collada: add support for lua source generation
This commit is contained in:
parent
4603ebcec2
commit
0f68237b73
@ -269,7 +269,7 @@ def render_interpolation_array(array_name, names):
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def render_float_array(array_name, vectors):
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yield f"float const array_{array_name}[] = {{"
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for vector in vectors:
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yield f"{vector},"
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yield f"{render_float_tuple(vector)},"
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yield "};"
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def render_source(source_name, field_name, c_type, array_name, count, stride):
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@ -295,7 +295,7 @@ def render_channel(target_name, sampler_name, transform_index, target_attribute)
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def render_light(light_name, light_type, color):
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yield f"light const light_{light_name} = {{"
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yield f".type = light_type::{light_type},"
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yield f".color = {{ {color} }},"
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yield f".color = {{ {render_float_tuple(color)} }},"
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yield "};"
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def render_image(image_id, image_name, resource_name):
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@ -14,7 +14,8 @@ from collada import parse
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from collada import types
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from collada.generate import renderer
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from collada import buffer
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from collada import cpp_header
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lang_header = None
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@dataclass
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class State:
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@ -139,7 +140,7 @@ def render_input_elements(state, collada, geometry_name, offset_tables):
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continue
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state.emitted_input_elements_arrays[key_name] = (i, key)
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yield from cpp_header.render_input_elements(key_name, key)
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yield from lang_header.render_input_elements(key_name, key)
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def render_triangles(state, collada, geometry_name, primitive_elements, mesh_buffer_state):
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yield from render_input_elements(state, collada, geometry_name, mesh_buffer_state.offset_tables)
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@ -154,7 +155,7 @@ def render_triangles(state, collada, geometry_name, primitive_elements, mesh_buf
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yield triangles.count, mesh_buffer_state.index_buffer_offsets[i], index
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yield from cpp_header.render_triangles(geometry_name, items())
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yield from lang_header.render_triangles(geometry_name, items())
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def render_geometry(state, collada, geometry):
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geometry_name = sanitize_name(state, geometry.id, geometry)
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@ -178,7 +179,7 @@ def render_geometry(state, collada, geometry):
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triangles_count = len(mesh.primitive_elements)
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yield from cpp_header.render_geometry(geometry_name,
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yield from lang_header.render_geometry(geometry_name,
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triangles_count,
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vertex_buffer_offset,
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vertex_buffer_size,
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@ -200,26 +201,26 @@ def render_library_geometries(state, collada):
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geometry_name = sanitize_name(state, geometry.id, geometry)
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yield geometry_name
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yield from cpp_header.render_library_geometries(geometry_names())
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yield from lang_header.render_library_geometries(geometry_names())
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def render_node_transforms(state, collada, node_name, transformation_elements):
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def render_transform(transform):
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if type(transform) is types.Lookat:
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yield from cpp_header.render_transform_lookat(transform.eye, transform.at, transform.up)
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yield from lang_header.render_transform_lookat(transform.eye, transform.at, transform.up)
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elif type(transform) is types.Matrix:
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yield from cpp_header.render_transform_matrix(matrix_transpose(transform.values))
