armory/blender/arm/make.py

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import os
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import glob
import time
import shutil
import bpy
import json
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import stat
from bpy.props import *
import subprocess
import threading
import webbrowser
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import arm.utils
import arm.write_data as write_data
import arm.make_logic as make_logic
import arm.make_renderpath as make_renderpath
import arm.make_world as make_world
import arm.make_state as state
import arm.assets as assets
import arm.log as log
import arm.lib.make_datas
import arm.lib.server
from arm.exporter import ArmoryExporter
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exporter = ArmoryExporter()
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scripts_mtime = 0 # Monitor source changes
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profile_time = 0
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def run_proc(cmd, done):
def fn(p, done):
p.wait()
if done != None:
done()
p = subprocess.Popen(cmd)
threading.Thread(target=fn, args=(p, done)).start()
return p
def compile_shader_pass(res, raw_shaders_path, shader_name, defs, make_variants):
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os.chdir(raw_shaders_path + '/' + shader_name)
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# Open json file
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json_name = shader_name + '.json'
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with open(json_name) as f:
json_file = f.read()
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json_data = json.loads(json_file)
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fp = arm.utils.get_fp_build()
arm.lib.make_datas.make(res, shader_name, json_data, fp, defs, make_variants)
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path = fp + '/compiled/Shaders'
c = json_data['contexts'][0]
for s in ['vertex_shader', 'fragment_shader', 'geometry_shader', 'tesscontrol_shader', 'tesseval_shader']:
if s in c:
shutil.copy(c[s], path + '/' + c[s].split('/')[-1])
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def remove_readonly(func, path, excinfo):
os.chmod(path, stat.S_IWRITE)
func(path)
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def export_data(fp, sdk_path):
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global exporter
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wrd = bpy.data.worlds['Arm']
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print('\nArmory v{0} ({1})'.format(wrd.arm_version, wrd.arm_commit))
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print('OS: ' + arm.utils.get_os() + ', Target: ' + state.target + ', GAPI: ' + arm.utils.get_gapi() + ', Blender: ' + bpy.app.version_string)
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# Clean compiled variants if cache is disabled
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build_dir = arm.utils.get_fp_build()
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if wrd.arm_cache_build == False:
if os.path.isdir(build_dir + '/debug/html5-resources'):
shutil.rmtree(build_dir + '/debug/html5-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/krom-resources'):
shutil.rmtree(build_dir + '/krom-resources', onerror=remove_readonly)
if os.path.isdir(build_dir + '/debug/krom-resources'):
shutil.rmtree(build_dir + '/debug/krom-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/windows-resources'):
shutil.rmtree(build_dir + '/windows-resources', onerror=remove_readonly)
if os.path.isdir(build_dir + '/linux-resources'):
shutil.rmtree(build_dir + '/linux-resources', onerror=remove_readonly)
if os.path.isdir(build_dir + '/osx-resources'):
shutil.rmtree(build_dir + '/osx-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/compiled/Shaders'):
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shutil.rmtree(build_dir + '/compiled/Shaders', onerror=remove_readonly)
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raw_shaders_path = sdk_path + '/armory/Shaders/'
assets_path = sdk_path + '/armory/Assets/'
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export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled'
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export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled'
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export_ui = bpy.data.worlds['Arm'].arm_ui != 'Disabled'
assets.reset()
# Build node trees
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ArmoryExporter.import_traits = []
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make_logic.build()
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make_world.build()
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make_renderpath.build()
# Export scene data
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assets.embedded_data = sorted(list(set(assets.embedded_data)))
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physics_found = False
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navigation_found = False
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ui_found = False
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ArmoryExporter.compress_enabled = state.is_publish and wrd.arm_asset_compression
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ArmoryExporter.optimize_enabled = state.is_publish and wrd.arm_optimize_data
for scene in bpy.data.scenes:
