551 lines
19 KiB
Python
Executable file
551 lines
19 KiB
Python
Executable file
import os
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import glob
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import time
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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 arm.utils
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import arm.write_data as write_data
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import arm.make_logic as make_logic
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import arm.make_renderpath as make_renderpath
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import arm.make_world as make_world
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import arm.make_utils as make_utils
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import arm.make_state as state
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import arm.path_tracer as path_tracer
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import arm.assets as assets
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import arm.log as log
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import arm.lib.make_datas
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import arm.lib.make_variants
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import arm.lib.server
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from arm.exporter import ArmoryExporter
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try:
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import barmory
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except ImportError:
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pass
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exporter = ArmoryExporter()
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scripts_mtime = 0 # Monitor source changes
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code_parsed = False
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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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# Open json file
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json_name = shader_name + '.json'
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base_name = json_name.split('.', 1)[0]
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with open(json_name) as f:
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json_file = f.read()
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json_data = json.loads(json_file)
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fp = arm.utils.get_fp_build()
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arm.lib.make_datas.make(base_name, json_data, fp, defs)
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arm.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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wrd = bpy.data.worlds['Arm']
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print('\nArmory v' + wrd.arm_version)
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print('OS: ' + arm.utils.get_os() + ', Target: ' + state.target + ', GAPI: ' + arm.utils.get_gapi())
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# Clean compiled variants if cache is disabled
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if wrd.arm_cache_shaders == False:
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build_dir = arm.utils.build_dir()
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if os.path.isdir(build_dir + '/build/html5-resources'):
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shutil.rmtree(build_dir + '/build/html5-resources')
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if os.path.isdir(build_dir + '/build/krom-resources'):
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shutil.rmtree(build_dir + '/build/krom-resources')
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if os.path.isdir(build_dir + '/window/krom-resources'):
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shutil.rmtree(build_dir + '/window/krom-resources')
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if os.path.isdir(build_dir + '/compiled/Shaders'):
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shutil.rmtree(build_dir + '/compiled/Shaders')
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if os.path.isdir(build_dir + '/compiled/ShaderRaws'):
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shutil.rmtree(build_dir + '/compiled/ShaderRaws')
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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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export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled'
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export_ui = bpy.data.worlds['Arm'].arm_ui != '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:
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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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navigation_found = False
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ui_found = False
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ArmoryExporter.compress_enabled = is_publish and wrd.arm_asset_compression
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ArmoryExporter.in_viewport = in_viewport
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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 = arm.utils.build_dir() + '/compiled/Assets/' + arm.utils.safestr(scene.name) + ext
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exporter.execute(bpy.context, asset_path, scene=scene)
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if ArmoryExporter.export_physics:
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physics_found = True
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if ArmoryExporter.export_navigation:
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navigation_found = True
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if ArmoryExporter.export_ui:
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ui_found = True
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assets.add(asset_path)
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if physics_found == False: # Disable physics if no rigid body is exported
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export_physics = False
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if navigation_found == False:
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export_navigation = False
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if ui_found == False:
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export_ui = False
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if wrd.arm_ui == 'Enabled':
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export_ui = True
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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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defs = make_utils.def_strings_to_array(wrd.world_defs + wrd.rp_defs)
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if shader_name.startswith('compositor_pass'):
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defs += make_utils.def_strings_to_array(wrd.compo_defs)
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elif shader_name.startswith('grease_pencil'):
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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(arm.utils.build_dir() + '/compiled/Shaders/std'):
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shutil.copytree(raw_shaders_path + 'std', arm.utils.build_dir() + '/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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enable_dce = is_publish and wrd.arm_dce
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import_logic = not is_publish and arm.utils.logic_editor_space() != None
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write_data.write_khafilejs(is_play, export_physics, export_navigation, export_ui, is_publish, enable_dce, in_viewport, ArmoryExporter.import_traits, import_logic)
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# Write Main.hx - depends on write_khafilejs for writing number of assets
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resx, resy = arm.utils.get_render_resolution(arm.utils.get_active_scene())
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# Import all logic nodes for patching if logic is being edited
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write_data.write_main(resx, resy, is_play, in_viewport, is_publish)
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if resx != state.last_resx or resy != state.last_resy:
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wrd.arm_recompile = True
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state.last_resx = resx
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state.last_resy = resy
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def compile_project(target_name=None, is_publish=False, watch=False, patch=False):
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wrd = bpy.data.worlds['Arm']
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fp = arm.utils.get_fp()
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os.chdir(fp)
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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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elif target_name == 'native':
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target_name = ''
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node_path = arm.utils.get_node_path()
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khamake_path = arm.utils.get_khamake_path()
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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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ffmpeg_path = arm.utils.get_ffmpeg_path() # Path to binary
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if ffmpeg_path != '':
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cmd.append('--ffmpeg')
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cmd.append(ffmpeg_path) # '"' + ffmpeg_path + '"'
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if kha_target_name == 'krom':
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cmd.append('-g')
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cmd.append('opengl')
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if state.in_viewport:
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if arm.utils.glsl_version() >= 330:
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cmd.append('--shaderversion')
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cmd.append('330')
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else:
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cmd.append('--shaderversion')
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cmd.append('110')
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else:
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cmd.append('-g')
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cmd.append(arm.utils.get_gapi())
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cmd.append('--to')
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if kha_target_name == 'krom' and not state.in_viewport:
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cmd.append(arm.utils.build_dir() + '/window')
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else:
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cmd.append(arm.utils.build_dir())
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# User defined commands
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if wrd.arm_khamake != '':
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for s in bpy.data.texts[wrd.arm_khamake].as_string().split(' '):
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cmd.append(s)
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if patch:
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if state.compileproc == None:
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cmd.append('--nohaxe')
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cmd.append('--noproject')
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# cmd.append('--noshaders')
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state.compileproc = subprocess.Popen(cmd, stderr=subprocess.PIPE)
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if state.playproc == None:
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if state.in_viewport:
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mode = 'play_viewport'
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else:
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mode = 'play'
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else:
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mode = 'build'
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threading.Timer(0.1, watch_patch, [mode]).start()
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return state.compileproc
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elif watch:
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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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def build_project(is_play=False, is_publish=False, is_render=False, in_viewport=False, target=None):
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wrd = bpy.data.worlds['Arm']
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state.is_render = is_render
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# Set target
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if target == None:
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state.target = wrd.arm_project_target.lower()
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# Clear flag
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state.in_viewport = False
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# Save blend
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if arm.utils.get_save_on_build() and not state.krom_running:
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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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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 = arm.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 = arm.utils.get_fp()
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os.chdir(fp)
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# Create directories
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sources_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package)
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if not os.path.exists(sources_path):
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os.makedirs(sources_path)
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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 and os.path.isfile(text.filepath):
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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/' + arm.utils.safestr(wrd.arm_project_package) + '/' + text.name, 'w') as f:
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f.write(text.as_string())
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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.target == 'html5':
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w, h = arm.utils.get_render_resolution(arm.utils.get_active_scene())
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write_data.write_indexhtml(w, h)
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# Bundle files from include dir
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if os.path.isdir('include'):
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for fn in glob.iglob(os.path.join('include', '**'), recursive=False):
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shutil.copy(fn, arm.utils.build_dir() + '/html5/' + os.path.basename(fn))
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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.electron_trace(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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bpy.data.worlds['Arm'].arm_recompile = False
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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(mode):
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state.compileproc.wait()
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log.print_progress(100)
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state.compileproc = None
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state.compileproc_finished = True
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on_compiled(mode)
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def runtime_to_target(in_viewport):
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wrd = bpy.data.worlds['Arm']
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if in_viewport or wrd.arm_play_runtime == 'Krom':
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return 'krom'
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elif wrd.arm_play_runtime == 'Native':
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return 'native'
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else:
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return 'html5'
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def get_khajs_path(in_viewport, target):
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if in_viewport:
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return arm.utils.build_dir() + '/krom/krom.js'
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elif target == 'krom':
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return arm.utils.build_dir() + '/window/krom/krom.js'
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else: # Browser
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return arm.utils.build_dir() + '/html5/kha.js'
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def play_project(in_viewport, is_render=False):
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global scripts_mtime
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global code_parsed
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wrd = bpy.data.worlds['Arm']
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log.clear()
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# Store area
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if arm.utils.with_krom() and in_viewport and bpy.context.area != None and bpy.context.area.type == 'VIEW_3D':
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state.play_area = bpy.context.area
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state.target = runtime_to_target(in_viewport)
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# Build data
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build_project(is_play=True, is_render=is_render, in_viewport=in_viewport, target=state.target)
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state.in_viewport = in_viewport
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khajs_path = get_khajs_path(in_viewport, state.target)
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if not wrd.arm_cache_compiler or \
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not os.path.isfile(khajs_path) or \
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assets.khafile_defs_last != assets.khafile_defs or \
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state.last_target != state.target or \
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state.last_in_viewport != state.in_viewport or \
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state.target == 'native':
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wrd.arm_recompile = True
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state.last_target = state.target
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state.last_in_viewport = state.in_viewport
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# Trait sources modified
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state.mod_scripts = []
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script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(wrd.arm_project_package)
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if os.path.isdir(script_path):
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new_mtime = scripts_mtime
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for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
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mtime = os.path.getmtime(fn)
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if scripts_mtime < mtime:
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arm.utils.fetch_script_props(fn) # Trait props
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fn = fn.split('Sources/')[1]
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fn = fn[:-3] #.hx
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fn = fn.replace('/', '.')