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yield from lang_header.render_transform_matrix(matrix_transpose(transform.values))
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elif type(transform) is types.Rotate:
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yield from cpp_header.render_transform_rotate(transform.rotate)
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yield from lang_header.render_transform_rotate(transform.rotate)
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elif type(transform) is types.Scale:
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yield from cpp_header.render_transform_scale(transform.scale)
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yield from lang_header.render_transform_scale(transform.scale)
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elif type(transform) is types.Skew:
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yield from cpp_header.render_transform_skew(transform.skew)
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yield from lang_header.render_transform_skew(transform.skew)
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elif type(transform) is types.Translate:
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yield from cpp_header.render_transform_translate(transform.translate)
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yield from lang_header.render_transform_translate(transform.translate)
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else:
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assert False, type(transform)
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yield from cpp_header.render_node_transforms(node_name, transformation_elements, render_transform)
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yield from lang_header.render_node_transforms(node_name, transformation_elements, render_transform)
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def find_material_symbol(geometry, material_symbol):
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assert material_symbol is not None
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@ -279,7 +280,7 @@ def render_node_geometry_instance_materials(state, collada, prefix, node_name, i
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specular_input_set = shader_to_input_set(channel_to_input_set, shader, attrgetter("specular"))
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yield element_index, material_name, emission_input_set, ambient_input_set, diffuse_input_set, specular_input_set
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yield from cpp_header.render_node_geometry_instance_materials(prefix, node_name, i, items())
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yield from lang_header.render_node_geometry_instance_materials(prefix, node_name, i, items())
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def get_instance_materials(instance_geometry):
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return instance_geometry.bind_material.technique_common.materials if instance_geometry.bind_material is not None else []
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@ -300,7 +301,7 @@ def render_node_instance_geometries(state, collada, node_name, instance_geometri
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yield geometry_name, i, instance_materials_count
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yield from cpp_header.render_node_instance_geometries(node_name, items())
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yield from lang_header.render_node_instance_geometries(node_name, items())
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def get_node_name_id(node):
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name = node.id if node.id is not None else f"node-{node.name}"
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@ -318,10 +319,10 @@ def get_node_name_id(node):
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def render_node_channels(state, collada, node, node_name):
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if node.id is None:
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# nodes with no ID can't have channels
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yield from cpp_header.render_node_channels(node_name, [])
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yield from lang_header.render_node_channels(node_name, [])
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else:
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target_names = state.node_animation_channels[node.id]
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yield from cpp_header.render_node_channels(node_name, target_names)
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yield from lang_header.render_node_channels(node_name, target_names)
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def render_node_instance_lights(state, collada, node_name, instance_lights):
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def light_names():
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@ -330,7 +331,7 @@ def render_node_instance_lights(state, collada, node_name, instance_lights):
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light_name = sanitize_name(state, light.id, light)
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yield light_name
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yield from cpp_header.render_node_instance_lights(node_name, light_names())
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yield from lang_header.render_node_instance_lights(node_name, light_names())
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def find_node_by_sid(root_node, sid):
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if sid == root_node.sid:
