class cxr_edge(Structure):
_fields_ = [("i0",c_int32),
("i1",c_int32),
- ("freestyle",c_int32)]
+ ("freestyle",c_int32),
+ ("sharp",c_int32)]
class cxr_static_loop(Structure):
_fields_ = [("index",c_int32),
edge_data[i].i0 = edge.vertices[0]
edge_data[i].i1 = edge.vertices[1]
edge_data[i].freestyle = edge.use_freestyle_mark
+ edge_data[i].sharp = edge.use_edge_sharp
material_data = (cxr_material*len(obj.material_slots))()
libnbvtf = None
# Constants
-NBVTF_IMAGE_FORMAT_RGBA8888 = 0
-NBVTF_IMAGE_FORMAT_RGB888 = 2
+NBVTF_IMAGE_FORMAT_ABGR8888 = 1
+NBVTF_IMAGE_FORMAT_BGR888 = 3
NBVTF_IMAGE_FORMAT_DXT1 = 13
NBVTF_IMAGE_FORMAT_DXT5 = 15
NBVTF_TEXTUREFLAGS_CLAMPS = 0x00000004
kvs = cxr_baseclass([ent_origin],\
{
"_distance": (0.0 if obj.data.cxr_data.realtime else -1.0),
- "_light": [int(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\
- [int(obj.data.energy * bpy.context.scene.cxr_data.light_scale)],
"_lightHDR": '-1 -1 -1 1',
"_lightscaleHDR": 1
})
-
- if obj.data.type == 'SPOT':
- kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0)
- kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone']
- # Blenders spotlights are -z forward
+ light_base = [(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\
+ [obj.data.energy * bpy.context.scene.cxr_data.light_scale]
+
+ if obj.data.type == 'SPOT' or obj.data.type == 'SUN':
+ # Blenders directional lights are -z forward
# Source is +x, however, it seems to use a completely different system.
# Since we dont care about roll for spotlights, we just take the
# pitch and yaw via trig
_,mtx_rot,_ = obj.matrix_world.decompose()
fwd = mtx_rot @ mathutils.Vector((0,0,-1))
+ dir_pitch = math.asin(fwd[2]) * 57.295779513
+ dir_yaw = math.atan2(fwd[1],fwd[0]) * 57.295779513
+
+ if obj.data.type == 'SPOT':
+ kvs['_light'] = [ int(x) for x in light_base ]
+ kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0)
+ kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone']
- kvs['pitch'] = math.asin(fwd[2]) * 57.295779513
- kvs['angles'] = [ 0.0, math.atan2(fwd[1],fwd[0]) * 57.295779513, 0.0 ]
+ kvs['pitch'] = dir_pitch
+ kvs['angles'] = [ 0, dir_yaw, 0 ]
kvs['_quadratic_attn'] = 0.0 # Source spotlights + quadratic falloff look
# Really bad...
#
kvs['_linear_attn'] = 1.0
elif obj.data.type == 'POINT':
+ kvs['_light'] = [ int(x) for x in light_base]
kvs['_quadratic_attn'] = 1.0
- kvs['_linear_attn'] = 0.0
+ kvs['_linear_attn'] = 1.0
elif obj.data.type == 'SUN':
- pass # TODO
+ light_base[3] *= 300.0 * 5
+ kvs['_light'] = [ int(x) for x in light_base ]
+
+ ambient = bpy.context.scene.world.color
+ kvs['_ambient'] = [int(pow(ambient[i],1.0/2.2)*255.0) for i in range(3)] +\
+ [80 * 5]
+ kvs['_ambientHDR'] = [-1,-1,-1,1]
+ kvs['_AmbientScaleHDR'] = 1
+ kvs['pitch'] = dir_pitch
+ kvs['angles'] = [ dir_pitch, dir_yaw, 0.0 ]
+ kvs['SunSpreadAngle'] = 0
return kvs
def ent_prop(context):
- kvs = {}
if isinstance( context['object'], bpy.types.Collection ):
+ kvs = {}
+ target = context['object']
+ pos = mathutils.Vector(context['origin'])
+ pos += mathutils.Vector(context['transform']['offset'])
+
+ kvs['origin'] = [pos[1],-pos[0],pos[2]]
kvs['angles'] = [0,180,0]
+ kvs['uniformscale'] = 1.0
+ else:
+ kvs = cxr_baseclass([ent_origin],{})
+ target = context['object'].instance_collection
+
+ obj = context['object']
+ euler = [ a*57.295779513 for a in obj.rotation_euler ]
+ angle = [0,0,0]
+ angle[0] = euler[1]
+ angle[1] = euler[2] + 180.0 # Dunno...
