forked from LeenkxTeam/LNXSDK
Update Export
This commit is contained in:
@ -23,7 +23,15 @@ 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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shader_cons = {
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'mesh_vert': [], 'depth_vert': [], 'depth_frag': [],
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'voxel_vert': [], 'voxel_frag': [], 'voxel_geom': [],
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}
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def add_world_def(wrd, define):
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if define not in wrd.world_defs:
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wrd.world_defs += define
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def reset():
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global assets
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@ -36,7 +44,6 @@ def reset():
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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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@ -47,17 +54,10 @@ def reset():
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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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reset_shader_cons()
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def reset_shader_cons():
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# Reset shader comparison arrays to prevent cross-scene shader merging
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global 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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@ -66,8 +66,6 @@ def reset_shader_cons():
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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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@ -134,6 +134,9 @@ class LeenkxExporter:
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export_all_flag = True
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# Indicates whether rigid body is exported
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export_physics = False
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export_navigation = False
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export_ui = False
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export_network = False
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optimize_enabled = False
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option_mesh_only = False
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@ -29,6 +29,8 @@ import lnx.make_logic as make_logic
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import lnx.make_renderpath as make_renderpath
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import lnx.make_state as state
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import lnx.make_world as make_world
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import lnx.material.make_shader as make_shader
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import lnx.material.mat_state as mat_state
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import lnx.utils
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import lnx.utils_vs
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import lnx.write_data as write_data
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@ -45,6 +47,7 @@ if lnx.is_reload(__name__):
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make_renderpath = lnx.reload_module(make_renderpath)
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state = lnx.reload_module(state)
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make_world = lnx.reload_module(make_world)
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mat_state = lnx.reload_module(mat_state)
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lnx.utils = lnx.reload_module(lnx.utils)
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lnx.utils_vs = lnx.reload_module(lnx.utils_vs)
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write_data = lnx.reload_module(write_data)
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@ -238,6 +241,7 @@ def export_data_impl(fp, sdk_path):
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export_network = bpy.data.worlds['Lnx'].lnx_network != 'Disabled'
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assets.reset()
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mat_state.material_cache.clear()
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# Build node trees
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LeenkxExporter.import_traits = []
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@ -256,6 +260,13 @@ def export_data_impl(fp, sdk_path):
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if not os.path.exists(build_dir + '/compiled/Assets'):
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os.makedirs(build_dir + '/compiled/Assets')
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ext = '.lz4' if LeenkxExporter.compress_enabled else '.lnx'
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scene_targets = []
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for scene in bpy.data.scenes:
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if scene.lnx_export:
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asset_path = build_dir + '/compiled/Assets/' + lnx.utils.safestr(scene.name + "_" + os.path.basename(scene.library.filepath).replace(".blend", "") if scene.library else scene.name) + ext
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scene_targets.append((scene.name, asset_path))
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# Make all 'MESH' and 'EMPTY' objects visible to the depsgraph (we pass
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# this to the exporter further below) with a temporary "zoo" collection
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# in the current scene. We do this to ensure that (among other things)
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@ -276,13 +287,10 @@ def export_data_impl(fp, sdk_path):
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build_cache = BuildExportCache()
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for scene in bpy.data.scenes:
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if scene.lnx_export:
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for scene_name, asset_path in scene_targets:
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# Reset shader comparison arrays to prevent cross-scene shader merging
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assets.reset_shader_cons()
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ext = '.lz4' if LeenkxExporter.compress_enabled else '.lnx'
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asset_path = build_dir + '/compiled/Assets/' + lnx.utils.safestr(scene.name + "_" + os.path.basename(scene.library.filepath).replace(".blend", "") if scene.library else scene.name) + ext
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LeenkxExporter.export_scene(bpy.context, asset_path, scene=scene, depsgraph=depsgraph, build_cache=build_cache)
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LeenkxExporter.export_scene(bpy.context, asset_path, scene=bpy.data.scenes[scene_name], depsgraph=depsgraph, build_cache=build_cache)
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if LeenkxExporter.export_physics:
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physics_found = True
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if LeenkxExporter.export_navigation:
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@ -523,6 +523,9 @@ def build():
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elif node.type == 'SUBSURFACE_SCATTERING':
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if '_SSS' not in wrd.world_defs:
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wrd.world_defs += '_SSS'
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elif node.type == 'EMISSION':
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if '_EmissionShadeless' not in wrd.world_defs:
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wrd.world_defs += '_EmissionShadeless'
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gbuffer2 = '_Veloc' in wrd.world_defs or '_IgnoreIrr' in wrd.world_defs or '_VoxelGI' in wrd.world_defs or '_VoxelShadow' in wrd.world_defs or '_SSGI' in wrd.world_defs or '_Anisotropy' in wrd.world_defs
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@ -378,6 +378,7 @@ def parse_sky_hosekwilkie(node: bpy.types.ShaderNodeTexSky, state: ParserState)
