4508bca48d8f0f53b3c759ce61bcda421f8297dd
2 # =============================================================================
4 # Copyright . . . -----, ,----- ,---. .---.
5 # 2021-2022 |\ /| | / | | | | /|
6 # | \ / | +-- / +----- +---' | / |
7 # | \ / | | / | | \ | / |
8 # | \/ | | / | | \ | / |
9 # ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 # =============================================================================
13 # Python exporter for Blender, compiles .mdl format for Skate Rift.
15 # Its really slow, sorry, I don't know how to speed it up.
16 # Also not sure why you need to put # before {} in code blocks, there is errors
20 import bpy
, math
, gpu
, os
23 from mathutils
import *
24 from gpu_extras
.batch
import batch_for_shader
27 "name":"Skate Rift model compiler",
28 "author": "Harry Godden (hgn)",
35 "category":"Import/Export",
38 class mdl_vert(Structure
): # 48 bytes. Quite large. Could compress
39 #{ # the normals and uvs to i16s. Not an
40 _pack_
= 1 # real issue, yet.
41 _fields_
= [("co",c_float
*3),
45 ("weights",c_uint16
*4),
49 class mdl_submesh(Structure
):
52 _fields_
= [("indice_start",c_uint32
),
53 ("indice_count",c_uint32
),
54 ("vertex_start",c_uint32
),
55 ("vertex_count",c_uint32
),
56 ("bbx",(c_float
*3)*2),
57 ("material_id",c_uint32
)] # index into the material array
60 class mdl_texture(Structure
):
63 _fields_
= [("pstr_name",c_uint32
),
64 ("pack_offset",c_uint32
),
65 ("pack_length",c_uint32
)]
68 class mdl_material(Structure
):
71 _fields_
= [("pstr_name",c_uint32
),
75 ("colour1",c_float
*4),
76 ("tex_diffuse",c_uint32
),
77 ("tex_decal",c_uint32
),
78 ("tex_normal",c_uint32
)]
81 class mdl_node(Structure
):
84 _fields_
= [("co",c_float
*3),
87 ("sub_uid",c_uint32
), # dont use
88 ("submesh_start",c_uint32
),
89 ("submesh_count",c_uint32
),
90 ("classtype",c_uint32
),
93 ("pstr_name",c_uint32
)]
96 class mdl_header(Structure
):
99 _fields_
= [("identifier",c_uint32
),
100 ("version",c_uint32
),
101 ("file_length",c_uint32
),
104 ("node_count",c_uint32
),
105 ("node_offset",c_uint32
),
107 ("submesh_count",c_uint32
),
108 ("submesh_offset",c_uint32
),
110 ("material_count",c_uint32
),
111 ("material_offset",c_uint32
),
113 ("texture_count",c_uint32
),
114 ("texture_offset",c_uint32
),
116 ("anim_count",c_uint32
),
117 ("anim_offset",c_uint32
),
119 ("entdata_size",c_uint32
),
120 ("entdata_offset",c_uint32
),
122 ("strings_size",c_uint32
),
123 ("strings_offset",c_uint32
),
125 ("keyframe_count",c_uint32
),
126 ("keyframe_offset",c_uint32
),
128 ("vertex_count",c_uint32
),
129 ("vertex_offset",c_uint32
),
131 ("indice_count",c_uint32
),
132 ("indice_offset",c_uint32
),
134 ("pack_size",c_uint32
),
135 ("pack_offset",c_uint32
)]
138 class mdl_animation(Structure
):
141 _fields_
= [("pstr_name",c_uint32
),
147 class mdl_keyframe(Structure
):
150 _fields_
= [("co",c_float
*3),
155 # ---------------------------------------------------------------------------- #
157 # Entity definitions #
159 # ---------------------------------------------------------------------------- #
161 # ctypes _fields_ defines the data which is filled in by:
162 # def encode_obj( _, node, node_def ):
164 # gizmos get drawn into the viewport via:
166 # def draw_scene_helpers( obj ):
168 # editor enterface, simiraliy:
170 # def editor_interface( layout, obj ):
175 # Purpose: A rift. must target another gate, the target gate can not have more
176 # than one target nodes of its own.
178 class classtype_gate(Structure
):
181 _fields_
= [("target",c_uint32
),
184 def encode_obj(_
, node
,node_def
):
188 obj
= node_def
['obj']
190 if obj
.cv_data
.target
!= None:
191 _
.target
= obj
.cv_data
.target
.cv_data
.uid
193 if obj
.type == 'MESH':
195 _
.dims
[0] = obj
.data
.cv_data
.v0
[0]
196 _
.dims
[1] = obj
.data
.cv_data
.v0
[1]
197 _
.dims
[2] = obj
.data
.cv_data
.v0
[2]
201 _
.dims
[0] = obj
.cv_data
.v0
[0]
202 _
.dims
[1] = obj
.cv_data
.v0
[1]
203 _
.dims
[2] = obj
.cv_data
.v0
[2]
208 def draw_scene_helpers( obj
):
210 global cv_view_verts
, cv_view_colours
212 if obj
.type == 'MESH':
213 dims
= obj
.data
.cv_data
.v0
215 dims
= obj
.cv_data
.v0
218 c
= Vector((0,0,dims
[2]))
220 vs
[0] = obj
.matrix_world
@ Vector((-dims
[0],0.0,-dims
[1]+dims
[2]))
221 vs
[1] = obj
.matrix_world
@ Vector((-dims
[0],0.0, dims
[1]+dims
[2]))
222 vs
[2] = obj
.matrix_world
@ Vector(( dims
[0],0.0, dims
[1]+dims
[2]))
223 vs
[3] = obj
.matrix_world
@ Vector(( dims
[0],0.0,-dims
[1]+dims
[2]))
224 vs
[4] = obj
.matrix_world
@ (c
+Vector((-1,0,-2)))
225 vs
[5] = obj
.matrix_world
@ (c
+Vector((-1,0, 2)))
226 vs
[6] = obj
.matrix_world
@ (c
+Vector(( 1,0, 2)))
227 vs
[7] = obj
.matrix_world
@ (c
+Vector((-1,0, 0)))
228 vs
[8] = obj
.matrix_world
@ (c
+Vector(( 1,0, 0)))
230 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)]
236 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
237 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
238 cv_view_colours
+= [(1,1,0,1),(1,1,0,1)]
241 sw
= (0.4,0.4,0.4,0.2)
242 if obj
.cv_data
.target
!= None:
243 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, sw
)
247 def editor_interface( layout
, obj
):
249 layout
.prop( obj
.cv_data
, "target" )
252 layout
.label( text
=F
"(i) Data is stored in {mesh.name}" )
253 layout
.prop( mesh
.cv_data
, "v0", text
="Gate dimensions" )
259 # Purpose: player can reset here, its a safe place
260 # spawns can share the same name, the closest one will be picked
262 # when the world loads it will pick the one named 'start' first.
264 class classtype_spawn(Structure
):
267 _fields_
= [("pstr_alias",c_uint32
)]
269 def encode_obj(_
, node
,node_def
):
272 _
.pstr_alias
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
276 def draw_scene_helpers( obj
):
278 global cv_view_verts
, cv_view_colours
281 vs
[0] = obj
.matrix_world
@ Vector((0,0,0))
282 vs
[1] = obj
.matrix_world
@ Vector((0,2,0))
283 vs
[2] = obj
.matrix_world
@ Vector((0.5,1,0))
284 vs
[3] = obj
.matrix_world
@ Vector((-0.5,1,0))
285 indices
= [(0,1),(1,2),(1,3)]
292 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
293 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
294 cv_view_colours
+= [(0,1,1,1),(0,1,1,1)]
299 def editor_interface( layout
, obj
):
301 layout
.prop( obj
.cv_data
, "strp", text
="Alias" )
307 # Purpose: Tells the game to draw water HERE, at this entity.