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state.mod_scripts.append(fn)
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wrd.arm_recompile = True
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if new_mtime < mtime:
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new_mtime = mtime
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scripts_mtime = new_mtime
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if len(state.mod_scripts) > 0: # Trait props
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arm.utils.fetch_trait_props()
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# New compile requred - traits changed
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if wrd.arm_recompile:
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state.recompiled = True
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if state.krom_running:
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# Unable to live-patch, stop player
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# bpy.ops.arm.space_stop('EXEC_DEFAULT')
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# return
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if not code_parsed:
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code_parsed = True
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barmory.parse_code()
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else:
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code_parsed = False
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mode = 'play'
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if state.target == 'native':
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state.compileproc = compile_project(target_name='--run')
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elif state.target == 'krom':
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if in_viewport:
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mode = 'play_viewport'
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state.compileproc = compile_project(target_name='krom')
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else: # Browser
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state.compileproc = compile_project(target_name='html5')
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threading.Timer(0.1, watch_compile, [mode]).start()
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else: # kha.js up to date
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state.recompiled = False
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compile_project(target_name=state.target, patch=True)
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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 = arm.utils.get_sdk_path()
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wrd = bpy.data.worlds['Arm']
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# Print info
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if mode == 'publish':
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target_name = make_utils.get_kha_target(wrd.arm_project_target)
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print('Project published')
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files_path = arm.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 2017 project files are located in ' + files_path + '-build')
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elif target_name == 'windowsapp':
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print('VisualStudio 2017 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/' + arm.utils.safestr(wrd.arm_project_name))
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|
else:
|
|
print('Makefiles are located in ' + files_path + '-build')
|
|
return
|
|
|
|
# Launch project in new window
|
|
elif mode =='play':
|
|
if wrd.arm_play_runtime == 'Browser':
|
|
# Start server
|
|
os.chdir(arm.utils.get_fp())
|
|
t = threading.Thread(name='localserver', target=arm.lib.server.run)
|
|
t.daemon = True
|
|
t.start()
|
|
html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir() + '/html5'
|
|
webbrowser.open(html5_app_path)
|
|
elif wrd.arm_play_runtime == 'Krom':
|
|
krom_location, krom_path = arm.utils.krom_paths()
|
|
os.chdir(krom_location)
|
|
# os.chdir(arm.utils.get_fp_build())
|
|
args = [krom_path, arm.utils.get_fp_build() + '/window/krom', arm.utils.get_fp_build() + '/window/krom-resources', '--nosound']
|
|
if state.is_render:
|
|
args.append('--nowindow')
|
|
state.playproc = subprocess.Popen(args, stderr=subprocess.PIPE)
|
|
watch_play()
|
|
|
|
def clean_cache():
|
|
os.chdir(arm.utils.get_fp())
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
# Preserve envmaps
|
|
envmaps_path = arm.utils.build_dir() + '/compiled/Assets/envmaps'
|
|
if os.path.isdir(envmaps_path):
|
|
shutil.move(envmaps_path, '.')
|
|
|
|
# Remove compiled data
|
|
if os.path.isdir(arm.utils.build_dir() + '/compiled'):
|
|
shutil.rmtree(arm.utils.build_dir() + '/compiled')
|
|
|
|
# Move envmaps back
|
|
if os.path.isdir('envmaps'):
|
|
os.makedirs(arm.utils.build_dir() + '/compiled/Assets')
|
|
shutil.move('envmaps', arm.utils.build_dir() + '/compiled/Assets')
|
|
|
|
# Temp: To recache signatures for batched materials
|
|
for mat in bpy.data.materials:
|
|
mat.signature = ''
|
|
|
|
def clean_project():
|
|
os.chdir(arm.utils.get_fp())
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
# Remove build and compiled data
|
|
if os.path.isdir(arm.utils.build_dir()):
|
|
shutil.rmtree(arm.utils.build_dir())
|
|
|
|
# Remove compiled nodes
|
|
nodes_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package).replace('.', '/') + '/node/'
|
|
if os.path.isdir(nodes_path):
|
|
shutil.rmtree(nodes_path)
|
|
|
|
# Remove khafile/korefile/Main.hx
|
|
if os.path.isfile('khafile.js'):
|
|
os.remove('khafile.js')
|
|
if os.path.isfile('korefile.js'):
|
|
os.remove('korefile.js')
|
|
if os.path.isfile('Sources/Main.hx'):
|
|
os.remove('Sources/Main.hx')
|
|
|
|
# Temp: To recache signatures for batched materials
|
|
for mat in bpy.data.materials:
|
|
mat.signature = ''
|
|
|
|
print('Project cleaned')
|
|
|
|
def publish_project():
|
|
# Force minimize data
|
|
assets.invalidate_enabled = False
|
|
minimize = bpy.data.worlds['Arm'].arm_minimize
|
|
bpy.data.worlds['Arm'].arm_minimize = True
|
|
clean_project()
|
|
build_project(is_publish=True)
|
|
state.compileproc = compile_project(target_name=bpy.data.worlds['Arm'].arm_project_target, is_publish=True)
|
|
threading.Timer(0.1, watch_compile, ['publish']).start()
|
|
bpy.data.worlds['Arm'].arm_minimize = minimize
|
|
assets.invalidate_enabled = True
|
|
|
|
def get_render_result():
|
|
play_project(False, is_render=True)
|