armory/blender/project.py
2016-08-12 02:29:09 +02:00

536 lines
18 KiB
Python
Executable file

import os
import sys
import shutil
import bpy
import platform
import json
from bpy.props import *
import subprocess
import threading
import webbrowser
import write_data
import nodes_logic
import nodes_renderpath
import nodes_world
import path_tracer
from exporter import ArmoryExporter
import lib.make_resources
import lib.make_variants
import utils
import assets
def init_armory_props():
# First run
wrd = bpy.data.worlds[0]
if wrd.CGVersion == '':
wrd.use_fake_user = True # Store data in worlds[0], add fake user to keep it alive
wrd.CGVersion = '16.7'
wrd.CGProjectTarget = 'HTML5'
# Take blend file name
wrd.CGProjectName = bpy.path.basename(bpy.context.blend_data.filepath).rsplit('.')[0]
wrd.CGProjectPackage = 'game'
wrd.CGProjectWidth = 800
wrd.CGProjectHeight = 600
wrd.CGProjectScene = bpy.data.scenes[0].name
wrd.CGProjectSamplesPerPixel = 1
wrd.CGPhysics = 'Bullet'
wrd.CGKhafile = ''
wrd.CGMinimize = True
wrd.CGOptimizeGeometry = False
wrd.CGSampledAnimation = False
wrd.CGDeinterleavedBuffers = False
wrd.CGCacheShaders = True
wrd.CGPlayViewportCamera = False
wrd.CGPlayViewportNavigation = 'Walk'
wrd.CGPlayConsole = False
wrd.CGPlayDeveloperTools = False
wrd.CGPlayRuntime = 'Electron'
# Switch to Cycles
if bpy.data.scenes[0].render.engine == 'BLENDER_RENDER':
for scene in bpy.data.scenes:
scene.render.engine = 'CYCLES'
# Use nodes
for w in bpy.data.worlds:
w.use_nodes = True
for s in bpy.data.scenes:
s.use_nodes = True
for l in bpy.data.lamps:
l.use_nodes = True
for m in bpy.data.materials:
m.use_nodes = True
utils.fetch_script_names()
# Play button in 3D View panel
def draw_play_item(self, context):
layout = self.layout
if play_project.playproc == None and play_project.compileproc == None:
layout.operator("arm.play_in_viewport")
else:
layout.operator("arm.stop")
# Info panel in header
def draw_info_item(self, context):
layout = self.layout
layout.label(ArmoryProjectPanel.info_text)
# Menu in render region
class ArmoryProjectPanel(bpy.types.Panel):
bl_label = "Armory Project"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
info_text = 'Ready'
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds[0]
layout.prop_search(wrd, "CGProjectScene", bpy.data, "scenes", "Start Scene")
layout.prop(wrd, 'CGProjectName')
layout.prop(wrd, 'CGProjectPackage')
row = layout.row()
row.prop(wrd, 'CGProjectWidth')
row.prop(wrd, 'CGProjectHeight')
layout.prop(wrd, 'CGProjectSamplesPerPixel')
layout.prop(wrd, 'CGPhysics')
layout.operator("arm.kode")
class ArmoryBuildPanel(bpy.types.Panel):
bl_label = "Armory Build"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds[0]
layout.prop(wrd, 'CGProjectTarget')
layout.operator("arm.build")
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("arm.folder")
row.operator("arm.clean")
layout.prop_search(wrd, "CGKhafile", bpy.data, "texts", "Khafile")
layout.prop(wrd, 'CGCacheShaders')
layout.prop(wrd, 'CGMinimize')
layout.prop(wrd, 'CGOptimizeGeometry')
layout.prop(wrd, 'CGSampledAnimation')
layout.prop(wrd, 'CGDeinterleavedBuffers')
class ArmoryPlayPanel(bpy.types.Panel):
bl_label = "Armory Play"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds[0]
layout.operator("arm.play")
layout.prop(wrd, 'CGPlayRuntime')
layout.prop(wrd, 'CGPlayViewportCamera')
if wrd.CGPlayViewportCamera:
layout.prop(wrd, 'CGPlayViewportNavigation')
layout.prop(wrd, 'CGPlayConsole')
layout.prop(wrd, 'CGPlayDeveloperTools')
def get_export_scene_override(scene):
# None for now
override = {
'window': None,