309 class classtype_water(Structure
):
312 _fields_
= [("temp",c_uint32
)]
314 def encode_obj(_
, node
,node_def
):
323 # Purpose: Defines a route node and links to up to two more nodes
325 class classtype_route_node(Structure
):
328 _fields_
= [("target",c_uint32
),
329 ("target1",c_uint32
)]
331 def encode_obj(_
, node
,node_def
):
334 obj
= node_def
['obj']
336 if obj
.cv_data
.target
!= None:
337 _
.target
= obj
.cv_data
.target
.cv_data
.uid
338 if obj
.cv_data
.target1
!= None:
339 _
.target1
= obj
.cv_data
.target1
.cv_data
.uid
343 def draw_scene_helpers( obj
):
345 global cv_view_verts
, cv_view_colours
347 sw
= Vector((0.4,0.4,0.4,0.2))
348 sw2
= Vector((1.5,0.2,0.2,0.0))
349 if obj
.cv_data
.target
!= None:
350 cv_draw_bpath( obj
, obj
.cv_data
.target
, sw
, sw
)
351 if obj
.cv_data
.target1
!= None:
352 cv_draw_bpath( obj
, obj
.cv_data
.target1
, sw
, sw
)
354 cv_draw_bhandle( obj
, 1.0, (0.8,0.8,0.8,1.0) )
355 cv_draw_bhandle( obj
, -1.0, (0.4,0.4,0.4,1.0) )
358 obj
.matrix_world
.to_quaternion() @ Vector((0,0,-6+1.5))
359 cv_draw_arrow( obj
.location
, p1
, sw
)
363 def editor_interface( layout
, obj
):
365 layout
.prop( obj
.cv_data
, "target", text
="Left" )
366 layout
.prop( obj
.cv_data
, "target1", text
="Right" )
372 # Purpose: Defines a route, its 'starting' point, and the colour to use for it
374 class classtype_route(Structure
):
377 _fields_
= [("id_start",c_uint32
),
378 ("pstr_name",c_uint32
),
379 ("colour",c_float
*3)]
381 def encode_obj(_
, node
,node_def
):
384 obj
= node_def
['obj']
386 _
.colour
[0] = obj
.cv_data
.colour
[0]
387 _
.colour
[1] = obj
.cv_data
.colour
[1]
388 _
.colour
[2] = obj
.cv_data
.colour
[2]
389 _
.pstr_name
= encoder_process_pstr( obj
.cv_data
.strp
)
391 if obj
.cv_data
.target
!= None:
392 _
.id_start
= obj
.cv_data
.target
.cv_data
.uid
396 def draw_scene_helpers( obj
):
398 global cv_view_verts
, cv_view_colours
, cv_view_course_i
400 if obj
.cv_data
.target
:
401 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
403 # Tries to simulate how we do it in the game
407 stack
[0] = obj
.cv_data
.target
409 loop_complete
= False
413 if stack_i
[si
-1] == 2:
418 if si
== 0: # Loop failed to complete
424 targets
= [None,None]
425 targets
[0] = node
.cv_data
.target
427 if node
.cv_data
.classtype
== 'classtype_route_node':
429 targets
[1] = node
.cv_data
.target1
432 nextnode
= targets
[stack_i
[si
-1]]
435 if nextnode
!= None: # branch
437 if nextnode
== stack
[0]: # Loop completed
446 if stack
[sj
] == nextnode
: # invalidated path
465 cc
= Vector((obj
.cv_data
.colour
[0],\
466 obj
.cv_data
.colour
[1],\
467 obj
.cv_data
.colour
[2],\
474 if stack
[sj
].cv_data
.classtype
== 'classtype_gate' and \
475 stack
[sk
].cv_data
.classtype
== 'classtype_gate':
477 dist
= (stack
[sj
].location
-stack
[sk
].location
).magnitude
478 cv_draw_sbpath( stack
[sj
], stack
[sk
], cc
*0.4, cc
, dist
, dist
)
481 cv_draw_bpath( stack
[sj
], stack
[sk
], cc
, cc
)
484 cv_view_course_i
+= 1
489 def editor_interface( layout
, obj
):
491 layout
.prop( obj
.cv_data
, "target", text
="'Start' from" )
492 layout
.prop( obj
.cv_data
, "colour" )
493 layout
.prop( obj
.cv_data
, "strp", text
="Name" )
499 # Purpose: links an mesh node to a type 11
501 class classtype_skin(Structure
):
504 _fields_
= [("skeleton",c_uint32
)]
506 def encode_obj(_
, node
,node_def
):
510 armature_def
= node_def
['linked_armature']
511 _
.skeleton
= armature_def
['obj'].cv_data
.uid
517 # Purpose: defines the allocation requirements for a skeleton
519 class classtype_skeleton(Structure
):
522 _fields_
= [("channels",c_uint32
),
523 ("ik_count",c_uint32
),
524 ("collider_count",c_uint32
),
525 ("anim_start",c_uint32
),
526 ("anim_count",c_uint32
)]
528 def encode_obj(_
, node
,node_def
):
532 _
.channels
= len( node_def
['bones'] )
533 _
.ik_count
= node_def
['ik_count']
534 _
.collider_count
= node_def
['collider_count']
535 _
.anim_start
= node_def
['anim_start']
536 _
.anim_count
= node_def
['anim_count']
543 # Purpose: intrinsic bone type, stores collision information and limits too
545 class classtype_bone(Structure
):
548 _fields_
= [("deform",c_uint32
),
549 ("ik_target",c_uint32
),
550 ("ik_pole",c_uint32
),
551 ("collider",c_uint32
),
552 ("use_limits",c_uint32
),
553 ("angle_limits",(c_float
*3)*2),
554 ("hitbox",(c_float
*3)*2)]
556 def encode_obj(_
, node
,node_def
):
560 armature_def
= node_def
['linked_armature']
561 obj
= node_def
['bone']
563 _
.deform
= node_def
['deform']
565 if 'ik_target' in node_def
:
567 _
.ik_target
= armature_def
['bones'].index( node_def
['ik_target'] )
568 _
.ik_pole
= armature_def
['bones'].index( node_def
['ik_pole'] )
573 if obj
.cv_data
.collider
:
576 _
.hitbox
[0][0] = obj
.cv_data
.v0
[0]
577 _
.hitbox
[0][1] = obj
.cv_data
.v0
[2]
578 _
.hitbox
[0][2] = -obj
.cv_data
.v1
[1]
579 _
.hitbox
[1][0] = obj
.cv_data
.v1
[0]
580 _
.hitbox
[1][1] = obj
.cv_data
.v1
[2]
581 _
.hitbox
[1][2] = -obj
.cv_data
.v0
[1]
587 _
.angle_limits
[0][0] = obj
.cv_data
.mins
[0]
588 _
.angle_limits
[0][1] = obj
.cv_data
.mins
[2]
589 _
.angle_limits
[0][2] = -obj
.cv_data
.maxs
[1]
590 _
.angle_limits
[1][0] = obj
.cv_data
.maxs
[0]
591 _
.angle_limits
[1][1] = obj
.cv_data
.maxs
[2]
592 _
.angle_limits
[1][2] = -obj
.cv_data
.mins
[1]
599 # Purpose: sends a signal to another entity
601 class classtype_trigger(Structure
):
604 _fields_
= [("target",c_uint32
)]
606 def encode_obj(_
, node
,node_def
):
609 if node_def
['obj'].cv_data
.target
:
610 _
.target
= node_def
['obj'].cv_data
.target
.cv_data
.uid
614 def draw_scene_helpers( obj
):
616 global cv_view_verts
, cv_view_colours
617 cv_draw_ucube( obj
.matrix_world
, [0,1,0,1] )
619 if obj
.cv_data
.target
:
620 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
624 def editor_interface( layout
, obj
):
626 layout
.prop( obj
.cv_data
, "target", text
="Triggers" )
632 # Purpose: Gives the player an achievement.
633 # No cheating! You shouldn't use this entity anyway, since only ME can
634 # add achievements to the steam ;)
636 class classtype_logic_achievement(Structure
):
639 _fields_
= [("pstr_name",c_uint32
)]
641 def encode_obj(_
, node
,node_def
):
644 _
.pstr_name
= encoder_process_pstr( node_def
['obj'].cv_data
.strp
)
648 def editor_interface( layout
, obj
):
650 layout
.prop( obj
.cv_data
, "strp", text
="Achievement ID" )
656 # Purpose: sends a signal to another entity
658 class classtype_logic_relay(Structure
):
661 _fields_
= [("targets",c_uint32
*4)]
663 def encode_obj(_
, node
,node_def
):
666 obj
= node_def
['obj']
667 if obj
.cv_data
.target
:
668 _
.targets
[0] = obj
.cv_data
.target
.cv_data
.uid
669 if obj
.cv_data
.target1
:
670 _
.targets
[1] = obj
.cv_data
.target1
.cv_data
.uid
671 if obj
.cv_data
.target2
:
672 _
.targets
[2] = obj
.cv_data
.target2
.cv_data
.uid
673 if obj
.cv_data
.target3
:
674 _
.targets
[3] = obj
.cv_data
.target3
.cv_data
.uid
678 def draw_scene_helpers( obj
):
680 global cv_view_verts
, cv_view_colours
682 if obj
.cv_data
.target
:
683 cv_draw_arrow( obj
.location
, obj
.cv_data
.target
.location
, [1,1,1,1] )
684 if obj
.cv_data
.target1
:
685 cv_draw_arrow( obj
.location
, obj
.cv_data
.target1
.location
, [1,1,1,1] )
686 if obj
.cv_data
.target2
:
687 cv_draw_arrow( obj
.location
, obj
.cv_data
.target2
.location
, [1,1,1,1] )
688 if obj
.cv_data
.target3
:
689 cv_draw_arrow( obj
.location
, obj
.cv_data
.target3
.location
, [1,1,1,1] )
693 def editor_interface( layout
, obj
):
695 layout
.prop( obj
.cv_data
, "target", text
="Triggers" )
696 layout
.prop( obj
.cv_data
, "target1", text
="Triggers" )
697 layout
.prop( obj
.cv_data
, "target2", text
="Triggers" )
698 layout
.prop( obj
.cv_data
, "target3", text
="Triggers" )
704 # Purpose: Plays some audio (44100hz .ogg vorbis only)
705 # NOTE: There is a 32mb limit on the audio buffer, world audio is
706 # decompressed and stored in signed 16 bit integers (2 bytes)
709 # volume: not used if has 3D flag
711 # AUDIO_FLAG_LOOP 0x1
712 # AUDIO_FLAG_ONESHOT 0x2 (DONT USE THIS, it breaks semaphores)
713 # AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want)
714 # AUDIO_FLAG_AUTO_START 0x8 (Play when the world starts)
716 # the rest are just internal flags, only use the above 3.