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if scene.arm_export:
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ext = '.zip' if ArmoryExporter.compress_enabled else '.arm'
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asset_path = build_dir + '/compiled/Assets/' + arm.utils.safestr(scene.name) + ext
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exporter.execute(bpy.context, asset_path, scene=scene)
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if ArmoryExporter.export_physics:
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physics_found = True
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if ArmoryExporter.export_navigation:
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navigation_found = True
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if ArmoryExporter.export_ui:
ui_found = True
assets.add(asset_path)
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if physics_found == False: # Disable physics if no rigid body is exported
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export_physics = False
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if navigation_found == False:
export_navigation = False
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if ui_found == False:
export_ui = False
if wrd.arm_ui == 'Enabled':
export_ui = True
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modules = []
if wrd.arm_audio == 'Enabled':
modules.append('audio')
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if export_physics:
modules.append('physics')
if export_navigation:
modules.append('navigation')
if export_ui:
modules.append('ui')
if wrd.arm_hscript == 'Enabled':
modules.append('hscript')
if wrd.arm_formatlib == 'Enabled':
modules.append('format')
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print('Exported modules: ' + str(modules))
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defs = arm.utils.def_strings_to_array(wrd.world_defs)
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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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if wrd.arm_debug_console:
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print('Khafile flags: ' + str(assets.khafile_defs))
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# Render path is configurable at runtime
has_config = wrd.arm_write_config or os.path.exists(arm.utils.get_fp() + '/Bundled/config.arm')
# Write compiled.inc
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shaders_path = build_dir + '/compiled/Shaders'
if not os.path.exists(shaders_path):
os.makedirs(shaders_path)
write_data.write_compiledglsl(defs + cdefs, make_variants=has_config)
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# Write referenced shader passes
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if not os.path.isfile(build_dir + '/compiled/Shaders/shader_datas.arm') or state.last_world_defs != wrd.world_defs:
res = {}
res['shader_datas'] = []
for ref in assets.shader_passes:
# Ensure shader pass source exists
if not os.path.exists(raw_shaders_path + '/' + ref):
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continue
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assets.shader_passes_assets[ref] = []
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if ref.startswith('compositor_pass'):
compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs, make_variants=has_config)
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# elif ref.startswith('grease_pencil'):
# compile_shader_pass(res, raw_shaders_path, ref, [], make_variants=has_config)
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else:
compile_shader_pass(res, raw_shaders_path, ref, defs, make_variants=has_config)
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arm.utils.write_arm(shaders_path + '/shader_datas.arm', res)
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for ref in assets.shader_passes:
for s in assets.shader_passes_assets[ref]:
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assets.add_shader(shaders_path + '/' + s + '.glsl')
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for file in assets.shaders_external:
name = file.split('/')[-1].split('\\')[-1]
target = build_dir + '/compiled/Shaders/' + name
if not os.path.exists(target):
shutil.copy(file, target)
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state.last_world_defs = wrd.world_defs
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# Reset path
os.chdir(fp)
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# Copy std shaders
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if not os.path.isdir(build_dir + '/compiled/Shaders/std'):
shutil.copytree(raw_shaders_path + 'std', build_dir + '/compiled/Shaders/std')
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# Write config.arm
resx, resy = arm.utils.get_render_resolution(arm.utils.get_active_scene())
if wrd.arm_write_config:
write_data.write_config(resx, resy)
# Write khafile.js
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enable_dce = state.is_publish and wrd.arm_dce
import_logic = not state.is_publish and arm.utils.logic_editor_space() != None
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write_data.write_khafilejs(state.is_play, export_physics, export_navigation, export_ui, state.is_publish, enable_dce, ArmoryExporter.import_traits, import_logic)
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# Write Main.hx - depends on write_khafilejs for writing number of assets
