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 parse_context(c, sres, asset, defs, vert=None, frag=None):
con = {}
sres['contexts'].append(con)
con['name'] = c['name']
con['constants'] = []
con['texture_units'] = []
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con['vertex_elements'] = []
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# Names
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'])
if 'geometry_shader' in c:
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:
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:
con['tesseval_shader'] = c['tesseval_shader'].rsplit('.', 1)[0].split('/')[-1]
if con['tesseval_shader'] not in asset:
asset.append(con['tesseval_shader'])
if 'color_attachments' in c:
con['color_attachments'] = c['color_attachments']
for i in range(len(con['color_attachments'])):
if con['color_attachments'][i] == '_HDR':
con['color_attachments'][i] = 'RGBA32' if '_LDR' in defs else 'RGBA64'
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# Params
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params = ['depth_write', 'compare_mode', 'cull_mode', \
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'blend_source', 'blend_destination', 'blend_operation', \
'alpha_blend_source', 'alpha_blend_destination', 'alpha_blend_operation' \
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'color_writes_red', 'color_writes_green', 'color_writes_blue', 'color_writes_alpha', \
'conservative_raster']
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for p in params:
if p in c:
con[p] = c[p]
# Parse shaders
if vert == None:
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with open(c['vertex_shader']) as f:
vert = f.read().splitlines()
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parse_shader(sres, c, con, defs, vert, True) # Parse attribs for vertex shader
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if frag == None:
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with open(c['fragment_shader']) as f:
frag = f.read().splitlines()
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parse_shader(sres, c, con, defs, frag, False)
if 'geometry_shader' in c:
with open(c['geometry_shader']) as f:
geom = f.read().splitlines()
parse_shader(sres, c, con, defs, geom, False)
if 'tesscontrol_shader' in c:
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:
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
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vertex_elements_parsed = False
vertex_elements_parsing = False
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stack = []
if parse_attributes == False:
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vertex_elements_parsed = True
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for line in lines:
line = line.lstrip()
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# Preprocessor
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if line.startswith('#if'): # if, ifdef, 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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skip = False
for i in stack:
if i == 0:
skip = True
break
if skip:
continue
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if vertex_elements_parsed == False and line.startswith('in '):
vertex_elements_parsing = True
vd = {}
s = line.split(' ')
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vd['data'] = 'float' + s[1][-1:]
vd['name'] = s[2][:-1]
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con['vertex_elements'].append(vd)
if vertex_elements_parsing == True and len(line) > 0 and line.startswith('//') == False and line.startswith('in ') == False:
vertex_elements_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]
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cid = s[3]
if cid[-1] == ';':
cid = cid[:-1]
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else:
ctype = s[1]
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cid = s[2]
if cid[-1] == ';':
cid = cid[:-1]
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found = False # Unique check
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if ctype.startswith('sampler') or ctype.startswith('image') or ctype.startswith('uimage'): # 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:
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if cid[-1] == ']': # Array of samplers - sampler2D mySamplers[2]
# Add individual units - mySamplers[0], mySamplers[1]
for i in range(int(cid[-2])):
tu = {}
con['texture_units'].append(tu)
tu['name'] = cid[:-2] + str(i) + ']'
else:
tu = {}
con['texture_units'].append(tu)
tu['name'] = cid
if ctype.startswith('image') or ctype.startswith('uimage'):
tu['is_image'] = True
# Check for link
for l in c['links']:
if l['name'] == cid:
valid_link = True
if 'ifdef' in l:
def_found = False
for d in defs:
for link_def in l['ifdef']:
if d == link_def:
def_found = True
break
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:
for link_def in l['ifndef']:
if d == link_def:
def_found = True
break
if def_found:
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break
if def_found:
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valid_link = False
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if valid_link:
tu['link'] = l['link']
break
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 = {}
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con['constants'].append(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
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def make(res, base_name, json_data, fp, defs, make_variants):
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sres = {}
res['shader_datas'].append(sres)
sres['name'] = base_name
sres['contexts'] = []
asset = assets.shader_passes_assets[base_name]
vert = None
frag = None
has_variants = 'variants' in json_data and len(json_data['variants']) > 0
if make_variants and has_variants:
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d = json_data['variants'][0]
if d in defs:
# Write shader variant with define
c = json_data['contexts'][0]
with open(c['vertex_shader']) as f:
vert = f.read().split('\n', 1)[1]
vert = "#version 450\n#define " + d + "\n" + vert
with open(c['fragment_shader']) as f:
frag = f.read().split('\n', 1)[1]
frag = "#version 450\n#define " + d + "\n" + frag
with open(arm.utils.get_fp_build() + '/compiled/Shaders/' + base_name + d + '.vert.glsl', 'w') as f:
f.write(vert)
with open(arm.utils.get_fp_build() + '/compiled/Shaders/' + base_name + d + '.frag.glsl', 'w') as f:
f.write(frag)
# Add context variant
c2 = c.copy()
c2['vertex_shader'] = base_name + d + '.vert.glsl'
c2['fragment_shader'] = base_name + d + '.frag.glsl'
c2['name'] = c['name'] + d
parse_context(c2, sres, asset, defs, vert.splitlines(), frag.splitlines())
for c in json_data['contexts']:
parse_context(c, sres, asset, defs)