fixed itch.io version

This commit is contained in:
Mikulas Florek 2023-09-19 22:11:02 +02:00
parent 9cc95de15e
commit 9a6784c657
2 changed files with 28 additions and 21 deletions

View file

@ -45,11 +45,16 @@ jobs:
working-directory: projects\3rdparty
run: |
git.exe clone --depth=1 https://github.com/nem0/PhysX.git physx
- name: download Luau
working-directory: projects\3rdparty
run: |
git.exe clone --depth=1 https://github.com/nem0/luau.git 3rdparty/luau
- name: make dx11 project
working-directory: projects
run: |
./genie.exe --force-build-physx --with-app vs2022
./genie.exe --force-build-physx --force-build-luau --with-app vs2022
- name: get butler
working-directory: projects
@ -82,7 +87,7 @@ jobs:
- name: make gl project with plugins
working-directory: projects
run: |
./genie.exe --force-build-physx --nodx --with-app vs2022
./genie.exe --force-build-physx --force-build-luau --nodx --with-app vs2022
- name: build gl engine
working-directory: projects

View file

@ -141,7 +141,7 @@ void Material::deserialize(InputMemoryStream& blob) {
void Material::serialize(OutputMemoryStream& blob) {
StringView mat_dir = Path::getDir(getPath());
StringView shader_path = m_shader->getPath();
StringView shader_path = m_shader ? m_shader->getPath() : StringView("");
if (startsWith(shader_path, mat_dir)) {
shader_path.removePrefix(mat_dir.size());
blob << "shader \"" << shader_path << "\"\n";
@ -197,26 +197,28 @@ void Material::serialize(OutputMemoryStream& blob) {
blob << " }";
};
for (const Shader::Uniform& su : m_shader->m_uniforms) {
for (const Uniform& mu : m_uniforms) {
if(mu.name_hash == su.name_hash) {
if (su.type == Shader::Uniform::INT) {
blob << "int_uniform(\"" << su.name << "\", " << mu.int_value << ")\n";
}
else {
blob << "uniform(\"" << su.name << "\", ";
switch(su.type) {
case Shader::Uniform::INT: blob << mu.int_value; break;
case Shader::Uniform::NORMALIZED_FLOAT: blob << mu.float_value; break;
case Shader::Uniform::FLOAT: blob << mu.float_value; break;
case Shader::Uniform::COLOR:
case Shader::Uniform::VEC4: writeArray(mu.vec4, 4); break;
case Shader::Uniform::VEC3: writeArray(mu.vec4, 3); break;
case Shader::Uniform::VEC2: writeArray(mu.vec4, 2); break;
if (m_shader) {
for (const Shader::Uniform& su : m_shader->m_uniforms) {
for (const Uniform& mu : m_uniforms) {
if(mu.name_hash == su.name_hash) {
if (su.type == Shader::Uniform::INT) {
blob << "int_uniform(\"" << su.name << "\", " << mu.int_value << ")\n";
}
blob << ")\n";
else {
blob << "uniform(\"" << su.name << "\", ";
switch(su.type) {
case Shader::Uniform::INT: blob << mu.int_value; break;
case Shader::Uniform::NORMALIZED_FLOAT: blob << mu.float_value; break;
case Shader::Uniform::FLOAT: blob << mu.float_value; break;
case Shader::Uniform::COLOR:
case Shader::Uniform::VEC4: writeArray(mu.vec4, 4); break;
case Shader::Uniform::VEC3: writeArray(mu.vec4, 3); break;
case Shader::Uniform::VEC2: writeArray(mu.vec4, 2); break;
}
blob << ")\n";
}
break;
}
break;
}
}
}