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scene_name = arm.utils.get_project_scene_name()
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write_data.write_mainhx(scene_name, resx, resy, state.is_play, state.is_publish)
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if scene_name != state.last_scene or resx != state.last_resx or resy != state.last_resy:
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wrd.arm_recompile = True
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state.last_resx = resx
state.last_resy = resy
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state.last_scene = scene_name
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def compile(assets_only=False):
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wrd = bpy.data.worlds['Arm']
fp = arm.utils.get_fp()
os.chdir(fp)
# Set build command
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target_name = state.target
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node_path = arm.utils.get_node_path()
khamake_path = arm.utils.get_khamake_path()
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cmd = [node_path, khamake_path]
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kha_target_name = arm.utils.get_kha_target(target_name)
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if kha_target_name != '':
cmd.append(kha_target_name)
# Custom exporter
if state.is_export:
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
if item.arm_project_target == 'custom' and item.arm_project_khamake != '':
for s in item.arm_project_khamake.split(' '):
cmd.append(s)
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ffmpeg_path = arm.utils.get_ffmpeg_path() # Path to binary
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if ffmpeg_path != '':
cmd.append('--ffmpeg')
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cmd.append(ffmpeg_path) # '"' + ffmpeg_path + '"'
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state.export_gapi = arm.utils.get_gapi()
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cmd.append('-g')
cmd.append(state.export_gapi)
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if arm.utils.get_legacy_shaders() or 'ios' in state.target:
if 'html5' in state.target or 'ios' in state.target:
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pass
else:
cmd.append('--shaderversion')
cmd.append('110')
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elif 'android' in state.target or 'html5' in state.target:
cmd.append('--shaderversion')
cmd.append('300')
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else:
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cmd.append('--shaderversion')
cmd.append('330')
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if '_VR' in wrd.world_defs:
cmd.append('--vr')
cmd.append('webvr')
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if arm.utils.get_rp().rp_renderer == 'Raytracer':
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cmd.append('--raytrace')
cmd.append('dxr')
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dxc_path = fp + '/HlslShaders/dxc.exe'
subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_raygeneration.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_raygeneration.hlsl']).wait()
subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_closesthit.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_closesthit.hlsl']).wait()
subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_miss.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_miss.hlsl']).wait()
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if arm.utils.get_khamake_threads() > 1:
cmd.append('--parallelAssetConversion')
cmd.append(str(arm.utils.get_khamake_threads()))
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compilation_server = False
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cmd.append('--to')
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if (kha_target_name == 'krom' and not state.is_publish) or (kha_target_name == 'html5' and not state.is_publish):
cmd.append(arm.utils.build_dir() + '/debug')
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# Start compilation server
if kha_target_name == 'krom' and arm.utils.get_compilation_server() and not assets_only:
compilation_server = True
arm.lib.server.run_haxe(arm.utils.get_haxe_path())
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else:
cmd.append(arm.utils.build_dir())
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if assets_only or compilation_server:
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cmd.append('--nohaxe')
cmd.append('--noproject')
print("Running: ", cmd)
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print("Using project from " + arm.utils.get_fp())
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state.proc_build = run_proc(cmd, assets_done if compilation_server else build_done)
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def build(target, is_play=False, is_publish=False, is_export=False):
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global profile_time
profile_time = time.time()
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state.target = target
state.is_play = is_play
state.is_publish = is_publish
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state.is_export = is_export
# Save blend
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if arm.utils.get_save_on_build():
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bpy.ops.wm.save_mainfile()
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log.clear()