718 class classtype_audio(Structure
):
721 _fields_
= [("pstr_file",c_uint32
),
725 def encode_obj(_
, node
,node_def
):
729 obj
= node_def
['obj']
731 _
.pstr_file
= encoder_process_pstr( obj
.cv_data
.strp
)
734 if obj
.cv_data
.bp0
: flags |
= 0x1
735 if obj
.cv_data
.bp1
: flags |
= 0x4
736 if obj
.cv_data
.bp2
: flags |
= 0x8
739 _
.volume
= obj
.cv_data
.fltp
743 def editor_interface( layout
, obj
):
745 layout
.prop( obj
.cv_data
, "strp" )
747 layout
.prop( obj
.cv_data
, "bp0", text
= "Looping" )
748 layout
.prop( obj
.cv_data
, "bp1", text
= "3D Audio" )
749 layout
.prop( obj
.cv_data
, "bp2", text
= "Auto Start" )
753 def draw_scene_helpers( obj
):
755 global cv_view_verts
, cv_view_colours
757 cv_draw_sphere( obj
.location
, obj
.scale
[0], [1,1,0,1] )
761 # ---------------------------------------------------------------------------- #
765 # ---------------------------------------------------------------------------- #
767 # Current encoder state
773 def encoder_init( collection
):
779 # The actual file header
781 'header': mdl_header(),
785 'pack_textures': collection
.cv_data
.pack_textures
,
787 # Compiled data chunks (each can be read optionally by the client)
791 #1---------------------------------
792 'node': [], # Metadata 'chunk'
797 'entdata': bytearray(), # variable width
798 'strings': bytearray(), # .
799 #2---------------------------------
800 'keyframe': [], # Animations
801 #3---------------------------------
802 'vertex': [], # Mesh data
804 #4---------------------------------
805 'pack': bytearray() # Other generic packed data
808 # All objects of the model in their final heirachy
814 # Allows us to reuse definitions
818 'material_cache': {},
822 g_encoder
['header'].identifier
= 0xABCD0000
823 g_encoder
['header'].version
= 1
825 # Add fake NoneID material and texture
827 none_material
= mdl_material()
828 none_material
.pstr_name
= encoder_process_pstr( "" )
829 none_material
.texture_id
= 0
831 none_texture
= mdl_texture()
832 none_texture
.pstr_name
= encoder_process_pstr( "" )
833 none_texture
.pack_offset
= 0
834 none_texture
.pack_length
= 0
836 g_encoder
['data']['material'] += [none_material
]
837 g_encoder
['data']['texture'] += [none_texture
]
839 g_encoder
['data']['pack'].extend( b
'datapack\0\0\0\0\0\0\0\0' )
854 root
.pstr_name
= encoder_process_pstr('')
855 root
.submesh_start
= 0
856 root
.submesh_count
= 0
859 root
.parent
= 0xffffffff
861 g_encoder
['data']['node'] += [root
]
865 # fill with 0x00 until a multiple of align. Returns how many bytes it added
867 def bytearray_align_to( buffer, align
, offset
=0 ):
871 while ((len(buffer)+offset
) % align
) != 0:
873 buffer.extend( b
'\0' )
880 # Add a string to the string buffer except if it already exists there then we
881 # just return its ID.
883 def encoder_process_pstr( s
):
887 cache
= g_encoder
['string_cache']
892 cache
[s
] = len( g_encoder
['data']['strings'] )
894 buffer = g_encoder
['data']['strings']
895 buffer.extend( s
.encode('utf-8') )
896 buffer.extend( b
'\0' )
898 bytearray_align_to( buffer, 4 )
902 def get_texture_resource_name( img
):
904 return os
.path
.splitext( img
.name
)[0]
909 def encoder_process_texture( img
):
916 cache
= g_encoder
['texture_cache']
917 buffer = g_encoder
['data']['texture']
918 pack
= g_encoder
['data']['pack']
920 name
= get_texture_resource_name( img
)
925 cache
[name
] = len( buffer )
928 tex
.pstr_name
= encoder_process_pstr( name
)
930 if g_encoder
['pack_textures']:
932 tex
.pack_offset
= len( pack
)
933 pack
.extend( qoi_encode( img
) )
934 tex
.pack_length
= len( pack
) - tex
.pack_offset
943 def material_tex_image(v
):
953 cxr_graph_mapping
= \
955 # Default shader setup
962 "image": "tex_diffuse"
966 "Color1": material_tex_image("tex_diffuse"),
967 "Color2": material_tex_image("tex_decal")
974 "Color": material_tex_image("tex_normal")
980 # https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164
982 def material_info(mat
):
986 # Using the cv_graph_mapping as a reference, go through the shader
987 # graph and gather all $props from it.
989 def _graph_read( node_def
, node
=None, depth
=0 ):
998 _graph_read
.extracted
= []
1000 for node_idname
in node_def
:
1002 for n
in mat
.node_tree
.nodes
:
1004 if n
.name
== node_idname
:
1006 node_def
= node_def
[node_idname
]
1014 for link
in node_def
:
1016 link_def
= node_def
[link
]
1018 if isinstance( link_def
, dict ):
1020 node_link
= node
.inputs
[link
]
1022 if node_link
.is_linked
:
1024 # look for definitions for the connected node type
1026 from_node
= node_link
.links
[0].from_node
1028 node_name
= from_node
.name
.split('.')[0]
1029 if node_name
in link_def
:
1031 from_node_def
= link_def
[ node_name
]
1033 _graph_read( from_node_def
, from_node
, depth
+1 )
1037 # TODO: Make a warning for this?
1041 if "default" in link_def
:
1043 prop
= link_def
['default']
1044 info
[prop
] = node_link
.default_value
1051 info
[prop
] = getattr( node
, link
)
1056 _graph_read( cxr_graph_mapping
)
1060 # Add a material to the material buffer. Returns 0 (None ID) if invalid
1062 def encoder_process_material( mat
):
1069 cache
= g_encoder
['material_cache']
1070 buffer = g_encoder
['data']['material']
1072 if mat
.name
in cache
:
1073 return cache
[mat
.name
]
1075 cache
[mat
.name
] = len( buffer )
1077 dest
= mdl_material()
1078 dest
.pstr_name
= encoder_process_pstr( mat
.name
)
1081 if mat
.cv_data
.skate_surface
: flags |
= 0x1
1082 if mat
.cv_data
.collision
: flags |
= 0x2
1085 if mat
.cv_data
.shader
== 'standard': dest
.shader
= 0
1086 if mat
.cv_data
.shader
== 'standard_cutout': dest
.shader
= 1
1087 if mat
.cv_data
.shader
== 'terrain_blend':
1091 dest
.colour
[0] = pow( mat
.cv_data
.sand_colour
[0], 1.0/2.2 )
1092 dest
.colour
[1] = pow( mat
.cv_data
.sand_colour
[1], 1.0/2.2 )
1093 dest
.colour
[2] = pow( mat
.cv_data
.sand_colour
[2], 1.0/2.2 )
1094 dest
.colour
[3] = 1.0
1096 dest
.colour1
[0] = mat
.cv_data
.blend_offset
[0]
1097 dest
.colour1
[1] = mat
.cv_data
.blend_offset
[1]
1100 if mat
.cv_data
.shader
== 'vertex_blend':
1104 dest
.colour1
[0] = mat
.cv_data
.uv_offset
[0]
1105 dest
.colour1
[1] = mat
.cv_data
.uv_offset
[1]
1108 if mat
.cv_data
.shader
== 'water':
1112 dest
.colour
[0] = pow( mat
.cv_data
.shore_colour
[0], 1.0/2.2 )
1113 dest
.colour
[1] = pow( mat
.cv_data
.shore_colour
[1], 1.0/2.2 )
1114 dest
.colour
[2] = pow( mat
.cv_data
.shore_colour
[2], 1.0/2.2 )
1115 dest
.colour
[3] = 1.0
1116 dest
.colour1
[0] = pow( mat
.cv_data
.ocean_colour
[0], 1.0/2.2 )
1117 dest
.colour1
[1] = pow( mat
.cv_data
.ocean_colour
[1], 1.0/2.2 )
1118 dest
.colour1
[2] = pow( mat
.cv_data
.ocean_colour
[2], 1.0/2.2 )
1119 dest
.colour1
[3] = 1.0
1122 inf
= material_info( mat
)
1124 if mat
.cv_data
.shader
== 'standard' or \
1125 mat
.cv_data
.shader
== 'standard_cutout' or \
1126 mat
.cv_data
.shader
== 'terrain_blend' or \
1127 mat
.cv_data
.shader
== 'vertex_blend':
1129 if 'tex_diffuse' in inf
:
1130 dest
.tex_diffuse
= encoder_process_texture(inf
['tex_diffuse'])
1134 return cache
[mat
.name
]
1137 # Create a tree structure containing all the objects in the collection
1139 def encoder_build_scene_graph( collection
):
1143 print( " creating scene graph" )
1147 graph
= g_encoder
['scene_graph']
1148 graph_lookup
= g_encoder
['graph_lookup']
1151 graph
["children"] = []
1153 graph
["parent"] = None
1158 uid
= g_encoder
['uid_count']
1159 g_encoder
['uid_count'] += 1
1163 for obj
in collection
.all_objects
:
1165 if obj
.parent
: continue
1167 def _extend( p
, n
, d
):
1172 tree
["children"] = []
1178 # Descend into amature
1180 if n
.type == 'ARMATURE':
1182 tree
["bones"] = [None] # None is the root transform
1183 tree
["ik_count"] = 0
1184 tree
["collider_count"] = 0
1186 # Here also collects some information about constraints, ik and
1187 # counts colliders for the armature.