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# Radiance
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if rpdat.lnx_radiance and rpdat.lnx_irradiance and not mobile_mat:
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if '_Rad' not in wrd.world_defs:
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wrd.world_defs += '_Rad'
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assets.add_khafile_def("lnx_radiance")
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hosek_path = 'leenkx/Assets/hosek/'
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@ -556,6 +557,7 @@ def parse_tex_environment(node: bpy.types.ShaderNodeTexEnvironment, out_socket:
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# Append radiance define
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if rpdat.lnx_irradiance and rpdat.lnx_radiance and not mobile_mat:
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if '_Rad' not in wrd.world_defs:
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wrd.world_defs += '_Rad'
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assets.add_khafile_def("lnx_radiance")
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@ -4,6 +4,7 @@ import bpy
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from bpy.types import Material
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from bpy.types import Object
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import lnx.assets as assets
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import lnx.log as log
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import lnx.material.cycles as cycles
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import lnx.material.make_shader as make_shader
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@ -14,6 +15,7 @@ import lnx.node_utils
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import lnx.utils
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if lnx.is_reload(__name__):
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assets = lnx.reload_module(assets)
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log = lnx.reload_module(log)
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cycles = lnx.reload_module(cycles)
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make_shader = lnx.reload_module(make_shader)
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@ -1,5 +1,7 @@
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import os
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import re
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import subprocess
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from concurrent.futures import ThreadPoolExecutor
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from typing import Dict, List, Tuple
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import bpy
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@ -46,6 +48,32 @@ else:
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rpass_hook = None
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def cache_hit(cached, wrd, full_path, matname):
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mat_state.features = dict(cached['features'])
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mat_state.emission_type = cached['emission_type']
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mat_state.texture_grad = cached['texture_grad']
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mat_state.data = cached['shader_data']
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if cached['world_defs_delta']:
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for define in re.findall(r'_[A-Za-z0-9]+', cached['world_defs_delta']):
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assets.add_world_def(wrd, define)
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for d in cached['khafile_defs_delta']:
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assets.add_khafile_def(d)
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for shader_path in cached['shader_paths']:
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assets.add_shader(shader_path)
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shader_data_name = cached['shader_data_name']
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if wrd.lnx_single_data_file:
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pass
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else:
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shader_data_path = lnx.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.lnx'
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assets.add_shader_data(shader_data_path)
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return cached['rpasses'], mat_state.data, shader_data_name, cached['bind_constants'], cached['bind_textures']
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def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxusers) -> Tuple:
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mat_state.mat_users = mat_users
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mat_state.mat_lnxusers = mat_lnxusers
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@ -68,8 +96,22 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
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make_instancing_and_skinning(material, mat_users)
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cache_key = None
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cached = None
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if material.signature:
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global_elems_key = tuple((e['name'], e['data']) for e in mat_state.data.global_elems)
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cache_key = (material.signature, mat_state.uses_instancing, tuple(rpasses), global_elems_key)
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cached = mat_state.material_cache.get(cache_key)
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if cached is not None:
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return cache_hit(cached, wrd, full_path, matname)
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world_defs_before = wrd.world_defs
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khafile_defs_before = set(assets.khafile_defs)
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bind_constants = dict()
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bind_textures = dict()
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all_shader_paths = []
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for rp in rpasses:
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car = []
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@ -117,7 +159,9 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
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elif rpass_hook is not None:
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con = rpass_hook(rp)
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write_shaders(rel_path, con, rp, matname)
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if con is not None:
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rp_shader_paths = write_shaders(rel_path, con, rp, matname)
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all_shader_paths.extend(rp_shader_paths)
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shader_data_name = matname + '_data'
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@ -130,16 +174,85 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
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shader_data_path = lnx.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.lnx'
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assets.add_shader_data(shader_data_path)
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if cache_key is not None:
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world_defs_delta = wrd.world_defs[len(world_defs_before):]
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khafile_defs_delta = [d for d in assets.khafile_defs if d not in khafile_defs_before]
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mat_state.material_cache[cache_key] = {
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'shader_data': mat_state.data,
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'shader_data_name': shader_data_name,
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'bind_constants': bind_constants,
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'bind_textures': bind_textures,
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'features': dict(mat_state.features),
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'emission_type': mat_state.emission_type,