+ angle[2] = euler[0]
+
+ kvs['angles'] = angle
+ kvs['uniformscale'] = obj.scale[0]
+
+ if target.cxr_data.shadow_caster:
kvs['enablelightbounce'] = 1
kvs['disableshadows'] = 0
- kvs['fademindist'] = -1
- kvs['fadescale'] = 1
- kvs['model'] = F"{asset_path('models',context['object'])}.mdl".lower()
- kvs['renderamt'] = 255
- kvs['rendercolor'] = [255, 255, 255]
- kvs['skin'] = 0
- kvs['solid'] = 6
- kvs['uniformscale'] = 1.0
+ else:
+ kvs['enablelightbounce'] = 0
+ kvs['disableshadows'] = 1
- pos = mathutils.Vector(context['origin'])
- pos += mathutils.Vector(context['transform']['offset'])
+ kvs['fademindist'] = -1
+ kvs['fadescale'] = 1
+ kvs['model'] = F"{asset_path('models',target)}.mdl".lower()
+ kvs['renderamt'] = 255
+ kvs['rendercolor'] = [255, 255, 255]
+ kvs['skin'] = 0
+ kvs['solid'] = 6
- kvs['origin'] = [pos[1],-pos[0],pos[2]]
+ return kvs
+def ent_sky_camera(context):
+ settings = bpy.context.scene.cxr_data
+ scale = settings.scale_factor / settings.skybox_scale_factor
+
+ kvs = {
+ "origin": [_ for _ in context['transform']['offset']],
+ "angles": [ 0, 0, 0 ],
+ "fogcolor": [255, 255, 255],
+ "fogcolor2": [255, 255, 255],
+ "fogdir": [1,0,0],
+ "fogend": 2000.0,
+ "fogmaxdensity": 1,
+ "fogstart": 500.0,
+ "HDRColorScale": 1.0,
+ "scale": scale
+ }
return kvs
def ent_cubemap(context):
name = ""
if v == 0:
- name = "A"
+ name = "a"
else:
dig = []
return {
'SPOT': "light_spot",
'POINT': "light",
- 'SUN': "light_directional" }[ obj.data.type ]
+ 'SUN': "light_environment" }[ obj.data.type ]
elif obj.type == 'LIGHT_PROBE':
return "env_cubemap"
if 'skybox' in bpy.data.collections:
_collect( bpy.data.collections['skybox'], transform_sky )
+ sceneinfo['entities'] += [{
+ "object": None,
+ "transform": transform_sky,
+ "classname": "sky_camera"
+ }]
+
return sceneinfo
# Write VMF out to file (JOB HANDLER)
vmfinfo.mapversion = 4
#TODO: These need to be in options...