1189 def _extendb( p
, n
, d
):
1195 btree
["linked_armature"] = tree
1196 btree
["uid"] = _new_uid()
1197 btree
["children"] = []
1200 tree
["bones"] += [n
.name
]
1202 for c
in n
.children
:
1204 _extendb( btree
, c
, d
+1 )
1207 for c
in tree
['obj'].pose
.bones
[n
.name
].constraints
:
1211 btree
["ik_target"] = c
.subtarget
1212 btree
["ik_pole"] = c
.pole_subtarget
1213 tree
["ik_count"] += 1
1217 if n
.cv_data
.collider
:
1218 tree
['collider_count'] += 1
1220 btree
['deform'] = n
.use_deform
1221 p
['children'] += [btree
]
1224 for b
in n
.data
.bones
:
1226 _extendb( tree
, b
, d
+1 )
1229 # Recurse into children of this object
1231 for obj1
in n
.children
:
1234 for c1
in obj1
.users_collection
:
1236 if c1
== collection
:
1238 _extend( tree
, obj1
, d
+1 )
1244 p
["children"] += [tree
]
1245 graph_lookup
[n
] = tree
1249 _extend( graph
, obj
, 1 )
1255 # Kind of a useless thing i made but it looks cool and adds complexity!!1
1257 def encoder_graph_iterator( root
):
1259 for c
in root
['children']:
1262 yield from encoder_graph_iterator(c
)
1267 # Push a vertex into the model file, or return a cached index (c_uint32)
1269 def encoder_vertex_push( vertex_reference
, co
,norm
,uv
,colour
,groups
,weights
):
1272 buffer = g_encoder
['data']['vertex']
1275 m
= float(10**TOLERENCE
)
1277 # Would be nice to know if this can be done faster than it currently runs,
1280 key
= (int(co
[0]*m
+0.5),
1288 colour
[0]*m
+0.5, # these guys are already quantized
1289 colour
[1]*m
+0.5, # .
1290 colour
[2]*m
+0.5, # .
1291 colour
[3]*m
+0.5, # .
1292 weights
[0]*m
+0.5, # v
1301 if key
in vertex_reference
:
1302 return vertex_reference
[key
]
1305 index
= c_uint32( len(vertex_reference
) )
1306 vertex_reference
[key
] = index
1314 v
.norm
[2] = -norm
[1]
1317 v
.colour
[0] = colour
[0]
1318 v
.colour
[1] = colour
[1]
1319 v
.colour
[2] = colour
[2]
1320 v
.colour
[3] = colour
[3]
1321 v
.weights
[0] = weights
[0]
1322 v
.weights
[1] = weights
[1]
1323 v
.weights
[2] = weights
[2]
1324 v
.weights
[3] = weights
[3]
1325 v
.groups
[0] = groups
[0]
1326 v
.groups
[1] = groups
[1]
1327 v
.groups
[2] = groups
[2]
1328 v
.groups
[3] = groups
[3]
1336 # Compile a mesh (or use one from the cache) onto node, based on node_def
1339 def encoder_compile_mesh( node
, node_def
):
1343 graph
= g_encoder
['scene_graph']
1344 graph_lookup
= g_encoder
['graph_lookup']
1345 mesh_cache
= g_encoder
['mesh_cache']
1346 obj
= node_def
['obj']
1348 can_use_cache
= True
1350 # Check for modifiers that typically change the data per-instance
1351 # there is no well defined rule for the choices here, its just what i've
1352 # needed while producing the game.
1354 # It may be possible to detect these cases automatically.
1356 for mod
in obj
.modifiers
:
1358 if mod
.type == 'DATA_TRANSFER' or mod
.type == 'SHRINKWRAP' or \
1359 mod
.type == 'BOOLEAN' or mod
.type == 'CURVE' or \
1360 mod
.type == 'ARRAY':
1362 can_use_cache
= False
1365 if mod
.type == 'ARMATURE':
1366 armature_def
= graph_lookup
[mod
.object]
1368 # Check the cache first
1370 if can_use_cache
and (obj
.data
.name
in mesh_cache
):
1372 ref
= mesh_cache
[obj
.data
.name
]
1373 node
.submesh_start
= ref
.submesh_start
1374 node
.submesh_count
= ref
.submesh_count
1378 # Compile a whole new mesh
1380 node
.submesh_start
= len( g_encoder
['data']['submesh'] )
1381 node
.submesh_count
= 0
1383 dgraph
= bpy
.context
.evaluated_depsgraph_get()
1384 data
= obj
.evaluated_get(dgraph
).data
1385 data
.calc_loop_triangles()
1386 data
.calc_normals_split()
1388 # Mesh is split into submeshes based on their material
1390 mat_list
= data
.materials
if len(data
.materials
) > 0 else [None]
1391 for material_id
, mat
in enumerate(mat_list
):
1396 sm
.indice_start
= len( g_encoder
['data']['indice'] )
1397 sm
.vertex_start
= len( g_encoder
['data']['vertex'] )
1400 sm
.material_id
= encoder_process_material( mat
)
1404 sm
.bbx
[0][i
] = 999999
1405 sm
.bbx
[1][i
] = -999999
1408 # Keep a reference to very very very similar vertices
1410 vertex_reference
= {}
1412 # Write the vertex / indice data
1414 for tri_index
, tri
in enumerate(data
.loop_triangles
):
1416 if tri
.material_index
!= material_id
:
1421 vert
= data
.vertices
[tri
.vertices
[j
]]
1423 vi
= data
.loops
[li
].vertex_index
1425 # Gather vertex information
1428 norm
= data
.loops
[li
].normal
1430 colour
= (255,255,255,255)
1437 uv
= data
.uv_layers
.active
.data
[li
].uv
1441 if data
.vertex_colors
:
1443 colour
= data
.vertex_colors
.active
.data
[li
].color
1444 colour
= (int(colour
[0]*255.0),\
1445 int(colour
[1]*255.0),\
1446 int(colour
[2]*255.0),\
1447 int(colour
[3]*255.0))
1450 # Weight groups: truncates to the 3 with the most influence. The
1451 # fourth bone ID is never used by the shader so it is
1456 src_groups
= [_
for _
in data
.vertices
[vi
].groups \
1457 if obj
.vertex_groups
[_
.group
].name
in \
1458 armature_def
['bones']]
1460 weight_groups
= sorted( src_groups
, key
= \
1461 lambda a
: a
.weight
, reverse
=True )
1465 if len(weight_groups
) > ml
:
1467 g
= weight_groups
[ml
]
1468 name
= obj
.vertex_groups
[g
.group
].name
1471 weights
[ml
] = weight
1472 groups
[ml
] = armature_def
['bones'].index(name
)
1477 if len(weight_groups
) > 0:
1479 inv_norm
= (1.0/tot
) * 65535.0
1482 weights
[ml
] = int( weights
[ml
] * inv_norm
)
1483 weights
[ml
] = min( weights
[ml
], 65535 )
1484 weights
[ml
] = max( weights
[ml
], 0 )
1488 # Add vertex and expand bound box
1490 index
= encoder_vertex_push( vertex_reference
, co
, \
1496 g_encoder
['data']['indice'] += [index
]
1500 # How many unique verts did we add in total
1502 sm
.vertex_count
= len(g_encoder
['data']['vertex']) - sm
.vertex_start
1503 sm
.indice_count
= len(g_encoder
['data']['indice']) - sm
.indice_start
1505 # Make sure bounding box isn't -inf -> inf if no vertices
1507 if sm
.vertex_count
== 0:
1513 for j
in range(sm
.vertex_count
):
1515 vert
= g_encoder
['data']['vertex'][ sm
.vertex_start
+ j
]
1519 sm
.bbx
[0][i
] = min( sm
.bbx
[0][i
], vert
.co
[i
] )
1520 sm
.bbx
[1][i
] = max( sm
.bbx
[1][i
], vert
.co
[i
] )
1525 # Add submesh to encoder
1527 g_encoder
['data']['submesh'] += [sm
]
1528 node
.submesh_count
+= 1
1532 # Save a reference to this node since we want to reuse the submesh indices
1534 g_encoder
['mesh_cache'][obj
.data
.name
] = node
1538 def encoder_compile_ent_as( name
, node
, node_def
):
1542 if name
== 'classtype_none':
1548 elif name
not in globals():
1550 print( "Classtype '" +name
+ "' is unknown!" )
1554 buffer = g_encoder