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@ -365,7 +366,7 @@ def render_joint_node_indices(state, collada, skin, node_name, controller_name,
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joint_node_name = sanitize_name(state, joint_node_name_id, joint_node)
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yield joint_node_index, node_sid, joint_node_name
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yield from cpp_header.render_joint_node_indices(node_name, controller_name, items())
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yield from lang_header.render_joint_node_indices(node_name, controller_name, items())
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def render_node_instance_controller_joint_node_indices(state, collada, node_name, instance_controller):
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controller = collada.lookup(instance_controller.url, types.Controller)
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@ -395,7 +396,7 @@ def render_node_instance_controllers(state, collada, node_name, instance_control
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yield controller_name, i, instance_materials_count
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yield from cpp_header.render_node_instance_controllers(node_name, items())
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yield from lang_header.render_node_instance_controllers(node_name, items())
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def render_node(state, collada, node, node_index):
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node_name_id = get_node_name_id(node)
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@ -419,7 +420,7 @@ def render_node(state, collada, node, node_index):
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instance_lights_count = len(node.instance_lights)
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channels_count = len(state.node_animation_channels[node.id])
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yield from cpp_header.render_node(node_name, parent_index, type,
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yield from lang_header.render_node(node_name, parent_index, type,
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transforms_count,
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instance_geometries_count,
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instance_controllers_count,
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@ -453,7 +454,7 @@ def render_library_visual_scenes(state, collada):
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node_name = sanitize_name(state, node_name_id, node)
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yield node_name, node_index
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yield from cpp_header.render_library_visual_scenes(items())
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yield from lang_header.render_library_visual_scenes(items())
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def render_opt_texture(state, profile_common, field_name, texture):
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sampler_sid = texture.texture
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@ -469,10 +470,10 @@ def render_opt_texture(state, profile_common, field_name, texture):
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image_id = surface.parameter_type.init_from.uri
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image_index = state.image_indices[image_id]
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yield from cpp_header.render_opt_texture(field_name, image_index, image_id)
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yield from lang_header.render_opt_texture(field_name, image_index, image_id)
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def render_opt_color(field_name, color):
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yield from cpp_header.render_opt_color(field_name, color)
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yield from lang_header.render_opt_color(field_name, color)
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def render_opt_color_or_texture(state, profile_common, field_name, color_or_texture):
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if color_or_texture is None:
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@ -490,12 +491,12 @@ def render_opt_color_or_texture(state, profile_common, field_name, color_or_text
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else:
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assert False, color_or_texture
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yield from cpp_header.render_opt_color_or_texture(field_name, opt_type, render_body)
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yield from lang_header.render_opt_color_or_texture(field_name, opt_type, render_body)
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def render_opt_float(field_name, f):
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if f is None:
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f = types.Float(value=0.0)
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yield from cpp_header.render_opt_float(field_name, float(f.value))
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yield from lang_header.render_opt_float(field_name, float(f.value))
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def render_effect(state, collada, effect):
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profile_common, = effect.profile_common
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@ -556,7 +557,7 @@ def render_effect(state, collada, effect):
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else:
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assert False, type(shader)
