Esempio n. 1
0
    def get(self):
        s = "#version 450\n"

        defs = make_utils.def_strings_to_array(bpy.data.worlds["Arm"].world_defs)
        for a in defs:
            s += "#define {0}\n".format(a)

        in_ext = ""
        out_ext = ""

        if self.shader_type == "vert":  # Vertex structure as vertex shader input
            vs = self.context.shader_data["vertex_structure"]
            for e in vs:
                self.add_in("vec" + str(e["size"]) + " " + e["name"])

        elif self.shader_type == "tesc":
            in_ext = "[]"
            out_ext = "[]"
            s += "layout(vertices = 3) out;\n"
            # Gen outs
            for sin in self.ins:
                ar = sin.split(" ")  # vec3 wnormal
                tc_s = "tc_" + ar[1]
                self.add_out(ar[0] + " " + tc_s)
                # Pass data
                self.write("{0}[gl_InvocationID] = {1}[gl_InvocationID];".format(tc_s, ar[1]))

        elif self.shader_type == "tese":
            in_ext = "[]"
            s += "layout(triangles, equal_spacing, ccw) in;\n"

        for a in self.includes:
            s += '#include "' + a + '"\n'
        for a in self.ins:
            s += "in {0}{1};\n".format(a, in_ext)
        for a in self.outs:
            s += "out {0}{1};\n".format(a, out_ext)
        for a in self.uniforms:
            s += "uniform " + a + ";\n"
        for f in self.functions:
            s += self.functions[f]
        s += "void main() {\n"
        s += self.main_pre
        s += self.main
        s += "}\n"
        return s
Esempio n. 2
0
File: make.py Progetto: daela/armory
def export_data(fp, sdk_path, is_play=False, is_publish=False, in_viewport=False):
    global exporter
    wrd = bpy.data.worlds['Arm']

    print('\nArmory v' + wrd.arm_version)

    # Clean compiled variants if cache is disabled
    if wrd.arm_cache_shaders == False:
        if os.path.isdir('build/html5-resources'):
            shutil.rmtree('build/html5-resources')
        if os.path.isdir('build/krom-resources'):
            shutil.rmtree('build/krom-resources')
        if os.path.isdir('build/window/krom-resources'):
            shutil.rmtree('build/window/krom-resources')
        if os.path.isdir('build/compiled/Shaders'):
            shutil.rmtree('build/compiled/Shaders')
        if os.path.isdir('build/compiled/ShaderDatas'):
            shutil.rmtree('build/compiled/ShaderDatas')
        if os.path.isdir('build/compiled/ShaderRaws'):
            shutil.rmtree('build/compiled/ShaderRaws')
    # Remove shader datas if shaders were deleted
    elif os.path.isdir('build/compiled/Shaders') == False and os.path.isdir('build/compiled/ShaderDatas') == True:
        shutil.rmtree('build/compiled/ShaderDatas')

    raw_shaders_path = sdk_path + 'armory/Shaders/'
    assets_path = sdk_path + 'armory/Assets/'
    export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled'
    export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled'
    assets.reset()

    # Build node trees
    # TODO: cache
    make_logic.build_node_trees()
    active_worlds = set()
    for scene in bpy.data.scenes:
        if scene.game_export and scene.world != None:
            active_worlds.add(scene.world)
    world_outputs = make_world.build_node_trees(active_worlds)
    make_renderpath.build_node_trees(assets_path)
    for wout in world_outputs:
        make_world.write_output(wout)

    # Export scene data
    assets.embedded_data = sorted(list(set(assets.embedded_data)))
    physics_found = False
    navigation_found = False
    ArmoryExporter.compress_enabled = is_publish
    ArmoryExporter.in_viewport = in_viewport
    for scene in bpy.data.scenes:
        if scene.game_export:
            ext = '.zip' if (scene.data_compressed and is_publish) else '.arm'
            asset_path = 'build/compiled/Assets/' + armutils.safe_filename(scene.name) + ext
            exporter.execute(bpy.context, asset_path)
            if physics_found == False and ArmoryExporter.export_physics:
                physics_found = True
            if navigation_found == False and ArmoryExporter.export_navigation:
                navigation_found = True
            assets.add(asset_path)
    
    if physics_found == False: # Disable physics anyway if no rigid body exported
        export_physics = False

    if navigation_found == False:
        export_navigation = False

    # Write referenced shader variants
    for ref in assets.shader_datas:
        # Data does not exist yet
        if not os.path.isfile(fp + '/' + ref):
            shader_name = ref.split('/')[3] # Extract from 'build/compiled/...'
            defs = make_utils.def_strings_to_array(wrd.world_defs + wrd.rp_defs)
            if shader_name.startswith('compositor_pass'):
                defs += make_utils.def_strings_to_array(wrd.compo_defs)
            compile_shader(raw_shaders_path, shader_name, defs)

