armory/blender/arm/write_data.py

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import bpy
import os
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import shutil
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import glob
import json
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import stat
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import arm.utils
import arm.assets as assets
import arm.make_state as state
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def add_armory_library(sdk_path, name, rel_path=False):
if rel_path:
sdk_path = '../' + os.path.relpath(sdk_path, arm.utils.get_fp()).replace('\\', '/')
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return ('project.addLibrary("' + sdk_path + '/' + name + '");\n').replace('\\', '/').replace('//', '/')
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def add_assets(path, quality=1.0, use_data_dir=False, rel_path=False):
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if not bpy.data.worlds['Arm'].arm_minimize and path.endswith('.arm'):
path = path[:-4] + '.json'
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if rel_path:
path = os.path.relpath(path, arm.utils.get_fp()).replace('\\', '/')
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notinlist = not path.endswith('.ttf') # TODO
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s = 'project.addAssets("' + path + '", { notinlist: ' + str(notinlist).lower() + ' '
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if quality < 1.0:
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s += ', quality: ' + str(quality)
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if use_data_dir:
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s += ', destination: "data/{name}"'
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s += '});\n'
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return s
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def add_shaders(path, rel_path=False):
if rel_path:
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path = os.path.relpath(path, arm.utils.get_fp())
return 'project.addShaders("' + path.replace('\\', '/').replace('//', '/') + '");\n'
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def remove_readonly(func, path, excinfo):
os.chmod(path, stat.S_IWRITE)
func(path)
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def write_khafilejs(is_play, export_physics, export_navigation, export_ui, is_publish, enable_dce, import_traits, import_logicnodes):
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sdk_path = arm.utils.get_sdk_path()
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rel_path = arm.utils.get_relative_paths() # Convert absolute paths to relative
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wrd = bpy.data.worlds['Arm']
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with open('khafile.js', 'w') as f:
f.write(
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"""// Auto-generated
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let project = new Project('""" + arm.utils.safestr(wrd.arm_project_name) + """');
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project.addSources('Sources');
""")
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# Auto-add assets located in Bundled directory
if os.path.exists('Bundled'):
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for file in glob.glob("Bundled/**", recursive=True):
if os.path.isfile(file):
assets.add(file)
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if os.path.exists('Shaders'):
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# Copy to enable includes
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if os.path.exists(arm.utils.build_dir() + '/compiled/Shaders/Project'):
shutil.rmtree(arm.utils.build_dir() + '/compiled/Shaders/Project', onerror=remove_readonly)
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shutil.copytree('Shaders', arm.utils.build_dir() + '/compiled/Shaders/Project')
f.write("project.addShaders('" + arm.utils.build_dir() + "/compiled/Shaders/Project/**');\n")
# for file in glob.glob("Shaders/**", recursive=True):
# if os.path.isfile(file):
# assets.add_shader(file)
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if not os.path.exists('Libraries/armory'):
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f.write(add_armory_library(sdk_path, 'armory', rel_path=rel_path))
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if not os.path.exists('Libraries/iron'):
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f.write(add_armory_library(sdk_path, 'iron', rel_path=rel_path))
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# Project libraries
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if os.path.exists('Libraries'):
libs = os.listdir('Libraries')
for lib in libs:
if os.path.isdir('Libraries/' + lib):
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f.write('project.addLibrary("{0}");\n'.format(lib.replace('//', '/')))
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# Subprojects, merge this with libraries
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if os.path.exists('Subprojects'):