- vmfinfo.skyname = b"sky_csgo_night02b"
+ vmfinfo.skyname = bpy.context.scene.cxr_data.skyname.encode('utf-8')
vmfinfo.detailvbsp = b"detail.vbsp"
vmfinfo.detailmaterial = b"detail/detailsprites"
vmfinfo.lightmap_scale = 12
m.kv( kv[0], ' '.join([str(_) for _ in kv[2]]) )
else: m.kv( kv[0], str(kv[2]) )
- if not isinstance( obj, bpy.types.Collection ):
+ if obj == None:
+ pass
+ elif not isinstance( obj, bpy.types.Collection ):
if obj.type == 'MESH':
if not _buildsolid( ent ):
cxr_batch_lines()
dims = img.cxr_data.export_res
fmt = {
- 'RGBA': NBVTF_IMAGE_FORMAT_RGBA8888,
+ 'RGBA': NBVTF_IMAGE_FORMAT_ABGR8888,
'DXT1': NBVTF_IMAGE_FORMAT_DXT1,
'DXT5': NBVTF_IMAGE_FORMAT_DXT5,
- 'RGB': NBVTF_IMAGE_FORMAT_RGB888
+ 'RGB': NBVTF_IMAGE_FORMAT_BGR888
}[ img.cxr_data.fmt ]
mipmap = img.cxr_data.mipmap
vmt.edon()
return props
+def cxr_modelsrc_vphys( mdl ):
+ for obj in mdl.objects:
+ if obj.name == F"{mdl.name}_phy":
+ return obj
+ return None
+
def cxr_export_modelsrc( mdl, origin, asset_dir, project_name, transform ):
dgraph = bpy.context.evaluated_depsgraph_get()
# Collect materials to be compiled, and temp rename for export
mat_dict = {}
-
+
+ vphys = None
for obj in mdl.objects:
+ if obj.name == F"{mdl.name}_phy":
+ vphys = obj
+ continue
+
obj.select_set(state=True)
for ms in obj.material_slots:
if ms.material != None:
bake_space_transform=False
)
+ bpy.ops.object.select_all(action='DESELECT')
+
+ if vphys != None:
+ vphys.select_set(state=True)
+ bpy.ops.export_scene.fbx( filepath=F'{asset_dir}/{uid}_phy.fbx',\
+ check_existing=False,
+ use_selection=True,
+ apply_unit_scale=False,
+ bake_space_transform=False
+ )
+ bpy.ops.object.select_all(action='DESELECT')
+
# Fix material names back to original
for mat in mat_dict:
mat.name = mat_dict[mat]
o.write(F'$scale {transform["scale"]/100.0}\n')
o.write(F'$body _ "{uid}_ref.fbx"\n')
o.write(F'$staticprop\n')
- o.write(F'$origin {origin[0]} {origin[1]} {origin[2]}\n')
+ o.write(F'$origin {origin[0]:.6f} {origin[1]:.6f} {origin[2]:.6f}\n')
+
+ if mdl.cxr_data.preserve_order:
+ o.write(F"$preservetriangleorder\n")
+
+ if mdl.cxr_data.texture_shadows:
+ o.write(F"$casttextureshadows\n")
+
+ o.write(F"$surfaceprop {mdl.cxr_data.surfaceprop}\n")
+
+ if vphys != None:
+ o.write(F'$collisionmodel "{uid}_phy.fbx"\n')
+ o.write("{\n")
+ o.write(" $concave\n")
+ o.write("}\n")
- #TODO: vphys
o.write(F'$cdmaterials {project_name}\n')
o.write(F'$sequence idle {uid}_ref.fbx\n')
"No-Candidate",\
"Internal-Fail",\
"Non-Coplanar",\
- "Non-Convex Polygon"]\
+ "Non-Convex Polygon",\
+ "Bad Result",\
+ "Invalid-Input"]\
[err.value]
if static.RUNNING:
return {'FINISHED'}
+def cxr_compiler_path( compiler ):
+ settings = bpy.context.scene.cxr_data
+ subdir = settings.subdir
+ path = os.path.normpath(F'{subdir}/../bin/{compiler}.exe')
+
+ if os.path.exists( path ): return path
+ else: return None
+
+def cxr_winepath( path ):
+ return 'z:'+path.replace('/','\\')
+
# Main compile function
#
class CXR_COMPILER_CHAIN(bpy.types.Operator):
static = _.__class__
wm = context.window_manager
- if static.TIMER == None:
- print("Launching compiler toolchain")
+ if static.TIMER != None:
+ print("Chain exiting...")