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yield from cpp_header.render_effect(effect_name, type_name, field_name, render_body)
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yield from lang_header.render_effect(effect_name, type_name, field_name, render_body)
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def render_library_effects(state, collada):
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for library_effects in collada.library_effects:
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@ -569,21 +570,21 @@ def render_library_materials(state, collada):
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effect = collada.lookup(material.instance_effect.url, types.Effect)
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material_name = sanitize_name(state, material.id, material)
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effect_name = sanitize_name(state, effect.id, effect)
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yield from cpp_header.render_library_material(material_name, effect_name)
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yield from lang_header.render_library_material(material_name, effect_name)
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def render_input_elements_list(state):
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def items():
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for key_name, (index, key) in state.emitted_input_elements_arrays.items():
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elements_count = len(key)
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yield key_name, elements_count
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yield from cpp_header.render_input_elements_list(items())
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yield from lang_header.render_input_elements_list(items())
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def render_animation_children(state, collada, animation_name, animations):
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def items():
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for animation in animations:
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animation_name = sanitize_name(state, animation.id, animation)
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yield animation_name
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yield from cpp_header.render_animation_children(animation_name, items())
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yield from lang_header.render_animation_children(animation_name, items())
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def render_array(state, collada, accessor, array):
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array_name = sanitize_name(state, array.id, array)
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@ -596,14 +597,14 @@ def render_array(state, collada, accessor, array):
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for name in array.names:
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assert name in {"BEZIER", "LINEAR"}, name
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yield name
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yield from cpp_header.render_interpolation_array(array_name, names())
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yield from lang_header.render_interpolation_array(array_name, names())
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elif type(array) is types.FloatArray:
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def vectors():
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it = iter(array.floats)
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for i in range(accessor.count):
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vector = ", ".join(f"{float(f)}f" for f in islice(it, accessor.stride))
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vector = list(islice(it, accessor.stride))
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yield vector
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yield from cpp_header.render_float_array(array_name, vectors())
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yield from lang_header.render_float_array(array_name, vectors())
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else:
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assert False, type(array)
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@ -612,7 +613,7 @@ def render_source(state, collada, field_name, source):
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c_type = "interpolation" if type(source.array_element) is types.NameArray else "float"
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source_name = sanitize_name(state, source.id, source)
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yield from cpp_header.render_source(source_name,
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yield from lang_header.render_source(source_name,
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field_name,
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c_type,
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array_name,
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@ -656,7 +657,7 @@ def render_sampler(state, collada, sampler):
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source = collada.lookup(input.source, types.SourceCore)
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field_name = input.semantic.lower()
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yield from render_source(state, collada, field_name, source)
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yield from cpp_header.render_sampler(sampler_name, render_body)
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yield from lang_header.render_sampler(sampler_name, render_body)
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target_attributes = {
