163 lines
6.7 KiB
Python
Executable File
163 lines
6.7 KiB
Python
Executable File
"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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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 prompt_message_box(text, informativeText = None, qButtons = QtWidgets.QMessageBox.Yes|QtWidgets.QMessageBox.No|QtWidgets.QMessageBox.Cancel):
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msgBox = QtWidgets.QMessageBox()
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msgBox.setText(text)
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if informativeText:
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msgBox.setInformativeText(informativeText)
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msgBox.setStandardButtons(qButtons)
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return msgBox.exec()
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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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# Get info such as relative path of the file and asset id
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shaderAssetInfo = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
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azlmbr.bus.Broadcast,
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'GetSourceAssetInfo',
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filename
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)
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# retrieves a list of all material source files that use the shader. Note that materials inherit from materialtype files, which are actual files that refer to shader files.
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materialAssetIds = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(
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azlmbr.bus.Broadcast,
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'FindMaterialAssetsUsingShader',
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shaderAssetInfo.relativePath
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)
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response = prompt_message_box(
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"Generating .shadervariantlist File",
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"This process may take a while. Would you like to save the generated .shadervariantlist file in the project folder? " \
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"Otherwise, it will be saved in the same location as the .shader file."
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)
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is_save_in_project_folder = False
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if response == QtWidgets.QMessageBox.Yes:
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is_save_in_project_folder = True
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elif response == QtWidgets.QMessageBox.Cancel:
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return
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# This loop collects all uniquely-identified shader items used by the materials based on its shader variant id.
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shaderVariantIds = []
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shaderVariantListShaderOptionGroups = []
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for materialAssetId in materialAssetIds:
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materialInstanceShaderItems = azlmbr.shadermanagementconsole.ShaderManagementConsoleRequestBus(azlmbr.bus.Broadcast, 'GetMaterialInstanceShaderItems', materialAssetId)
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for shaderItem in materialInstanceShaderItems:
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shaderAssetId = shaderItem.GetShaderAsset().get_id()
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if shaderAssetInfo.assetId == shaderAssetId:
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shaderVariantId = shaderItem.GetShaderVariantId()
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if not shaderVariantId.IsEmpty():
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# Check for repeat shader variant ids. We are using a list here
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# instead of a set to check for duplicates on shaderVariantIds because
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# shaderVariantId is not hashed by the ID like it is in the C++ side.
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has_repeat = False
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for variantId in shaderVariantIds:
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if shaderVariantId == variantId:
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has_repeat = True
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break
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if has_repeat:
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continue
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shaderVariantIds.append(shaderVariantId)
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shaderVariantListShaderOptionGroups.append(shaderItem.GetShaderOptionGroup())
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# Generate the shader variant list data by collecting shader option name-value pairs.s
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shaderVariantList = azlmbr.shader.ShaderVariantListSourceData ()
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shaderVariantList.shaderFilePath = shaderAssetInfo.relativePath
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shaderVariants = []
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stableId = 1
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for shaderOptionGroup in shaderVariantListShaderOptionGroups:
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variantInfo = azlmbr.shader.ShaderVariantInfo()
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variantInfo.stableId = stableId
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options = {}
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shaderOptionDescriptors = shaderOptionGroup.GetShaderOptionDescriptors()
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for shaderOptionDescriptor in shaderOptionDescriptors:
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optionName = shaderOptionDescriptor.GetName()
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optionValue = shaderOptionGroup.GetValueByOptionName(optionName)
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if not optionValue.IsValid():
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continue
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valueName = shaderOptionDescriptor.GetValueName(optionValue)
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options[optionName.ToString()] = valueName.ToString()
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if len(options) != 0:
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variantInfo.options = options
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shaderVariants.append(variantInfo)
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stableId += 1
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shaderVariantList.shaderVariants = shaderVariants
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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(shaderAssetInfo.relativePath)
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projectShaderVariantListFilePath = os.path.join(azlmbr.paths.devassets, PROJECT_SHADER_VARIANTS_FOLDER, f'{pre}.shadervariantlist')
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pre, ext = os.path.splitext(filename)
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defaultShaderVariantListFilePath = 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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print(f"Saving .shadervariantlist file into: {shaderVariantListFilePath}")
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azlmbr.shader.SaveShaderVariantListSourceData(shaderVariantListFilePath, shaderVariantList)
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# Open the document in shader management console
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azlmbr.shadermanagementconsole.ShaderManagementConsoleDocumentSystemRequestBus(
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azlmbr.bus.Broadcast,
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'OpenDocument',
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shaderVariantListFilePath
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)
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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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