armory/raw/make_resources.py
2016-05-06 11:13:46 +02:00

244 lines
6.5 KiB
Python

#!/usr/bin/python
# Usage: 'python makeres.py blender.shader.json'
# Output: blender_resource.json
import os
import sys
import json
import itertools
class Object:
def to_JSON(self):
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
def writeResource(res, defs, json_data, base_name):
# Define
sres = Object()
res.shader_resources.append(sres)
shader_id = base_name
for s in defs:
shader_id += s
sres.id = shader_id
sres.vertex_structure = []
sres.contexts = []
# Parse
for c in json_data['contexts']:
con = Object()
sres.contexts.append(con)
con.id = c['id']
con.constants = []
con.texture_units = []
# Names
vert_name = c['vertex_shader'].split('.')[0]
frag_name = c['fragment_shader'].split('.')[0]
for d in defs:
vert_name += d
frag_name += d
con.vertex_shader = vert_name + '.vert'
con.fragment_shader = frag_name + '.frag'
# Params
for p in c['params']:
if p['id'] == 'depth_write':
if p['value'] == 'true':
con.depth_write = True
else:
con.depth_write = False
elif p['id'] == 'compare_mode':
con.compare_mode = p['value']
elif p['id'] == 'stencil_mode':
con.stencil_mode = p['value']
elif p['id'] == 'stencil_pass':
con.stencil_pass = p['value']
elif p['id'] == 'stencil_fail':
con.stencil_fail = p['value']
elif p['id'] == 'stencil_reference_value':
con.stencil_reference_value = p['value']
elif p['id'] == 'stencil_read_mask':
con.stencil_read_mask = p['value']
elif p['id'] == 'stencil_write_mask':
con.stencil_write_mask = p['value']
elif p['id'] == 'cull_mode':
con.cull_mode = p['value']
elif p['id'] == 'blend_source':
con.blend_source = p['value']
elif p['id'] == 'blend_destination':
con.blend_destination = p['value']
elif p['id'] == 'blend_operation':
con.blend_operation = p['value']
elif p['id'] == 'alpha_blend_source':
con.alpha_blend_source = p['value']
elif p['id'] == 'alpha_blend_destination':
con.alpha_blend_destination = p['value']
elif p['id'] == 'alpha_blend_operation':
con.alpha_blend_operation = p['value']
# Parse shaders
vs = open(c['vertex_shader']).read().splitlines()
fs = open(c['fragment_shader']).read().splitlines()
parse_shader(sres, c, con, defs, vs, len(sres.contexts) == 1) # Parse attribs for the first vertex shader
parse_shader(sres, c, con, defs, fs, False)
def parse_shader(sres, c, con, defs, lines, parse_attributes):
skipTillEndIf = 0
skipElse = False
vertex_structure_parsed = False
vertex_structure_parsing = False
if parse_attributes == False:
vertex_structure_parsed = True
for line in lines:
if line.startswith('#ifdef'):
s = line.split(' ')[1]
if s != 'GL_ES':
found = False
for d in defs:
if d == s:
found = True
break
if found == False or s == '_Instancing': # TODO: Prevent instanced data to go into main vertex structure
skipTillEndIf += 1
else:
skipElse = True # #ifdef passed, skip #else if present
continue
# Previous ifdef passed, skip else
if skipElse == True and line.startswith('#else'):
skipElse = False
skipTillEndIf += 1
continue
if line.startswith('#endif') or line.startswith('#else'): # Starts parsing again
skipTillEndIf -= 1
skipElse = False
if skipTillEndIf < 0: # #else + #endif will go below 0
skipTillEndIf = 0
continue
if skipTillEndIf > 0:
continue
if vertex_structure_parsed == False and line.startswith('in '):
vertex_structure_parsing = True
vd = Object()
s = line.split(' ')
vd.size = int(s[1][-1:])
vd.name = s[2][:-1]
sres.vertex_structure.append(vd)
if vertex_structure_parsing == True and len(line) > 0 and line.startswith('//') == False and line.startswith('in ') == False:
vertex_structure_parsed = True
if line.startswith('uniform'):
s = line.split(' ')
ctype = s[1]
cid = s[2][:-1]
found = False # Unique check
if ctype == 'sampler2D' or ctype == 'sampler2DShadow': # Texture unit
for tu in con.texture_units:
if tu.id == cid:
found = True
break
if found == False:
tu = Object()
tu.id = cid
# Check for link
for l in c['links']:
if l['id'] == cid:
valid_link = True
if 'ifdef' in l:
valid_link = False
for d in defs:
for link_def in l['ifdef']:
if d == link_def:
valid_link = True
break
if valid_link:
break
if valid_link:
tu.link = l['link']
break
con.texture_units.append(tu)
else: # Constant
if cid.find('[') != -1: # Float arrays
cid = cid.split('[')[0]
ctype = 'floats'
for const in con.constants:
if const.id == cid:
found = True
break
if found == False:
const = Object()
const.type = ctype
const.id = cid
# Check for link
for l in c['links']:
if l['id'] == cid:
valid_link = True
if 'ifdef' in l:
valid_link = False
for d in defs:
if d == l['ifdef']:
valid_link = True
break
if valid_link:
const.link = l['link']
break
con.constants.append(const)
def make(json_name):
#base_name = sys.argv[1].split('.', 1)[0]
base_name = json_name.split('.', 1)[0]
# Make out dir
#if not os.path.exists('out'):
# os.makedirs('out')
path = '../../../../compiled/ShaderResources/' + base_name
if not os.path.exists(path):
os.makedirs(path)
# Open json file
# json_file = open(sys.argv[1]).read()
json_file = open(json_name).read()
json_data = json.loads(json_file)
# Go through every context shaders and gather ifdefs
defs = []
for c in json_data['contexts']:
vs = open(c['vertex_shader']).read().splitlines()
fs = open(c['fragment_shader']).read().splitlines()
lines = vs + fs
for line in lines:
if line.startswith('#ifdef'):
d = line.split(' ')[1]
if d != 'GL_ES':
defs.append(d)
# Merge duplicates and sort
defs = sorted(list(set(defs)))
# Process #defines
res = Object()
res.shader_resources = []
for L in range(0, len(defs)+1):
for subset in itertools.combinations(defs, L):
writeResource(res, subset, json_data, base_name)
# Save separately
res_name = base_name
for s in subset:
res_name += s
#with open('out/' + res_name + '.json', 'w') as f:
with open(path + '/' + res_name + '.json', 'w') as f:
r = Object()
r.shader_resources = [res.shader_resources[-1]]
f.write(r.to_JSON())
# Save combined
#with open('out/' + base_name + '_resource.json', 'w') as f:
# f.write(res.to_JSON())