446 lines
16 KiB
Python
Executable file
446 lines
16 KiB
Python
Executable file
import os
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import shutil
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import bpy
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import json
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from bpy.props import *
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import subprocess
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import threading
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import webbrowser
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import write_data
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import make_logic
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import make_renderpath
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import make_world
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import make_utils
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import make_state as state
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import path_tracer
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from exporter import ArmoryExporter
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import utils
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import assets
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import log
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import lib.make_datas
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import lib.make_variants
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import lib.server
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exporter = ArmoryExporter()
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def compile_shader(raw_shaders_path, shader_name, defs):
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os.chdir(raw_shaders_path + './' + shader_name)
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fp = os.path.relpath(utils.get_fp())
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# Open json file
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json_name = shader_name + '.shader.json'
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base_name = json_name.split('.', 1)[0]
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json_file = open(json_name).read()
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json_data = json.loads(json_file)
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lib.make_datas.make(base_name, json_data, fp, defs)
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lib.make_variants.make(base_name, json_data, fp, defs)
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def export_data(fp, sdk_path, is_play=False, is_publish=False, in_viewport=False):
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global exporter
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raw_shaders_path = sdk_path + 'armory/Shaders/'
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assets_path = sdk_path + 'armory/Assets/'
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export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled'
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assets.reset()
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# Build node trees
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# TODO: cache
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make_logic.build_node_trees()
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active_worlds = set()
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for scene in bpy.data.scenes:
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if scene.game_export and scene.world != None and scene.world.name != 'Arm':
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active_worlds.add(scene.world)
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world_outputs = make_world.build_node_trees(active_worlds)
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make_renderpath.build_node_trees(assets_path)
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for wout in world_outputs:
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make_world.write_output(wout)
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# Export scene data
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assets.embedded_data = sorted(list(set(assets.embedded_data)))
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physics_found = False
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ArmoryExporter.compress_enabled = is_publish
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for scene in bpy.data.scenes:
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if scene.game_export:
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ext = '.zip' if (scene.data_compressed and is_publish) else '.arm'
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asset_path = 'build/compiled/Assets/' + utils.safe_filename(scene.name) + ext
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exporter.execute(bpy.context, asset_path)
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if physics_found == False and ArmoryExporter.export_physics:
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physics_found = True
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assets.add(asset_path)
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if physics_found == False: # Disable physics anyway if no rigid body exported
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export_physics = False
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# Clean compiled variants if cache is disabled
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if bpy.data.worlds['Arm'].arm_cache_shaders == False:
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if os.path.isdir('build/html5-resources'):
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shutil.rmtree('build/html5-resources')
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if os.path.isdir('build/compiled/Shaders'):
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shutil.rmtree('build/compiled/Shaders')
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if os.path.isdir('build/compiled/ShaderDatas'):
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shutil.rmtree('build/compiled/ShaderDatas')
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# Remove shader datas if shaders were deleted
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elif os.path.isdir('build/compiled/Shaders') == False and os.path.isdir('build/compiled/ShaderDatas') == True:
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shutil.rmtree('build/compiled/ShaderDatas')
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# Write referenced shader variants
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for ref in assets.shader_datas:
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# Data does not exist yet
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if not os.path.isfile(fp + '/' + ref):
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shader_name = ref.split('/')[3] # Extract from 'build/compiled/...'