libs = os.listdir('Subprojects')
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for lib in libs:
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if os.path.isdir('Subprojects/' + lib):
f.write('await project.addProject("Subprojects/{0}");\n'.format(lib))
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if wrd.arm_audio == 'Disabled':
assets.add_khafile_def('arm_no_audio')
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assets.add_khafile_def('kha_no_ogg')
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if export_physics:
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assets.add_khafile_def('arm_physics')
if wrd.arm_physics_engine == 'Bullet':
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assets.add_khafile_def('arm_bullet')
if not os.path.exists('Libraries/haxebullet'):
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f.write(add_armory_library(sdk_path + '/lib/', 'haxebullet', rel_path=rel_path))
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if state.target.startswith('krom') or state.target == 'html5' or state.target == 'node':
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ammojs_path = sdk_path + '/lib/haxebullet/ammo/ammo.js'
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ammojs_path = ammojs_path.replace('\\', '/').replace('//', '/')
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f.write(add_assets(ammojs_path, rel_path=rel_path))
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# haxe.macro.Compiler.includeFile(ammojs_path)
elif wrd.arm_physics_engine == 'Oimo':
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assets.add_khafile_def('arm_oimo')
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if not os.path.exists('Libraries/oimo'):
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f.write(add_armory_library(sdk_path + '/lib/', 'oimo', rel_path=rel_path))
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if export_navigation:
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assets.add_khafile_def('arm_navigation')
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if not os.path.exists('Libraries/haxerecast'):
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f.write(add_armory_library(sdk_path + '/lib/', 'haxerecast', rel_path=rel_path))
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if state.target.startswith('krom') or state.target == 'html5':
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recastjs_path = sdk_path + '/lib/haxerecast/js/recast/recast.js'
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recastjs_path = recastjs_path.replace('\\', '/').replace('//', '/')
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f.write(add_assets(recastjs_path, rel_path=rel_path))
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if is_publish:
assets.add_khafile_def('arm_published')
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if wrd.arm_asset_compression:
assets.add_khafile_def('arm_compress')
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else:
pass
# f.write("""project.addParameter("--macro include('armory.trait')");\n""")
# f.write("""project.addParameter("--macro include('armory.trait.internal')");\n""")
# if export_physics:
# f.write("""project.addParameter("--macro include('armory.trait.physics')");\n""")
# if wrd.arm_physics_engine == 'Bullet':
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# f.write("""project.addParameter("--macro include('armory.trait.physics.bullet')");\n""")
# else:
# f.write("""project.addParameter("--macro include('armory.trait.physics.oimo')");\n""")
# if export_navigation:
# f.write("""project.addParameter("--macro include('armory.trait.navigation')");\n""")
# if import_logicnodes: # Live patching for logic nodes
# f.write("""project.addParameter("--macro include('armory.logicnode')");\n""")
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if not wrd.arm_compiler_inline:
f.write("project.addParameter('--no-inline');\n")
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if enable_dce:
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f.write("project.addParameter('-dce full');\n")
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live_patch = wrd.arm_live_patch and state.target == 'krom'
if wrd.arm_debug_console or live_patch:
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import_traits.append('armory.trait.internal.Bridge')
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if live_patch:
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assets.add_khafile_def('arm_patch')
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import_traits = list(set(import_traits))
for i in range(0, len(import_traits)):
f.write("project.addParameter('" + import_traits[i] + "');\n")
f.write("""project.addParameter("--macro keep('""" + import_traits[i] + """')");\n""")
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jstarget = state.target == 'krom' or state.target == 'html5'
noembed = wrd.arm_cache_build and not is_publish and jstarget
if noembed:
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# Load shaders manually