+ static.USER_EXIT=True
+ return {'RUNNING_MODAL'}
- # Run static compilation units now (collect, vmt..)
- filepath = bpy.data.filepath
- directory = os.path.dirname(filepath)
- settings = bpy.context.scene.cxr_data
-
- asset_dir = F"{directory}/modelsrc"
- material_dir = F"{settings.subdir}/materials/{settings.project_name}"
- model_dir = F"{settings.subdir}/models/{settings.project_name}"
- output_vmf = F"{directory}/{settings.project_name}.vmf"
-
- os.makedirs( asset_dir, exist_ok=True )
- os.makedirs( material_dir, exist_ok=True )
- os.makedirs( model_dir, exist_ok=True )
-
- static.FILE = open(F"/tmp/convexer_compile_log.txt","w")
- static.LOG = []
+ print("Launching compiler toolchain")
+
+ # Run static compilation units now (collect, vmt..)
+ filepath = bpy.data.filepath
+ directory = os.path.dirname(filepath)
+ settings = bpy.context.scene.cxr_data
- sceneinfo = cxr_scene_collect()
- image_jobs = []
- qc_jobs = []
+ asset_dir = F"{directory}/modelsrc"
+ material_dir = F"{settings.subdir}/materials/{settings.project_name}"
+ model_dir = F"{settings.subdir}/models/{settings.project_name}"
+ output_vmf = F"{directory}/{settings.project_name}.vmf"
- # Collect materials
- a_materials = set()
- for brush in sceneinfo['geo']:
- for ms in brush['object'].material_slots:
+ bsp_local = F"{directory}/{settings.project_name}.bsp"
+ bsp_remote = F"{settings.subdir}/maps/{settings.project_name}.bsp"
+ bsp_packed = F"{settings.subdir}/maps/{settings.project_name}_pack.bsp"
+ packlist = F"{directory}/{settings.project_name}_assets.txt"
+
+ os.makedirs( asset_dir, exist_ok=True )
+ os.makedirs( material_dir, exist_ok=True )
+ os.makedirs( model_dir, exist_ok=True )
+
+ static.FILE = open(F"/tmp/convexer_compile_log.txt","w")
+ static.LOG = []
+
+ sceneinfo = cxr_scene_collect()
+ image_jobs = []
+ qc_jobs = []
+
+ # Collect materials
+ a_materials = set()
+ for brush in sceneinfo['geo']:
+ for ms in brush['object'].material_slots:
+ a_materials.add( ms.material )
+ if ms.material.cxr_data.shader == 'VertexLitGeneric':
+ errmat = ms.material.name
+ errnam = brush['object'].name
+ print( F"Vertex shader {errmat} used on {errnam}")
+ return {'CANCELLED'}
+
+ a_models = set()
+ model_jobs = []
+ for ent in sceneinfo['entities']:
+ if ent['object'] == None: continue
+
+ if ent['classname'] == 'prop_static':
+ obj = ent['object']
+ if isinstance(obj,bpy.types.Collection):
+ target = obj
+ a_models.add( target )
+ model_jobs += [(target, ent['origin'], asset_dir, \
+ settings.project_name, ent['transform'])]
+ else:
+ target = obj.instance_collection
+ if target in a_models:
+ continue
+ a_models.add( target )
+
+ # TODO: Should take into account collection instancing offset
+ model_jobs += [(target, [0,0,0], asset_dir, \
+ settings.project_name, ent['transform'])]
+
+ elif ent['object'].type == 'MESH':
+ for ms in ent['object'].material_slots:
a_materials.add( ms.material )
- if ms.material.cxr_data.shader == 'VertexLitGeneric':
