LNXSDK/leenkx/blender/lnx/lib/make_datas.py
2025-01-22 16:18:30 +01:00

329 lines
11 KiB
Python

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