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assets.add_khafile_def('arm_noembed')
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noembed = False # TODO: always embed shaders for now, check compatibility with haxe compile server
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shaders_path = arm.utils.build_dir() + '/compiled/Shaders/*.glsl'
if rel_path:
shaders_path = os.path.relpath(shaders_path, arm.utils.get_fp()).replace('\\', '/')
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f.write('project.addShaders("' + shaders_path + '", { noembed: ' + str(noembed).lower() + '});\n')
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if arm.utils.get_gapi() == 'direct3d11':
# noprocessing flag - gets renamed to .d3d11
shaders_path = arm.utils.build_dir() + '/compiled/Hlsl/*.glsl'
if rel_path:
shaders_path = os.path.relpath(shaders_path, arm.utils.get_fp()).replace('\\', '/')
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f.write('project.addShaders("' + shaders_path + '", { noprocessing: true, noembed: ' + str(noembed).lower() + ' });\n')
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# Move assets for published game to /data folder
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use_data_dir = is_publish and (state.target == 'krom-windows' or state.target == 'krom-linux' or state.target == 'windows-hl' or state.target == 'linux-hl')
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if use_data_dir:
assets.add_khafile_def('arm_data_dir')
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ext = 'arm' if wrd.arm_minimize else 'json'
assets_path = arm.utils.build_dir() + '/compiled/Assets/**'
assets_path_sh = arm.utils.build_dir() + '/compiled/Shaders/*.' + ext
if rel_path:
assets_path = os.path.relpath(assets_path, arm.utils.get_fp()).replace('\\', '/')
assets_path_sh = os.path.relpath(assets_path_sh, arm.utils.get_fp()).replace('\\', '/')
dest = ''
if use_data_dir:
dest += ', destination: "data/{name}"'
f.write('project.addAssets("' + assets_path + '", { notinlist: true ' + dest + '});\n')
f.write('project.addAssets("' + assets_path_sh + '", { notinlist: true ' + dest + '});\n')
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shader_data_references = sorted(list(set(assets.shader_datas)))
for ref in shader_data_references:
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ref = ref.replace('\\', '/').replace('//', '/')
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if '/compiled/' in ref: # Asset already included
continue
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f.write(add_assets(ref, use_data_dir=use_data_dir, rel_path=rel_path))
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asset_references = sorted(list(set(assets.assets)))
for ref in asset_references:
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ref = ref.replace('\\', '/').replace('//', '/')
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if '/compiled/' in ref: # Asset already included
continue
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quality = 1.0
s = ref.lower()
if s.endswith('.wav'):
quality = wrd.arm_sound_quality
elif s.endswith('.png') or s.endswith('.jpg'):
quality = wrd.arm_texture_quality
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f.write(add_assets(ref, quality=quality, use_data_dir=use_data_dir, rel_path=rel_path))
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if wrd.arm_sound_quality < 1.0 or state.target == 'html5':
assets.add_khafile_def('arm_soundcompress')
if wrd.arm_texture_quality < 1.0:
assets.add_khafile_def('arm_texcompress')
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if wrd.arm_debug_console:
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assets.add_khafile_def('arm_debug')
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f.write(add_shaders(sdk_path + "/armory/Shaders/debug_draw/**", rel_path=rel_path))
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f.write("project.addParameter('--times');\n")
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if export_ui:
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if not os.path.exists('Libraries/zui'):
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f.write(add_armory_library(sdk_path, 'lib/zui', rel_path=rel_path))
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p = sdk_path + '/armory/Assets/font_default.ttf'
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p = p.replace('//', '/')
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f.write(add_assets(p.replace('\\', '/'), use_data_dir=use_data_dir, rel_path=rel_path))
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assets.add_khafile_def('arm_ui')
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if wrd.arm_formatlib == 'Enabled':
if not os.path.exists('Libraries/iron_format'):
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f.write(add_armory_library(sdk_path, 'lib/iron_format', rel_path=rel_path))
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if wrd.arm_minimize == False:
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assets.add_khafile_def('arm_json')