['data']['entdata']
1555 node
.offset
= len(buffer)
1557 cl
= globals()[ name
]
1559 inst
.encode_obj( node
, node_def
)
1561 buffer.extend( bytearray(inst
) )
1562 bytearray_align_to( buffer, 4 )
1565 # Compiles animation data into model and gives us some extra node_def entries
1567 def encoder_compile_armature( node
, node_def
):
1571 entdata
= g_encoder
['data']['entdata']
1572 animdata
= g_encoder
['data']['anim']
1573 keyframedata
= g_encoder
['data']['keyframe']
1574 mesh_cache
= g_encoder
['mesh_cache']
1575 obj
= node_def
['obj']
1576 bones
= node_def
['bones']
1579 node_def
['anim_start'] = len(animdata
)
1580 node_def
['anim_count'] = 0
1584 if obj
.animation_data
:
1586 # So we can restore later
1588 previous_frame
= bpy
.context
.scene
.frame_current
1589 previous_action
= obj
.animation_data
.action
1590 POSE_OR_REST_CACHE
= obj
.data
.pose_position
1591 obj
.data
.pose_position
= 'POSE'
1593 for NLALayer
in obj
.animation_data
.nla_tracks
:
1595 for NLAStrip
in NLALayer
.strips
:
1599 for a
in bpy
.data
.actions
:
1601 if a
.name
== NLAStrip
.name
:
1603 obj
.animation_data
.action
= a
1608 # Clip to NLA settings
1610 anim_start
= int(NLAStrip
.action_frame_start
)
1611 anim_end
= int(NLAStrip
.action_frame_end
)
1615 anim
= mdl_animation()
1616 anim
.pstr_name
= encoder_process_pstr( NLAStrip
.action
.name
)
1618 anim
.offset
= len(keyframedata
)
1619 anim
.length
= anim_end
-anim_start
1621 # Export the keyframes
1622 for frame
in range(anim_start
,anim_end
):
1624 bpy
.context
.scene
.frame_set(frame
)
1626 for bone_name
in bones
:
1628 for pb
in obj
.pose
.bones
:
1630 if pb
.name
!= bone_name
: continue
1632 rb
= obj
.data
.bones
[ bone_name
]
1634 # relative bone matrix
1635 if rb
.parent
is not None:
1637 offset_mtx
= rb
.parent
.matrix_local
1638 offset_mtx
= offset_mtx
.inverted_safe() @ \
1641 inv_parent
= pb
.parent
.matrix
@ offset_mtx
1642 inv_parent
.invert_safe()
1643 fpm
= inv_parent
@ pb
.matrix
1647 bone_mtx
= rb
.matrix
.to_4x4()
1648 local_inv
= rb
.matrix_local
.inverted_safe()
1649 fpm
= bone_mtx
@ local_inv
@ pb
.matrix
1652 loc
, rot
, sca
= fpm
.decompose()
1655 final_pos
= Vector(( loc
[0], loc
[2], -loc
[1] ))
1658 lc_m
= pb
.matrix_channel
.to_3x3()
1659 if pb
.parent
is not None:
1661 smtx
= pb
.parent
.matrix_channel
.to_3x3()
1662 lc_m
= smtx
.inverted() @ lc_m
1664 rq
= lc_m
.to_quaternion()
1667 kf
.co
[0] = final_pos
[0]
1668 kf
.co
[1] = final_pos
[1]
1669 kf
.co
[2] = final_pos
[2]
1681 keyframedata
+= [kf
]
1687 # Add to animation buffer
1690 node_def
['anim_count'] += 1
1694 status_name
= F
" " + " |"*(node_def
['depth']-1)
1695 print( F
"{status_name} | *anim: {NLAStrip.action.name}" )
1699 # Restore context to how it was before
1701 bpy
.context
.scene
.frame_set( previous_frame
)
1702 obj
.animation_data
.action
= previous_action
1703 obj
.data
.pose_position
= POSE_OR_REST_CACHE
1707 # We are trying to compile this node_def
1709 def encoder_process_definition( node_def
):
1713 # data sources for object/bone are taken differently
1715 if 'obj' in node_def
:
1717 obj
= node_def
['obj']
1719 obj_co
= obj
.location
1721 if obj_type
== 'ARMATURE':
1722 obj_classtype
= 'classtype_skeleton'
1725 obj_classtype
= obj
.cv_data
.classtype
1727 # Check for armature deform
1729 for mod
in obj
.modifiers
:
1731 if mod
.type == 'ARMATURE':
1733 obj_classtype
= 'classtype_skin'
1735 # Make sure to freeze armature in rest while we collect
1736 # vertex information
1738 armature_def
= g_encoder
['graph_lookup'][mod
.object]
1739 POSE_OR_REST_CACHE
= armature_def
['obj'].data
.pose_position
1740 armature_def
['obj'].data
.pose_position
= 'REST'
1741 node_def
['linked_armature'] = armature_def
1748 elif 'bone' in node_def
:
1750 obj
= node_def
['bone']
1752 obj_co
= obj
.head_local
1753 obj_classtype
= 'classtype_bone'
1759 node
.pstr_name
= encoder_process_pstr( obj
.name
)
1761 if node_def
["parent"]:
1762 node
.parent
= node_def
["parent"]["uid"]
1766 node
.co
[0] = obj_co
[0]
1767 node
.co
[1] = obj_co
[2]
1768 node
.co
[2] = -obj_co
[1]
1770 # Convert rotation quat to our space type
1772 quat
= obj
.matrix_local
.to_quaternion()
1775 node
.q
[2] = -quat
[2]
1778 # Bone scale is just a vector to the tail
1780 if obj_type
== 'BONE':
1782 node
.s
[0] = obj
.tail_local
[0] - node
.co
[0]
1783 node
.s
[1] = obj
.tail_local
[2] - node
.co
[1]
1784 node
.s
[2] = -obj
.tail_local
[1] - node
.co
[2]
1788 node
.s
[0] = obj
.scale
[0]
1789 node
.s
[1] = obj
.scale
[2]
1790 node
.s
[2] = obj
.scale
[1]
1795 tot_uid
= g_encoder
['uid_count']-1
1796 obj_uid
= node_def
['uid']
1797 obj_depth
= node_def
['depth']-1
1799 status_id
= F
" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth
1800 status_name
= status_id
+ F
" L {obj.name}"
1802 if obj_classtype
!= 'classtype_none': status_type
= obj_classtype
1803 else: status_type
= obj_type
1805 status_parent
= F
"{node.parent: 3}"
1808 if obj_classtype
== 'classtype_skin':
1809 status_armref
= F
" [armature -> {armature_def['obj'].cv_data.uid}]"
1811 print(F
"{status_name:<32} {status_type:<22} {status_parent} {status_armref}")
1813 # Process mesh if needed
1815 if obj_type
== 'MESH':
1817 encoder_compile_mesh( node
, node_def
)
1819 elif obj_type
== 'ARMATURE':
1821 encoder_compile_armature( node
, node_def
)
1824 encoder_compile_ent_as( obj_classtype
, node
, node_def
)
1826 # Make sure to reset the armature we just mucked about with
1828 if obj_classtype
== 'classtype_skin':
1829 armature_def
['obj'].data
.pose_position
= POSE_OR_REST_CACHE
1831 g_encoder
['data']['node'] += [node
]
1834 # The post processing step or the pre processing to the writing step
1836 def encoder_write_to_file( path
):
1840 # Compile down to a byte array
1842 header
= g_encoder
['header']
1843 file_pos
= sizeof(header
)
1844 file_data
= bytearray()
1845 print( " Compositing data arrays" )
1847 for array_name
in g_encoder
['data']:
1849 file_pos
+= bytearray_align_to( file_data
, 16, sizeof(header
) )
1850 arr
= g_encoder
['data'][array_name
]
1852 setattr( header
, array_name
+ "_offset", file_pos
)
1854 print( F
" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" )
1856 if isinstance( arr
, bytearray
):
1858 setattr( header
, array_name
+ "_size", len(arr
) )
1860 file_data
.extend( arr
)
1861 file_pos
+= len(arr
)
1865 setattr( header
, array_name
+ "_count", len(arr
) )
1869 bbytes
= bytearray(item
)
1870 file_data
.extend( bbytes
)
1871 file_pos
+= sizeof(item
)
1876 # This imperitive for this field to be santized in the future!
