armory/blender/arm/lib/make_datas.py

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import os
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import arm.utils
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import arm.assets as assets
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def write_data(res, defs, json_data, base_name):
# Define
sres = {}
res['shader_datas'].append(sres)
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shader_id = base_name
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sres['name'] = shader_id
sres['contexts'] = []
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asset = assets.shader_passes_assets[base_name]
# Parse
for c in json_data['contexts']:
con = {}
sres['contexts'].append(con)
con['name'] = c['name']
con['constants'] = []
con['texture_units'] = []
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con['vertex_structure'] = []
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# Names
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con['vertex_shader'] = c['vertex_shader'].rsplit('.', 1)[0].split('/')[-1]
if con['vertex_shader'] not in asset:
asset.append(con['vertex_shader'])
con['fragment_shader'] = c['fragment_shader'].rsplit('.', 1)[0].split('/')[-1]
if con['fragment_shader'] not in asset:
asset.append(con['fragment_shader'])
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if 'geometry_shader' in c:
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con['geometry_shader'] = c['geometry_shader'].rsplit('.', 1)[0].split('/')[-1]
if con['geometry_shader'] not in asset:
asset.append(con['geometry_shader'])
if 'tesscontrol_shader' in c:
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con['tesscontrol_shader'] = c['tesscontrol_shader'].rsplit('.', 1)[0].split('/')[-1]
if con['tesscontrol_shader'] not in asset:
asset.append(con['tesscontrol_shader'])
if 'tesseval_shader' in c:
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con['tesseval_shader'] = c['tesseval_shader'].rsplit('.', 1)[0].split('/')[-1]
if con['tesseval_shader'] not in asset:
asset.append(con['tesseval_shader'])
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# Params
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params = ['depth_write', 'compare_mode', 'stencil_mode', \
'stencil_pass', 'stencil_fail', 'stencil_reference_value', \
'stencil_read_mask', 'stencil_write_mask', 'cull_mode', \
'blend_source', 'blend_destination', 'blend_operation', \
'alpha_blend_source', 'alpha_blend_destination', 'alpha_blend_operation' \
'color_write_red', 'color_write_green', 'color_write_blue', \
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'color_write_alpha', 'conservative_raster']
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for p in params:
if p in c:
con[p] = c[p]
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# Parse shaders
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with open(c['vertex_shader']) as f:
vert = f.read().splitlines()
with open(c['fragment_shader']) as f:
frag = f.read().splitlines()
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parse_shader(sres, c, con, defs, vert, True) # Parse attribs for vertex shader
parse_shader(sres, c, con, defs, frag, False)
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if 'geometry_shader' in c:
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with open(c['geometry_shader']) as f:
geom = f.read().splitlines()
parse_shader(sres, c, con, defs, geom, False)
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if 'tesscontrol_shader' in c:
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with open(c['tesscontrol_shader']) as f:
tesc = f.read().splitlines()
parse_shader(sres, c, con, defs, tesc, False)
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if 'tesseval_shader' in c:
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with open(c['tesseval_shader']) as f:
tese = f.read().splitlines()
parse_shader(sres, c, con, defs, tese, False)
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def parse_shader(sres, c, con, defs, lines, parse_attributes):
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skip_till_endif = 0
skip_else = False
vertex_structure_parsed = False
vertex_structure_parsing = False
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stack = []
if parse_attributes == False:
vertex_structure_parsed = True
for line in lines:
line = line.lstrip()
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# Preprocessor
if line.startswith('#ifdef') or line.startswith('#ifndef'):
s = line.split(' ')[1]
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found = s in defs
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if line.startswith('#ifndef'):
found = not found
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if found == False:
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stack.append(0)
else:
stack.append(1)
continue
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if line.startswith('#else'):
stack[-1] = 1 - stack[-1]
continue
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if line.startswith('#endif'):
stack.pop()
continue
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if len(stack) > 0 and stack[-1] == 0:
continue
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if vertex_structure_parsed == False and line.startswith('in '):
vertex_structure_parsing = True
vd = {}
s = line.split(' ')
vd['size'] = int(s[1][-1:])
vd['name'] = s[2][:-1]
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con['vertex_structure'].append(vd)
if vertex_structure_parsing == True and len(line) > 0 and line.startswith('//') == False and line.startswith('in ') == False:
vertex_structure_parsed = True
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if line.startswith('uniform ') or line.startswith('//!uniform'): # Uniforms included from header files
s = line.split(' ')
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# uniform sampler2D myname;
# uniform layout(RGBA8) image3D myname;
if s[1].startswith('layout'):
ctype = s[2]
cid = s[3][:-1]
else:
ctype = s[1]
cid = s[2][:-1]
found = False # Unique check
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if ctype == 'sampler2D' or ctype == 'sampler2DShadow' or ctype == 'sampler3D' or ctype == 'samplerCube' or ctype == 'image2D' or ctype == 'uimage2D' or ctype == 'image3D' or ctype == 'uimage3D': # Texture unit
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for tu in con['texture_units']: # Texture already present
if tu['name'] == cid:
found = True
break
if found == False:
tu = {}
tu['name'] = cid
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# sampler2D / image2D
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if ctype == 'image2D' or ctype == 'uimage2D' or ctype == 'image3D' or ctype == 'uimage3D':
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tu['is_image'] = True
# Check for link
for l in c['links']:
if l['name'] == cid:
valid_link = True
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if 'ifdef' in l:
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def_found = False
for d in defs:
for link_def in l['ifdef']:
if d == link_def:
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def_found = True
break
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if def_found:
break
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if not def_found:
valid_link = False
if 'ifndef' in l:
def_found = False
for d in defs:
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for link_def in l['ifndef']:
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if d == link_def:
def_found = True
break
if def_found:
break
if def_found:
valid_link = False
if valid_link:
tu['link'] = l['link']
break
con['texture_units'].append(tu)
else: # Constant
if cid.find('[') != -1: # Float arrays
cid = cid.split('[')[0]
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ctype = 'floats'
for const in con['constants']:
if const['name'] == cid:
found = True
break
if found == False:
const = {}
const['type'] = ctype
const['name'] = cid
# Check for link
for l in c['links']:
if l['name'] == cid:
valid_link = True
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if 'ifdef' in l:
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def_found = False
for d in defs:
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for link_def in l['ifdef']:
if d == link_def:
def_found = True
break
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if def_found:
break
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if not def_found:
valid_link = False
if 'ifndef' in l:
def_found = False
for d in defs:
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for link_def in l['ifndef']:
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if d == link_def:
def_found = True
break
if def_found:
break
if def_found:
valid_link = False
if valid_link:
const['link'] = l['link']
break
con['constants'].append(const)
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def make(res, base_name, json_data, fp, defs):
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write_data(res, defs, json_data, base_name)