103 lines
2.9 KiB
Python
Executable file
103 lines
2.9 KiB
Python
Executable file
import armutils
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import shutil
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import os
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import bpy
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assets = []
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khafile_defs = []
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khafile_defs_last = []
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embedded_data = []
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shaders = []
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shaders_last = []
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shader_datas = []
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def reset():
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global assets
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global khafile_defs
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global khafile_defs_last
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global embedded_data
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global shaders
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global shaders_last
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global shader_datas
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assets = []
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khafile_defs_last = khafile_defs
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khafile_defs = []
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embedded_data = []
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shaders_last = shaders
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shaders = []
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shader_datas = []
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def add(file):
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global assets
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if file not in assets:
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assets.append(file)
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def add_khafile_def(d):
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global khafile_defs
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global khafile_defs_last
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if d not in khafile_defs:
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khafile_defs.append(d)
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wrd = bpy.data.worlds['Arm']
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if not wrd.arm_recompile_trigger and d not in khafile_defs_last:
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wrd.arm_recompile_trigger = True
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def add_embedded_data(file):
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global embedded_data
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if file not in embedded_data:
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embedded_data.append(file)
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def add_shader(file):
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global shaders
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global shaders_last
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if file not in shaders:
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shaders.append(file)
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wrd = bpy.data.worlds['Arm']
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if not wrd.arm_recompile_trigger and file not in shaders_last:
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wrd.arm_recompile_trigger = True
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def add_shader_data(file):
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global shader_datas
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if file not in shader_datas:
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shader_datas.append(file)
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def add_shader2(dir_name, data_name):
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add_shader_data('build/compiled/ShaderDatas/' + dir_name + '/' + data_name + '.arm')
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full_name = 'build/compiled/Shaders/' + dir_name + '/' + data_name
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add_shader(full_name + '.vert.glsl')
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add_shader(full_name + '.frag.glsl')
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invalidate_enabled = True # Disable invalidating during build process
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def invalidate_shader_cache(self, context):
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# compiled.glsl changed, recompile all shaders next time
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global invalidate_enabled
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if invalidate_enabled == False:
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return
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fp = armutils.get_fp()
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if os.path.isdir(fp + '/build/compiled/ShaderDatas'):
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shutil.rmtree(fp + '/build/compiled/ShaderDatas')
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if os.path.isdir(fp + '/build/compiled/ShaderRaws'):
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shutil.rmtree(fp + '/build/compiled/ShaderRaws')
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def invalidate_compiled_data(self, context):
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global invalidate_enabled
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if invalidate_enabled == False:
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return
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fp = armutils.get_fp()
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if os.path.isdir(fp + '/build/compiled/Assets'):
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shutil.rmtree(fp + '/build/compiled/Assets')
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if os.path.isdir(fp + '/build/compiled/ShaderDatas'):
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shutil.rmtree(fp + '/build/compiled/ShaderDatas')
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def invalidate_mesh_data(self, context):
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fp = armutils.get_fp()
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if os.path.isdir(fp + '/build/compiled/Assets/meshes'):
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shutil.rmtree(fp + '/build/compiled/Assets/meshes')
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def invalidate_envmap_data(self, context):
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fp = armutils.get_fp()
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if os.path.isdir(fp + '/build/compiled/Assets/envmaps'):
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shutil.rmtree(fp + '/build/compiled/Assets/envmaps')
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