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if wrd.arm_deinterleaved_buffers == True:
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assets.add_khafile_def('arm_deinterleaved')
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if wrd.arm_batch_meshes == True:
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assets.add_khafile_def('arm_batch')
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if wrd.arm_stream_scene:
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assets.add_khafile_def('arm_stream')
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rpdat = arm.utils.get_rp()
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if rpdat.arm_skin != 'Off':
assets.add_khafile_def('arm_skin')
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if rpdat.arm_particles != 'Off':
assets.add_khafile_def('arm_particles')
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if rpdat.rp_draw_order == 'Shader':
assets.add_khafile_def('arm_draworder_shader')
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if arm.utils.get_viewport_controls() == 'azerty':
assets.add_khafile_def('arm_azerty')
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if os.path.exists(arm.utils.get_fp() + '/Bundled/config.arm'):
assets.add_khafile_def('arm_config')
if is_publish and wrd.arm_loadscreen:
assets.add_khafile_def('arm_loadscreen')
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if wrd.arm_winresize or state.target == 'html5':
assets.add_khafile_def('arm_resizable')
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# if bpy.data.scenes[0].unit_settings.system_rotation == 'DEGREES':
# assets.add_khafile_def('arm_degrees')
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for d in assets.khafile_defs:
f.write("project.addDefine('" + d + "');\n")
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if wrd.arm_khafile != None:
f.write(wrd.arm_khafile.as_string())
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if state.target.startswith('android-native'):
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bundle = 'org.armory3d.' + wrd.arm_project_package if wrd.arm_project_bundle == '' else wrd.arm_project_bundle
f.write("project.targetOptions.android_native.package = '{0}';\n".format(arm.utils.safestr(bundle)))
if wrd.arm_winorient != 'Multi':
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f.write("project.targetOptions.android_native.screenOrientation = '{0}';\n".format(wrd.arm_winorient.lower()))
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elif state.target.startswith('ios'):
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bundle = 'org.armory3d.' + wrd.arm_project_package if wrd.arm_project_bundle == '' else wrd.arm_project_bundle
f.write("project.targetOptions.ios.bundle = '{0}';\n".format(arm.utils.safestr(bundle)))
if wrd.arm_project_icon != '':
shutil.copy(bpy.path.abspath(wrd.arm_project_icon), arm.utils.get_fp() + '/icon.png')
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f.write("\n\nresolve(project);\n")
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def get_winmode(arm_winmode):
if arm_winmode == 'Window':
return 0
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else: # Fullscreen
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return 1
def write_config(resx, resy):
wrd = bpy.data.worlds['Arm']
p = arm.utils.get_fp() + '/Bundled'
if not os.path.exists(p):
os.makedirs(p)
output = {}
output['window_mode'] = get_winmode(wrd.arm_winmode)
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output['window_w'] = int(resx)
output['window_h'] = int(resy)
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output['window_resizable'] = wrd.arm_winresize
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output['window_maximizable'] = wrd.arm_winresize and wrd.arm_winmaximize
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output['window_minimizable'] = wrd.arm_winminimize
output['window_vsync'] = wrd.arm_vsync
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rpdat = arm.utils.get_rp()
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output['window_msaa'] = int(rpdat.arm_samples_per_pixel)
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output['window_scale'] = 1.0
output['rp_supersample'] = float(rpdat.rp_supersampling)
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rp_shadowmap_cube = int(rpdat.rp_shadowmap_cube) if rpdat.rp_shadows else 0
output['rp_shadowmap_cube'] = rp_shadowmap_cube
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rp_shadowmap_cascade = arm.utils.get_cascade_size(rpdat) if rpdat.rp_shadows else 0
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output['rp_shadowmap_cascade'] = rp_shadowmap_cascade
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output['rp_ssgi'] = rpdat.rp_ssgi != 'Off'
output['rp_ssr'] = rpdat.rp_ssr != 'Off'
output['rp_bloom'] = rpdat.rp_bloom != 'Off'
output['rp_motionblur'] = rpdat.rp_motionblur != 'Off'
output['rp_gi'] = rpdat.rp_voxelao
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output['rp_dynres'] = rpdat.rp_dynres
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with open(p + '/config.arm', 'w') as f:
