Improve assets references

This commit is contained in:
Lubos Lenco 2016-02-08 17:28:05 +01:00
parent e4d811c22f
commit 83f8a82247
7 changed files with 258 additions and 256 deletions

View file

@ -1899,8 +1899,9 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
self.particleSystemArray = {}
self.boneParentArray = {}
# Store used shaders in this scene
# Store used shaders and assets in this scene
ArmoryExporter.shader_references = []
ArmoryExporter.asset_references = []
ArmoryExporter.exportAllFlag = not self.option_export_selection
ArmoryExporter.sampleAnimationFlag = self.option_sample_animation
ArmoryExporter.option_geometry_only = self.option_geometry_only
@ -1991,9 +1992,17 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
ArmoryExporter.option_minimize = False
# Only one pipeline for scene for now
# Used for material shader export
# Used for material shader export and khafile
if (len(bpy.data.cameras) > 0):
ArmoryExporter.pipeline_pass = bpy.data.cameras[0].pipeline_pass
ArmoryExporter.pipeline_id = bpy.data.cameras[0].pipeline_id
# Gather passes, not very elegant
ArmoryExporter.pipeline_passes = []
for node_group in bpy.data.node_groups:
if node_group.name == bpy.data.cameras[0].pipeline_path:
for node in node_group.nodes:
if node.bl_idname == 'DrawGeometryNodeType':
ArmoryExporter.pipeline_passes.append(node.inputs[1].default_value) # Context
break
def cb_export_node(self, node, o):
#return
@ -2080,7 +2089,7 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
o.contexts = []
c = Object()
c.id = ArmoryExporter.pipeline_pass
c.id = ArmoryExporter.pipeline_id
c.bind_constants = []
const = Object()
@ -2173,9 +2182,12 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
ext = ''
for d in defs:
ext += d
shader_name = ArmoryExporter.pipeline_pass + ext
o.shader = shader_name + '/' + shader_name
ArmoryExporter.shader_references.append(shader_name)
ArmoryExporter.asset_references.append('compiled/ShaderResources/' + ArmoryExporter.pipeline_id + '/' + ArmoryExporter.pipeline_id + ext + '.json')
# Process all passes from pipeline
for pipe_pass in ArmoryExporter.pipeline_passes:
shader_name = pipe_pass + ext
o.shader = shader_name + '/' + shader_name
ArmoryExporter.shader_references.append('compiled/Shaders/' + ArmoryExporter.pipeline_id + '/' + shader_name)
else:
# TODO: gather defs from vertex data when custom shader is used
o.shader = material.custom_shader_name

View file

@ -302,7 +302,8 @@ def buildNode(res, node, node_group):
elif node.bl_idname == 'DrawQuadNodeType':
stage.command = 'draw_quad'
stage.params.append(node.inputs[1].default_value) # Material context
material_context = node.inputs[1].default_value
stage.params.append(material_context)
elif node.bl_idname == 'DrawWorldNodeType':
stage.command = 'draw_quad'

View file

@ -19,7 +19,7 @@ class Object:
# return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def buildNodeTrees():
def buildNodeTrees(shader_references, asset_references):
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
@ -31,9 +31,9 @@ def buildNodeTrees():
# Export world nodes
for world in bpy.data.worlds:
buildNodeTree(world.name, world.node_tree)
buildNodeTree(world.name, world.node_tree, shader_references, asset_references)
def buildNodeTree(world_name, node_group):
def buildNodeTree(world_name, node_group, shader_references, asset_references):
output = Object()
res = Object()
output.material_resources = [res]
@ -54,8 +54,12 @@ def buildNodeTree(world_name, node_group):
texture.id = 'envmap'
texture.name = ''
for node in node_group.nodes:
# Env map included
if node.bl_idname == 'ShaderNodeTexEnvironment': # Just look for env texture for now
texture.name = node.image.name.rsplit('.', 1)[0] # Remove extension
# Add resources to khafie
asset_references.append('compiled/ShaderResources/env_map/env_map.json')
shader_references.append('compiled/Shaders/env_map/env_map')
with open(path + material_name + '.json', 'w') as f:
f.write(output.to_JSON())

