# Batches
cxr_view_lines = None
cxr_view_mesh = None
-cxr_mdl_mesh = None
cxr_jobs_batch = None
cxr_jobs_inf = []
cxr_error_inf = None
+cxr_test_mdl = None
cxr_asset_lib = \
{
in vec3 aPos;
in vec3 aNormal;
+in vec2 aUv;
out vec3 lPos;
out vec3 lNormal;
+out vec2 lUv;
void main()
{
gl_Position = viewProjectionMatrix * pWorldPos;
lNormal = normalize(mat3(transpose(inverse(modelMatrix))) * aNormal);
lPos = worldPos;
+ lUv = aUv;
}
""","""
uniform vec4 colour;
uniform vec3 testLightDir;
+uniform sampler2D uBasetexture;
in vec3 lNormal;
in vec3 lPos;
+in vec2 lUv;
out vec4 FragColor;
return pow( f3linear, vec3(1.0 / 2.2) );
}
+vec3 GammaToLinear( vec3 f3gamma )
+{
+ return pow( f3gamma, vec3(2.2) );
+}
+
void main()
{
vec3 tangentSpaceNormal = vec3( 0.0, 0.0, 1.0 );
vec4 normalTexel = vec4(1.0,1.0,1.0,1.0);
- vec4 baseColor = colour;
+ vec3 colorInput = GammaToLinear( texture( uBasetexture, lUv ).rgb );
+
+ vec4 baseColor = vec4( colorInput * colour.rgb, 1.0 );
//normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord );
//tangentSpaceNormal = 2.0 * normalTexel - 1.0;
def cxr_draw():
global cxr_view_shader, cxr_view_mesh, cxr_view_lines, cxr_mdl_shader,\
- cxr_mdl_mesh
+ cxr_mdl_mesh, cxr_test_mdl
cxr_view_shader.bind()
if cxr_view_mesh != None:
gpu.state.depth_test_set('LESS_EQUAL')
gpu.state.blend_set('ADDITIVE')
-
+
cxr_view_mesh.draw( cxr_view_shader )
- if cxr_mdl_mesh != None:
- gpu.state.depth_mask_set(True)
- gpu.state.depth_test_set('LESS_EQUAL')
- gpu.state.face_culling_set('FRONT')
- gpu.state.blend_set('NONE')
- cxr_mdl_shader.bind()
- cxr_mdl_shader.uniform_float('colour',(0.5,0.5,0.5,1.0))
- cxr_mdl_shader.uniform_float("viewProjectionMatrix", \
- bpy.context.region_data.perspective_matrix)
+ # Models
+ gpu.state.depth_mask_set(True)
+ gpu.state.depth_test_set('LESS_EQUAL')
+ gpu.state.face_culling_set('FRONT')
+ gpu.state.blend_set('NONE')
+ cxr_mdl_shader.bind()
+ cxr_mdl_shader.uniform_float("viewProjectionMatrix", \
+ bpy.context.region_data.perspective_matrix)
+
+ if cxr_test_mdl != None:
+ cxr_mdl_shader.uniform_float('colour',(1.0,1.0,1.0,1.0))
+
+ #temp light dir
testmdl = bpy.context.scene.objects['target']
light = bpy.context.scene.objects['point']
relative = light.location - testmdl.location
relative.normalize()
-
cxr_mdl_shader.uniform_float("modelMatrix", testmdl.matrix_world)
cxr_mdl_shader.uniform_float("testLightDir", relative)
-
- cxr_mdl_mesh.draw( cxr_mdl_shader )
+ for part in cxr_test_mdl:
+ cxr_mdl_shader.uniform_sampler("uBasetexture", part[0]['basetexture'])
+ part[1].draw( cxr_mdl_shader )
def cxr_jobs_update_graph(jobs):
global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
# Binary file formats and FS
libcxr_fs_set_gameinfo = extern( "cxr_fs_set_gameinfo", [c_char_p], c_int32 )
libcxr_fs_exit = extern( "cxr_fs_exit", [], None )
-libcxr_fs_get = extern( "cxr_fs_get", [c_char_p, c_int32], c_char_p )
+libcxr_fs_get = extern( "cxr_fs_get", [c_char_p, c_int32], c_void_p )
+libcxr_fs_free = extern( "cxr_fs_free", [c_void_p], None )
