205 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			205 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import shutil
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import os
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import stat
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import bpy
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import lnx.utils
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from lnx import log
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if lnx.is_reload(__name__):
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    log = lnx.reload_module(log)
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    lnx.utils = lnx.reload_module(lnx.utils)
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else:
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    lnx.enable_reload(__name__)
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assets = []
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reserved_names = ['return.']
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khafile_params = []
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khafile_defs = []
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khafile_defs_last = []
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embedded_data = []
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shaders = []
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shaders_last = []
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shaders_external = []
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shader_datas = []
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shader_passes = []
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shader_passes_assets = {}
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shader_cons = {}
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def reset():
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    global assets
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    global khafile_params
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    global khafile_defs
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    global khafile_defs_last
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    global embedded_data
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    global shaders
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    global shaders_last
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    global shaders_external
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    global shader_datas
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    global shader_passes
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    global shader_cons
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    assets = []
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    khafile_params = []
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    khafile_defs_last = khafile_defs
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    khafile_defs = []
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    embedded_data = []
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    shaders_last = shaders
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    shaders = []
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    shaders_external = []
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    shader_datas = []
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    shader_passes = []
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    shader_cons = {}
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    shader_cons['mesh_vert'] = []
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    shader_cons['depth_vert'] = []
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    shader_cons['depth_frag'] = []
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    shader_cons['voxel_vert'] = []
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    shader_cons['voxel_frag'] = []
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    shader_cons['voxel_geom'] = []
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def add(asset_file):
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    global assets
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    # Asset already exists, do nothing
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    if asset_file in assets:
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        return
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    asset_file_base = os.path.basename(asset_file)
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    for f in assets:
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        f_file_base = os.path.basename(f)
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        if f_file_base == asset_file_base:
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            return
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    assets.append(asset_file)
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    # Reserved file name
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    for f in reserved_names:
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        if f in asset_file:
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            log.warn(f'File "{asset_file}" contains reserved keyword, this will break C++ builds!')
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def add_khafile_def(d):
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    global khafile_defs
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    if d not in khafile_defs:
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        khafile_defs.append(d)
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def add_khafile_param(p):
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    global khafile_params
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    if p not in khafile_params:
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        khafile_params.append(p)
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def add_embedded_data(file):
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    global embedded_data
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    if file not in embedded_data:
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        embedded_data.append(file)
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def add_shader(file):
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    global shaders
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    global shaders_last
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    if file not in shaders:
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        shaders.append(file)
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def add_shader_data(file):
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    global shader_datas
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    if file not in shader_datas:
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        shader_datas.append(file)
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def add_shader_pass(data_name):
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    global shader_passes
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    # Shader data for passes are written into single shader_datas.lnx file
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    add_shader_data(lnx.utils.get_fp_build() + '/compiled/Shaders/shader_datas.lnx')
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    if data_name not in shader_passes:
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        shader_passes.append(data_name)
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def add_shader_external(file):
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    global shaders_external
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    shaders_external.append(file)
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    name = file.split('/')[-1].split('\\')[-1]
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    add_shader(lnx.utils.get_fp_build() + '/compiled/Shaders/' + name)
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invalidate_enabled = True # Disable invalidating during build process
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def remove_readonly(func, path, excinfo):
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    os.chmod(path, stat.S_IWRITE)
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    func(path)
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def invalidate_shader_cache(self, context):
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    # compiled.inc changed, recompile all shaders next time
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    global invalidate_enabled
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    if invalidate_enabled is False:
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        return
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    fp = lnx.utils.get_fp_build()
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    if os.path.isdir(fp + '/compiled/Shaders'):
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        shutil.rmtree(fp + '/compiled/Shaders', onerror=remove_readonly)
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    if os.path.isdir(fp + '/debug/html5-resources'):
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        shutil.rmtree(fp + '/debug/html5-resources', onerror=remove_readonly)
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    if os.path.isdir(fp + '/krom-resources'):
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        shutil.rmtree(fp + '/krom-resources', onerror=remove_readonly)
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    if os.path.isdir(fp + '/debug/krom-resources'):
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        shutil.rmtree(fp + '/debug/krom-resources', onerror=remove_readonly)
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    if os.path.isdir(fp + '/windows-resources'):
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        shutil.rmtree(fp + '/windows-resources', onerror=remove_readonly)
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    if os.path.isdir(fp + '/linux-resources'):
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        shutil.rmtree(fp + '/linux-resources', onerror=remove_readonly)
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    if os.path.isdir(fp + '/osx-resources'):
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        shutil.rmtree(fp + '/osx-resources', onerror=remove_readonly)
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def invalidate_compiled_data(self, context):
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    global invalidate_enabled
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    if invalidate_enabled is False:
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        return
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    fp = lnx.utils.get_fp_build()
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    if os.path.isdir(fp + '/compiled'):
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        shutil.rmtree(fp + '/compiled', onerror=remove_readonly)
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def invalidate_mesh_data(self, context):
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    fp = lnx.utils.get_fp_build()
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    if os.path.isdir(fp + '/compiled/Assets/meshes'):
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        shutil.rmtree(fp + '/compiled/Assets/meshes', onerror=remove_readonly)
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def invalidate_envmap_data(self, context):
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    fp = lnx.utils.get_fp_build()
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    if os.path.isdir(fp + '/compiled/Assets/envmaps'):
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        shutil.rmtree(fp + '/compiled/Assets/envmaps', onerror=remove_readonly)
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def invalidate_unpacked_data(self, context):
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    fp = lnx.utils.get_fp_build()
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    if os.path.isdir(fp + '/compiled/Assets/unpacked'):
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        shutil.rmtree(fp + '/compiled/Assets/unpacked', onerror=remove_readonly)
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def invalidate_mesh_cache(self, context):
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    if context.object is None or context.object.data is None:
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        return
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    context.object.data.lnx_cached = False
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def invalidate_instance_cache(self, context):
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    if context.object is None or context.object.data is None:
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        return
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    invalidate_mesh_cache(self, context)
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    for slot in context.object.material_slots:
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        slot.material.lnx_cached = False
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def invalidate_compiler_cache(self, context):
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    bpy.data.worlds['Lnx'].lnx_recompile = True
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def shader_equal(sh, ar, shtype):
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    # Merge equal shaders
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    for e in ar:
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        if sh.is_equal(e):
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            sh.context.data[shtype] = e.context.data[shtype]
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            sh.is_linked = True
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            return
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    ar.append(sh)
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def vs_equal(c, ar):
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    shader_equal(c.vert, ar, 'vertex_shader')
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def fs_equal(c, ar):
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    shader_equal(c.frag, ar, 'fragment_shader')
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def gs_equal(c, ar):
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    shader_equal(c.geom, ar, 'geometry_shader')
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def tcs_equal(c, ar):
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    shader_equal(c.tesc, ar, 'tesscontrol_shader')
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def tes_equal(c, ar):
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    shader_equal(c.tese, ar, 'tesseval_shader')
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