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328
leenkx/blender/lnx/lib/make_datas.py
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328
leenkx/blender/lnx/lib/make_datas.py
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import lnx.utils
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from lnx import assets
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def parse_context(
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c: dict,
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sres: dict,
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asset,
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defs: list[str],
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vert: list[str] = None,
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frag: list[str] = None,
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):
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con = {
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"name": c["name"],
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"constants": [],
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"texture_units": [],
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"vertex_elements": [],
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}
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sres["contexts"].append(con)
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# Names
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con["vertex_shader"] = c["vertex_shader"].rsplit(".", 1)[0].split("/")[-1]
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if con["vertex_shader"] not in asset:
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asset.append(con["vertex_shader"])
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con["fragment_shader"] = c["fragment_shader"].rsplit(".", 1)[0].split("/")[-1]
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if con["fragment_shader"] not in asset:
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asset.append(con["fragment_shader"])
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if "geometry_shader" in c:
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con["geometry_shader"] = c["geometry_shader"].rsplit(".", 1)[0].split("/")[-1]
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if con["geometry_shader"] not in asset:
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asset.append(con["geometry_shader"])
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if "tesscontrol_shader" in c:
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con["tesscontrol_shader"] = (
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c["tesscontrol_shader"].rsplit(".", 1)[0].split("/")[-1]
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)
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if con["tesscontrol_shader"] not in asset:
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asset.append(con["tesscontrol_shader"])
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if "tesseval_shader" in c:
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con["tesseval_shader"] = c["tesseval_shader"].rsplit(".", 1)[0].split("/")[-1]
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if con["tesseval_shader"] not in asset:
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asset.append(con["tesseval_shader"])
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if "color_attachments" in c:
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con["color_attachments"] = c["color_attachments"]
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for i in range(len(con["color_attachments"])):
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if con["color_attachments"][i] == "_HDR":
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con["color_attachments"][i] = "RGBA32" if "_LDR" in defs else "RGBA64"
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# Params
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params = [
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"depth_write",
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"compare_mode",
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"cull_mode",
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"blend_source",
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"blend_destination",
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"blend_operation",
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"alpha_blend_source",
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"alpha_blend_destination",
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"alpha_blend_operation",
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"color_writes_red",
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"color_writes_green",
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"color_writes_blue",
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"color_writes_alpha",
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"conservative_raster",
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]
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for p in params:
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if p in c:
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con[p] = c[p]
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# Parse shaders
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if vert is None:
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with open(c["vertex_shader"], encoding="utf-8") as f:
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vert = f.read().splitlines()
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parse_shader(sres, c, con, defs, vert, True) # Parse attribs for vertex shader
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if frag is None:
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with open(c["fragment_shader"], encoding="utf-8") as f:
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frag = f.read().splitlines()
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parse_shader(sres, c, con, defs, frag, False)
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if "geometry_shader" in c:
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with open(c["geometry_shader"], encoding="utf-8") as f:
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geom = f.read().splitlines()
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parse_shader(sres, c, con, defs, geom, False)
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if "tesscontrol_shader" in c:
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with open(c["tesscontrol_shader"], encoding="utf-8") as f:
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tesc = f.read().splitlines()
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parse_shader(sres, c, con, defs, tesc, False)
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if "tesseval_shader" in c:
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with open(c["tesseval_shader"], encoding="utf-8") as f:
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tese = f.read().splitlines()
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parse_shader(sres, c, con, defs, tese, False)
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def parse_shader(
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sres, c: dict, con: dict, defs: list[str], lines: list[str], parse_attributes: bool
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):
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"""Parses the given shader to get information about the used vertex
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elements, uniforms and constants. This information is later used in
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Iron to check what data each shader requires.
