344 lines
12 KiB
Python
344 lines
12 KiB
Python
import bpy
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import arm.utils
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class ShaderData:
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def __init__(self, material):
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self.material = material
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self.contexts = []
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self.global_elems = [] # bone, weight, ipos, irot, iscl
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self.sd = {}
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self.data = {}
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self.data['shader_datas'] = [self.sd]
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self.matname = arm.utils.safesrc(arm.utils.asset_name(material))
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self.sd['name'] = self.matname + '_data'
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self.sd['contexts'] = []
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def add_context(self, props):
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con = ShaderContext(self.material, self.sd, props)
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if con not in self.sd['contexts']:
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for elem in self.global_elems:
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con.add_elem(elem['name'], elem['data'])
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self.sd['contexts'].append(con.get())
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return con
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def get(self):
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return self.data
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class ShaderContext:
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def __init__(self, material, shader_data, props):
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self.vert = None
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self.frag = None
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self.geom = None
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self.tesc = None
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self.tese = None
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self.material = material
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self.matname = arm.utils.safesrc(arm.utils.asset_name(material))
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self.shader_data = shader_data
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self.data = {}
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self.data['name'] = props['name']
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self.data['depth_write'] = props['depth_write']
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self.data['compare_mode'] = props['compare_mode']
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self.data['cull_mode'] = props['cull_mode']
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if 'vertex_elements' in props:
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self.data['vertex_elements'] = props['vertex_elements']
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else:
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self.data['vertex_elements'] = [{'name': 'pos', 'data': 'short4norm'}, {'name': 'nor', 'data': 'short2norm'}] # (p.xyz, n.z), (n.xy)
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if 'blend_source' in props:
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self.data['blend_source'] = props['blend_source']
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if 'blend_destination' in props:
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self.data['blend_destination'] = props['blend_destination']
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if 'blend_operation' in props:
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self.data['blend_operation'] = props['blend_operation']
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if 'alpha_blend_source' in props:
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self.data['alpha_blend_source'] = props['alpha_blend_source']
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if 'alpha_blend_destination' in props:
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self.data['alpha_blend_destination'] = props['alpha_blend_destination']
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if 'alpha_blend_operation' in props:
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self.data['alpha_blend_operation'] = props['alpha_blend_operation']
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if 'color_writes_red' in props:
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self.data['color_writes_red'] = props['color_writes_red']
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if 'color_writes_green' in props:
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self.data['color_writes_green'] = props['color_writes_green']
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if 'color_writes_blue' in props:
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self.data['color_writes_blue'] = props['color_writes_blue']
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if 'color_writes_alpha' in props:
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self.data['color_writes_alpha'] = props['color_writes_alpha']
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self.data['texture_units'] = []
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self.tunits = self.data['texture_units']
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self.data['constants'] = []
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self.constants = self.data['constants']
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def add_elem(self, name, data):
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elem = { 'name': name, 'data': data }
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if elem not in self.data['vertex_elements']:
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self.data['vertex_elements'].append(elem)
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self.sort_vs()
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def sort_vs(self):
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vs = []
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ar = ['pos', 'nor', 'tex', 'tex1', 'col', 'tang', 'bone', 'weight', 'ipos', 'irot', 'iscl']
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for ename in ar:
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elem = self.get_elem(ename)
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if elem != None:
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vs.append(elem)
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self.data['vertex_elements'] = vs
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def is_elem(self, name):
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for elem in self.data['vertex_elements']:
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if elem['name'] == name:
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return True
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return False
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def get_elem(self, name):
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for elem in self.data['vertex_elements']:
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if elem['name'] == name:
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return elem
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return None
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def get(self):
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return self.data
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def add_constant(self, ctype, name, link=None):
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for c in self.constants:
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if c['name'] == name:
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return
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c = { 'name': name, 'type': ctype }
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if link != None:
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c['link'] = link
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self.constants.append(c)
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def add_texture_unit(self, ctype, name, link=None, is_image=None):
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for c in self.tunits:
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if c['name'] == name:
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return
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c = { 'name': name }
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if link != None:
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c['link'] = link
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if is_image != None:
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c['is_image'] = is_image
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self.tunits.append(c)
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def make_vert(self):
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self.data['vertex_shader'] = self.matname + '_' + self.data['name'] + '.vert'
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self.vert = Shader(self, 'vert')
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return self.vert
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def make_frag(self):
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self.data['fragment_shader'] = self.matname + '_' + self.data['name'] + '.frag'
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self.frag = Shader(self, 'frag')
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return self.frag
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def make_geom(self):
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self.data['geometry_shader'] = self.matname + '_' + self.data['name'] + '.geom'
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self.geom = Shader(self, 'geom')
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return self.geom
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def make_tesc(self):
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self.data['tesscontrol_shader'] = self.matname + '_' + self.data['name'] + '.tesc'
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self.tesc = Shader(self, 'tesc')
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return self.tesc
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def make_tese(self):
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self.data['tesseval_shader'] = self.matname + '_' + self.data['name'] + '.tese'
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self.tese = Shader(self, 'tese')
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return self.tese
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class Shader:
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def __init__(self, context, shader_type):
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self.context = context
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self.shader_type = shader_type
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self.includes = []
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self.ins = []
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self.outs = []
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self.uniforms = []
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self.functions = {}
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self.main = ''
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self.main_init = ''
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self.main_normal = ''
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self.main_textures = ''
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self.main_attribs = ''
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self.header = ''
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self.write_pre = False
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self.write_normal = 0
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self.write_textures = 0
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self.tab = 1
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self.vstruct_as_vsin = True
