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meShaderEd.py
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meShaderEd.py
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#!/usr/bin/python
"""
meShaderEd.py
version 0.3.4b (?? Oct 2013)
Author: Yuri Meshalkin (aka mesh) (mesh@kpp.kiev.ua)
Initial code and data structure was based on
ShaderLink of Libero Spagnolini (Libe)
http://libe.ocracy.org/shaderlink.html
http://code.google.com/p/shaderlink/
And idea of open source RSL tool belongs to Alexei Puzikov (Kidd)
http://code.google.com/p/shaderman/
The RenderMan Shader Editor
"""
import sys
import os
#import ntpath
from PyQt4 import QtCore, QtGui
from core.meCommon import *
from core.nodeLibrary import NodeLibrary
from core.meRendererPreset import meRendererPreset
from global_vars import app_global_vars, app_colors, DEBUG_MODE
root = normPath ( sys.path [0] )
version = '0.3.4b'
app_settings = QtCore.QSettings ( QtCore.QSettings.IniFormat,
QtCore.QSettings.UserScope,
'mesh', 'meShaderEd' )
#
# setDefaultValue
#
def setDefaultValue ( key, def_value ) :
if not app_settings.contains ( key ):
app_settings.setValue ( key, def_value )
value = app_settings.value ( key )
if value.toString () == 'true' : value = True
elif value.toString () == 'false' : value = False
else :
if isinstance ( def_value, QtGui.QColor ) :
value = QtGui.QColor ( value )
else :
value = str ( value.toString () )
return value
#
# getDefaultValue
#
def getDefaultValue ( settings, group, key, def_value = None ) :
if group != '' : settings.beginGroup ( group )
value = settings.value ( key )
if group != '' : settings.endGroup ( )
if value.toString () == 'true' : value = True
elif value.toString () == 'false' : value = False
else :
if def_value is not None and isinstance ( def_value, QtGui.QColor ) :
value = QtGui.QColor ( value )
else :
value = str ( value.toString () )
return value
#
# main routine
#
def main () :
#global root
app = QtGui.QApplication ( sys.argv )
app_settings.setValue ( 'version', version )
app_settings.setValue ( 'root', normPath ( root ) )
project_filename = setDefaultValue ( 'project_filename', 'meshadered.prj' )
temp_dir = setDefaultValue ( 'temp', normPath ( os.path.join ( root, 'tmp' ) ) )
project_dir = setDefaultValue ( 'project', normPath ( os.path.join ( root, 'samples' ) ) )
project_shaders = setDefaultValue ( 'project_shaders', normPath ( os.path.join ( project_dir,'shaders' ) ) )
project_textures = setDefaultValue ( 'project_textures',normPath ( os.path.join ( project_dir,'textures' ) ) )
shader_networks_dir = setDefaultValue ( 'shader_networks', normPath ( os.path.join ( project_shaders,'shn' ) ) )
shader_sources_dir = setDefaultValue ( 'shader_sources', normPath ( os.path.join ( project_shaders,'src' ) ) )
shader_output_dir = project_shaders
lib_dir = setDefaultValue ( 'lib', normPath ( os.path.join ( root, 'lib' ) ) )
node_dir = setDefaultValue ( 'nodes', normPath ( os.path.join ( lib_dir, 'nodes' ) ) )
texture_dir = setDefaultValue ( 'texture', normPath ( os.path.join ( lib_dir, 'textures' ) ) )
shaders_dir = setDefaultValue ( 'shaders', normPath ( os.path.join ( lib_dir, 'shaders' ) ) )
archive_dir = setDefaultValue ( 'archive', normPath ( os.path.join ( lib_dir, 'archives' ) ) )
include_dir = setDefaultValue ( 'include', normPath ( os.path.join ( root, 'include' ) ) )
createMissingDirs ( [ temp_dir, lib_dir, project_dir, project_shaders, project_textures ] )
createMissingDirs ( [ shader_networks_dir, shader_sources_dir ] )
createMissingDirs ( [ node_dir, texture_dir, shaders_dir, archive_dir ] ) # include_dir supposed to be a list
#
# Recent projects/networks
#
setDefaultValue ( 'recent_projects_max', 10 )
setDefaultValue ( 'recent_networks_max', 10 )
#
# setup globals
#
app_global_vars [ 'version' ] = app_settings.value( 'version' ).toString()
app_global_vars [ 'RootPath' ] = root
app_global_vars [ 'TempPath' ] = temp_dir
app_global_vars [ 'ProjectPath' ] = project_dir
app_global_vars [ 'ProjectShaders' ] = project_shaders