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"A", "ANGLE", "B", "G", "P", "Q", "R", "S", "T", "TIME", "U", "V", "W", "X", "Y", "Z", "ALL"
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@ -703,7 +704,7 @@ def render_channel(state, collada, channel):
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assert target_name not in state.node_animation_channels[node.id]
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state.node_animation_channels[node.id].add(target_name)
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yield from cpp_header.render_channel(target_name, sampler_name, transform_index, target_attribute)
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yield from lang_header.render_channel(target_name, sampler_name, transform_index, target_attribute)
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def render_animation(state, collada, animation_name, animation):
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# render children first
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@ -751,9 +752,9 @@ def render_light_type(technique_common: types.TechniqueCommon_Light):
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def render_light(state, collada, light):
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technique_common = light.technique_common
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light_name = sanitize_name(state, light.id, light)
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color = ", ".join(f"{float(f)}f" for f in technique_common.light.color)
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color = technique_common.light.color
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light_type = render_light_type(technique_common)
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yield from cpp_header.render_light(light_name, light_type, color)
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yield from lang_header.render_light(light_name, light_type, color)
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def render_library_lights(state, collada):
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for library_lights in collada.library_lights:
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@ -785,7 +786,7 @@ def render_image(state, collada, image, image_index):
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resource_name = image_resource_name(state, image.image_source.uri)
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image_name = sanitize_name(state, image.id, image)
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yield from cpp_header.render_image(image.id, image_name, resource_name)
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yield from lang_header.render_image(image.id, image_name, resource_name)
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def render_library_images(state, collada):
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image_index = 0
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@ -799,7 +800,7 @@ def render_library_images(state, collada):
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for image in library_images.images:
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image_name = sanitize_name(state, image.id, image)
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yield image_name
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yield from cpp_header.render_library_images(image_names())
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yield from lang_header.render_library_images(image_names())
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def render_inverse_bind_matrices(collada, skin, controller_name):
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inverse_bind_matrix_input, = find_semantics(skin.joints.inputs, "INV_BIND_MATRIX")
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@ -817,7 +818,7 @@ def render_inverse_bind_matrices(collada, skin, controller_name):
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offset = stride * i
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matrix = matrix_transpose(array.floats[offset:offset+stride])
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yield matrix
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yield from cpp_header.render_inverse_bind_matrices(controller_name, matrices())
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yield from lang_header.render_inverse_bind_matrices(controller_name, matrices())
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def renderbin_any(f, elems):
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fmt = {
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@ -847,7 +848,7 @@ def render_controller(state, collada, controller):
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yield from render_inverse_bind_matrices(collada, skin, controller_name)
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yield from cpp_header.render_controller(controller_name, geometry_name, vertex_buffer_offset, vertex_buffer_size)
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yield from lang_header.render_controller(controller_name, geometry_name, vertex_buffer_offset, vertex_buffer_size)
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def render_library_controllers(state, collada):
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for library_controllers in collada.library_controllers:
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@ -864,7 +865,7 @@ def render_camera(state, collada, camera):
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else:
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return f
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yield from cpp_header.render_camera(camera_name,
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yield from lang_header.render_camera(camera_name,