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# Set camera in active scene
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active_scene = arm.utils.get_active_scene()
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if active_scene.camera == None:
for o in active_scene.objects:
if o.type == 'CAMERA':
active_scene.camera = o
break
# Get paths
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sdk_path = arm.utils.get_sdk_path()
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raw_shaders_path = sdk_path + '/armory/Shaders/'
# Set dir
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fp = arm.utils.get_fp()
os.chdir(fp)
# Create directories
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wrd = bpy.data.worlds['Arm']
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sources_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package)
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if not os.path.exists(sources_path):
os.makedirs(sources_path)
# Save external scripts edited inside Blender
write_texts = False
for text in bpy.data.texts:
if text.filepath != '' and text.is_dirty:
write_texts = True
break
if write_texts:
area = bpy.context.area
old_type = area.type
area.type = 'TEXT_EDITOR'
for text in bpy.data.texts:
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if text.filepath != '' and text.is_dirty and os.path.isfile(text.filepath):
area.spaces[0].text = text
bpy.ops.text.save()
area.type = old_type
# Save internal Haxe scripts
for text in bpy.data.texts:
if text.filepath == '' and text.name[-3:] == '.hx':
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with open('Sources/' + arm.utils.safestr(wrd.arm_project_package) + '/' + text.name, 'w') as f:
f.write(text.as_string())
# Export data
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export_data(fp, sdk_path)
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if state.target == 'html5':
w, h = arm.utils.get_render_resolution(arm.utils.get_active_scene())
write_data.write_indexhtml(w, h, is_publish)
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# Bundle files from include dir
if os.path.isdir('include'):
dest = '/html5/' if is_publish else '/debug/html5/'
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for fn in glob.iglob(os.path.join('include', '**'), recursive=False):
shutil.copy(fn, arm.utils.build_dir() + dest + os.path.basename(fn))
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def play_done():
state.proc_play = None
state.redraw_ui = True
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log.clear()
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def assets_done():
if state.proc_build == None:
return
result = state.proc_build.poll()
if result == 0:
# Connect to the compilation server
os.chdir(arm.utils.build_dir() + '/debug/')
cmd = [arm.utils.get_haxe_path(), '--connect', '6000', 'project-krom.hxml']
state.proc_build = run_proc(cmd, compilation_server_done)
else:
state.proc_build = None
state.redraw_ui = True
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log.print_info('Build failed, check console')
def compilation_server_done():
if state.proc_build == None:
return
result = state.proc_build.poll()
if result == 0:
if os.path.exists('krom/krom.js'):
os.chmod('krom/krom.js', stat.S_IWRITE)
os.remove('krom/krom.js')
os.rename('krom/krom.js.temp', 'krom/krom.js')
build_done()
else:
state.proc_build = None
state.redraw_ui = True
log.print_info('Build failed, check console')
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def build_done():
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print('Finished in ' + str(time.time() - profile_time))
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if state.proc_build == None:
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return
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result = state.proc_build.poll()
state.proc_build = None
state.redraw_ui = True
if result == 0:
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bpy.data.worlds['Arm'].arm_recompile = False
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build_success()
else:
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log.print_info('Build failed, check console')
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def patch():
if state.proc_build != None:
return
assets.invalidate_enabled = False
fp = arm.utils.get_fp()
os.chdir(fp)
asset_path = arm.utils.get_fp_build() + '/compiled/Assets/' + arm.utils.safestr(bpy.context.scene.name) + '.arm'
exporter.execute(bpy.context, asset_path, scene=bpy.context.scene)
if not os.path.isdir(arm.utils.build_dir() + '/compiled/Shaders/std'):
raw_shaders_path = arm.utils.get_sdk_path() + '/armory/Shaders/'
shutil.copytree(raw_shaders_path + 'std', arm.utils.build_dir() + '/compiled/Shaders/std')
node_path = arm.utils.get_node_path()
khamake_path = arm.utils.get_khamake_path()
cmd = [node_path, khamake_path, 'krom']
cmd.append('--shaderversion')
cmd.append('330')
cmd.append('--parallelAssetConversion')
cmd.append('4')
cmd.append('--to')
cmd.append(arm.utils.build_dir() + '/debug')
cmd.append('--nohaxe')
cmd.append('--noproject')
assets.invalidate_enabled = True
state.proc_build = run_proc(cmd, patch_done)
def patch_done():
js = 'iron.Scene.patch();'
write_patch(js)
state.proc_build = None
patch_id = 0
def write_patch(js):
global patch_id
with open(arm.utils.get_fp_build() + '/debug/krom/krom.patch', 'w') as f:
patch_id += 1
f.write(str(patch_id) + '\n')
f.write(js)
def runtime_to_target():
