Mercurial > games > semicongine
changeset 1117:f951a42dbb5b
fix: some mesh attributes will be handled automatically, ignore them when doing mesh-material-shader compatability-check
author | sam <sam@basx.dev> |
---|---|
date | Tue, 16 Apr 2024 00:36:39 +0700 |
parents | 799ba869055d |
children | 22af6e46f7f4 |
files | semicongine/material.nim semicongine/mesh.nim semicongine/renderer.nim |
diffstat | 3 files changed, 6 insertions(+), 1 deletions(-) [+] |
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--- a/semicongine/material.nim Mon Apr 15 22:33:24 2024 +0700 +++ b/semicongine/material.nim Tue Apr 16 00:36:39 2024 +0700 @@ -55,6 +55,8 @@ proc assertCanRender*(shader: ShaderConfiguration, materialType: MaterialType) = for attr in shader.inputs: if attr.perInstance: + if attr.name in [TRANSFORM_ATTRIB, MATERIALINDEX_ATTRIBUTE]: + continue assert materialType.instanceAttributes.contains(attr.name), &"MaterialType '{materialType}' requires instance attribute '{attr.name}' in order to be renderable with the assigned shader '{shader}'" assert materialType.instanceAttributes[attr.name] == attr.theType, &"Instance attribute '{attr.name}' of MaterialType '{materialType}' is of type {materialType.instanceAttributes[attr.name]} but assigned shader '{shader}' declares type '{attr.theType}'" else:
--- a/semicongine/mesh.nim Mon Apr 15 22:33:24 2024 +0700 +++ b/semicongine/mesh.nim Tue Apr 16 00:36:39 2024 +0700 @@ -50,6 +50,8 @@ else: assert false, &"Mesh '{mesh.name}' is missing required vertex attribute '{name}: {theType}' for {material.theType}" for name, theType in material.theType.instanceAttributes: + if name in [TRANSFORM_ATTRIB, MATERIALINDEX_ATTRIBUTE]: + continue if mesh.instanceData.contains(name): assert mesh.instanceData[name].theType == theType, &"{material.theType} expected instance attribute '{name}' to be '{theType}' but it is {mesh.instanceData[name].theType}" else:
--- a/semicongine/renderer.nim Mon Apr 15 22:33:24 2024 +0700 +++ b/semicongine/renderer.nim Tue Apr 16 00:36:39 2024 +0700 @@ -155,6 +155,7 @@ # find all material data and group it by material type for mesh in scene.meshes: + assert mesh.material != nil, "Mesh {mesh} has no material assigned" if not scenedata.materials.contains(mesh.material.theType): scenedata.materials[mesh.material.theType] = @[] if not scenedata.materials[mesh.material.theType].contains(mesh.material): @@ -167,7 +168,7 @@ if not (MATERIALINDEX_ATTRIBUTE in mesh[].attributes): mesh[].initInstanceAttribute(MATERIALINDEX_ATTRIBUTE, uint16(scenedata.materials[mesh.material.theType].find(mesh.material))) - renderer.checkSceneIntegrity(scene) + # renderer.checkSceneIntegrity(scene) # create index buffer if necessary var indicesBufferSize = 0'u64