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strdefs = ref[:-4] # Remove '.arm' extension
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defs = strdefs.split(shader_name) # 'name/name_def_def'
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if len(defs) > 2:
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strdefs = defs[2] # Appended defs
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defs = make_utils.def_strings_to_array(strdefs)
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else:
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defs = []
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compile_shader(raw_shaders_path, shader_name, defs)
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# Reset path
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os.chdir(fp)
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# Copy std shaders
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if not os.path.isdir('build/compiled/Shaders/std'):
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shutil.copytree(raw_shaders_path + 'std', 'build/compiled/Shaders/std')
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# Write compiled.glsl
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write_data.write_compiledglsl()
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# Write khafile.js
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write_data.write_khafilejs(is_play, export_physics, dce_full=is_publish)
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# Write Main.hx
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write_data.write_main(is_play, in_viewport, is_publish)
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# Copy ammo.js if necessary
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#if target_name == 'html5':
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if export_physics and bpy.data.worlds['Arm'].arm_physics == 'Bullet':
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ammojs_path = sdk_path + '/lib/haxebullet/js/ammo/ammo.js'
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if not os.path.isfile('build/html5/ammo.js'):
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shutil.copy(ammojs_path, 'build/html5')
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if not os.path.isfile('build/debug-html5/ammo.js'):
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shutil.copy(ammojs_path, 'build/debug-html5')
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def compile_project(target_name=None, is_publish=False, watch=False):
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sdk_path = utils.get_sdk_path()
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ffmpeg_path = utils.get_ffmpeg_path()
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wrd = bpy.data.worlds['Arm']
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# Set build command
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if target_name == None:
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target_name = wrd.arm_project_target
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if utils.get_os() == 'win':
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node_path = sdk_path + '/nodejs/node.exe'
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khamake_path = sdk_path + '/kode_studio/KodeStudio-win32/resources/app/extensions/kha/Kha/make'
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elif utils.get_os() == 'mac':
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node_path = sdk_path + '/nodejs/node-osx'
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khamake_path = sdk_path + '/kode_studio/Kode Studio.app/Contents/Resources/app/extensions/kha/Kha/make'
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else:
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node_path = sdk_path + '/nodejs/node-linux64'
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khamake_path = sdk_path + '/kode_studio/KodeStudio-linux64/resources/app/extensions/kha/Kha/make'
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kha_target_name = make_utils.get_kha_target(target_name)
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cmd = [node_path, khamake_path, kha_target_name]
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if ffmpeg_path != '':
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cmd.append('--ffmpeg')
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cmd.append('"' + ffmpeg_path + '"')
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if utils.get_os() == 'win': # OpenGL for now
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cmd.append('-g')
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cmd.append('opengl2')
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# User defined commands
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cmd_text = wrd.arm_command_line
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if cmd_text != '':
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for s in bpy.data.texts[cmd_text].as_string().split(' '):
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cmd.append(s)
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if state.chromium_running:
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if state.compileproc == None: # Already compiling
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# Patch running game, stay silent, disable krafix and haxe
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# cmd.append('--silent')
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cmd.append('--noproject')
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cmd.append('--haxe')
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cmd.append('""')
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cmd.append('--krafix')
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cmd.append('""')
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# Khamake throws error when krafix is not found, hide for now
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state.compileproc = subprocess.Popen(cmd, stderr=subprocess.PIPE)
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threading.Timer(0.1, watch_patch).start()
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return state.compileproc
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elif watch == True:
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state.compileproc = subprocess.Popen(cmd)
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threading.Timer(0.1, watch_compile, ['build']).start()
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return state.compileproc
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else:
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return subprocess.Popen(cmd)
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# For live patching
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def patch_project():
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sdk_path = utils.get_sdk_path()
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fp = utils.get_fp()
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os.chdir(fp)
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export_data(fp, sdk_path, is_play=True)
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def build_project(is_play=False, is_publish=False, in_viewport=False):
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# Clear flag
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state.in_viewport = False
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# Save blend
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bpy.ops.wm.save_mainfile()
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log.clear()
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# Set camera in active scene
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wrd = bpy.data.worlds['Arm']
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active_scene = bpy.context.screen.scene if wrd.arm_play_active_scene else bpy.data.scenes[wrd.arm_project_scene]
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if active_scene.camera == None:
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for o in active_scene.objects:
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if o.type == 'CAMERA':
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active_scene.camera = o
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break
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# Get paths
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sdk_path = utils.get_sdk_path()
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raw_shaders_path = sdk_path + '/armory/Shaders/'
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# Set dir
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fp = utils.get_fp()