+
+ for mdl in a_models:
+ uid = asset_uid(mdl)
+ qc_jobs += [F'{uid}.qc']
+
+ for obj in mdl.objects:
+ for ms in obj.material_slots:
+ a_materials.add( ms.material )
+ if ms.material.cxr_data.shader == 'LightMappedGeneric' or \
+ ms.material.cxr_data.shader == 'WorldVertexTransition':
+
errmat = ms.material.name
- errnam = brush['object'].name
- print( F"Vertex shader {errmat} used on {errnam}")
+ errnam = obj.name
+ print( F"Lightmapped shader {errmat} used on {errnam}")
return {'CANCELLED'}
-
- for ent in sceneinfo['entities']:
- if isinstance(ent['object'],bpy.types.Collection): continue
+
+ # Collect images
+ for mat in a_materials:
+ for pair in compile_material(mat):
+ decl = pair[0]
+ pdef = pair[1]
+ prop = pair[2]
+
+ if isinstance(prop,bpy.types.Image):
+ flags = 0
+ if 'flags' in pdef: flags = pdef['flags']
+ if prop not in image_jobs:
+ image_jobs += [(prop,)]
+ prop.cxr_data.flags = flags
+
+ # Create packlist
+ with open( packlist, "w" ) as fp:
- if ent['object'].type == 'MESH':
- for ms in ent['object'].material_slots:
- a_materials.add( ms.material )
-
- # TODO.. this should just be in the entity loop
- for hero in sceneinfo['heros']:
- uid = asset_uid(hero['collection'])
- qc_jobs += [F'{uid}.qc']
- for obj in hero['collection'].objects:
- for ms in obj.material_slots:
- a_materials.add( ms.material )
- if ms.material.cxr_data.shader == 'LightMappedGeneric' or \
- ms.material.cxr_data.shader == 'WorldVertexTransition':
-
- errmat = ms.material.name
- errnam = obj.name
- print( F"Lightmapped shader {errmat} used on {errnam}")
- return {'CANCELLED'}
-
- # Collect images
for mat in a_materials:
- for pair in compile_material(mat):
- decl = pair[0]
- pdef = pair[1]
- prop = pair[2]
-
- if isinstance(prop,bpy.types.Image):
- flags = 0
- if 'flags' in pdef: flags = pdef['flags']
- if prop not in image_jobs:
- image_jobs += [(prop,)]
- prop.cxr_data.flags = flags
-
- # Convexer jobs
- static.JOBID = 0
- static.JOBINFO = []
-
- if settings.comp_vmf:
- static.JOBINFO += [{
- "title": "Convexer",
- "w": 20,
- "colour": (1.0,0.3,0.1,1.0),
- "exec": cxr_export_vmf,
- "jobs": [(sceneinfo,output_vmf)]
- }]
-
- if settings.comp_textures:
- if len(image_jobs) > 0:
- static.JOBINFO += [{
- "title": "Textures",
- "w": 40,
- "colour": (0.1,1.0,0.3,1.0),
- "exec": compile_image,
- "jobs": image_jobs
- }]
-
- game = 'z:'+settings.subdir.replace('/','\\')
- args = [ \
- '-game', game, settings.project_name
- ]
-
- # FBX stage
- if settings.comp_models:
- if len(sceneinfo['heros']) > 0:
- static.JOBINFO += [{
- "title": "Batches",
- "w": 25,
- "colour": (0.5,0.5,1.0,1.0),
- "exec": cxr_export_modelsrc,
- "jobs": [(h['collection'], h['origin'], asset_dir, \
- settings.project_name, h['transform']) for h in \
- sceneinfo['heros']]
- }]
-
- if len(qc_jobs) > 0:
- static.JOBINFO += [{
- "title": "StudioMDL",
- "w": 20,
- "colour": (0.8,0.1,0.1,1.0),
- "exec": "studiomdl",
