorsMap.exists(Scene.active.root)) vectorsMap.set(Scene.active.root, null);
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@ -98,15 +98,15 @@ class UniformsManager extends Trait{
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for(context in material.shader.raw.contexts){ // For each context in shader
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for (constant in context.constants){ // For each constant in the context
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if(constant.is_arm_parameter){ // Chack if armory parameter
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if(constant.is_arm_parameter){ // Check if armory parameter
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unifromExist = true;
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uniformExist = true;
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var object = Scene.active.root; // Map default uniforms to scene root
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switch (constant.type){
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case "float":{
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var link = constant.link;
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var value:Float = constant.float;
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var value = constant.float;
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setFloatValue(material, object, link, value);
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register(Float);
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}
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@ -126,9 +126,9 @@ class UniformsManager extends Trait{
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}
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}
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for (texture in context.texture_units){
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if(texture.is_arm_parameter){ // Chack if armory parameter
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if(texture.is_arm_parameter){ // Check if armory parameter
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unifromExist = true;
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uniformExist = true;
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var object = Scene.active.root; // Map default texture to scene root
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iron.data.Data.getImage(texture.default_image_file, function(image: kha.Image) {
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@ -142,7 +142,7 @@ class UniformsManager extends Trait{
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}
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}
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return unifromExist;
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return uniformExist;
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}
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