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@param defs A list of set defines for the preprocessor
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@param lines The list of lines of the shader file
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@param parse_attributes Whether to parse vertex elements
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"""
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vertex_elements_parsed = False
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vertex_elements_parsing = False
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# Stack of the state of all preprocessor conditions for the current
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# line. If there is a `False` in the stack, at least one surrounding
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# condition is false and the line must not be parsed
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stack: list[bool] = []
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if not parse_attributes:
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vertex_elements_parsed = True
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for line in lines:
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line = line.lstrip()
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# Preprocessor
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if line.startswith("#if"): # if, ifdef, ifndef
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s = line.split(" ")[1]
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found = s in defs
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if line.startswith("#ifndef"):
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found = not found
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stack.append(found)
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continue
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if line.startswith("#else"):
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stack[-1] = not stack[-1]
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continue
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if line.startswith("#endif"):
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stack.pop()
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continue
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# Skip lines if the stack contains at least one preprocessor
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# condition that is not fulfilled
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skip = False
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for condition in stack:
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if not condition:
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skip = True
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break
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if skip:
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continue
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if not vertex_elements_parsed and line.startswith("in "):
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vertex_elements_parsing = True
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s = line.split(" ")
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con["vertex_elements"].append(
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{
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"data": "float" + s[1][-1:],
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"name": s[2][:-1], # [:1] to get rid of the semicolon
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}
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)
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# Stop the vertex element parsing if no other vertex elements
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# follow directly (assuming all vertex elements are positioned
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# directly after each other apart from empty lines and comments)
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if (
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vertex_elements_parsing
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and len(line) > 0
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and not line.startswith("//")
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and not line.startswith("in ")
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):
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vertex_elements_parsed = True
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if line.startswith("uniform ") or line.startswith(
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"//!uniform"
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): # Uniforms included from header files
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s = line.split(" ")
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# Examples:
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# uniform sampler2D myname;
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# uniform layout(RGBA8) image3D myname;
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if s[1].startswith("layout"):
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ctype = s[2]
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cid = s[3]
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if cid[-1] == ";":
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cid = cid[:-1]
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else:
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ctype = s[1]
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cid = s[2]
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if cid[-1] == ";":
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cid = cid[:-1]
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found = False # Uniqueness check
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if (
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ctype.startswith("sampler")
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or ctype.startswith("image")
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or ctype.startswith("uimage")
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): # Texture unit
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for tu in con["texture_units"]:
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if tu["name"] == cid:
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# Texture already present
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found = True
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break
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if not found:
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if cid[-1] == "]": # Array of samplers - sampler2D mySamplers[2]
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# Add individual units - mySamplers[0], mySamplers[1]
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for i in range(int(cid[-2])):
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tu = {"name": cid[:-2] + str(i) + "]"}
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con["texture_units"].append(tu)
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else:
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tu = {"name": cid}
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con["texture_units"].append(tu)
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if ctype.startswith("image") or ctype.startswith("uimage"):
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tu["is_image"] = True
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check_link(c, defs, cid, tu)
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else: # Constant
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if cid.find("[") != -1: # Float arrays
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cid = cid.split("[")[0]
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ctype = "floats"
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for const in con["constants"]:
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if const["name"] == cid:
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found = True
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break
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if not found:
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const = {"type": ctype, "name": cid}
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con["constants"].append(const)
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check_link(c, defs, cid, const)
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def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
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"""Checks whether the uniform/constant with the given name (`cid`)
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has a link stated in the json (`source_context`) that can be safely
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included based on the given defines (`defs`). If that is the case,
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the found link is written to the `out` dictionary.
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"""
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for link in source_context["links"]:
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if link["name"] == cid:
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valid_link = True
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# Optionally only use link if at least
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# one of the given defines is set
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if "ifdef" in link:
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def_found = False
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for d in defs:
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for link_def in link["ifdef"]:
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if d == link_def:
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def_found = True
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break
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if def_found:
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break
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if not def_found:
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valid_link = False
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# Optionally only use link if none of
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# the given defines are set
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if "ifndef" in link:
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def_found = False
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for d in defs:
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for link_def in link["ifndef"]:
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if d == link_def:
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def_found = True
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break
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if def_found:
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break
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if def_found:
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valid_link = False
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if valid_link:
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out["link"] = link["link"]
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break
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def make(
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res: dict, base_name: str, json_data: dict, fp, defs: list[str], make_variants: bool
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):
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sres = {"name": base_name, "contexts": []}
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res["shader_datas"].append(sres)
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asset = assets.shader_passes_assets[base_name]
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vert = None
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frag = None
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has_variants = "variants" in json_data and len(json_data["variants"]) > 0
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if make_variants and has_variants:
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d = json_data["variants"][0]
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if d in defs:
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# Write shader variant with define
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c = json_data["contexts"][0]
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with open(c["vertex_shader"], encoding="utf-8") as f:
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vert = f.read().split("\n", 1)[1]
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vert = "#version 450\n#define " + d + "\n" + vert
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with open(c["fragment_shader"], encoding="utf-8") as f:
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frag = f.read().split("\n", 1)[1]
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frag = "#version 450\n#define " + d + "\n" + frag
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with open(
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lnx.utils.get_fp_build()
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+ "/compiled/Shaders/"
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+ base_name
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+ d
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+ ".vert.glsl",
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"w",
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encoding="utf-8",
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) as f:
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f.write(vert)
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with open(
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lnx.utils.get_fp_build()
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+ "/compiled/Shaders/"
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+ base_name
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+ d
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+ ".frag.glsl",
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"w",
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encoding="utf-8",
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) as f:
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f.write(frag)
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# Add context variant
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c2 = c.copy()
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c2["vertex_shader"] = base_name + d + ".vert.glsl"
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c2["fragment_shader"] = base_name + d + ".frag.glsl"
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c2["name"] = c["name"] + d
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parse_context(c2, sres, asset, defs, vert.splitlines(), frag.splitlines())
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for c in json_data["contexts"]:
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parse_context(c, sres, asset, defs)
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