'screen': None,
'area': None,
'region': None,
'edit_object': None,
'scene': scene}
return override
def compile_shader(raw_path, shader_name, defs):
os.chdir(raw_path + './' + shader_name)
fp = os.path.relpath(utils.get_fp())
lib.make_resources.make(shader_name + '.shader.json', fp, bpy.data.worlds[0].CGMinimize, defs)
lib.make_variants.make(shader_name + '.shader.json', fp, defs)
def def_strings_to_array(strdefs):
defs = strdefs.split('_')
defs = defs[1:]
defs = ['_' + d for d in defs] # Restore _
return defs
def export_game_data(fp, sdk_path):
raw_path = sdk_path + 'armory/raw/'
assets_path = sdk_path + 'armory/Assets/'
shader_references = []
# shader_references_defs = [] # Defs to go with referenced shaders
asset_references = []
assets.reset()
# Build node trees
# TODO: cache
nodes_logic.buildNodeTrees()
world_outputs = nodes_world.buildNodeTrees()
linked_assets = nodes_renderpath.buildNodeTrees(shader_references, asset_references, assets_path)
for wout in world_outputs:
nodes_world.write_output(wout, asset_references, 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 = {}
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
# Export scene data
for scene in bpy.data.scenes:
if scene.game_export:
asset_path = 'compiled/Assets/' + scene.name + '.arm'
bpy.ops.export_scene.armory(
get_export_scene_override(scene),
filepath=asset_path)
shader_references += ArmoryExporter.shader_references
asset_references += ArmoryExporter.asset_references
assets.add(asset_path)
# 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']
# Clean compiled variants if cache is disabled
if bpy.data.worlds[0].CGCacheShaders == False:
if os.path.isdir('build/html5-resources'):
shutil.rmtree('build/html5-resources')
if os.path.isdir('compiled/Shaders'):
shutil.rmtree('compiled/Shaders')
if os.path.isdir('compiled/ShaderResources'):
shutil.rmtree('compiled/ShaderResources')
# Remove shader resources if shaders were deleted
elif os.path.isdir('compiled/Shaders') == False and os.path.isdir('compiled/ShaderResources') == True:
shutil.rmtree('compiled/ShaderResources')
# Write referenced shader variants
# Assume asset_references contains shader resources only for now
for ref in asset_references:
# Resource does not exist yet
os.chdir(fp)
if not os.path.exists(ref):
shader_name = ref.split('/')[2]
strdefs = ref[:-4] # Remove '.arm' extension
defs = strdefs.split(shader_name) # 'name/name_def_def'
if len(defs) > 2:
strdefs = defs[2] # Appended defs
defs = def_strings_to_array(strdefs)
else:
defs = []
compile_shader(raw_path, shader_name, defs)
# for i in range(0, len(defs)):
# defs[i] += '=1'
# shader_references_defs.append(defs)
# After defs has been parsed, add linked assets from shader resources
asset_references += linked_assets
# Reset path
os.chdir(fp)
# Write compiled.glsl
clip_start = bpy.data.cameras[0].clip_start # Same clip values for all cameras for now
clip_end = bpy.data.cameras[0].clip_end
shadowmap_size = bpy.data.worlds[0].shadowmap_size
write_data.write_compiledglsl(clip_start, clip_end, shadowmap_size)
# Write khafile.js
write_data.write_khafilejs(shader_references, asset_references)
# Write Main.hx
write_data.write_main()
def print_info(text):
ArmoryProjectPanel.info_text = text
# for area in bpy.context.screen.areas:
# if area.type == 'INFO':
# area.tag_redraw()
def compile_project(self, target_index=None):
user_preferences = bpy.context.user_preferences
addon_prefs = user_preferences.addons['armory'].preferences
sdk_path = addon_prefs.sdk_path
#self.report({'OPERATOR'}, 'Printing report to Info window.')