libcxr_fs_find = extern( "cxr_fs_find", [c_char_p, POINTER(fs_locator)],\
c_int32 )
libcxr_vdf_kv, libcxr_lightpatch_bsp, libcxr_write_test_data,\
libcxr_world_preview, libcxr_free_tri_mesh, \
libcxr_fs_set_gameinfo, libcxr_fs_exit, libcxr_fs_get, \
- libcxr_fs_find,\
+ libcxr_fs_find, libcxr_fs_free, \
libcxr_valve_load_model, libcxr_valve_free_model,\
libcxr_valve_load_material, libcxr_valve_free_material ]
[c_char_p,c_int32,c_int32,c_int32,c_int32,c_int32,c_uint32,c_char_p], \
c_int32 )
+libnbvtf_read = extern( "nbvtf_read", \
+ [c_void_p,POINTER(c_int32),POINTER(c_int32), c_int32], \
+ POINTER(c_uint8) )
+
+libnbvtf_free = extern( "nbvtf_free", [POINTER(c_uint8)], None )
+
libnbvtf_init = extern( "nbvtf_init", [], None )
-libnbvtf_funcs = [ libnbvtf_convert, libnbvtf_init ]
+libnbvtf_funcs = [ libnbvtf_convert, libnbvtf_init, libnbvtf_read, \
+ libnbvtf_free ]
# Loading
# --------------------------
return {'FINISHED'}
-def cxr_load_texture( path ):
+def cxr_load_texture( path, is_normal ):
global cxr_asset_lib
if path in cxr_asset_lib['textures']:
print( F"cxr_load_texture( '{path}' )" )
- # TODO
+ pvtf = libcxr_fs_get.call( path.encode('utf-8'), 0 )
+
+ if not pvtf:
+ print( "vtf failed to load" )
+ cxr_asset_lib['textures'][path] = None
+ return None
+
+ x = c_int32(0)
+ y = c_int32(0)
+
+ img_data = libnbvtf_read.call( pvtf, pointer(x), pointer(y), \
+ c_int32(is_normal) )
+
+ x = x.value
+ y = y.value
+
+ if not img_data:
+ print( "vtf failed to decode" )
+ libcxr_fs_free.call( pvtf )
+ cxr_asset_lib['textures'][path] = None
+ return None
+
+ img_buf = gpu.types.Buffer('FLOAT', [x*y*4], [_/255.0 for _ in img_data[:x*y*4]])
- tex = cxr_asset_lib['textures'][path] = None
+ tex = cxr_asset_lib['textures'][path] = \
+ gpu.types.GPUTexture( size=(x,y), layers=0, is_cubemap=False,\
+ format='RGBA8', data=img_buf )
+
+ libnbvtf_free.call( img_data )
+ libcxr_fs_free.call( pvtf )
return tex
def cxr_load_material( path ):
print( F"cxr_load_material( '{path}' )" )
pvmt = libcxr_valve_load_material.call( path.encode( 'utf-8') )
- vmt = pvmt[0]
+
+ if not pvmt:
+ cxr_asset_lib['materials'][path] = None
+ return None
+ vmt = pvmt[0]
mat = cxr_asset_lib['materials'][path] = {}
if vmt.basetexture:
- mat['basetexture'] = cxr_load_texture( vmt.basetexture.decode('utf-8') )
+ mat['basetexture'] = cxr_load_texture( vmt.basetexture.decode('utf-8'), 0)
if vmt.bumpmap:
- mat['bumpmap'] = cxr_load_texture( vmt.bumpmap.decode('utf-8') )
+ mat['bumpmap'] = cxr_load_texture( vmt.bumpmap.decode('utf-8'), 1)
libcxr_valve_free_material.call( pvmt )
bl_label="Load model"
def execute(_,context):
- global cxr_mdl_mesh, cxr_mdl_shader, cxr_asset_lib
-
- test_mdl = cxr_load_model_full( bpy.context.scene.cxr_data.dev_mdl )
+ global cxr_test_mdl, cxr_mdl_shader, cxr_asset_lib
- if test_mdl != None:
- # just draw first batch part for now
- cxr_mdl_mesh = test_mdl[0][1]
- else:
- cxr_mdl_mesh = None
+ cxr_test_mdl = cxr_load_model_full( bpy.context.scene.cxr_data.dev_mdl )
scene_redraw()
return {'FINISHED'}