- "jobs": [[settings[F'exe_studiomdl']] + [\
- '-nop4', '-game', game, qc] for qc in qc_jobs],
- "cwd": asset_dir
- }]
-
- # VBSP stage
- if settings.comp_compile:
+ if mat.cxr_data.shader == 'Builtin': continue
+ fp.write(F"{asset_path('materials',mat)}.vmt\n")
+ fp.write(F"{cxr_winepath(asset_full_path('materials',mat))}.vmt\n")
+
+ for img_job in image_jobs:
+ img = img_job[0]
+ fp.write(F"{asset_path('materials',img)}.vtf\n")
+ fp.write(F"{cxr_winepath(asset_full_path('materials',img))}.vtf\n")
+
+ for mdl in a_models:
+ local = asset_path('models',mdl)
+ winep = cxr_winepath(asset_full_path('models',mdl))
+
+ fp.write(F"{local}.vvd\n")
+ fp.write(F"{winep}.vvd\n")
+ fp.write(F"{local}.dx90.vtx\n")
+ fp.write(F"{winep}.dx90.vtx\n")
+ fp.write(F"{local}.mdl\n")
+ fp.write(F"{winep}.mdl\n")
+ fp.write(F"{local}.vvd\n")
+ fp.write(F"{winep}.vvd\n")
+
+ if cxr_modelsrc_vphys(mdl):
+ fp.write(F"{local}.phy\n")
+ fp.write(F"{winep}.phy\n")
+
+ # Convexer jobs
+ static.JOBID = 0
+ static.JOBINFO = []
+
+ if settings.comp_vmf:
+ static.JOBINFO += [{
+ "title": "Convexer",
+ "w": 20,
+ "colour": (1.0,0.3,0.1,1.0),
+ "exec": cxr_export_vmf,
+ "jobs": [(sceneinfo,output_vmf)]
+ }]
+
+ if settings.comp_textures:
+ if len(image_jobs) > 0:
static.JOBINFO += [{
- "title": "VBSP",
- "w": 25,
- "colour": (0.1,0.2,1.0,1.0),
- "exec": "vbsp",
- "jobs": [[settings[F'exe_vbsp']] + args],
- "cwd": directory
+ "title": "Textures",
+ "w": 40,
+ "colour": (0.1,1.0,0.3,1.0),
+ "exec": compile_image,
+ "jobs": image_jobs
}]
-
+
+ game = cxr_winepath( settings.subdir )
+ args = [ \
+ '-game', game, settings.project_name
+ ]
+
+ # FBX stage
+ if settings.comp_models:
+ if len(model_jobs) > 0:
static.JOBINFO += [{
- "title": "VVIS",
+ "title": "Batches",
"w": 25,
- "colour": (0.9,0.5,0.5,1.0),
- "exec": "vvis",
- "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ],
- "cwd": directory
+ "colour": (0.5,0.5,1.0,1.0),
+ "exec": cxr_export_modelsrc,
+ "jobs": model_jobs
}]
-
- vrad_opt = settings.opt_vrad.split()
+
+ if len(qc_jobs) > 0:
static.JOBINFO += [{
- "title": "VRAD",
- "w": 25,
- "colour": (0.9,0.2,0.3,1.0),
- "exec": "vrad",
- "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
- "cwd": directory
+ "title": "StudioMDL",
+ "w": 20,
+ "colour": (0.8,0.1,0.1,1.0),
+ "exec": "studiomdl",
+ "jobs": [[settings[F'exe_studiomdl']] + [\
+ '-nop4', '-game', game, qc] for qc in qc_jobs],
+ "cwd": asset_dir
}]
- static.JOBINFO += [{
- "title": "CXR",
- "w": 5,
- "colour": (0.0,1.0,0.4,1.0),
- "exec": cxr_patchmap,
- "jobs": [(F"{directory}/{settings.project_name}.bsp",\
- F"{settings.subdir}/maps/{settings.project_name}.bsp")]
- }]
+ # VBSP stage
+ if settings.comp_compile:
+ static.JOBINFO += [{
+ "title": "VBSP",
+ "w": 25,
+ "colour": (0.1,0.2,1.0,1.0),
+ "exec": "vbsp",
+ "jobs": [[settings[F'exe_vbsp']] + args],
+ "cwd": directory
+ }]
+
+ static.JOBINFO += [{
+ "title": "VVIS",
+ "w": 25,
+ "colour": (0.9,0.5,0.5,1.0),