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wrd = bpy.data.worlds['Arm']
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if wrd.arm_runtime == 'Krom':
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return 'krom'
else:
return 'html5'
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def get_khajs_path(target):
if target == 'krom':
return arm.utils.build_dir() + '/debug/krom/krom.js'
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else: # Browser
return arm.utils.build_dir() + '/debug/html5/kha.js'
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def play():
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global scripts_mtime
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wrd = bpy.data.worlds['Arm']
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log.clear()
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build(target=runtime_to_target(), is_play=True)
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khajs_path = get_khajs_path(state.target)
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if not wrd.arm_cache_build or \
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not os.path.isfile(khajs_path) or \
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assets.khafile_defs_last != assets.khafile_defs or \
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state.last_target != state.target:
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wrd.arm_recompile = True
state.last_target = state.target
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# Trait sources modified
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state.mod_scripts = []
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script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(wrd.arm_project_package)
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if os.path.isdir(script_path):
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new_mtime = scripts_mtime
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for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
mtime = os.path.getmtime(fn)
if scripts_mtime < mtime:
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arm.utils.fetch_script_props(fn) # Trait props
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fn = fn.split('Sources/')[1]
fn = fn[:-3] #.hx
fn = fn.replace('/', '.')
state.mod_scripts.append(fn)
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wrd.arm_recompile = True
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if new_mtime < mtime:
new_mtime = mtime
scripts_mtime = new_mtime
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if len(state.mod_scripts) > 0: # Trait props
arm.utils.fetch_trait_props()
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compile(assets_only=(not wrd.arm_recompile))
def build_success():
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log.clear()
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wrd = bpy.data.worlds['Arm']
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if state.is_play:
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if wrd.arm_runtime == 'Browser':
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# Start server
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os.chdir(arm.utils.get_fp())
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t = threading.Thread(name='localserver', target=arm.lib.server.run_tcp)
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t.daemon = True
t.start()
html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir() + '/debug/html5'
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webbrowser.open(html5_app_path)
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elif wrd.arm_runtime == 'Krom':
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if wrd.arm_live_patch:
open(arm.utils.get_fp_build() + '/debug/krom/krom.patch', 'w').close()
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if arm.utils.get_os() == 'win':
bin_ext = '' if state.export_gapi == 'direct3d11' else '_' + state.export_gapi
else:
bin_ext = '' if state.export_gapi == 'opengl' else '_' + state.export_gapi
krom_location, krom_path = arm.utils.krom_paths(bin_ext=bin_ext)
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os.chdir(krom_location)
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cmd = [krom_path, arm.utils.get_fp_build() + '/debug/krom', arm.utils.get_fp_build() + '/debug/krom-resources']
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if arm.utils.get_os() == 'win':
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cmd.append('--consolepid')
cmd.append(str(os.getpid()))
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cmd.append('--sound')
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state.proc_play = run_proc(cmd, play_done)
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elif state.is_publish:
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sdk_path = arm.utils.get_sdk_path()
target_name = arm.utils.get_kha_target(state.target)
files_path = arm.utils.get_fp_build() + '/' + target_name
if (target_name == 'html5' or target_name == 'krom') and wrd.arm_minify_js:
# Minify JS
minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
if target_name == 'html5':
jsfile = files_path + '/kha.js'
else:
jsfile = files_path + '/krom.js'
args = [arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile]
proc = subprocess.Popen(args)
proc.wait()
if target_name == 'krom':
# Copy Krom binaries
if state.target == 'krom-windows':