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'texture_grad': mat_state.texture_grad,
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'shader_paths': all_shader_paths,
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'world_defs_delta': world_defs_delta,
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'khafile_defs_delta': khafile_defs_delta,
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'rpasses': rpasses,
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}
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return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
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def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None:
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def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> List[str]:
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keep_cache = mat_state.material.lnx_cached
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write_shader(rel_path, con.vert, 'vert', rpass, matname, keep_cache=keep_cache)
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write_shader(rel_path, con.frag, 'frag', rpass, matname, keep_cache=keep_cache)
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write_shader(rel_path, con.geom, 'geom', rpass, matname, keep_cache=keep_cache)
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write_shader(rel_path, con.tesc, 'tesc', rpass, matname, keep_cache=keep_cache)
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write_shader(rel_path, con.tese, 'tese', rpass, matname, keep_cache=keep_cache)
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shaders = [con.vert, con.frag, con.geom, con.tesc, con.tese]
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exts = ['vert', 'frag', 'geom', 'tesc', 'tese']
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shader_paths = []
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write_tasks = []
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for shader, ext in zip(shaders, exts):
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if shader is None or shader.is_linked:
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continue
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validation_issues = shader.validate()
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if validation_issues:
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for issue in validation_issues:
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log.warn(f"Shader validation issue in {matname}_{rpass}.{ext}: {issue}. ")
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output_rpass = rpass
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if output_rpass == 'mesh' and mat_state.material.lnx_blending:
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output_rpass = 'blend'
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output_ext = '.glsl'
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output_rel_path = rel_path
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if shader.noprocessing:
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hlsl_dir = lnx.utils.build_dir() + '/compiled/Hlsl/'
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os.makedirs(hlsl_dir, exist_ok=True)
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output_ext = '.hlsl'
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output_rel_path = rel_path.replace('/compiled/Shaders/', '/compiled/Hlsl/')
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shader_file = matname + '_' + output_rpass + '.' + ext + output_ext
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shader_path = lnx.utils.get_fp() + '/' + output_rel_path + '/' + shader_file
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assets.add_shader(shader_path)
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shader_paths.append(shader_path)
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if os.path.isfile(shader_path) and keep_cache:
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continue
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content = shader.get()
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if shader.noprocessing:
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written = lnx.utils.write_if_changed(shader_path, content)
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if written:
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cwd = os.getcwd()
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os.chdir(lnx.utils.get_fp() + '/' + output_rel_path)
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hlslbin_path = lnx.utils.get_sdk_path() + '/lib/leenkx_tools/hlslbin/hlslbin.exe'
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prof = 'vs_5_0' if ext == 'vert' else 'ps_5_0' if ext == 'frag' else 'gs_5_0'
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args = [hlslbin_path.replace('/', '\\').replace('\\\\', '\\'), shader_file, shader_file[:-4] + 'glsl', prof]
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if ext == 'vert':
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args.append('-i')
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args.append('pos')
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proc = subprocess.call(args)
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os.chdir(cwd)
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else:
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write_tasks.append((shader_path, content))
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if write_tasks:
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with ThreadPoolExecutor(max_workers=min(5, len(write_tasks))) as pool:
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list(pool.map(lambda t: lnx.utils.write_if_changed(t[0], t[1]), write_tasks))
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return shader_paths
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def write_shader(rel_path: str, shader: Shader, ext: str, rpass: str, matname: str, keep_cache=True) -> None:
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@ -159,8 +272,7 @@ def write_shader(rel_path: str, shader: Shader, ext: str, rpass: str, matname: s
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if shader.noprocessing:
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# Use hlsl directly
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hlsl_dir = lnx.utils.build_dir() + '/compiled/Hlsl/'
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if not os.path.exists(hlsl_dir):
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os.makedirs(hlsl_dir)
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os.makedirs(hlsl_dir, exist_ok=True)
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file_ext = '.hlsl'
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rel_path = rel_path.replace('/compiled/Shaders/', '/compiled/Hlsl/')
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@ -40,3 +40,4 @@ uses_instancing = False # Whether the current material has at least one user wi
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emission_type = EmissionType.NO_EMISSION
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features = {} # tracks extended BRDF features used by current material
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next_ext_mat_id = 3 # auto assigned materialID for extended BRDF
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material_cache = {} # export material shader cache
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@ -1064,7 +1064,13 @@ def def_strings_to_array(strdefs):
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defs = strdefs.split('_')
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defs = defs[1:]
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defs = ['_' + d for d in defs] # Restore _
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return defs
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seen = set()
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result = []
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for d in defs:
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if d not in seen:
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seen.add(d)
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result.append(d)
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return result
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def get_kha_target(target_name): # TODO: remove
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if target_name == 'osx-hl' or target_name == 'macos-hl':
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