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nf(perspective.xfov),
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nf(perspective.yfov),
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nf(perspective.znear),
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@ -879,7 +880,7 @@ def render_library_cameras(state, collada):
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def render_all(collada, namespace, input_filename):
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state = State(input_filename)
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render, out = renderer()
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render(cpp_header.render_prelude(namespace))
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render(lang_header.render_prelude(namespace))
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render(render_library_cameras(state, collada))
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render(render_library_lights(state, collada))
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render(render_library_animations(state, collada))
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@ -892,13 +893,13 @@ def render_all(collada, namespace, input_filename):
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# root elements
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render(render_library_visual_scenes(state, collada))
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render(render_input_elements_list(state))
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render(cpp_header.render_descriptor(namespace))
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render(cpp_header.render_prologue())
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render(lang_header.render_descriptor(namespace))
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render(lang_header.render_prologue())
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return state, out
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def render_all_hpp(namespace):
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render, out = renderer()
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render(cpp_header.render_hpp(namespace))
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render(lang_header.render_hpp(namespace))
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return out
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if __name__ == "__main__":
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338
collada/lua_header.py
Normal file
338
collada/lua_header.py
Normal file
@ -0,0 +1,338 @@
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from itertools import islice
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from collada import types
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def render_input_elements(key_name, semantic__semantic_index__stride):
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yield f"local input_elements_{key_name} = {{"
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for semantic, semantic_index, stride in semantic__semantic_index__stride:
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yield "{"
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yield f'semantic = "{semantic}",'
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yield f"semantic_index = {semantic_index},"
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yield f"format = collada_types.input_format.FLOAT{stride},"
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yield "},"
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yield "}"
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|
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def render_triangles(geometry_name, items):
|
||||
yield f"local triangles_{geometry_name} = {{"
|
||||
for count, index_offset, inputs_index in items:
|
||||
yield "{"
|
||||
yield f"count = {count}, -- triangles"
|
||||
yield f"index_offset = {index_offset}, -- indices"
|
||||
yield f"inputs_index = {inputs_index}, -- index into inputs_list"
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_geometry(geometry_name,
|
||||
triangles_count,
|
||||
vertex_buffer_offset, vertex_buffer_size,
|
||||
index_buffer_offset, index_buffer_size):
|
||||
yield f"local geometry_{geometry_name} = {{"
|
||||
yield "mesh = {"
|
||||
yield f"triangles = triangles_{geometry_name},"
|
||||
yield f"triangles_count = {triangles_count},"
|
||||
yield ""
|
||||
yield f"vertex_buffer_offset = {vertex_buffer_offset},"
|
||||
yield f"vertex_buffer_size = {vertex_buffer_size},"
|
||||
yield ""
|
||||
yield f"index_buffer_offset = {index_buffer_offset},"
|
||||
yield f"index_buffer_size = {index_buffer_size},"
|
||||
yield "}"
|
||||
yield "}"
|
||||
|
||||
def render_library_geometries(geometry_names):
|
||||
yield "local geometries = {"
|
||||
for geometry_name in geometry_names:
|
||||
yield f"geometry_{geometry_name},"
|
||||
yield "}"
|
||||
|
||||
def render_float_tuple(t):
|
||||
s = ", ".join((f"{float(f)}" for f in t))
|
||||
return f"{{{s}}}"
|
||||
|
||||
def render_lookat(eye, at, up):
|
||||
yield "type = collada_types.transform_type.LOOKAT,"
|
||||
yield "lookat = {"
|
||||
yield f"eye = {render_float_tuple(eye)}",
|
||||
yield f"at = {render_float_tuple(at)}",
|
||||
yield f"up = {render_float_tuple(up)}",
|
||||
yield "},"
|
||||
|
||||
def render_matrix(fs):
|
||||
fsi = iter(fs)
|
||||
for i in range(4):
|
||||
s = ", ".join(f"{f}" for f in islice(fsi, 4))
|
||||
yield f"{s},"
|
||||
|
||||
def render_transform_matrix(matrix):
|
||||
yield "type = collada_types.transform_type.MATRIX,"
|
||||
yield f"matrix = {render_float_tuple(matrix)},"
|
||||
|
||||
def render_transform_rotate(rotate):
|
||||
yield "type = collada_types.transform_type.ROTATE,"
|
||||