f.write(json.dumps(output, sort_keys=True, indent=4))
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def write_mainhx(scene_name, resx, resy, is_play, is_publish):
wrd = bpy.data.worlds['Arm']
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rpdat = arm.utils.get_rp()
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scene_ext = '.zip' if (wrd.arm_asset_compression and is_publish) else ''
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if scene_ext == '' and not wrd.arm_minimize:
scene_ext = '.json'
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winmode = get_winmode(wrd.arm_winmode)
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# Detect custom render path
pathpack = 'armory'
if os.path.isfile(arm.utils.get_fp() + '/Sources/' + wrd.arm_project_package + '/renderpath/RenderPathCreator.hx'):
pathpack = wrd.arm_project_package
elif rpdat.rp_driver != 'Armory':
pathpack = rpdat.rp_driver.lower()
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with open('Sources/Main.hx', 'w') as f:
f.write(
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"""// Auto-generated
package ;
class Main {
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public static inline var projectName = '""" + arm.utils.safestr(wrd.arm_project_name) + """';
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public static inline var projectPackage = '""" + arm.utils.safestr(wrd.arm_project_package) + """';""")
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if rpdat.rp_voxelao:
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f.write("""
public static inline var voxelgiVoxelSize = """ + str(rpdat.arm_voxelgi_dimensions) + " / " + str(rpdat.rp_voxelgi_resolution) + """;
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public static inline var voxelgiHalfExtents = """ + str(round(rpdat.arm_voxelgi_dimensions / 2.0)) + """;""")
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if rpdat.arm_rp_resolution == 'Custom':
f.write("""
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public static inline var resolutionSize = """ + str(rpdat.arm_rp_resolution_size) + """;""")
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f.write("""
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public static function main() {""")
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if rpdat.arm_skin != 'Off':
f.write("""
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iron.object.BoneAnimation.skinMaxBones = """ + str(rpdat.arm_skin_max_bones) + """;""")
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if rpdat.rp_shadowmap_cascades != '1':
f.write("""
iron.object.LightObject.cascadeCount = """ + str(rpdat.rp_shadowmap_cascades) + """;
iron.object.LightObject.cascadeSplitFactor = """ + str(rpdat.arm_shadowmap_split) + """;""")
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if rpdat.arm_shadowmap_bounds != 1.0:
f.write("""
iron.object.LightObject.cascadeBounds = """ + str(rpdat.arm_shadowmap_bounds) + """;""")
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if is_publish and wrd.arm_loadscreen:
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asset_references = list(set(assets.assets))
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loadscreen_class = 'armory.trait.internal.LoadingScreen'
if os.path.isfile(arm.utils.get_fp() + '/Sources/' + wrd.arm_project_package + '/LoadingScreen.hx'):
loadscreen_class = wrd.arm_project_package + '.LoadingScreen'
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f.write("""
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armory.system.Starter.numAssets = """ + str(len(asset_references)) + """;
armory.system.Starter.drawLoading = """ + loadscreen_class + """.render;""")
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f.write("""
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armory.system.Starter.main(
'""" + arm.utils.safestr(scene_name) + scene_ext + """',
""" + str(winmode) + """,
""" + ('true' if wrd.arm_winresize else 'false') + """,
""" + ('true' if wrd.arm_winminimize else 'false') + """,
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""" + ('true' if (wrd.arm_winresize and wrd.arm_winmaximize) else 'false') + """,
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""" + str(resx) + """,
""" + str(resy) + """,
""" + str(int(rpdat.arm_samples_per_pixel)) + """,
""" + ('true' if wrd.arm_vsync else 'false') + """,
""" + pathpack + """.renderpath.RenderPathCreator.get
);
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}
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}
""")
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def write_indexhtml(w, h, is_publish):
wrd = bpy.data.worlds['Arm']
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rpdat = arm.utils.get_rp()
dest = '/html5' if is_publish else '/debug/html5'
if not os.path.exists(arm.utils.build_dir() + dest):
os.makedirs(arm.utils.build_dir() + dest)
with open(arm.utils.build_dir() + dest + '/index.html', 'w') as f:
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f.write(
"""<!DOCTYPE html>
<html>
<head>
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<meta charset="utf-8"/>""")