View file

@ -15,272 +15,275 @@ import nodes_world
from armory import ArmoryExporter
def defaultSettings():
wrd = bpy.data.worlds[0]
wrd['CGVersion'] = "16.1.0"
wrd['CGProjectTarget'] = 0
wrd['CGProjectName'] = "cycles_game"
wrd['CGProjectPackage'] = "game"
wrd['CGProjectWidth'] = 1136
wrd['CGProjectHeight'] = 640
wrd['CGProjectScene'] = bpy.data.scenes[0].name
wrd['CGAA'] = 1
wrd['CGPhysics'] = 0
wrd['CGMinimize'] = (True)
# Make sure we are using cycles
if bpy.data.scenes[0].render.engine == 'BLENDER_RENDER':
for scene in bpy.data.scenes:
scene.render.engine = 'CYCLES'
wrd = bpy.data.worlds[0]
wrd['CGVersion'] = "16.1.0"
wrd['CGProjectTarget'] = 0
wrd['CGProjectName'] = "cycles_game"
wrd['CGProjectPackage'] = "game"
wrd['CGProjectWidth'] = 1136
wrd['CGProjectHeight'] = 640
wrd['CGProjectScene'] = bpy.data.scenes[0].name
wrd['CGAA'] = 1
wrd['CGPhysics'] = 0
wrd['CGMinimize'] = (True)
# Make sure we are using cycles
if bpy.data.scenes[0].render.engine == 'BLENDER_RENDER':
for scene in bpy.data.scenes:
scene.render.engine = 'CYCLES'
# Store properties in the world object
def initWorldProperties():
bpy.types.World.CGVersion = StringProperty(name = "CGVersion")
bpy.types.World.CGProjectTarget = EnumProperty(
items = [('HTML5', 'HTML5', 'HTML5'),
('Windows', 'Windows', 'Windows'),
('OSX', 'OSX', 'OSX'),
('Linux', 'Linux', 'Linux'),
('iOS', 'iOS', 'iOS'),
('Android', 'Android', 'Android')],
name = "Target")
bpy.types.World.CGProjectName = StringProperty(name = "Name")
bpy.types.World.CGProjectPackage = StringProperty(name = "Package")
bpy.types.World.CGProjectWidth = IntProperty(name = "Width")
bpy.types.World.CGProjectHeight = IntProperty(name = "Height")
bpy.types.World.CGProjectScene = StringProperty(name = "Scene")
bpy.types.World.CGAA = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('16X', '16X', '16X')],
name = "Anti-aliasing")
bpy.types.World.CGPhysics = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics")
bpy.types.World.CGMinimize = BoolProperty(name = "Minimize")
bpy.types.World.CGVersion = StringProperty(name = "CGVersion")
bpy.types.World.CGProjectTarget = EnumProperty(
items = [('HTML5', 'HTML5', 'HTML5'),
('Windows', 'Windows', 'Windows'),
('OSX', 'OSX', 'OSX'),
('Linux', 'Linux', 'Linux'),
('iOS', 'iOS', 'iOS'),
('Android', 'Android', 'Android')],
name = "Target")
bpy.types.World.CGProjectName = StringProperty(name = "Name")
bpy.types.World.CGProjectPackage = StringProperty(name = "Package")
bpy.types.World.CGProjectWidth = IntProperty(name = "Width")
bpy.types.World.CGProjectHeight = IntProperty(name = "Height")
bpy.types.World.CGProjectScene = StringProperty(name = "Scene")
bpy.types.World.CGAA = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('16X', '16X', '16X')],
name = "Anti-aliasing")
bpy.types.World.CGPhysics = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics")
bpy.types.World.CGMinimize = BoolProperty(name = "Minimize")
# Default settings
if not 'CGVersion' in bpy.data.worlds[0]:
defaultSettings()
# Default settings
if not 'CGVersion' in bpy.data.worlds[0]:
defaultSettings()
# Use material nodes
for mat in bpy.data.materials:
bpy.ops.cycles.use_shading_nodes({"material":mat})
# Use world nodes
for wrd in bpy.data.worlds:
bpy.ops.cycles.use_shading_nodes({"world":wrd})
return
# Use material nodes
for mat in bpy.data.materials:
bpy.ops.cycles.use_shading_nodes({"material":mat})
# Use world nodes
for wrd in bpy.data.worlds:
bpy.ops.cycles.use_shading_nodes({"world":wrd})
return
# Info panel play
def draw_play_item(self, context):
layout = self.layout
layout.operator("cg.play")
layout = self.layout
layout.operator("cg.play")
# Menu in render region
class ToolsPanel(bpy.types.Panel):
bl_label = "Cycles Game"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_label = "Cycles Game"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
# Info panel play
#bpy.types.INFO_HT_header.prepend(draw_play_item)
bpy.types.VIEW3D_HT_header.append(draw_play_item)
# Info panel play
#bpy.types.INFO_HT_header.prepend(draw_play_item)
bpy.types.VIEW3D_HT_header.append(draw_play_item)
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds[0]
layout.prop(wrd, 'CGProjectName')
layout.prop(wrd, 'CGProjectPackage')
row = layout.row()
row.prop(wrd, 'CGProjectWidth')
row.prop(wrd, 'CGProjectHeight')
layout.prop_search(wrd, "CGProjectScene", bpy.data, "scenes", "Scene")
layout.prop(wrd, 'CGProjectTarget')
layout.operator("cg.build")
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("cg.folder")