1878 header
.file_length
= file_pos
1880 print( " Writing file" )
1881 # Write header and data chunk to file
1883 fp
= open( path
, "wb" )
1884 fp
.write( bytearray( header
) )
1885 fp
.write( file_data
)
1889 # Main compiler, uses string as the identifier for the collection
1891 def write_model(collection_name
):
1894 print( F
"Model graph | Create mode '{collection_name}'" )
1896 collection
= bpy
.data
.collections
[collection_name
]
1898 encoder_init( collection
)
1899 encoder_build_scene_graph( collection
)
1903 print( " Comping objects" )
1904 it
= encoder_graph_iterator( g_encoder
['scene_graph'] )
1906 encoder_process_definition( node_def
)
1911 path
= F
"/home/harry/Documents/carve/models_src/{collection_name}.mdl"
1912 encoder_write_to_file( path
)
1914 print( F
"Completed {collection_name}.mdl" )
1917 # ---------------------------------------------------------------------------- #
1921 # ---------------------------------------------------------------------------- #
1923 cv_view_draw_handler
= None
1924 cv_view_shader
= gpu
.shader
.from_builtin('3D_SMOOTH_COLOR')
1926 cv_view_colours
= []
1927 cv_view_course_i
= 0
1929 # Draw axis alligned sphere at position with radius
1931 def cv_draw_sphere( pos
, radius
, colour
):
1933 global cv_view_verts
, cv_view_colours
1935 ly
= pos
+ Vector((0,0,radius
))
1936 lx
= pos
+ Vector((0,radius
,0))
1937 lz
= pos
+ Vector((0,0,radius
))
1939 pi
= 3.14159265358979323846264
1943 t
= ((i
+1.0) * 1.0/16.0) * pi
* 2.0
1947 py
= pos
+ Vector((s
*radius
,0.0,c
*radius
))
1948 px
= pos
+ Vector((s
*radius
,c
*radius
,0.0))
1949 pz
= pos
+ Vector((0.0,s
*radius
,c
*radius
))
1951 cv_view_verts
+= [ px
, lx
]
1952 cv_view_verts
+= [ py
, ly
]
1953 cv_view_verts
+= [ pz
, lz
]
1955 cv_view_colours
+= [ colour
, colour
, colour
, colour
, colour
, colour
]
1964 # Draw transformed -1 -> 1 cube
1966 def cv_draw_ucube( transform
, colour
):
1968 global cv_view_verts
, cv_view_colours
1970 a
= Vector((-1,-1,-1))
1974 vs
[0] = transform
@ Vector((a
[0], a
[1], a
[2]))
1975 vs
[1] = transform
@ Vector((a
[0], b
[1], a
[2]))
1976 vs
[2] = transform
@ Vector((b
[0], b
[1], a
[2]))
1977 vs
[3] = transform
@ Vector((b
[0], a
[1], a
[2]))
1978 vs
[4] = transform
@ Vector((a
[0], a
[1], b
[2]))
1979 vs
[5] = transform
@ Vector((a
[0], b
[1], b
[2]))
1980 vs
[6] = transform
@ Vector((b
[0], b
[1], b
[2]))
1981 vs
[7] = transform
@ Vector((b
[0], a
[1], b
[2]))
1983 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
1984 (0,4),(1,5),(2,6),(3,7)]
1990 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
1991 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
1992 cv_view_colours
+= [(0,1,0,1),(0,1,0,1)]
1997 # Draw line with colour
1999 def cv_draw_line( p0
, p1
, colour
):
2001 global cv_view_verts
, cv_view_colours
2003 cv_view_verts
+= [p0
,p1
]
2004 cv_view_colours
+= [colour
, colour
]
2008 # Draw line with colour(s)
2010 def cv_draw_line2( p0
, p1
, c0
, c1
):
2012 global cv_view_verts
, cv_view_colours
2014 cv_view_verts
+= [p0
,p1
]
2015 cv_view_colours
+= [c0
,c1
]
2019 # Just the tx because we dont really need ty for this app
2021 def cv_tangent_basis_tx( n
, tx
):
2023 if abs( n
[0] ) >= 0.57735027:
2039 # Draw coloured arrow
2041 def cv_draw_arrow( p0
, p1
, c0
):
2043 global cv_view_verts
, cv_view_colours
2049 tx
= Vector((1,0,0))
2050 cv_tangent_basis_tx( n
, tx
)
2052 cv_view_verts
+= [p0
,p1
, midpt
+(tx
-n
)*0.15,midpt
, midpt
+(-tx
-n
)*0.15,midpt
]
2053 cv_view_colours
+= [c0
,c0
,c0
,c0
,c0
,c0
]
2057 # Drawhandles of a bezier control point
2059 def cv_draw_bhandle( obj
, direction
, colour
):
2061 global cv_view_verts
, cv_view_colours
2064 h0
= obj
.matrix_world
@ Vector((0,direction
,0))
2066 cv_view_verts
+= [p0
]
2067 cv_view_verts
+= [h0
]
2068 cv_view_colours
+= [colour
,colour
]
2072 # Draw a bezier curve (at fixed resolution 10)
2074 def cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
):
2076 global cv_view_verts
, cv_view_colours
2086 p
=ttt
*p1
+(3*tt
-3*ttt
)*h1
+(3*ttt
-6*tt
+3*t
)*h0
+(3*tt
-ttt
-3*t
+1)*p0
2088 cv_view_verts
+= [(last
[0],last
[1],last
[2])]
2089 cv_view_verts
+= [(p
[0],p
[1],p
[2])]
2090 cv_view_colours
+= [c0
*a0
+c1
*(1-a0
),c0
*a0
+c1
*(1-a0
)]
2097 # I think this one extends the handles of the bezier otwards......
2099 def cv_draw_sbpath( o0
,o1
,c0
,c1
,s0
,s1
):
2101 global cv_view_course_i
2103 offs
= ((cv_view_course_i
% 2)*2-1) * cv_view_course_i
* 0.02
2105 p0
= o0
.matrix_world
@ Vector((offs
, 0,0))
2106 h0
= o0
.matrix_world
@ Vector((offs
, s0
,0))
2107 p1
= o1
.matrix_world
@ Vector((offs
, 0,0))
2108 h1
= o1
.matrix_world
@ Vector((offs
,-s1
,0))
2110 cv_draw_bezier( p0
,h0
,p1
,h1
,c0
,c1
)
2114 # Flush the lines buffers. This is called often because god help you if you want
2115 # to do fixed, fast buffers in this catastrophic programming language.
2117 def cv_draw_lines():
2119 global cv_view_shader
, cv_view_verts
, cv_view_colours
2121 if len(cv_view_verts
) < 2:
2124 lines
= batch_for_shader(\
2125 cv_view_shader
, 'LINES', \
2126 { "pos":cv_view_verts
, "color":cv_view_colours
})
2128 lines
.draw( cv_view_shader
)
2131 cv_view_colours
= []
2134 # I dont remember what this does exactly
2136 def cv_draw_bpath( o0
,o1
,c0
,c1
):
2138 cv_draw_sbpath( o0
,o1
,c0
,c1
,1.0,1.0 )
2141 # Semi circle to show the limit. and some lines
2143 def draw_limit( obj
, center
, major
, minor
, amin
, amax
, colour
):
2145 global cv_view_verts
, cv_view_colours
2154 a0
= amin
*(1.0-t0
)+amax
*t0
2155 a1
= amin
*(1.0-t1
)+amax
*t1
2157 p0
= center
+ major
*f
*math
.cos(a0
) + minor
*f
*math
.sin(a0
)
2158 p1
= center
+ major
*f
*math
.cos(a1
) + minor
*f
*math
.sin(a1
)
2160 p0
=obj
.matrix_world
@ p0
2161 p1
=obj
.matrix_world
@ p1
2162 cv_view_verts
+= [p0
,p1
]
2163 cv_view_colours
+= [colour
,colour
]
2167 cv_view_verts
+= [p0
,center
]
2168 cv_view_colours
+= [colour
,colour
]
2172 cv_view_verts
+= [p1
,center
]
2173 cv_view_colours
+= [colour
,colour
]
2177 cv_view_verts
+= [center
+major
*1.2*f
,center
+major
*f
*0.8]
2178 cv_view_colours
+= [colour
,colour
]
2183 # Draws constraints and stuff for the skeleton. This isnt documented and wont be
2185 def draw_skeleton_helpers( obj
):
2187 global cv_view_verts
, cv_view_colours
2189 for bone
in obj
.data
.bones
:
2191 if bone
.cv_data
.collider
and (obj
.data
.pose_position
== 'REST'):
2198 vs
[0]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+a
[2]))
2199 vs
[1]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+a
[2]))
2200 vs
[2]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+a
[2]))
2201 vs
[3]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+a
[2]))
2202 vs
[4]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+a
[1],c
[2]+b
[2]))
2203 vs
[5]=obj
.matrix_world
@Vector((c
[0]+a
[0],c
[1]+b
[1],c
[2]+b
[2]))
2204 vs
[6]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+b
[1],c
[2]+b
[2]))
2205 vs
[7]=obj
.matrix_world
@Vector((c
[0]+b
[0],c
[1]+a
[1],c
[2]+b
[2]))
2207 indices
= [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
2208 (0,4),(1,5),(2,6),(3,7)]
2215 cv_view_verts
+= [(v0
[0],v0
[1],v0
[2])]
2216 cv_view_verts
+= [(v1
[0],v1
[1],v1
[2])]
2217 cv_view_colours
+= [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
2220 center
= obj
.matrix_world
@ c
2221 if bone
.cv_data
.con0
:
2223 draw_limit( obj
, c
, Vector((0,1,0)),Vector((0,0,1)), \
2224 bone
.cv_data
.mins
[0], bone