if rpdat.rp_stereo or wrd.arm_winmode == 'Fullscreen':
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f.write("""
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<style>
body {
margin: 0;
}
</style>
""")
f.write("""
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<title>Armory</title>
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</head>
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<body style="margin: 0; padding: 0;">
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""")
if rpdat.rp_stereo or wrd.arm_winmode == 'Fullscreen':
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f.write("""
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<canvas style="width: 100vw; height: 100vh; display: block;" id='khanvas' tabindex='-1'></canvas>
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""")
else:
f.write("""
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<p align="center"><canvas align="center" style="outline: none;" id='khanvas' width='""" + str(w) + """' height='""" + str(h) + """' tabindex='-1'></canvas></p>
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""")
f.write("""
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<script src='kha.js'></script>
</body>
</html>
""")
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add_compiledglsl = ''
def write_compiledglsl(defs, make_variants):
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rpdat = arm.utils.get_rp()
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shadowmap_size = arm.utils.get_cascade_size(rpdat) if rpdat.rp_shadows else 0
with open(arm.utils.build_dir() + '/compiled/Shaders/compiled.inc', 'w') as f:
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f.write(
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"""#ifndef _COMPILED_GLSL_
#define _COMPILED_GLSL_
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""")
for d in defs:
if make_variants and d.endswith('var'):
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continue # Write a shader variant instead
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f.write("#define " + d + "\n")
f.write("""const float PI = 3.1415926535;
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const float PI2 = PI * 2.0;
const vec2 shadowmapSize = vec2(""" + str(shadowmap_size) + """, """ + str(shadowmap_size) + """);
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const float shadowmapCubePcfSize = """ + str((round(rpdat.arm_pcfsize * 100) / 100) / 1000) + """;
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const int shadowmapCascades = """ + str(rpdat.rp_shadowmap_cascades) + """;
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""")
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if rpdat.arm_clouds:
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f.write(
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"""const float cloudsLower = """ + str(round(rpdat.arm_clouds_lower * 100) / 100) + """;
const float cloudsUpper = """ + str(round(rpdat.arm_clouds_upper * 100) / 100) + """;
const vec2 cloudsWind = vec2(""" + str(round(rpdat.arm_clouds_wind[0] * 100) / 100) + """, """ + str(round(rpdat.arm_clouds_wind[1] * 100) / 100) + """);
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const float cloudsPrecipitation = """ + str(round(rpdat.arm_clouds_precipitation * 100) / 100) + """;
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const float cloudsSecondary = """ + str(round(rpdat.arm_clouds_secondary * 100) / 100) + """;
const int cloudsSteps = """ + str(rpdat.arm_clouds_steps) + """;
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""")
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if rpdat.rp_water:
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f.write(
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"""const float waterLevel = """ + str(round(rpdat.arm_water_level * 100) / 100) + """;
const float waterDisplace = """ + str(round(rpdat.arm_water_displace * 100) / 100) + """;
const float waterSpeed = """ + str(round(rpdat.arm_water_speed * 100) / 100) + """;
const float waterFreq = """ + str(round(rpdat.arm_water_freq * 100) / 100) + """;
const vec3 waterColor = vec3(""" + str(round(rpdat.arm_water_color[0] * 100) / 100) + """, """ + str(round(rpdat.arm_water_color[1] * 100) / 100) + """, """ + str(round(rpdat.arm_water_color[2] * 100) / 100) + """);
const float waterDensity = """ + str(round(rpdat.arm_water_density * 100) / 100) + """;
const float waterRefract = """ + str(round(rpdat.arm_water_refract * 100) / 100) + """;
const float waterReflect = """ + str(round(rpdat.arm_water_reflect * 100) / 100) + """;
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""")
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if rpdat.rp_ssgi == 'SSAO' or rpdat.rp_ssgi == 'RTAO' or rpdat.rp_volumetriclight:
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f.write(
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"""const float ssaoRadius = """ + str(round(rpdat.arm_ssgi_radius * 100) / 100) + """;
const float ssaoStrength = """ + str(round(rpdat.arm_ssgi_strength * 100) / 100) + """;
