armory/blender/arm/make.py
2018-11-19 13:18:40 +01:00

563 lines
21 KiB
Python
Executable file

import os
import glob
import time
import shutil
import bpy
import json
import stat
from bpy.props import *
import subprocess
import threading
import webbrowser
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
exporter = ArmoryExporter()
scripts_mtime = 0 # Monitor source changes
profile_time = 0
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):
os.chdir(raw_shaders_path + '/' + shader_name)
# Open json file
json_name = shader_name + '.json'
with open(json_name) as f:
json_file = f.read()
json_data = json.loads(json_file)
fp = arm.utils.get_fp_build()
arm.lib.make_datas.make(res, shader_name, json_data, fp, defs)
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])
def remove_readonly(func, path, excinfo):
os.chmod(path, stat.S_IWRITE)
func(path)
def export_data(fp, sdk_path):
global exporter
wrd = bpy.data.worlds['Arm']
print('\nArmory v{0} ({1})'.format(wrd.arm_version, wrd.arm_commit))
print('OS: ' + arm.utils.get_os() + ', Target: ' + state.target + ', GAPI: ' + arm.utils.get_gapi() + ', Blender: ' + bpy.app.version_string)
# Clean compiled variants if cache is disabled
build_dir = arm.utils.get_fp_build()
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)
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)
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)
if os.path.isdir(build_dir + '/compiled/Shaders'):
shutil.rmtree(build_dir + '/compiled/Shaders', onerror=remove_readonly)
raw_shaders_path = sdk_path + '/armory/Shaders/'
assets_path = sdk_path + '/armory/Assets/'
export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled'
export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled'
export_ui = bpy.data.worlds['Arm'].arm_ui != 'Disabled'
assets.reset()
# Build node trees
ArmoryExporter.import_traits = []
make_logic.build()
make_world.build()
make_renderpath.build()
# Export scene data
assets.embedded_data = sorted(list(set(assets.embedded_data)))
physics_found = False
navigation_found = False
ui_found = False
ArmoryExporter.compress_enabled = state.is_publish and wrd.arm_asset_compression
for scene in bpy.data.scenes:
if scene.arm_export:
ext = '.zip' if (scene.arm_compress and state.is_publish) else '.arm'
asset_path = build_dir + '/compiled/Assets/' + arm.utils.safestr(scene.name) + ext
exporter.execute(bpy.context, asset_path, scene=scene)
if ArmoryExporter.export_physics:
physics_found = True
if ArmoryExporter.export_navigation:
navigation_found = True
if ArmoryExporter.export_ui:
ui_found = True
assets.add(asset_path)
if physics_found == False: # Disable physics if no rigid body is exported
export_physics = False
if navigation_found == False:
export_navigation = False
if ui_found == False:
export_ui = False
if wrd.arm_ui == 'Enabled':
export_ui = True
modules = []
if wrd.arm_audio == 'Enabled':
modules.append('audio')
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')
print('Exported modules: ' + str(modules))
defs = arm.utils.def_strings_to_array(wrd.world_defs)
cdefs = arm.utils.def_strings_to_array(wrd.compo_defs)
print('Shader flags: ' + str(defs))
if wrd.arm_debug_console:
print('Khafile flags: ' + str(assets.khafile_defs))
# Write compiled.inc
shaders_path = build_dir + '/compiled/Shaders'
if not os.path.exists(shaders_path):
os.makedirs(shaders_path)
write_data.write_compiledglsl(defs + cdefs)
# Write referenced shader passes
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):
continue
assets.shader_passes_assets[ref] = []
if ref.startswith('compositor_pass'):
compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs)
# elif ref.startswith('grease_pencil'):
# compile_shader_pass(res, raw_shaders_path, ref, [])
else:
compile_shader_pass(res, raw_shaders_path, ref, defs)
arm.utils.write_arm(shaders_path + '/shader_datas.arm', res)
for ref in assets.shader_passes:
for s in assets.shader_passes_assets[ref]:
assets.add_shader(shaders_path + '/' + s + '.glsl')
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)
state.last_world_defs = wrd.world_defs
# Reset path
os.chdir(fp)
# Copy std shaders
if not os.path.isdir(build_dir + '/compiled/Shaders/std'):
shutil.copytree(raw_shaders_path + 'std', build_dir + '/compiled/Shaders/std')
# 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
enable_dce = state.is_publish and wrd.arm_dce
import_logic = not state.is_publish and arm.utils.logic_editor_space() != None
write_data.write_khafilejs(state.is_play, export_physics, export_navigation, export_ui, state.is_publish, enable_dce, state.is_viewport, ArmoryExporter.import_traits, import_logic)
# Write Main.hx - depends on write_khafilejs for writing number of assets
scene_name = arm.utils.get_project_scene_name()
write_data.write_mainhx(scene_name, resx, resy, state.is_play, state.is_viewport, state.is_publish)
if scene_name != state.last_scene or resx != state.last_resx or resy != state.last_resy:
wrd.arm_recompile = True
state.last_resx = resx
state.last_resy = resy
state.last_scene = scene_name
def compile(assets_only=False):
wrd = bpy.data.worlds['Arm']
fp = arm.utils.get_fp()
os.chdir(fp)
# Set build command
target_name = state.target
node_path = arm.utils.get_node_path()
khamake_path = arm.utils.get_khamake_path()
kha_target_name = arm.utils.get_kha_target(target_name)
cmd = [node_path, khamake_path, kha_target_name]