.cv_data
.maxs
[0], \
2226 draw_limit( obj
, c
, Vector((0,0,1)),Vector((1,0,0)), \
2227 bone
.cv_data
.mins
[1], bone
.cv_data
.maxs
[1], \
2229 draw_limit( obj
, c
, Vector((1,0,0)),Vector((0,1,0)), \
2230 bone
.cv_data
.mins
[2], bone
.cv_data
.maxs
[2], \
2239 global cv_view_shader
2240 global cv_view_verts
2241 global cv_view_colours
2242 global cv_view_course_i
2244 cv_view_course_i
= 0
2246 cv_view_colours
= []
2248 cv_view_shader
.bind()
2249 gpu
.state
.depth_mask_set(False)
2250 gpu
.state
.line_width_set(2.0)
2251 gpu
.state
.face_culling_set('BACK')
2252 gpu
.state
.depth_test_set('LESS')
2253 gpu
.state
.blend_set('NONE')
2255 for obj
in bpy
.context
.collection
.objects
:
2257 if obj
.type == 'ARMATURE':
2259 if obj
.data
.pose_position
== 'REST':
2260 draw_skeleton_helpers( obj
)
2264 classtype
= obj
.cv_data
.classtype
2265 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2267 cl
= globals()[ classtype
]
2269 if getattr( cl
, "draw_scene_helpers", None ):
2271 cl
.draw_scene_helpers( obj
)
2282 # ---------------------------------------------------------------------------- #
2286 # ---------------------------------------------------------------------------- #
2288 # Checks whether this object has a classtype assigned. we can only target other
2290 def cv_poll_target(scene
, obj
):
2292 if obj
== bpy
.context
.active_object
:
2294 if obj
.cv_data
.classtype
== 'classtype_none':
2300 class CV_MESH_SETTINGS(bpy
.types
.PropertyGroup
):
2302 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2303 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2304 v2
: bpy
.props
.FloatVectorProperty(name
="v2",size
=3)
2305 v3
: bpy
.props
.FloatVectorProperty(name
="v3",size
=3)
2308 class CV_OBJ_SETTINGS(bpy
.types
.PropertyGroup
):
2310 uid
: bpy
.props
.IntProperty( name
="" )
2312 strp
: bpy
.props
.StringProperty( name
="strp" )
2313 intp
: bpy
.props
.IntProperty( name
="intp" )
2314 fltp
: bpy
.props
.FloatProperty( name
="fltp" )
2315 bp0
: bpy
.props
.BoolProperty( name
="bp0" )
2316 bp1
: bpy
.props
.BoolProperty( name
="bp1" )
2317 bp2
: bpy
.props
.BoolProperty( name
="bp2" )
2318 bp3
: bpy
.props
.BoolProperty( name
="bp3" )
2320 target
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target", \
2321 poll
=cv_poll_target
)
2322 target1
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target1", \
2323 poll
=cv_poll_target
)
2324 target2
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target2", \
2325 poll
=cv_poll_target
)
2326 target3
: bpy
.props
.PointerProperty( type=bpy
.types
.Object
, name
="target3", \
2327 poll
=cv_poll_target
)
2329 colour
: bpy
.props
.FloatVectorProperty( name
="colour",subtype
='COLOR',\
2332 classtype
: bpy
.props
.EnumProperty(
2335 ('classtype_none', "classtype_none", "", 0),
2336 ('classtype_gate', "classtype_gate", "", 1),
2337 ('classtype_spawn', "classtype_spawn", "", 3),
2338 ('classtype_water', "classtype_water", "", 4),
2339 ('classtype_route_node', "classtype_route_node", "", 8 ),
2340 ('classtype_route', "classtype_route", "", 9 ),
2341 ('classtype_audio',"classtype_audio","",14),
2342 ('classtype_trigger',"classtype_trigger","",100),
2343 ('classtype_logic_achievement',"classtype_logic_achievement","",101),
2344 ('classtype_logic_relay',"classtype_logic_relay","",102),
2348 class CV_BONE_SETTINGS(bpy
.types
.PropertyGroup
):
2350 collider
: bpy
.props
.BoolProperty(name
="Collider",default
=False)
2351 v0
: bpy
.props
.FloatVectorProperty(name
="v0",size
=3)
2352 v1
: bpy
.props
.FloatVectorProperty(name
="v1",size
=3)
2354 con0
: bpy
.props
.BoolProperty(name
="Constriant 0",default
=False)
2355 mins
: bpy
.props
.FloatVectorProperty(name
="mins",size
=3)
2356 maxs
: bpy
.props
.FloatVectorProperty(name
="maxs",size
=3)
2359 class CV_BONE_PANEL(bpy
.types
.Panel
):
2361 bl_label
="Bone Config"
2362 bl_idname
="SCENE_PT_cv_bone"
2363 bl_space_type
='PROPERTIES'
2364 bl_region_type
='WINDOW'
2367 def draw(_
,context
):
2369 active_object
= context
.active_object
2370 if active_object
== None: return
2372 bone
= active_object
.data
.bones
.active
2373 if bone
== None: return
2375 _
.layout
.prop( bone
.cv_data
, "collider" )
2376 _
.layout
.prop( bone
.cv_data
, "v0" )
2377 _
.layout
.prop( bone
.cv_data
, "v1" )
2379 _
.layout
.label( text
="Angle Limits" )
2380 _
.layout
.prop( bone
.cv_data
, "con0" )
2381 _
.layout
.prop( bone
.cv_data
, "mins" )
2382 _
.layout
.prop( bone
.cv_data
, "maxs" )
2386 class CV_SCENE_SETTINGS(bpy
.types
.PropertyGroup
):
2388 use_hidden
: bpy
.props
.BoolProperty( name
="use hidden", default
=False )
2389 export_dir
: bpy
.props
.StringProperty( name
="Export Dir", subtype
='DIR_PATH' )
2392 class CV_COLLECTION_SETTINGS(bpy
.types
.PropertyGroup
):
2394 pack_textures
: bpy
.props
.BoolProperty( name
="Pack Textures", default
=False )
2397 class CV_MATERIAL_SETTINGS(bpy
.types
.PropertyGroup
):
2399 shader
: bpy
.props
.EnumProperty(
2402 ('standard',"standard","",0),
2403 ('standard_cutout', "standard_cutout", "", 1),
2404 ('terrain_blend', "terrain_blend", "", 2),
2405 ('vertex_blend', "vertex_blend", "", 3),
2406 ('water',"water","",4),
2409 collision
: bpy
.props
.BoolProperty( \
2410 name
="Collisions Enabled",\
2412 description
= "Can the player collide with this material"\
2414 skate_surface
: bpy
.props
.BoolProperty( \
2415 name
="Skate Surface", \
2417 description
= "Should the game try to target this surface?" \
2419 blend_offset
: bpy
.props
.FloatVectorProperty( \
2420 name
="Blend Offset", \
2422 default
=Vector((0.5,0.0)),\
2423 description
="When surface is more than 45 degrees, add this vector " +\
2426 sand_colour
: bpy
.props
.FloatVectorProperty( \
2427 name
="Sand Colour",\
2430 default
=Vector((0.79,0.63,0.48)),\
2431 description
="Blend to this colour near the 0 coordinate on UP axis"\
2433 shore_colour
: bpy
.props
.FloatVectorProperty( \
2434 name
="Shore Colour",\
2437 default
=Vector((0.03,0.32,0.61)),\
2438 description
="Water colour at the shoreline"\
2440 ocean_colour
: bpy
.props
.FloatVectorProperty( \
2441 name
="Ocean Colour",\
2444 default
=Vector((0.0,0.006,0.03)),\
2445 description
="Water colour in the deep bits"\
2449 class CV_MATERIAL_PANEL(bpy
.types
.Panel
):
2451 bl_label
="Skate Rift material"
2452 bl_idname
="MATERIAL_PT_cv_material"
2453 bl_space_type
='PROPERTIES'
2454 bl_region_type
='WINDOW'
2455 bl_context
="material"
2457 def draw(_
,context
):
2459 active_object
= bpy
.context
.active_object
2460 if active_object
== None: return
2461 active_mat
= active_object
.active_material
2462 if active_mat
== None: return
2464 info
= material_info( active_mat
)
2466 _
.layout
.prop( active_mat
.cv_data
, "shader" )
2467 _
.layout
.prop( active_mat
.cv_data
, "collision" )
2469 if active_mat
.cv_data
.collision
:
2470 _
.layout
.prop( active_mat
.cv_data
, "skate_surface" )
2472 if active_mat
.cv_data
.shader
== "terrain_blend":
2474 box
= _
.layout
.box()
2475 box
.prop( active_mat
.cv_data
, "blend_offset" )
2476 box
.prop( active_mat
.cv_data
, "sand_colour" )
2478 elif active_mat
.cv_data
.shader
== "vertex_blend":
2480 box
= _
.layout
.box()
2481 box
.label( icon
='INFO', text
="Uses vertex colours, the R channel" )
2482 box
.prop( active_mat
.cv_data
, "blend_offset" )
2484 elif active_mat
.cv_data
.shader
== "water":
2486 box
= _
.layout
.box()
2487 box
.label( icon
='INFO', text
="Depth scale of 16 meters" )