const float ssaoScale = """ + ("2.0" if rpdat.arm_ssgi_half_res else "20.0") + """;
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""")
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if rpdat.rp_ssgi == 'RTGI' or rpdat.rp_ssgi == 'RTAO':
f.write(
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"""const int ssgiMaxSteps = """ + str(rpdat.arm_ssgi_max_steps) + """;
const float ssgiRayStep = 0.005 * """ + str(round(rpdat.arm_ssgi_step * 100) / 100) + """;
const float ssgiStrength = """ + str(round(rpdat.arm_ssgi_strength * 100) / 100) + """;
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""")
if rpdat.rp_bloom:
f.write(
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"""const float bloomThreshold = """ + str(round(rpdat.arm_bloom_threshold * 100) / 100) + """;
const float bloomStrength = """ + str(round(rpdat.arm_bloom_strength * 100) / 100) + """;
const float bloomRadius = """ + str(round(rpdat.arm_bloom_radius * 100) / 100) + """;
""")
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if rpdat.rp_motionblur != 'Off':
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f.write(
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"""const float motionBlurIntensity = """ + str(round(rpdat.arm_motion_blur_intensity * 100) / 100) + """;
""")
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if rpdat.rp_ssr:
f.write(
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"""const float ssrRayStep = """ + str(round(rpdat.arm_ssr_ray_step * 100) / 100) + """;
const float ssrMinRayStep = """ + str(round(rpdat.arm_ssr_min_ray_step * 100) / 100) + """;
const float ssrSearchDist = """ + str(round(rpdat.arm_ssr_search_dist * 100) / 100) + """;
const float ssrFalloffExp = """ + str(round(rpdat.arm_ssr_falloff_exp * 100) / 100) + """;
const float ssrJitter = """ + str(round(rpdat.arm_ssr_jitter * 100) / 100) + """;
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""")
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if rpdat.arm_ssrs:
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f.write(
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"""const float ssrsRayStep = """ + str(round(rpdat.arm_ssrs_ray_step * 100) / 100) + """;
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""")
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if rpdat.rp_volumetriclight:
f.write(
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"""const float volumAirTurbidity = """ + str(round(rpdat.arm_volumetric_light_air_turbidity * 100) / 100) + """;
const vec3 volumAirColor = vec3(""" + str(round(rpdat.arm_volumetric_light_air_color[0] * 100) / 100) + """, """ + str(round(rpdat.arm_volumetric_light_air_color[1] * 100) / 100) + """, """ + str(round(rpdat.arm_volumetric_light_air_color[2] * 100) / 100) + """);
const int volumSteps = """ + str(rpdat.arm_volumetric_light_steps) + """;
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""")
if rpdat.rp_autoexposure:
f.write(
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"""const float autoExposureStrength = """ + str(rpdat.arm_autoexposure_strength) + """;
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const float autoExposureSpeed = """ + str(rpdat.arm_autoexposure_speed) + """;
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""")
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# Compositor
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if rpdat.arm_letterbox:
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f.write(
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"""const float compoLetterboxSize = """ + str(round(rpdat.arm_letterbox_size * 100) / 100) + """;
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""")
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if rpdat.arm_grain:
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f.write(
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"""const float compoGrainStrength = """ + str(round(rpdat.arm_grain_strength * 100) / 100) + """;
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""")
if rpdat.arm_vignette:
f.write(
"""const float compoVignetteStrength = """ + str(round(rpdat.arm_vignette_strength * 100) / 100) + """;
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""")
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if rpdat.arm_sharpen:
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f.write(
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"""const float compoSharpenStrength = """ + str(round(rpdat.arm_sharpen_strength * 100) / 100) + """;
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""")
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if bpy.data.scenes[0].view_settings.exposure != 0.0:
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f.write(
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"""const float compoExposureStrength = """ + str(round(bpy.data.scenes[0].view_settings.exposure * 100) / 100) + """;
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""")
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if rpdat.arm_fog:
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f.write(