row.operator("cg.clean")
layout.prop(wrd, 'CGAA')
layout.prop(wrd, 'CGPhysics')
layout.prop(wrd, 'CGMinimize')
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds[0]
layout.prop(wrd, 'CGProjectName')
layout.prop(wrd, 'CGProjectPackage')
row = layout.row()
row.prop(wrd, 'CGProjectWidth')
row.prop(wrd, 'CGProjectHeight')
layout.prop_search(wrd, "CGProjectScene", bpy.data, "scenes", "Scene")
layout.prop(wrd, 'CGProjectTarget')
layout.operator("cg.build")
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("cg.folder")
row.operator("cg.clean")
layout.prop(wrd, 'CGAA')
layout.prop(wrd, 'CGPhysics')
layout.prop(wrd, 'CGMinimize')
class Object:
def to_JSON(self):
if bpy.data.worlds[0]['CGMinimize'] == True:
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
else:
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def to_JSON(self):
if bpy.data.worlds[0]['CGMinimize'] == True:
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
else:
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
# Convert Blender data into game data
# Transform Blender data into game data
def exportGameData():
# TODO: Set armatures to center of world so skin transform is zero
armatures = []
for o in bpy.data.objects:
if o.type == 'ARMATURE':
a = Object()
a.armature = o
a.x = o.location.x
a.y = o.location.y
a.z = o.location.z
armatures.append(a)
o.location.x = 0
o.location.y = 0
o.location.z = 0
shader_references = []
asset_references = []
# Build nodes # TODO: only if needed
nodes_logic.buildNodeTrees()
nodes_pipeline.buildNodeTrees()
nodes_world.buildNodeTrees(shader_references, asset_references) # TODO: Have to build nodes everytime to collect env map resources, should be cached
# Export scene data
shader_references = []
for scene in bpy.data.scenes:
if scene.name[0] != '.': # Skip hidden scenes
bpy.ops.export_scene.armory({"scene":scene}, filepath='Assets/generated/' + scene.name + '.json')
shader_references += ArmoryExporter.shader_references
# TODO: Set armatures to center of world so skin transform is zero
armatures = []
for o in bpy.data.objects:
if o.type == 'ARMATURE':
a = Object()
a.armature = o
a.x = o.location.x
a.y = o.location.y
a.z = o.location.z
armatures.append(a)
o.location.x = 0
o.location.y = 0
o.location.z = 0
# Move armatures back
for a in armatures:
a.armature.location.x = a.x
a.armature.location.y = a.y
a.armature.location.z = a.z
# Write khafile.js
write_data.write_khafilejs(shader_references)
# Export scene data
for scene in bpy.data.scenes:
if scene.name[0] != '.': # Skip hidden scenes
bpy.ops.export_scene.armory({"scene":scene}, filepath='Assets/generated/' + scene.name + '.json')
shader_references += ArmoryExporter.shader_references
asset_references += ArmoryExporter.asset_references
# Write Main.hx
write_data.write_main()
# Move armatures back
for a in armatures:
a.armature.location.x = a.x
a.armature.location.y = a.y
a.armature.location.z = a.z
# Write khafile.js
write_data.write_khafilejs(shader_references, asset_references)
# Write Main.hx
write_data.write_main()
def buildProject(self, build_type=0):
# Save blend
bpy.ops.wm.save_mainfile()
# Save blend
bpy.ops.wm.save_mainfile()
# Save scripts
#area = bpy.context.area
#old_type = area.type
#area.type = 'TEXT_EDITOR'
#for text in bpy.data.texts:
#area.spaces[0].text = text
#bpy.ops.text.save()
##bpy.ops.text.save()
#area.type = old_type
# Save scripts
#area = bpy.context.area
#old_type = area.type
#area.type = 'TEXT_EDITOR'
#for text in bpy.data.texts:
#area.spaces[0].text = text
#bpy.ops.text.save()
##bpy.ops.text.save()
#area.type = old_type
# Set dir
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
os.chdir(fp)
# Auto-build nodes # TODO: only if needed
nodes_logic.buildNodeTrees()
nodes_pipeline.buildNodeTrees()
nodes_world.buildNodeTrees()
# Set dir
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
os.chdir(fp)
# Export
exportGameData()
# Set build command
if (bpy.data.worlds[0]['CGProjectTarget'] == 0):
bashCommand = "-t html5"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 1):
bashCommand = "-t windows"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 2):
bashCommand = "-t osx"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 3):
bashCommand = "-t linux"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 4):
bashCommand = "-t ios"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 5):
bashCommand = "-t android-native"
# Build
haxelib_path = "haxelib"
if platform.system() == 'Darwin':