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os.chdir(fp)
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# Create directories
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if not os.path.exists('Sources'):
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os.makedirs('Sources')
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if not os.path.isdir('build/html5'):
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os.makedirs('build/html5')
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if not os.path.isdir('build/debug-html5'):
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os.makedirs('build/debug-html5')
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# Compile path tracer shaders
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if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].renderpath_path == 'pathtrace_path':
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path_tracer.compile(raw_shaders_path + 'pt_trace_pass/pt_trace_pass.frag.glsl')
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# Save external scripts edited inside Blender
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write_texts = False
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for text in bpy.data.texts:
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if text.filepath != '' and text.is_dirty:
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write_texts = True
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break
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if write_texts:
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area = bpy.context.area
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old_type = area.type
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area.type = 'TEXT_EDITOR'
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for text in bpy.data.texts:
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if text.filepath != '' and text.is_dirty:
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area.spaces[0].text = text
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bpy.ops.text.save()
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area.type = old_type
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# Save internal Haxe scripts
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for text in bpy.data.texts:
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if text.filepath == '' and text.name[-3:] == '.hx':
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with open('Sources/' + bpy.data.worlds['Arm'].arm_project_package + '/' + text.name, 'w') as f:
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f.write(text.as_string())
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# Save internal assets
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# Export data
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export_data(fp, sdk_path, is_play=is_play, is_publish=is_publish, in_viewport=in_viewport)
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if state.playproc == None:
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log.print_progress(50)
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def stop_project():
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if state.playproc != None:
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state.playproc.terminate()
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state.playproc = None
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def watch_play():
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if state.playproc == None:
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return
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line = b''
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while state.playproc != None and state.playproc.poll() == None:
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char = state.playproc.stderr.read(1) # Read immediately one by one
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if char == b'\n':
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msg = str(line).split('"', 1) # Extract message
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if len(msg) > 1:
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trace = msg[1].rsplit('"', 1)[0]
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log.print_info(trace)
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line = b''
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else:
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line += char
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state.playproc = None
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state.playproc_finished = True
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log.clear()
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def watch_compile(mode):
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state.compileproc.wait()
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log.print_progress(100)
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if state.compileproc == None: ##
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return
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result = state.compileproc.poll()
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state.compileproc = None
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state.compileproc_finished = True
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if result == 0:
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state.compileproc_success = True
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on_compiled(mode)
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else:
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state.compileproc_success = False
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log.print_info('Build failed, check console')
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def watch_patch():
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state.compileproc.wait()
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# result = state.compileproc.poll()
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state.compileproc = None
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state.compileproc_finished = True
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def play_project(self, in_viewport):
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if utils.with_chromium() and in_viewport and bpy.context.area.type == 'VIEW_3D':
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state.play_area = bpy.context.area
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# Build data
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build_project(is_play=True, in_viewport=in_viewport)
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state.in_viewport = in_viewport
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wrd = bpy.data.worlds['Arm']
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if in_viewport == False and wrd.arm_play_runtime == 'Native':
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state.compileproc = compile_project(target_name='--run')
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mode = 'play'
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threading.Timer(0.1, watch_compile, [mode]).start()
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else: # Electron, Browser
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if in_viewport == False:
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# Windowed player
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x = 0
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y = 0
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w, h = utils.get_render_resolution()
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winoff = 0
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else:
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# Player dimensions
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if utils.get_os() == 'win':
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psize = 1 # Scale in electron
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xoff = 0
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yoff = 6
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elif utils.get_os() == 'mac':
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psize = bpy.context.user_preferences.system.pixel_size
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xoff = 5
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yoff = 22
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else:
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psize = 1
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xoff = 0