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"""const float compoFogAmountA = """ + str(round(rpdat.arm_fog_amounta * 100) / 100) + """;
const float compoFogAmountB = """ + str(round(rpdat.arm_fog_amountb * 100) / 100) + """;
const vec3 compoFogColor = vec3(""" + str(round(rpdat.arm_fog_color[0] * 100) / 100) + """, """ + str(round(rpdat.arm_fog_color[1] * 100) / 100) + """, """ + str(round(rpdat.arm_fog_color[2] * 100) / 100) + """);
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""")
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if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof_distance > 0.0:
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f.write(
"""const float compoDOFDistance = """ + str(round(bpy.data.cameras[0].dof_distance * 100) / 100) + """;
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const float compoDOFFstop = """ + str(round(bpy.data.cameras[0].gpu_dof.fstop * 100) / 100) + """;
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const float compoDOFLength = 160.0;
""") # str(round(bpy.data.cameras[0].lens * 100) / 100)
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if rpdat.rp_voxelao:
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halfext = round(rpdat.arm_voxelgi_dimensions / 2.0)
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f.write(
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"""const ivec3 voxelgiResolution = ivec3(""" + str(rpdat.rp_voxelgi_resolution) + """, """ + str(rpdat.rp_voxelgi_resolution) + """, """ + str(int(int(rpdat.rp_voxelgi_resolution) * float(rpdat.rp_voxelgi_resolution_z))) + """);
const vec3 voxelgiHalfExtents = vec3(""" + str(halfext) + """, """ + str(halfext) + """, """ + str(round(halfext * float(rpdat.rp_voxelgi_resolution_z))) + """);
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const float voxelgiOcc = """ + str(round(rpdat.arm_voxelgi_occ * 100) / 100) + """;
const float voxelgiStep = """ + str(round(rpdat.arm_voxelgi_step * 100) / 100) + """;
const float voxelgiRange = """ + str(round(rpdat.arm_voxelgi_range * 100) / 100) + """;
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const float voxelgiOffset = """ + str(round(rpdat.arm_voxelgi_offset * 100) / 100) + """;
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const float voxelgiAperture = """ + str(round(rpdat.arm_voxelgi_aperture * 100) / 100) + """;
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""")
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if rpdat.rp_sss_state == 'On':
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f.write(
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"""const float sssWidth = """ + str(rpdat.arm_sss_width / 10.0) + """;
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""")
# Skinning
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if rpdat.arm_skin == 'On':
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f.write(
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"""const int skinMaxBones = """ + str(rpdat.arm_skin_max_bones) + """;
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""")
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f.write(add_compiledglsl + '\n') # External defined constants
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f.write("""#endif // _COMPILED_GLSL_
""")
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def write_traithx(class_path):
wrd = bpy.data.worlds['Arm']
# Split the haxe package syntax in components that will compose the path
path_components = class_path.split('.')
# extract the full file name (file + ext) from the components
class_name = path_components[-1]
# Create the absolute trait path (os-safe)
package_path = os.sep.join([arm.utils.get_fp(), 'Sources', arm.utils.safestr(wrd.arm_project_package)] + path_components[:-1])
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if not os.path.exists(package_path):
os.makedirs(package_path)
package = '.'.join([arm.utils.safestr(wrd.arm_project_package)] + path_components[:-1]);
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with open(package_path + '/' + class_name + '.hx', 'w') as f:
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f.write(
"""package """ + package + """;
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class """ + class_name + """ extends iron.Trait {
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\tpublic function new() {
\t\tsuper();
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\t\t// notifyOnInit(function() {
\t\t// });
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\t\t// notifyOnUpdate(function() {
\t\t// });
\t\t// notifyOnRemove(function() {
\t\t// });
\t}
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}
""")
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def write_canvasjson(canvas_name):
canvas_path = arm.utils.get_fp() + '/Bundled/canvas'
if not os.path.exists(canvas_path):
os.makedirs(canvas_path)
with open(canvas_path + '/' + canvas_name + '.json', 'w') as f:
f.write(
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"""{ "name": "untitled", "x": 0.0, "y": 0.0, "width": 1280, "height": 720, "elements": [], "assets": [] }""")