haxelib_path = "/usr/local/bin/haxelib"
# Export
exportGameData()
# Set build command
if (bpy.data.worlds[0]['CGProjectTarget'] == 0):
bashCommand = "-t html5"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 1):
bashCommand = "-t windows"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 2):
bashCommand = "-t osx"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 3):
bashCommand = "-t linux"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 4):
bashCommand = "-t ios"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 5):
bashCommand = "-t android-native"
# Build
haxelib_path = "haxelib"
if platform.system() == 'Darwin':
haxelib_path = "/usr/local/bin/haxelib"
prefix = haxelib_path + " run kha "
prefix = haxelib_path + " run kha "
output = subprocess.check_output([haxelib_path + " path cyclesgame"], shell=True)
output = str(output).split("\\n")[0].split("'")[1]
scripts_path = output[:-8] + "blender/"
output = subprocess.check_output([haxelib_path + " path cyclesgame"], shell=True)
output = str(output).split("\\n")[0].split("'")[1]
scripts_path = output[:-8] + "blender/"
blender_path = bpy.app.binary_path
blend_path = bpy.data.filepath
p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'lib/build.py', '--', bashCommand, str(build_type), str(bpy.data.worlds[0]['CGProjectTarget'])])
#p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'lib/build.py', '--', prefix + bashCommand, str(build_type), str(bpy.data.worlds[0]['CGProjectTarget'])])
atexit.register(p.terminate)
self.report({'INFO'}, "Building, see console...")
blender_path = bpy.app.binary_path
blend_path = bpy.data.filepath
p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'lib/build.py', '--', bashCommand, str(build_type), str(bpy.data.worlds[0]['CGProjectTarget'])])
#p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'lib/build.py', '--', prefix + bashCommand, str(build_type), str(bpy.data.worlds[0]['CGProjectTarget'])])
atexit.register(p.terminate)
self.report({'INFO'}, "Building, see console...")
def cleanProject(self):
# Set dir
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
os.chdir(fp)
# Remove build data
if os.path.isdir("build"):
shutil.rmtree('build')
# Set dir
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
os.chdir(fp)
# Remove build data
if os.path.isdir("build"):
shutil.rmtree('build')
# Remove generated data
if os.path.isdir("Assets/generated"):
shutil.rmtree('Assets/generated')
# Remove generated data
if os.path.isdir("Assets/generated"):
shutil.rmtree('Assets/generated')
# Remove compiled nodes
nodes_path = "Sources/" + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/node/"
if os.path.isdir(nodes_path):
shutil.rmtree(nodes_path)
# Remove compiled nodes
nodes_path = "Sources/" + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/node/"
if os.path.isdir(nodes_path):
shutil.rmtree(nodes_path)
self.report({'INFO'}, "Done")
self.report({'INFO'}, "Done")
# Play
class OBJECT_OT_PLAYButton(bpy.types.Operator):
bl_idname = "cg.play"
bl_label = "Play"
bl_idname = "cg.play"
bl_label = "Play"
def execute(self, context):
buildProject(self, 1)
return{'FINISHED'}
def execute(self, context):
buildProject(self, 1)
return{'FINISHED'}
# Build
class OBJECT_OT_BUILDButton(bpy.types.Operator):
bl_idname = "cg.build"
bl_label = "Build"
bl_idname = "cg.build"
bl_label = "Build"
def execute(self, context):
buildProject(self, 0)
return{'FINISHED'}
def execute(self, context):
buildProject(self, 0)
return{'FINISHED'}
# Open project folder
class OBJECT_OT_FOLDERButton(bpy.types.Operator):
bl_idname = "cg.folder"
bl_label = "Folder"
bl_idname = "cg.folder"
bl_label = "Folder"
def execute(self, context):
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
webbrowser.open('file://' + fp)
return{'FINISHED'}
def execute(self, context):
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
webbrowser.open('file://' + fp)
return{'FINISHED'}
# Clean project
class OBJECT_OT_CLEANButton(bpy.types.Operator):
bl_idname = "cg.clean"
bl_label = "Clean"
bl_idname = "cg.clean"
bl_label = "Clean"
def execute(self, context):
cleanProject(self)
return{'FINISHED'}
def execute(self, context):
cleanProject(self)
return{'FINISHED'}
# Registration
def register():
bpy.utils.register_module(__name__)
# Store properties in world
initWorldProperties()
bpy.utils.register_module(__name__)
# Store properties in world
initWorldProperties()
def unregister():
bpy.utils.unregister_module(__name__)
bpy.utils.unregister_module(__name__)