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self.lock = False
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self.geom_passthrough = False
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self.is_linked = False # Use already generated shader
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self.noprocessing = False
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def add_include(self, s):
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self.includes.append(s)
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def add_in(self, s):
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self.ins.append(s)
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def add_out(self, s):
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self.outs.append(s)
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def add_uniform(self, s, link=None, included=False):
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ar = s.split(' ')
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# layout(RGBA8) image3D voxels
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utype = ar[-2]
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uname = ar[-1]
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if utype.startswith('sampler') or utype.startswith('image') or utype.startswith('uimage'):
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is_image = True if (utype.startswith('image') or utype.startswith('uimage')) else None
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if uname[-1] == ']': # Array of samplers - sampler2D mySamplers[2]
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# Add individual units - mySamplers[0], mySamplers[1]
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for i in range(int(uname[-2])):
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uname_array = uname[:-2] + str(i) + ']'
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self.context.add_texture_unit(utype, uname_array, link=link, is_image=is_image)
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else:
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self.context.add_texture_unit(utype, uname, link=link, is_image=is_image)
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else:
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# Prefer vec4[] for d3d to avoid padding
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if ar[0] == 'float' and '[' in ar[1]:
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ar[0] = 'floats'
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ar[1] = ar[1].split('[', 1)[0]
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elif ar[0] == 'vec4' and '[' in ar[1]:
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ar[0] = 'floats'
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ar[1] = ar[1].split('[', 1)[0]
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self.context.add_constant(ar[0], ar[1], link=link)
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if included == False and s not in self.uniforms:
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self.uniforms.append(s)
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def add_function(self, s):
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fname = s.split('(', 1)[0]
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if fname in self.functions:
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return
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self.functions[fname] = s
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def contains(self, s):
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return s in self.main or \
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s in self.main_init or \
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s in self.main_normal or \
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s in self.ins or \
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s in self.main_textures or \
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s in self.main_attribs
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def replace(self, old, new):
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self.main = self.main.replace(old, new)
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self.main_init = self.main_init.replace(old, new)
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self.main_normal = self.main_normal.replace(old, new)
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self.main_textures = self.main_textures.replace(old, new)
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self.main_attribs = self.main_attribs.replace(old, new)
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self.uniforms = [u.replace(old, new) for u in self.uniforms]
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def write_init(self, s):
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self.main_init = s + '\n' + self.main_init
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def write(self, s):
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if self.lock:
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return
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if self.write_textures > 0:
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self.main_textures += '\t' * 1 + s + '\n'
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elif self.write_normal > 0:
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self.main_normal += '\t' * 1 + s + '\n'
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elif self.write_pre:
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self.main_init += '\t' * 1 + s + '\n'
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else:
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self.main += '\t' * self.tab + s + '\n'
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def write_header(self, s):
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self.header += s + '\n'
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def write_attrib(self, s):
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self.main_attribs += s + '\n'
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def is_equal(self, sh):
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self.vstruct_to_vsin()
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return self.ins == sh.ins and \
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self.main == sh.main and \
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self.main_normal == sh.main_normal and \
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self.main_init == sh.main_init and \
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self.main_textures == sh.main_textures and \
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self.main_attribs == sh.main_attribs
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def data_size(self, data):
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if data == 'float1':
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return '1'
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elif data == 'float2':
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return '2'
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elif data == 'float3':
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return '3'
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elif data == 'float4':
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return '4'
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elif data == 'short2norm':
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return '2'
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elif data == 'short4norm':
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return '4'
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def vstruct_to_vsin(self):
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if self.shader_type != 'vert' or self.ins != [] or not self.vstruct_as_vsin: # Vertex structure as vertex shader input
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return
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vs = self.context.data['vertex_elements']
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for e in vs:
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self.add_in('vec' + self.data_size(e['data']) + ' ' + e['name'])
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def get(self):
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if self.noprocessing:
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return self.main
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s = '#version 450\n'
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s += self.header
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in_ext = ''
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out_ext = ''
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if self.shader_type == 'vert':
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self.vstruct_to_vsin()
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elif self.shader_type == 'tesc':
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in_ext = '[]'
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out_ext = '[]'
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s += 'layout(vertices = 3) out;\n'
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# Gen outs
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for sin in self.ins:
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ar = sin.rsplit(' ', 1) # vec3 wnormal
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tc_s = 'tc_' + ar[1]
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self.add_out(ar[0] + ' ' + tc_s)
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# Pass data
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self.write('{0}[gl_InvocationID] = {1}[gl_InvocationID];'.format(tc_s, ar[1]))
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elif self.shader_type == 'tese':
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in_ext = '[]'
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s += 'layout(triangles, equal_spacing, ccw) in;\n'
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elif self.shader_type == 'geom':
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in_ext = '[]'
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s += 'layout(triangles) in;\n'
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if not self.geom_passthrough:
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s += 'layout(triangle_strip) out;\n'
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s += 'layout(max_vertices=3) out;\n'
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for a in self.includes:
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s += '#include "' + a + '"\n'
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if self.geom_passthrough:
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s += 'layout(passthrough) in gl_PerVertex { vec4 gl_Position; } gl_in[];\n'
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for a in self.ins:
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if self.geom_passthrough:
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s += 'layout(passthrough) '
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s += 'in {0}{1};\n'.format(a, in_ext)
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for a in self.outs:
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if not self.geom_passthrough:
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s += 'out {0}{1};\n'.format(a, out_ext)
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for a in self.uniforms:
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s += 'uniform ' + a + ';\n'
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for f in self.functions:
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s += self.functions[f]
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s += 'void main() {\n'
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s += self.main_attribs
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s += self.main_textures
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s += self.main_normal
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s += self.main_init
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s += self.main
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s += '}\n'
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return s
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