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yoff = 6
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x = bpy.context.window.x + (bpy.context.area.x - xoff) / psize
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y = bpy.context.window.height + 45 - (bpy.context.area.y + bpy.context.area.height) / psize
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w = (bpy.context.area.width + xoff) / psize
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h = (bpy.context.area.height) / psize - 25
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winoff = bpy.context.window.y + bpy.context.window.height + yoff
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write_data.write_electronjs(x, y, w, h, winoff, in_viewport)
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write_data.write_indexhtml(w, h, in_viewport)
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# Compile
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state.compileproc = compile_project(target_name='html5')
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if in_viewport:
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mode = 'play_viewport'
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else:
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mode = 'play'
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threading.Timer(0.1, watch_compile, [mode]).start()
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def on_compiled(mode): # build, play, play_viewport, publish
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log.clear()
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sdk_path = utils.get_sdk_path()
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# Print info
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if mode == 'publish':
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target_name = make_utils.get_kha_target(bpy.data.worlds['Arm'].arm_publish_target)
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print('Project published')
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files_path = utils.get_fp() + '/build/' + target_name
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if target_name == 'html5':
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print('HTML5 files are located in ' + files_path)
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elif target_name == 'ios' or target_name == 'osx': # TODO: to macos
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print('XCode project files are located in ' + files_path + '-build')
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elif target_name == 'windows':
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print('VisualStudio 2015 project files are located in ' + files_path + '-build')
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elif target_name == 'android-native':
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print('Android Studio project files are located in ' + files_path + '-build')
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else:
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print('Makefiles are located in ' + files_path + '-build')
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return
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# Launch project in new window or frameless electron
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elif (mode =='play') or (mode == 'play_viewport' and utils.with_chromium() == False):
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wrd = bpy.data.worlds['Arm']
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if wrd.arm_play_runtime == 'Electron':
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electron_app_path = './build/electron.js'
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if utils.get_os() == 'win':
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electron_path = sdk_path + 'kode_studio/KodeStudio-win32/Kode Studio.exe'
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elif utils.get_os() == 'mac':
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# electron_path = sdk_path + 'kode_studio/Kode Studio.app/Contents/MacOS/Electron'
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electron_path = sdk_path + 'kode_studio/Electron.app/Contents/MacOS/Electron'
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else:
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electron_path = sdk_path + 'kode_studio/KodeStudio-linux64/kodestudio'
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state.playproc = subprocess.Popen([electron_path, '--chromedebug', '--remote-debugging-port=9222', '--enable-logging', electron_app_path], stderr=subprocess.PIPE)
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watch_play()
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elif wrd.arm_play_runtime == 'Browser':
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# Start server
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os.chdir(utils.get_fp())
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t = threading.Thread(name='localserver', target=lib.server.run)
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t.daemon = True
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t.start()
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html5_app_path = 'http://localhost:8040/build/html5'
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webbrowser.open(html5_app_path)
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def clean_project():
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os.chdir(utils.get_fp())
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wrd = bpy.data.worlds['Arm']
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# Preserve envmaps
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if wrd.arm_cache_envmaps:
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envmaps_path = 'build/compiled/Assets/envmaps'
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if os.path.isdir(envmaps_path):
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shutil.move(envmaps_path, '.')
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# Remove build and compiled data
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if os.path.isdir('build'):
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shutil.rmtree('build')
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# Move envmaps back
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if wrd.arm_cache_envmaps and os.path.isdir('envmaps'):
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os.makedirs('build/compiled/Assets')
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shutil.move('envmaps', 'build/compiled/Assets')
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# Remove compiled nodes
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nodes_path = 'Sources/' + wrd.arm_project_package.replace('.', '/') + '/node/'
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if os.path.isdir(nodes_path):
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shutil.rmtree(nodes_path)
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# Remove khafile/korefile/Main.hx
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if os.path.isfile('khafile.js'):
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os.remove('khafile.js')
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if os.path.isfile('korefile.js'):
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os.remove('korefile.js')
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if os.path.isfile('Sources/Main.hx'):
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os.remove('Sources/Main.hx')
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print('Project cleaned')
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def publish_project():
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# Force minimize data
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assets.invalidate_enabled = False
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minimize = bpy.data.worlds['Arm'].arm_minimize
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bpy.data.worlds['Arm'].arm_minimize = True
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clean_project()
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build_project(is_publish=True)
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state.compileproc = compile_project(target_name=bpy.data.worlds['Arm'].arm_publish_target, is_publish=True)
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threading.Timer(0.1, watch_compile, ['publish']).start()
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bpy.data.worlds['Arm'].arm_minimize = minimize
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assets.invalidate_enabled = True
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