    # Reset path
    os.chdir(fp)

    # Copy std shaders
    if not os.path.isdir('build/compiled/Shaders/std'):
        shutil.copytree(raw_shaders_path + 'std', 'build/compiled/Shaders/std')

    # Write compiled.glsl
    write_data.write_compiledglsl()

    # Write khafile.js
    write_data.write_khafilejs(is_play, export_physics, export_navigation, dce_full=is_publish)

    # Write Main.hx - depends on write_khafilejs for writing number of assets
    write_data.write_main(is_play, in_viewport, is_publish)
Esempio n. 3
0
def export_data(fp, sdk_path, is_play=False, is_publish=False, in_viewport=False):
    global exporter
    wrd = bpy.data.worlds['Arm']

    print('\nArmory v' + wrd.arm_version)

    # Clean compiled variants if cache is disabled
    if wrd.arm_cache_shaders == False:
        if os.path.isdir('build/html5-resources'):
            shutil.rmtree('build/html5-resources')
        if os.path.isdir('build/krom-resources'):
            shutil.rmtree('build/krom-resources')
        if os.path.isdir('build/window/krom-resources'):
            shutil.rmtree('build/window/krom-resources')
        if os.path.isdir('build/compiled/Shaders'):
            shutil.rmtree('build/compiled/Shaders')
        if os.path.isdir('build/compiled/ShaderDatas'):
            shutil.rmtree('build/compiled/ShaderDatas')
        if os.path.isdir('build/compiled/ShaderRaws'):
            shutil.rmtree('build/compiled/ShaderRaws')
    # Remove shader datas if shaders were deleted
    elif os.path.isdir('build/compiled/Shaders') == False and os.path.isdir('build/compiled/ShaderDatas') == True:
        shutil.rmtree('build/compiled/ShaderDatas')

    raw_shaders_path = sdk_path + 'armory/Shaders/'
    assets_path = sdk_path + 'armory/Assets/'
    export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled'
    export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled'
    assets.reset()

    # Build node trees
    # TODO: cache
    make_logic.build_node_trees()
    active_worlds = set()
    for scene in bpy.data.scenes:
        if scene.game_export and scene.world != None:
            active_worlds.add(scene.world)
    world_outputs = make_world.build_node_trees(active_worlds)
    make_renderpath.build_node_trees(assets_path)
    for wout in world_outputs:
        make_world.write_output(wout)

    # Export scene data
    assets.embedded_data = sorted(list(set(assets.embedded_data)))
    physics_found = False
    navigation_found = False
    ArmoryExporter.compress_enabled = is_publish
    ArmoryExporter.in_viewport = in_viewport
    for scene in bpy.data.scenes:
        if scene.game_export:
            ext = '.zip' if (scene.data_compressed and is_publish) else '.arm'
            asset_path = 'build/compiled/Assets/' + armutils.safe_filename(scene.name) + ext
            exporter.execute(bpy.context, asset_path)
            if physics_found == False and ArmoryExporter.export_physics:
                physics_found = True
            if navigation_found == False and ArmoryExporter.export_navigation:
                navigation_found = True
            assets.add(asset_path)
    
    if physics_found == False: # Disable physics anyway if no rigid body exported
        export_physics = False

    if navigation_found == False:
        export_navigation = False

    # Write referenced shader variants
    for ref in assets.shader_datas:
        # Data does not exist yet
        if not os.path.isfile(fp + '/' + ref):
            shader_name = ref.split('/')[3] # Extract from 'build/compiled/...'
            defs = make_utils.def_strings_to_array(wrd.world_defs)
            if shader_name.startswith('compositor_pass'):
                defs += make_utils.def_strings_to_array(wrd.compo_defs)
            compile_shader(raw_shaders_path, shader_name, defs)

    # Reset path
    os.chdir(fp)

    # Copy std shaders
    if not os.path.isdir('build/compiled/Shaders/std'):
        shutil.copytree(raw_shaders_path + 'std', 'build/compiled/Shaders/std')

    # Write compiled.glsl
    write_data.write_compiledglsl()

    # Write khafile.js
    write_data.write_khafilejs(is_play, export_physics, export_navigation, dce_full=is_publish)

    # Write Main.hx - depends on write_khafilejs for writing number of assets
    write_data.write_main(is_play, in_viewport, is_publish)