app_global_vars [ 'ProjectTextures' ] = project_textures
app_global_vars [ 'ProjectNetworks' ] = shader_networks_dir
app_global_vars [ 'ProjectSources' ] = shader_sources_dir
app_global_vars [ 'LibPath' ] = lib_dir
app_global_vars [ 'NodesPath' ] = node_dir
app_global_vars [ 'TexturePath' ] = texture_dir
app_global_vars [ 'ShaderPath' ] = shaders_dir
app_global_vars [ 'IncludePath' ] = include_dir
app_global_vars [ 'TextureSearchPath' ] = sanitizeSearchPath ( texture_dir )
app_global_vars [ 'ShaderSearchPath' ] = sanitizeSearchPath ( shaders_dir )
app_global_vars [ 'ArchiveSearchPath' ] = sanitizeSearchPath ( archive_dir )
app_global_vars [ 'ProjectSearchPath' ] = sanitizeSearchPath ( project_dir )
app_global_vars [ 'ProjectSearchShaders' ] = sanitizeSearchPath ( project_shaders )
app_global_vars [ 'ProjectSearchTextures' ] = sanitizeSearchPath ( project_textures )
#
# Setup current renderer preset
#
defRenderer = setDefaultValue ( 'defRenderer', '3Delight' )
preset = meRendererPreset ( os.path.join ( root, 'renderers.xml' ), defRenderer )
app_global_vars [ 'RendererPreset' ] = preset
app_global_vars [ 'RendererName' ] = preset.currentPreset.RendererName
app_global_vars [ 'RendererFlags' ] = preset.currentPreset.RendererFlags
app_global_vars [ 'ShaderCompiler' ] = preset.currentPreset.ShaderCompiler
app_global_vars [ 'ShaderDefines' ] = preset.currentPreset.ShaderDefines
app_global_vars [ 'ShaderInfo' ] = preset.currentPreset.ShaderInfo
app_global_vars [ 'SLO' ] = preset.currentPreset.ShaderExt
app_global_vars [ 'TextureMake' ] = preset.currentPreset.TextureMake
app_global_vars [ 'TextureInfo' ] = preset.currentPreset.TextureInfo
app_global_vars [ 'TextureViewer' ] = preset.currentPreset.TextureViewer
app_global_vars [ 'TEX' ] = preset.currentPreset.TextureExt
createDefaultProject ( app_settings, True ) # check_if_exist = True
if DEBUG_MODE :
print 'TextureSearchPath = %s' % app_global_vars [ 'TextureSearchPath' ]
print 'ShaderSearchPath = %s' % app_global_vars [ 'ShaderSearchPath' ]
print 'ArchiveSearchPath = %s' % app_global_vars [ 'ArchiveSearchPath' ]
print 'Renderer = %s' % app_global_vars [ 'RendererName' ]
#app_global_vars[ 'RibPath' ] = ''
#app_global_vars[ 'DisplayPath' ] = ''
app_settings.beginGroup ( 'WorkArea' )
#grid_enabled = bool( setDefaultValue( 'grid_enabled', True ).toString() )
grid_enabled = setDefaultValue ( 'grid_enabled', True )
grid_size = int ( setDefaultValue ( 'grid_size', 10 ) )
grid_snap = setDefaultValue ( 'grid_snap', True )
reverse_flow = setDefaultValue ( 'reverse_flow', False )
straight_links = setDefaultValue ( 'straight_links', True )
app_settings.endGroup ()
app_settings.beginGroup ( 'Colors' )
app_colors [ 'rsl_node_bg' ] = setDefaultValue ( 'rsl_node_bg', app_colors [ 'rsl_node_bg' ] )
app_colors [ 'rib_node_bg' ] = setDefaultValue ( 'rib_node_bg', app_colors [ 'rib_node_bg' ] )
app_colors [ 'image_node_bg' ] = setDefaultValue ( 'image_node_bg', app_colors [ 'image_node_bg' ] )
app_colors [ 'group_node_bg' ] = setDefaultValue ( 'group_node_bg', app_colors [ 'group_node_bg' ] )
app_settings.endGroup ()
from gui.MainWindow import MainWindow
window = MainWindow () #, rendererPreset )
window.show ()
# It's exec_ because exec is a reserved word in Python
sys.exit ( app.exec_ () )
#
#
#
if __name__ == "__main__":
#
print '* meShaderEd version %s' % version
if len( sys.argv ) > 1 :
if sys.argv [ 1 ].lower () == '-debug' or sys.argv [ 1 ].lower () == '-d':
print '>> Running in DEBUG mode ...'
DEBUG_MODE = True
if DEBUG_MODE :
#safeEffects = QtCore.QT_VERSION >= 0x40600 and QtCore.PYQT_VERSION > 0x40704
print '* Python %s' % sys.version
print '* QT_VERSION = %0X' % QtCore.QT_VERSION
print '* PYQT_VERSION = %0X' % QtCore.PYQT_VERSION
if sys.platform == 'win32' :
QtGui.QApplication.setStyle ( QtGui.QStyleFactory.create ( 'Cleanlooks' ) )
if QtCore.QT_VERSION < 50000 :
QtGui.QApplication.setPalette ( QtGui.QApplication.style ().standardPalette () )
main ()