View file

@ -23,7 +23,7 @@ def initProperties():
bpy.types.Camera.frustum_culling = bpy.props.BoolProperty(name="Frustum Culling", default=False)
bpy.types.Camera.sort_front_to_back = bpy.props.BoolProperty(name="Sort Front to Back", default=False)
bpy.types.Camera.pipeline_path = bpy.props.StringProperty(name="Pipeline Path", default="forward_pipeline")
bpy.types.Camera.pipeline_pass = bpy.props.StringProperty(name="Pipeline Pass", default="forward")
bpy.types.Camera.pipeline_id = bpy.props.StringProperty(name="Pipeline ID", default="forward")
# For material
bpy.types.Material.lighting_bool = bpy.props.BoolProperty(name="Lighting", default=True)
bpy.types.Material.receive_shadow = bpy.props.BoolProperty(name="Receive Shadow", default=True)
@ -63,7 +63,7 @@ class DataPropsPanel(bpy.types.Panel):
layout.prop(obj.data, 'frustum_culling')
layout.prop(obj.data, 'sort_front_to_back')
layout.prop_search(obj.data, "pipeline_path", bpy.data, "node_groups")
layout.prop(obj.data, 'pipeline_pass')
layout.prop(obj.data, 'pipeline_id')
layout.operator("cg.reset_pipelines")
elif obj.type == 'MESH':
layout.prop(obj.data, 'static_usage')

View file

@ -2,10 +2,11 @@ import bpy
import os
# Write khafile.js
def write_khafilejs(shader_references):
def write_khafilejs(shader_references, asset_references):
# Merge duplicates and sort
shader_references = sorted(list(set(shader_references)))
asset_references = sorted(list(set(asset_references)))
with open('khafile.js', 'w') as f:
f.write(
@ -19,24 +20,12 @@ project.addAssets('Assets/**');
project.addLibrary('cyclesgame');
""")
for ref in shader_references:
# ArmoryExporter.pipeline_pass instead of split
base_name = ref.split('_', 1)[0] + "/"
f.write("project.addAssets('compiled/ShaderResources/" + base_name + "" + ref + ".json');\n")
f.write("project.addShaders('compiled/Shaders/" + base_name + "" + ref + ".frag.glsl');\n")
f.write("project.addShaders('compiled/Shaders/" + base_name + "" + ref + ".vert.glsl');\n")
# TODO: properly include all shader contexts
defsarr = ref.split('_', 1) # Get shader defs and append to shadowmap shader name
defs = ''
if len(defsarr) > 1:
defs = '_' + defsarr[1]
f.write("project.addShaders('compiled/Shaders/" + base_name + "" + 'shadowmap' + defs + ".frag.glsl');\n")
f.write("project.addShaders('compiled/Shaders/" + base_name + "" + 'shadowmap' + defs + ".vert.glsl');\n")
# TODO: include env map only when used by world nodes
f.write("project.addAssets('compiled/ShaderResources/env_map/env_map.json');\n")
f.write("project.addShaders('compiled/Shaders/env_map/env_map.frag.glsl');\n")
f.write("project.addShaders('compiled/Shaders/env_map/env_map.vert.glsl');\n")
for ref in shader_references: # Shaders
f.write("project.addShaders('" + ref + ".frag.glsl');\n")
f.write("project.addShaders('" + ref + ".vert.glsl');\n")
for ref in asset_references: # Assets
f.write("project.addAssets('" + ref + "');\n")
if bpy.data.worlds[0]['CGPhysics'] != 0:
f.write("\nproject.addDefine('WITH_PHYSICS')\n")

View file

@ -1,7 +0,0 @@
var project = new Project('cycles_library');
//project.addSources('Sources');
//project.addShaders('Sources/Shaders/**');
//project.addAssets('Assets/**');
return project;