yield f"rotate = {render_float_tuple(rotate)},"
|
||||
|
||||
def render_transform_scale(scale):
|
||||
yield "type = collada_types.transform_type.SCALE,"
|
||||
yield f"scale = {render_float_tuple(scale)},"
|
||||
|
||||
def render_transform_skew(skew):
|
||||
yield "type = collada_types.transform_type.SKEW,"
|
||||
yield f"skew = {render_float_tuple(skew)},"
|
||||
|
||||
def render_transform_translate(translate):
|
||||
yield "type = collada_types.transform_type.TRANSLATE,"
|
||||
yield f"translate = {render_float_tuple(translate)},"
|
||||
|
||||
def render_node_transforms(node_name, transformation_elements, render_transform):
|
||||
yield f"local transforms_{node_name} = {{"
|
||||
for transform in transformation_elements:
|
||||
yield "{"
|
||||
yield from render_transform(transform)
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_node_geometry_instance_materials(prefix, node_name, i,
|
||||
items):
|
||||
yield f"local {prefix}_instance_materials_{node_name}_{i} = {{"
|
||||
for element_index, material_name, emission_input_set, ambient_input_set, diffuse_input_set, specular_input_set in items:
|
||||
yield "{"
|
||||
yield f"element_index = {element_index}, -- an index into mesh.triangles"
|
||||
yield f"material = material_{material_name},"
|
||||
yield ""
|
||||
yield f"emission = {{ input_set = {emission_input_set} }},"
|
||||
yield f"ambient = {{ input_set = {ambient_input_set} }},"
|
||||
yield f"diffuse = {{ input_set = {diffuse_input_set} }},"
|
||||
yield f"specular = {{ input_set = {specular_input_set} }},"
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_node_instance_geometries(node_name, items):
|
||||
yield f"local instance_geometries_{node_name} = {{"
|
||||
for geometry_name, i, instance_materials_count in items:
|
||||
yield "{"
|
||||
yield f"geometry = geometry_{geometry_name},"
|
||||
yield ""
|
||||
yield f"instance_materials = instance_geometry_instance_materials_{node_name}_{i},"
|
||||
yield f"instance_materials_count = {instance_materials_count},"
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_node_channels(node_name, target_names):
|
||||
yield f"local node_channels_{node_name} = {{"
|
||||
for target_name in target_names:
|
||||
yield f"node_channel_{target_name},"
|
||||
yield "}"
|
||||
|
||||
def render_node_instance_lights(node_name, light_names):
|
||||
yield f"local instance_lights_{node_name} = {{"
|
||||
for light_name in light_names:
|
||||
yield "{"
|
||||
yield f"light = light_{light_name},"
|
||||
yield "}"
|
||||
yield "}"
|
||||
|
||||
def render_joint_node_indices(node_name, controller_name, items):
|
||||
yield f"local joint_node_indices_{node_name}_{controller_name} = {{"
|
||||
for joint_node_index, node_sid, joint_node_name in items:
|
||||
yield f"{joint_node_index}, -- {node_sid} {joint_node_name}"
|
||||
yield "}"
|
||||
|
||||
def render_node_instance_controllers(node_name, items):
|
||||
yield f"local instance_controllers_{node_name} = {{"
|
||||
for controller_name, i, instance_materials_count in items:
|
||||
yield "{"
|
||||
yield f"controller = controller_{controller_name},"
|
||||
yield ""
|
||||
yield f"joint_node_indices = joint_node_indices_{node_name}_{controller_name},"
|
||||
yield f"joint_count = #joint_node_indices_{node_name}_{controller_name},"
|
||||
yield ""
|
||||
yield f"instance_materials = instance_controller_instance_materials_{node_name}_{i},"
|
||||
yield f"instance_materials_count = {instance_materials_count},"
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_node(node_name, parent_index, type,
|
||||
transforms_count,
|
||||
instance_geometries_count,
|
||||
instance_controllers_count,
|
||||
instance_lights_count,
|
||||
channels_count):
|
||||
yield f"local node_{node_name} = {{"
|
||||
yield f"parent_index = {parent_index},"
|
||||
yield ""
|
||||
yield f"type = collada_types.node_type.{type},"
|
||||
yield ""
|
||||
yield f"transforms = transforms_{node_name},"
|
||||
yield f"transforms_count = {transforms_count},"
|
||||
yield ""
|
||||
yield f"instance_geometries = instance_geometries_{node_name},"
|
||||
yield f"instance_geometries_count = {instance_geometries_count},"
|
||||
yield ""
|
||||
yield f"instance_controllers = instance_controllers_{node_name},"
|
||||
yield f"instance_controllers_count = {instance_controllers_count},"
|
||||
yield ""
|
||||
yield f"instance_lights = instance_lights_{node_name},"
|
||||
yield f"instance_lights_count = {instance_lights_count},"
|
||||
yield ""
|
||||
yield f"channels = node_channels_{node_name},"
|
||||
yield f"channels_count = {channels_count},"
|
||||
#yield ""
|
||||
#yield f"nodes = node_children_{node_name},"
|
||||
#yield f"nodes_count = {len(node.nodes)},"
|
||||
yield "}"
|
||||
|
||||
def render_library_visual_scenes(items):
|
||||
yield "local nodes = {"
|
||||
for node_name, node_index in items:
|
||||
yield f"node_{node_name}, -- {node_index}"
|
||||
yield "}"
|
||||
|
||||
def render_opt_color(field_name, color):
|
||||
yield f"{field_name} = {render_float_tuple(color.value)},"
|
||||
|
||||
def render_opt_texture(field_name, image_index, image_id):
|
||||
yield f"{field_name} = {{ .image_index = {image_index} }}, -- {image_id}"
|
||||
|
||||
def render_opt_color_or_texture(field_name, opt_type, render_body):
|
||||
yield f"{field_name} = {{"
|
||||
yield f"type = collada_types.color_or_texture_type.{opt_type},"
|
||||
yield from render_body()
|
||||
yield "},"
|
||||
|
||||
def render_opt_float(field_name, value):
|
||||
yield f"{field_name} = {value},"
|
||||
|
||||
def render_effect(effect_name, type_name, field_name, render_body):
|
||||
yield f"local effect_{effect_name} = {{"
|
||||
|
||||
yield f"type = collada_types.effect_type.{type_name},"
|
||||
yield f"{field_name} = {{"
|
||||
yield from render_body()
|
||||
yield "}"
|
||||
|
||||
yield "}"
|