# run(..., check=True, stdout=PIPE).stdout
# success = require(path.join(args.kha, 'Tools/khamake/main.js'))
# .run(options, {
# info: function (message) {
# _this.fireEvent(new vscode_debugadapter_1.OutputEvent(message + '\n', 'stdout'));
# }, error: function (message) {
# _this.fireEvent(new vscode_debugadapter_1.OutputEvent(message + '\n', 'stderr'));
# }
# }, function (name) { });
# Set build command
if target_index == None:
target_index = bpy.data.worlds[0]['CGProjectTarget']
targets = ['html5', 'windows', 'osx', 'linux', 'ios', 'android-native']
# Copy ammo.js if necessary
if target_index == 0 and bpy.data.worlds[0].CGPhysics == 'Bullet':
ammojs_path = sdk_path + '/haxebullet/js/ammo/ammo.js'
if not os.path.isfile('build/html5/ammo.js'):
shutil.copy(ammojs_path, 'build/html5')
if not os.path.isfile('build/debug-html5/ammo.js'):
shutil.copy(ammojs_path, 'build/debug-html5')
if utils.get_os() == 'win':
node_path = sdk_path + '/nodejs/node.exe'
khamake_path = sdk_path + '/kode_studio/KodeStudio-win32/resources/app/extensions/kha/Kha/make'
elif utils.get_os() == 'mac':
node_path = sdk_path + '/nodejs/node-osx'
khamake_path = sdk_path + '/kode_studio/KodeStudio.app/Contents/Resources/app/extensions/kha/Kha/make'
else:
node_path = sdk_path + '/nodejs/node-linux64'
# khamake_path = sdk_path + '/kode_studio/KodeStudio-linux64/'
cmd = [node_path, khamake_path, targets[target_index]]
# print_info("Building, see console...")
return subprocess.Popen(cmd)
def build_project(self):
# Save blend
bpy.ops.wm.save_mainfile()
# Get paths
user_preferences = bpy.context.user_preferences
addon_prefs = user_preferences.addons['armory'].preferences
sdk_path = addon_prefs.sdk_path
raw_path = sdk_path + '/armory/raw/'
# 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)
# Create directories
if not os.path.exists('Sources'):
os.makedirs('Sources')
if not os.path.exists('Assets'):
os.makedirs('Assets')
if not os.path.isdir('build/html5'):
os.makedirs('build/html5')
if not os.path.isdir('build/debug-html5'):
os.makedirs('build/debug-html5')
# Compile path tracer shaders
if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].pipeline_path == 'pathtrace_path':
path_tracer.compile(raw_path + 'pt_trace_pass/pt_trace_pass.frag.glsl')
# Export data
export_game_data(fp, sdk_path)
def stop_project(self):
if play_project.playproc != None:
play_project.playproc.terminate()
play_project.playproc = None
def watch_play():
if play_project.playproc == None:
return
if play_project.playproc.poll() == None:
threading.Timer(0.5, watch_play).start()
else:
play_project.playproc = None
def watch_compile():
return_code = play_project.compileproc.poll()
if return_code == None:
threading.Timer(0.1, watch_compile).start()
else:
play_project.compileproc = None
if return_code == 0:
on_compiled()
else:
# self.report({'ERROR'}, 'Build failed, check console')
print('Build failed, check console')
def play_project(self, in_viewport):
# Build data
build_project(self)
if in_viewport == False:
# Windowed player
wrd = bpy.data.worlds[0]
x = 0
y = 0
w = wrd.CGProjectWidth
h = wrd.CGProjectHeight
winoff = 0
else:
# Player dimensions
psize = bpy.context.user_preferences.system.pixel_size
x = bpy.context.window.x + (bpy.context.area.x - 5) / psize
y = bpy.context.window.height + int(22.5 * 2) - (bpy.context.area.y + bpy.context.area.height) / psize
w = (bpy.context.area.width + 5) / psize
h = (bpy.context.area.height) / psize - 25
winoff = bpy.context.window.y + bpy.context.window.height
winoff += 22 # Header
write_data.write_electronjs(x, y, w, h, winoff, in_viewport)
write_data.write_indexhtml(w, h, in_viewport)
# Compile
play_project.compileproc = compile_project(self, target_index=0)
watch_compile()
def on_compiled():
print_info("Ready")
user_preferences = bpy.context.user_preferences