ffmpeg_path = arm.utils.get_ffmpeg_path() # Path to binary
if ffmpeg_path != '':
cmd.append('--ffmpeg')
cmd.append(ffmpeg_path) # '"' + ffmpeg_path + '"'
state.export_gapi = arm.utils.get_gapi()
cmd.append('-g')
cmd.append(state.export_gapi)
if arm.utils.get_legacy_shaders() and not state.is_viewport:
cmd.append('--shaderversion')
cmd.append('110')
elif 'android' in state.target or 'ios' in state.target or 'html5' in state.target:
pass # Use defaults
else:
cmd.append('--shaderversion')
cmd.append('330')
if '_VR' in wrd.world_defs:
cmd.append('--vr')
cmd.append('webvr')
if arm.utils.get_rp().rp_renderer == 'Raytracer':
cmd.append('--raytrace')
cmd.append('dxr')
dxc_path = fp + '/HlslShaders/fxc.exe'
subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_raygeneration.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_raygeneration.hlsl'])
subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_closesthit.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_closesthit.hlsl'])
subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_miss.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_miss.hlsl'])
if arm.utils.get_khamake_threads() > 1:
cmd.append('--parallelAssetConversion')
cmd.append(str(arm.utils.get_khamake_threads()))
cmd.append('--to')
if (kha_target_name == 'krom' and not state.is_viewport and not state.is_publish) or (kha_target_name == 'html5' and not state.is_publish):
cmd.append(arm.utils.build_dir() + '/debug')
else:
cmd.append(arm.utils.build_dir())
# User defined commands
if wrd.arm_khamake != '':
for s in bpy.data.texts[wrd.arm_khamake].as_string().split(' '):
cmd.append(s)
if assets_only:
cmd.append('--nohaxe')
cmd.append('--noproject')
print("Running: ", cmd)
print("Using project from " + arm.utils.get_fp())
state.proc_build = run_proc(cmd, build_done)
def build_viewport():
if state.proc_build != None:
return
if not arm.utils.check_saved(None):
return
if not arm.utils.check_sdkpath(None):
return
if not arm.utils.check_engine(None):
return
arm.utils.check_default_props()
assets.invalidate_enabled = False
play(is_viewport=True)
assets.invalidate_enabled = True
def build(target, is_play=False, is_publish=False, is_viewport=False, is_export=False):
global profile_time
profile_time = time.time()
state.target = target
state.is_play = is_play
state.is_publish = is_publish
state.is_viewport = is_viewport
state.is_export = is_export
# Save blend
if arm.utils.get_save_on_build() and not state.is_viewport:
bpy.ops.wm.save_mainfile()
log.clear()
# Set camera in active scene
active_scene = arm.utils.get_active_scene()
if active_scene.camera == None:
for o in active_scene.objects:
if o.type == 'CAMERA':
active_scene.camera = o
break
# Get paths
sdk_path = arm.utils.get_sdk_path()
raw_shaders_path = sdk_path + '/armory/Shaders/'
# Set dir
fp = arm.utils.get_fp()
os.chdir(fp)
# Create directories
wrd = bpy.data.worlds['Arm']
sources_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package)
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:
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':
with open('Sources/' + arm.utils.safestr(wrd.arm_project_package) + '/' + text.name, 'w') as f:
f.write(text.as_string())
# Export data
export_data(fp, sdk_path)
if state.target == 'html5':
w, h = arm.utils.get_render_resolution(arm.utils.get_active_scene())
write_data.write_indexhtml(w, h, is_publish)
# Bundle files from include dir
if os.path.isdir('include'):
dest = '/html5/' if is_publish else '/debug/html5/'
for fn in glob.iglob(os.path.join('include', '**'), recursive=False):
shutil.copy(fn, arm.utils.build_dir() + dest + os.path.basename(fn))
def play_done():
state.proc_play = None
state.redraw_ui = True
log.clear()
def build_done():
print('Finished in ' + str(time.time() - profile_time))
if state.proc_build == None:
return
result = state.proc_build.poll()
state.proc_build = None
state.redraw_ui = True
if result == 0:
bpy.data.worlds['Arm'].arm_recompile = False
build_success()
else:
log.print_info('Build failed, check console')
def runtime_to_target(is_viewport):
wrd = bpy.data.worlds['Arm']
if is_viewport or wrd.arm_runtime == 'Krom':
return 'krom'
else:
return 'html5'
def get_khajs_path(is_viewport, target):
if is_viewport:
return arm.utils.build_dir() + '/krom/krom.js'
elif target == 'krom':
return arm.utils.build_dir() + '/debug/krom/krom.js'
else: # Browser
return arm.utils.build_dir() + '/debug/html5/kha.js'
def play(is_viewport):
global scripts_mtime
global code_parsed
wrd = bpy.data.worlds['Arm']
log.clear()
build(target=runtime_to_target(is_viewport), is_play=True, is_viewport=is_viewport)
khajs_path = get_khajs_path(is_viewport, state.target)
if not wrd.arm_cache_build or \
not os.path.isfile(khajs_path) or \
assets.khafile_defs_last != assets.khafile_defs or \
state.last_target != state.target or \
state.last_is_viewport != state.is_viewport:
wrd.arm_recompile = True
state.last_target = state.target
state.last_is_viewport = state.is_viewport
# Trait sources modified
state.mod_scripts = []
script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(wrd.arm_project_package)
if os.path.isdir(script_path):
new_mtime = scripts_mtime
for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
mtime = os.path.getmtime(fn)
if scripts_mtime < mtime:
arm.utils.fetch_script_props(fn) # Trait props
fn = fn.split('Sources/')[1]
fn = fn[:-3] #.hx
fn = fn.replace('/', '.')