2488 box
.prop( active_mat
.cv_data
, "shore_colour" )
2489 box
.prop( active_mat
.cv_data
, "ocean_colour" )
2494 class CV_OBJ_PANEL(bpy
.types
.Panel
):
2496 bl_label
="Entity Config"
2497 bl_idname
="SCENE_PT_cv_entity"
2498 bl_space_type
='PROPERTIES'
2499 bl_region_type
='WINDOW'
2502 def draw(_
,context
):
2504 active_object
= bpy
.context
.active_object
2505 if active_object
== None: return
2506 if active_object
.type == 'ARMATURE':
2508 row
= _
.layout
.row()
2510 row
.label( text
="This object has the intrinsic classtype of skeleton" )
2514 _
.layout
.prop( active_object
.cv_data
, "classtype" )
2516 classtype
= active_object
.cv_data
.classtype
2518 if (classtype
!= 'classtype_none') and (classtype
in globals()):
2520 cl
= globals()[ classtype
]
2522 if getattr( cl
, "editor_interface", None ):
2524 cl
.editor_interface( _
.layout
, active_object
)
2530 class CV_COMPILE(bpy
.types
.Operator
):
2532 bl_idname
="carve.compile_all"
2533 bl_label
="Compile All"
2535 def execute(_
,context
):
2537 view_layer
= bpy
.context
.view_layer
2538 for col
in view_layer
.layer_collection
.children
["export"].children
:
2539 if not col
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2540 write_model( col
.name
)
2546 class CV_COMPILE_THIS(bpy
.types
.Operator
):
2548 bl_idname
="carve.compile_this"
2549 bl_label
="Compile This collection"
2551 def execute(_
,context
):
2553 col
= bpy
.context
.collection
2554 write_model( col
.name
)
2560 class CV_INTERFACE(bpy
.types
.Panel
):
2562 bl_idname
= "VIEW3D_PT_carve"
2563 bl_label
= "Skate Rift"
2564 bl_space_type
= 'VIEW_3D'
2565 bl_region_type
= 'UI'
2566 bl_category
= "Skate Rift"
2568 def draw(_
, context
):
2571 layout
.prop( context
.scene
.cv_data
, "export_dir" )
2573 col
= bpy
.context
.collection
2575 found_in_export
= False
2577 view_layer
= bpy
.context
.view_layer
2578 for c1
in view_layer
.layer_collection
.children
["export"].children
:
2580 if not c1
.hide_viewport
or bpy
.context
.scene
.cv_data
.use_hidden
:
2583 if c1
.name
== col
.name
:
2585 found_in_export
= True
2592 box
.label( text
=col
.name
+ ".mdl" )
2593 box
.prop( col
.cv_data
, "pack_textures" )
2594 box
.operator( "carve.compile_this" )
2600 row
.label( text
=col
.name
)
2601 box
.label( text
="This collection is not in the export group" )
2607 split
= row
.split( factor
= 0.3, align
=True )
2608 split
.prop( context
.scene
.cv_data
, "use_hidden", text
="hidden" )
2611 if export_count
== 0:
2613 row1
.operator( "carve.compile_all", \
2614 text
=F
"Compile all ({export_count} collections)" )
2619 classes
= [CV_OBJ_SETTINGS
,CV_OBJ_PANEL
,CV_COMPILE
,CV_INTERFACE
,\
2620 CV_MESH_SETTINGS
, CV_SCENE_SETTINGS
, CV_BONE_SETTINGS
,\
2621 CV_BONE_PANEL
, CV_COLLECTION_SETTINGS
, CV_COMPILE_THIS
,\
2622 CV_MATERIAL_SETTINGS
, CV_MATERIAL_PANEL
]
2626 global cv_view_draw_handler
2629 bpy
.utils
.register_class(c
)
2631 bpy
.types
.Object
.cv_data
= bpy
.props
.PointerProperty(type=CV_OBJ_SETTINGS
)
2632 bpy
.types
.Mesh
.cv_data
= bpy
.props
.PointerProperty(type=CV_MESH_SETTINGS
)
2633 bpy
.types
.Scene
.cv_data
= bpy
.props
.PointerProperty(type=CV_SCENE_SETTINGS
)
2634 bpy
.types
.Bone
.cv_data
= bpy
.props
.PointerProperty(type=CV_BONE_SETTINGS
)
2635 bpy
.types
.Collection
.cv_data
= \
2636 bpy
.props
.PointerProperty(type=CV_COLLECTION_SETTINGS
)
2637 bpy
.types
.Material
.cv_data
= \
2638 bpy
.props
.PointerProperty(type=CV_MATERIAL_SETTINGS
)
2640 cv_view_draw_handler
= bpy
.types
.SpaceView3D
.draw_handler_add(\
2641 cv_draw
,(),'WINDOW','POST_VIEW')
2646 global cv_view_draw_handler
2649 bpy
.utils
.unregister_class(c
)
2651 bpy
.types
.SpaceView3D
.draw_handler_remove(cv_view_draw_handler
,'WINDOW')
2654 # ---------------------------------------------------------------------------- #
2658 # ---------------------------------------------------------------------------- #
2660 # Transliteration of: #
2661 # https://github.com/phoboslab/qoi/blob/master/qoi.h #
2663 # Copyright (c) 2021, Dominic Szablewski - https://phoboslab.org #
2664 # SPDX-License-Identifier: MIT #
2665 # QOI - The "Quite OK Image" format for fast, lossless image compression #
2667 # ---------------------------------------------------------------------------- #
2669 class qoi_rgba_t(Structure
):
2672 _fields_
= [("r",c_uint8
),
2678 QOI_OP_INDEX
= 0x00 # 00xxxxxx
2679 QOI_OP_DIFF
= 0x40 # 01xxxxxx
2680 QOI_OP_LUMA
= 0x80 # 10xxxxxx
2681 QOI_OP_RUN
= 0xc0 # 11xxxxxx
2682 QOI_OP_RGB
= 0xfe # 11111110
2683 QOI_OP_RGBA
= 0xff # 11111111
2685 QOI_MASK_2
= 0xc0 # 11000000
2687 def qoi_colour_hash( c
):
2689 return c
.r
*3 + c
.g
*5 + c
.b
*7 + c
.a
*11
2694 return (a
.r
==b
.r
) and (a
.g
==b
.g
) and (a
.b
==b
.b
) and (a
.a
==b
.a
)
2699 return bytearray([ (0xff000000 & v
) >> 24, \
2700 (0x00ff0000 & v
) >> 16, \
2701 (0x0000ff00 & v
) >> 8, \
2705 def qoi_encode( img
):
2709 print(F
" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]")
2711 index
= [ qoi_rgba_t() for _
in range(64) ]
2715 data
.extend( bytearray(c_uint32(0x66696f71)) )
2716 data
.extend( qoi_32bit( img
.size
[0] ) )
2717 data
.extend( qoi_32bit( img
.size
[1] ) )
2718 data
.extend( bytearray(c_uint8(4)) )
2719 data
.extend( bytearray(c_uint8(0)) )
2722 px_prev
= qoi_rgba_t()
2723 px_prev
.r
= c_uint8(0)
2724 px_prev
.g
= c_uint8(0)
2725 px_prev
.b
= c_uint8(0)
2726 px_prev
.a
= c_uint8(255)
2734 px_len
= img
.size
[0] * img
.size
[1]
2736 paxels
= [ int(min(max(_
,0),1)*255) for _
in img
.pixels
]
2738 for px_pos
in range( px_len
):
2740 idx
= px_pos
* img
.channels
2743 px
.r
= paxels
[idx
+min(0,nc
)]
2744 px
.g
= paxels
[idx
+min(1,nc
)]
2745 px
.b
= paxels
[idx
+min(2,nc
)]
2746 px
.a
= paxels
[idx
+min(3,nc
)]
2748 if qoi_eq( px
, px_prev
):
2752 if (run
== 62) or (px_pos
== px_len
-1):
2754 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
2762 data
.extend( bytearray( c_uint8(QOI_OP_RUN |
(run
-1))) )
2766 index_pos
= qoi_colour_hash(px
) % 64
2768 if qoi_eq( index
[index_pos
], px
):
2770 data
.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos
)) )
2774 index
[ index_pos
].r
= px
.r
2775 index
[ index_pos
].g
= px
.g
2776 index
[ index_pos
].b
= px
.b
2777 index
[ index_pos
].a
= px
.a
2779 if px
.a
== px_prev
.a
:
2781 vr
= int(px
.r
) - int(px_prev
.r
)
2782 vg
= int(px
.g
) - int(px_prev
.g
)
2783 vb
= int(px
.b
) - int(px_prev
.b
)
2788 if (vr
> -3) and (vr
< 2) and\
2789 (vg
> -3) and (vg
< 2) and\
2790 (vb
> -3) and (vb
< 2):
2792 op
= QOI_OP_DIFF |
(vr
+2) << 4 |
(vg
+2) << 2 |
(vb
+2)
2793 data
.extend( bytearray( c_uint8(op
) ))
2795 elif (vg_r
> -9) and (vg_r
< 8) and\
2796 (vg
> -33) and (vg
< 32 ) and\
2797 (vg_b
> -9) and (vg_b
< 8):
2799 op
= QOI_OP_LUMA |
(vg
+32)
2800 delta
= (vg_r
+8) << 4 |
(vg_b
+ 8)
2801 data
.extend( bytearray( c_uint8(op
) ) )
2802 data
.extend( bytearray( c_uint8(delta
) ))
2806 data
.extend( bytearray( c_uint8(QOI_OP_RGB
) ) )
2807 data
.extend( bytearray( c_uint8(px
.r
) ))
2808 data
.extend( bytearray( c_uint8(px
.g
) ))
2809 data
.extend( bytearray( c_uint8(px
.b
) ))
2814 data
.extend( bytearray( c_uint8(QOI_OP_RGBA
) ) )
2815 data
.extend( bytearray( c_uint8(px
.r
) ))
2816 data
.extend( bytearray( c_uint8(px
.g
) ))
2817 data
.extend( bytearray( c_uint8(px
.b
) ))
2818 data
.extend( bytearray( c_uint8(px
.a
) ))
2831 data
.extend( bytearray( c_uint8(0) ))
2832 data
.extend( bytearray( c_uint8(1) ))
2833 bytearray_align_to( data
, 16, 0 )