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#
# Copyright 2011, Blender Foundation.
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# <pep8 compliant>
import bpy
import _cycles
def osl_compile(input_path, report):
"""compile .osl file with given filepath to temporary .oso file"""
import tempfile
output_file = tempfile.NamedTemporaryFile(mode='w', suffix=".oso", delete=False)
output_path = output_file.name
output_file.close()
ok = _cycles.osl_compile(input_path, output_path)
if ok:
report({'INFO'}, "OSL shader compilation succeeded")
return ok, output_path
def update_script_node(node, report):
"""compile and update shader script node"""
import os
import shutil
import tempfile
if node.mode == 'EXTERNAL':
# compile external script file
script_path = bpy.path.abspath(node.filepath, library=node.id_data.library)
script_path_noext, script_ext = os.path.splitext(script_path)
if script_ext == ".oso":
# it's a .oso file, no need to compile
ok, oso_path = True, script_path
oso_file_remove = False
elif script_ext == ".osl":
# compile .osl file
ok, oso_path = osl_compile(script_path, report)
oso_file_remove = True
if ok:
# copy .oso from temporary path to .osl directory
dst_path = script_path_noext + ".oso"
try:
shutil.copy2(oso_path, dst_path)
except:
report({'ERROR'}, "Failed to write .oso file next to external .osl file at " + dst_path)
elif os.path.dirname(node.filepath) == "":
# module in search path
oso_path = node.filepath
oso_file_remove = False
ok = True
else:
# unknown
report({'ERROR'}, "External shader script must have .osl or .oso extension, or be a module name")
ok = False
if ok:
node.bytecode = ""
node.bytecode_hash = ""
elif node.mode == 'INTERNAL' and node.script:
# internal script, we will store bytecode in the node
script = node.script
osl_path = bpy.path.abspath(script.filepath, library=script.library)
if script.is_in_memory or script.is_dirty or script.is_modified or not os.path.exists(osl_path):
# write text datablock contents to temporary file
osl_file = tempfile.NamedTemporaryFile(mode='w', suffix=".osl", delete=False)
osl_file.write(script.as_string())
osl_file.close()
ok, oso_path = osl_compile(osl_file.name, report)
oso_file_remove = False
os.remove(osl_file.name)
else:
# compile text datablock from disk directly
ok, oso_path = osl_compile(osl_path, report)
oso_file_remove = False
if ok:
# read bytecode
try:
oso = open(oso_path, 'r')
node.bytecode = oso.read()
oso.close()
except:
import traceback
traceback.print_exc()
report({'ERROR'}, "Can't read OSO bytecode to store in node at %r" % oso_path)
ok = False
else:
report({'WARNING'}, "No text or file specified in node, nothing to compile")
return
if ok:
# now update node with new sockets
ok = _cycles.osl_update_node(node.id_data.as_pointer(), node.as_pointer(), oso_path)
if not ok:
report({'ERROR'}, "OSL query failed to open " + oso_path)
else:
report({'ERROR'}, "OSL script compilation failed, see console for errors")
# remove temporary oso file
if oso_file_remove:
try:
os.remove(oso_path)
except:
pass
return ok
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