state.mod_scripts.append(fn)
wrd.arm_recompile = True
if new_mtime < mtime:
new_mtime = mtime
scripts_mtime = new_mtime
if len(state.mod_scripts) > 0: # Trait props
arm.utils.fetch_trait_props()
compile(assets_only=(not wrd.arm_recompile))
def build_success():
log.clear()
wrd = bpy.data.worlds['Arm']
if state.is_play and state.is_viewport:
open(arm.utils.get_fp_build() + '/krom/krom.lock', 'w').close()
elif state.is_play:
if wrd.arm_runtime == 'Browser':
# Start server
os.chdir(arm.utils.get_fp())
t = threading.Thread(name='localserver', target=arm.lib.server.run)
t.daemon = True
t.start()
html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir() + '/debug/html5'
webbrowser.open(html5_app_path)
elif wrd.arm_runtime == 'Krom':
bin_ext = '' if state.export_gapi == 'opengl' else '_' + state.export_gapi
krom_location, krom_path = arm.utils.krom_paths(bin_ext=bin_ext)
os.chdir(krom_location)
cmd = [krom_path, arm.utils.get_fp_build() + '/debug/krom', arm.utils.get_fp_build() + '/debug/krom-resources']
if arm.utils.get_os() == 'win':
cmd.append('--consolepid')
cmd.append(str(os.getpid()))
elif arm.utils.get_os() == 'mac' or arm.utils.get_os() == 'linux': # TODO: Wait for new Krom audio
cmd.append('--nosound')
state.proc_play = run_proc(cmd, play_done)
elif state.is_publish:
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':
# Clean up
mapfile = files_path + '/krom.js.temp.map'
if os.path.exists(mapfile):
os.remove(mapfile)
# Copy Krom binaries
if state.target == 'krom-windows':
gapi = state.export_gapi
ext = '' if gapi == 'opengl' else '_' + gapi
krom_location = sdk_path + '/Krom/Krom' + ext + '.exe'
shutil.copy(krom_location, files_path + '/Krom.exe')
os.rename(files_path + '/Krom.exe', files_path + '/' + arm.utils.safestr(wrd.arm_project_name) + '.exe')
elif state.target == 'krom-linux':
krom_location = sdk_path + '/Krom/Krom'
shutil.copy(krom_location, files_path)
os.rename(files_path + '/Krom', files_path + '/' + arm.utils.safestr(wrd.arm_project_name))
else:
krom_location = sdk_path + '/Krom/Krom.app'
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')
os.rename(files_path + '/Krom.app', files_path + '/' + arm.utils.safestr(wrd.arm_project_name) + '.app')
# 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)
elif target_name == 'ios' or target_name == 'osx': # TODO: to macos
print('Exported XCode project to ' + files_path + '-build')
elif target_name == 'windows' or target_name == 'windowsapp':
print('Exported Visual Studio 2017 project to ' + files_path + '-build')
elif target_name == 'android-native':
print('Exported Android Studio project to ' + files_path + '-build/' + arm.utils.safestr(wrd.arm_project_name))
elif target_name == 'krom':
print('Exported Krom package to ' + files_path)
else:
print('Exported makefiles to ' + files_path + '-build')
def clean():
os.chdir(arm.utils.get_fp())
wrd = bpy.data.worlds['Arm']
# Remove build and compiled data
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)
# Remove compiled nodes
pkg_dir = arm.utils.safestr(wrd.arm_project_package).replace('.', '/')
nodes_path = 'Sources/' + pkg_dir + '/node/'
if os.path.isdir(nodes_path):
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')
# Remove Sources/ dir if empty
if os.path.exists('Sources/' + pkg_dir) and os.listdir('Sources/' + pkg_dir) == []:
shutil.rmtree('Sources/' + pkg_dir, onerror=remove_readonly)
if os.path.exists('Sources') and os.listdir('Sources') == []:
shutil.rmtree('Sources/', onerror=remove_readonly)
# To recache signatures for batched materials
for mat in bpy.data.materials:
mat.signature = ''
mat.is_cached = False
print('Project cleaned')