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gapi = state.export_gapi
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ext = '' if gapi == 'direct3d11' else '_' + gapi
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krom_location = sdk_path + '/Krom/Krom' + ext + '.exe'
shutil.copy(krom_location, files_path + '/Krom.exe')
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krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.exe'
os.rename(files_path + '/Krom.exe', files_path + '/' + krom_exe)
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elif state.target == 'krom-linux':
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krom_location = sdk_path + '/Krom/Krom'
shutil.copy(krom_location, files_path)
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krom_exe = arm.utils.safestr(wrd.arm_project_name)
os.rename(files_path + '/Krom', files_path + '/' + krom_exe)
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krom_exe = './' + krom_exe
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else:
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krom_location = sdk_path + '/Krom/Krom.app'
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shutil.copytree(krom_location, files_path + '/Krom.app')
game_files = os.listdir(files_path)
for f in game_files:
f = files_path + '/' + f
if os.path.isfile(f):
shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
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krom_exe = arm.utils.safestr(wrd.arm_project_name) + '.app'
os.rename(files_path + '/Krom.app', files_path + '/' + krom_exe)
# Serialize krom.js into krom.bin
if wrd.arm_minify_js:
cwd = os.getcwd()
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fp = files_path
if state.target == 'krom-macos':
fp += '/' + krom_exe + '/Contents/MacOS'
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krom_exe = './Krom'
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os.chdir(fp)
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args = [krom_exe, '.', '.', '--writebin']
proc = subprocess.Popen(args)
proc.wait()
os.chdir(cwd)
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os.remove(fp + '/krom.js')
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# Rename
ext = state.target.split('-')[-1] # krom-windows
new_files_path = files_path + '-' + ext
os.rename(files_path, new_files_path)
files_path = new_files_path
if target_name == 'html5':
print('Exported HTML5 package to ' + files_path)
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elif target_name.startswith('ios') or target_name.startswith('osx'): # TODO: to macos
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print('Exported XCode project to ' + files_path + '-build')
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elif target_name.startswith('windows'):
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print('Exported Visual Studio 2017 project to ' + files_path + '-build')
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elif target_name.startswith('android-native'):
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print('Exported Android Studio project to ' + files_path + '-build/' + arm.utils.safestr(wrd.arm_project_name))
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elif target_name.startswith('krom'):
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print('Exported Krom package to ' + files_path)
else:
print('Exported makefiles to ' + files_path + '-build')
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def clean():
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os.chdir(arm.utils.get_fp())
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wrd = bpy.data.worlds['Arm']
# Remove build and compiled data
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try:
if os.path.isdir(arm.utils.build_dir()):
shutil.rmtree(arm.utils.build_dir(), onerror=remove_readonly)
if os.path.isdir(arm.utils.get_fp() + '/build'): # Kode Studio build dir
shutil.rmtree(arm.utils.get_fp() + '/build', onerror=remove_readonly)
except:
print('Armory Warning: Some files in the build folder are locked')
# Remove compiled nodes
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pkg_dir = arm.utils.safestr(wrd.arm_project_package).replace('.', '/')
nodes_path = 'Sources/' + pkg_dir + '/node/'
if os.path.isdir(nodes_path):
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shutil.rmtree(nodes_path, onerror=remove_readonly)
# Remove khafile/korefile/Main.hx
if os.path.isfile('khafile.js'):
os.remove('khafile.js')
if os.path.isfile('korefile.js'):
os.remove('korefile.js')
if os.path.isfile('Sources/Main.hx'):
os.remove('Sources/Main.hx')
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# Remove Sources/ dir if empty
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if os.path.exists('Sources/' + pkg_dir) and os.listdir('Sources/' + pkg_dir) == []:
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shutil.rmtree('Sources/' + pkg_dir, onerror=remove_readonly)
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if os.path.exists('Sources') and os.listdir('Sources') == []:
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shutil.rmtree('Sources/', onerror=remove_readonly)
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# To recache signatures for batched materials
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for mat in bpy.data.materials:
mat.signature = ''
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mat.arm_cached = False
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print('Project cleaned')