addon_prefs = user_preferences.addons['armory'].preferences
sdk_path = addon_prefs.sdk_path
electron_app_path = './build/electron.js'
if utils.get_os() == 'win':
electron_path = sdk_path + 'kode_studio/KodeStudio-win32/Kode Studio.exe'
elif utils.get_os() == 'mac':
# electron_path = sdk_path + 'kode_studio/KodeStudio.app/Contents/MacOS/Electron'
electron_path = sdk_path + 'kode_studio/Electron.app/Contents/MacOS/Electron'
else:
pass
play_project.playproc = subprocess.Popen([electron_path, '--chromedebug', '--remote-debugging-port=9222', electron_app_path])
watch_play()
play_project.playproc = None
play_project.compileproc = None
def clean_project(self):
os.chdir(utils.get_fp())
# Remove build data
if os.path.isdir('build'):
shutil.rmtree('build')
# Remove generated assets and shader variants
if os.path.isdir('compiled'):
shutil.rmtree('compiled')
# Remove compiled nodes
nodes_path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace('.', '/') + '/node/'
if os.path.isdir(nodes_path):
shutil.rmtree(nodes_path)
# Remove khafile/korefile
if os.path.isfile('khafile.js'):
os.remove('khafile.js')
if os.path.isfile('korefile.js'):
os.remove('korefile.js')
self.report({'INFO'}, 'Done')
class ArmoryPlayButton(bpy.types.Operator):
bl_idname = 'arm.play'
bl_label = 'Play'
def execute(self, context):
play_project(self, False)
return{'FINISHED'}
class ArmoryPlayInViewportButton(bpy.types.Operator):
bl_idname = 'arm.play_in_viewport'
bl_label = 'Play in Viewport'
def execute(self, context):
# Cancel viewport render
for space in context.area.spaces:
if space.type == 'VIEW_3D':
if space.viewport_shade == 'RENDERED':
space.viewport_shade = 'SOLID'
break
play_project(self, True)
return{'FINISHED'}
class ArmoryStopButton(bpy.types.Operator):
bl_idname = 'arm.stop'
bl_label = 'Stop'
def execute(self, context):
stop_project(self)
return{'FINISHED'}
class ArmoryBuildButton(bpy.types.Operator):
bl_idname = 'arm.build'
bl_label = 'Build'
def execute(self, context):
build_project(self)
compile_project(self)
return{'FINISHED'}
class ArmoryFolderButton(bpy.types.Operator):
bl_idname = 'arm.folder'
bl_label = 'Project Folder'
def execute(self, context):
webbrowser.open('file://' + utils.get_fp())
return{'FINISHED'}
class ArmoryKodeButton(bpy.types.Operator):
bl_idname = 'arm.kode'
bl_label = 'Open in Kode Studio'
def execute(self, context):
user_preferences = bpy.context.user_preferences
addon_prefs = user_preferences.addons['armory'].preferences
sdk_path = addon_prefs.sdk_path
if utils.get_os() == 'win':
kode_path = sdk_path + '/kode_studio/KodeStudio-win32/Kode Studio.exe'
elif utils.get_os() == 'mac':
kode_path = sdk_path + '/kode_studio/KodeStudio.app/Contents/MacOS/Electron'
else:
pass
project_path = utils.get_fp()
subprocess.call([kode_path, utils.get_fp(), '&'], shell=True)
return{'FINISHED'}
class ArmoryCleanButton(bpy.types.Operator):
bl_idname = 'arm.clean'
bl_label = 'Clean Project'
def execute(self, context):
clean_project(self)
return{'FINISHED'}
# Registration
arm_keymaps = []
def register():
bpy.utils.register_module(__name__)
init_armory_props()
# Key shortcuts
wm = bpy.context.window_manager
km = wm.keyconfigs.addon.keymaps.new(name='Window', space_type='EMPTY', region_type="WINDOW")
km.keymap_items.new(ArmoryPlayInViewportButton.bl_idname, type='B', value='PRESS', ctrl=True, shift=True)
km.keymap_items.new(ArmoryPlayButton.bl_idname, type='F5', value='PRESS')
arm_keymaps.append(km)
bpy.types.VIEW3D_HT_header.append(draw_play_item)
bpy.types.INFO_HT_header.prepend(draw_info_item)
def unregister():
bpy.types.VIEW3D_HT_header.remove(draw_play_item)
bpy.types.INFO_HT_header.remove(draw_info_item)
bpy.utils.unregister_module(__name__)
wm = bpy.context.window_manager
for km in arm_keymaps:
wm.keyconfigs.addon.keymaps.remove(km)
del arm_keymaps[:]