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120 lines
4.0 KiB
Python
120 lines
4.0 KiB
Python
"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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import sys
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import os
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import azlmbr.asset as asset
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import azlmbr.atom
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import azlmbr.bus
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import azlmbr.math as math
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import azlmbr.name
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import azlmbr.paths
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import azlmbr.shadermanagementconsole
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import azlmbr.shader
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import collections
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from PySide2 import QtWidgets
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PROJECT_SHADER_VARIANTS_FOLDER = "ShaderVariants"
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def clean_existing_shadervariantlist_files(filePaths):
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for file in filePaths:
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if os.path.exists(file):
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os.remove(file)
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def main():
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print("==== Begin shader variant script ==========================================================")
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if len(sys.argv) != 2:
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print("The script requires a .shader file as input argument")
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return
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filename = sys.argv[1]
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suffix, extension = filename.split(".", 1)
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if extension != "shader":
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print("The input argument for the script is not a valid .shader file")
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return
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# prompt the user to save the file in the project folder or same folder as the shader
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msgBox = QtWidgets.QMessageBox(
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QtWidgets.QMessageBox.Question,
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"Choose Save Location for .shadervariantlist File",
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"Save .shadervariantlist file in Project folder or in the same folder as shader file?"
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)
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projectButton = msgBox.addButton("Project Folder", QtWidgets.QMessageBox.AcceptRole)
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shaderButton = msgBox.addButton("Same Folder as Shader", QtWidgets.QMessageBox.AcceptRole)
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cancelButton = msgBox.addButton("Cancel", QtWidgets.QMessageBox.RejectRole)
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msgBox.exec()
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is_save_in_project_folder = False
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if msgBox.clickedButton() == projectButton:
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is_save_in_project_folder = True
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elif msgBox.clickedButton() == cancelButton:
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return
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# open the shader file as a document which will generate all of the shader variant list data
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documentId = azlmbr.atomtools.AtomToolsDocumentSystemRequestBus(
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azlmbr.bus.Broadcast,
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'OpenDocument',
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filename
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)
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if documentId.IsNull():
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print("The shader source data file could not be opened")
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return
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# get the shader variant list data object which is only needed for the shader file path
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shaderVariantList = azlmbr.shadermanagementconsole.ShaderManagementConsoleDocumentRequestBus(
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azlmbr.bus.Event,
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'GetShaderVariantListSourceData',
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documentId
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)
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# generate the default save file path by replacing the extension of the open shader file
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pre, ext = os.path.splitext(filename)
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defaultShaderVariantListFilePath = f'{pre}.shadervariantlist'
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# clean previously generated shader variant list file so they don't clash.
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pre, ext = os.path.splitext(shaderVariantList.shaderFilePath)
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projectShaderVariantListFilePath = os.path.join(azlmbr.paths.projectroot, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
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clean_existing_shadervariantlist_files([
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projectShaderVariantListFilePath
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])
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# Save the shader variant list file
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if is_save_in_project_folder:
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shaderVariantListFilePath = projectShaderVariantListFilePath
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else:
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shaderVariantListFilePath = defaultShaderVariantListFilePath
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shaderVariantListFilePath = shaderVariantListFilePath.replace("\\", "/")
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# Save the document in shader management console
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saveResult = azlmbr.atomtools.AtomToolsDocumentSystemRequestBus(
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azlmbr.bus.Broadcast,
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'SaveDocumentAsChild',
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documentId,
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shaderVariantListFilePath
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)
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if saveResult:
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msgBox = QtWidgets.QMessageBox(
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QtWidgets.QMessageBox.Information,
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"Shader Variant List File Successfully Generated",
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f".shadervariantlist file was saved in:\n{shaderVariantListFilePath}",
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QtWidgets.QMessageBox.Ok
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)
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msgBox.exec()
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print("==== End shader variant script ============================================================")
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if __name__ == "__main__":
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main()
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