||||
|
||||
def render_library_material(material_name, effect_name):
|
||||
yield f"local material_{material_name} = {{"
|
||||
yield f"effect = effect_{effect_name},"
|
||||
yield "}"
|
||||
|
||||
def render_input_elements_list(items):
|
||||
yield "local inputs_list = {"
|
||||
for key_name, elements_count in items:
|
||||
yield "{"
|
||||
yield f"elements = input_elements_{key_name},"
|
||||
yield f"elements_count = {elements_count},"
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_descriptor(namespace):
|
||||
yield "local descriptor = {"
|
||||
yield "nodes = nodes,"
|
||||
yield "nodes_count = #nodes,"
|
||||
yield ""
|
||||
yield "inputs_list = inputs_list,"
|
||||
yield "inputs_list_count = #inputs_list,"
|
||||
yield ""
|
||||
yield "images = images,"
|
||||
yield "images_count = #images,"
|
||||
yield ""
|
||||
#yield f'position_normal_texture_buffer = L"RES_SCENES_{namespace.upper()}_VTX",'
|
||||
#yield f'joint_weight_buffer = L"RES_SCENES_{namespace.upper()}_VJW",'
|
||||
#yield f'index_buffer = L"RES_SCENES_{namespace.upper()}_IDX",'
|
||||
yield "}"
|
||||
|
||||
def render_prelude(namespace):
|
||||
yield "local collada_types = require 'collada_types'"
|
||||
yield ''
|
||||
|
||||
def render_prologue():
|
||||
yield ""
|
||||
yield "return {"
|
||||
yield "descriptor = descriptor"
|
||||
yield "}"
|
||||
|
||||
def render_animation_children(anomation_name, items):
|
||||
yield f"local animation_children_{animation_name} = {{"
|
||||
for animation_name in items:
|
||||
yield "animation_{animation_name},"
|
||||
yield "}"
|
||||
|
||||
def render_interpolation_array(array_name, names):
|
||||
yield f"local array_{array_name} = {{"
|
||||
for name in names:
|
||||
yield f"collada_types.interpolation.{name},"
|
||||
yield "}"
|
||||
|
||||
def render_float_array(array_name, vectors):
|
||||
yield f"local array_{array_name} = {{"
|
||||
for vector in vectors:
|
||||
yield f"{render_float_tuple(vector)},"
|
||||
yield "}"
|
||||
|
||||
def render_source(source_name, field_name, c_type, array_name, count, stride):
|
||||
yield f"-- {source_name}"
|
||||
yield f"{field_name} = {{"
|
||||
yield f"{c_type}_array = array_{array_name},"
|
||||
yield f"count = {count},"
|
||||
yield f"stride = {stride},"
|
||||
yield "},"
|
||||
|
||||
def render_sampler(sampler_name, render_body):
|
||||
yield f"local sampler_{sampler_name} = {{"
|
||||
yield from render_body()
|
||||
yield "}"
|
||||
|
||||
def render_channel(target_name, sampler_name, transform_index, target_attribute):
|
||||
yield f"local node_channel_{target_name} = {{"
|
||||
yield f"source_sampler = sampler_{sampler_name},"
|
||||
yield f"target_transform_index = {transform_index},"
|
||||
yield f"target_attribute = collada_types.target_attribute.{target_attribute},"
|
||||
yield "}"
|
||||
|
||||
def render_light(light_name, light_type, color):
|
||||
yield f"local light_{light_name} = {{"
|
||||
yield f"type = collada_types.light_type.{light_type},"
|
||||
yield f"color = {render_float_tuple(color)},"
|
||||
yield "}"
|
||||
|
||||
def render_image(image_id, image_name, resource_name):
|
||||
yield f"-- {image.id}"
|
||||
yield f"local image_{image_name} = {{"
|
||||
yield f'resource_name = L"{resource_name}",'
|
||||
yield "}"
|
||||
|
||||
def render_library_images(image_names):
|
||||
yield "local images = {"
|
||||
for image_name in image_names:
|
||||
yield f"image_{image_name},"
|
||||
yield "}"
|
||||
|
||||
def render_inverse_bind_matrices(controller_name, matrices):
|
||||
yield f"local inverse_bind_matrices_{controller_name} = {{"
|
||||
for matrix in matrices:
|
||||
yield "{"
|
||||
yield from render_matrix(matrix)
|
||||
yield "},"
|
||||
yield "}"
|
||||
|
||||
def render_controller(controller_name, geometry_name, vertex_buffer_offset, vertex_buffer_size):
|
||||
yield f"local controller_{controller_name} = {{"
|
||||
yield "skin = {"
|
||||
yield f"geometry = geometry_{geometry_name},"
|
||||
yield ""
|
||||
yield f"inverse_bind_matrices = inverse_bind_matrices_{controller_name},"
|
||||
yield ""
|
||||
yield f"vertex_buffer_offset = {vertex_buffer_offset},"
|
||||
yield f"vertex_buffer_size = {vertex_buffer_size},"
|
||||
yield "}"
|
||||
yield "}"
|
||||
|
||||
def render_camera(camera_name, xfov, yfov, znear, zfar, aspect_ratio):
|
||||
yield f"local camera_{camera_name} = {{"
|
||||
yield f"xfov = {xfov}f,"
|
||||
yield f"yfov = {yfov}f,"
|
||||
yield f"znear = {znear}f,"
|
||||
yield f"zfar = {zfar}f,"
|
||||
yield f"aspect_ratio = {aspect_ratio}f,"
|
||||
yield "}"
|
||||
@ -3,6 +3,8 @@ import os.path
|
||||
|
||||
from collada import parse
|
||||
from collada import header
|
||||
from collada import cpp_header
|
||||
from collada import lua_header
|
||||
|
||||
def usage():
|
||||
name = sys.argv[0]
|
||||
@ -60,7 +62,7 @@ def main():
|
||||
output_resource = sys.argv[6]
|
||||
output_makefile = sys.argv[7]
|
||||
assert input_collada.lower().endswith(".dae")
|
||||
assert output_source.lower().endswith(".cpp")
|
||||
assert output_source.lower().endswith(".cpp") or output_source.lower().endswith(".lua")
|
||||
assert output_position_normal_texture.lower().endswith(".vtx")
|
||||
assert output_joint_weight.lower().endswith(".vjw")
|
||||
assert output_index.lower().endswith(".idx")
|
||||
@ -71,6 +73,13 @@ def main():
|
||||
|
||||
collada = parse.parse_collada_file(input_collada)
|
||||
namespace = parse_namespace(input_collada)
|
||||
|
||||
if output_source.lower().endswith(".cpp"):
|
||||
header.lang_header = cpp_header
|
||||
elif output_source.lower().endswith(".lua"):
|
||||
header.lang_header = lua_header
|
||||
else:
|
||||
assert False
|
||||
state, out_source = header.render_all(collada, namespace, input_collada)
|
||||
|
||||
with open(output_source, 'wb') as f:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user