+ "exec": "vvis",
+ "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ],
+ "cwd": directory
+ }]
+
+ vrad_opt = settings.opt_vrad.split()
+ static.JOBINFO += [{
+ "title": "VRAD",
+ "w": 25,
+ "colour": (0.9,0.2,0.3,1.0),
+ "exec": "vrad",
+ "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
+ "cwd": directory
+ }]
- static.USER_EXIT=False
- static.TIMER=wm.event_timer_add(0.1,window=context.window)
- wm.modal_handler_add(_)
+ static.JOBINFO += [{
+ "title": "CXR",
+ "w": 5,
+ "colour": (0.0,1.0,0.4,1.0),
+ "exec": cxr_patchmap,
+ "jobs": [(bsp_local,bsp_remote)]
+ }]
- cxr_jobs_update_graph( static.JOBINFO )
- scene_redraw()
- return {'RUNNING_MODAL'}
+ if settings.comp_pack:
+ static.JOBINFO += [{
+ "title": "Pack",
+ "w": 5,
+ "colour": (0.2,0.2,0.2,1.0),
+ "exec": "bspzip",
+ "jobs": [[cxr_compiler_path("bspzip"), '-addlist', \
+ cxr_winepath(bsp_remote),
+ cxr_winepath(packlist),
+ cxr_winepath(bsp_packed) ]],
+ "cwd": directory
+ }]
+
+ if len(static.JOBINFO) == 0:
+ return {'CANCELLED'}
- print("Chain exiting...")
- static.USER_EXIT=True
+ static.USER_EXIT=False
+ static.TIMER=wm.event_timer_add(0.1,window=context.window)
+ wm.modal_handler_add(_)
+
+ cxr_jobs_update_graph( static.JOBINFO )
+ scene_redraw()
return {'RUNNING_MODAL'}
class CXR_RESET_HASHES(bpy.types.Operator):
return {'FINISHED'}
+class CXR_COMPILE_MATERIAL(bpy.types.Operator):
+ bl_idname="convexer.matcomp"
+ bl_label="Recompile Material"
+
+ def execute(_,context):
+ active_obj = bpy.context.active_object
+ active_mat = active_obj.active_material
+
+ #TODO: reduce code dupe (L1663)
+ for pair in compile_material(active_mat):
+ decl = pair[0]
+ pdef = pair[1]
+ prop = pair[2]
+
+ if isinstance(prop,bpy.types.Image):
+ flags = 0
+ if 'flags' in pdef: flags = pdef['flags']
+ prop.cxr_data.flags = flags
+
+ compile_image( prop )
+
+ settings = bpy.context.scene.cxr_data
+ with open(F'{settings.subdir}/cfg/convexer_mat_update.cfg','w') as o:
+ o.write(F'mat_reloadmaterial {asset_name(active_mat)}')
+
+ # TODO: Move this
+ with open(F'{settings.subdir}/cfg/convexer.cfg','w') as o:
+ o.write('sv_cheats 1\n')
+ o.write('mp_warmup_pausetimer 1\n')
+ o.write('bot_kick\n')
+ o.write('alias cxr_reload "exec convexer_mat_update"\n')
+
+ return {'FINISHED'}
+
# Convexer panels
# ------------------------------------------------------------------------------
_.layout.prop(settings, "debug")
_.layout.prop(settings, "scale_factor")
+ _.layout.prop(settings, "skybox_scale_factor")
+ _.layout.prop(settings, "skyname" )
_.layout.prop(settings, "lightmap_scale")
_.layout.prop(settings, "light_scale" )
_.layout.prop(settings, "image_quality" )
row.prop(settings,"comp_textures")
row.prop(settings,"comp_models")
row.prop(settings,"comp_compile")
+ row.prop(settings,"comp_pack")
text = "Compile" if CXR_COMPILER_CHAIN.TIMER == None else "Cancel"
row = box.row()
info = material_info( active_material )
_.layout.label(text=F"{info['name']} @{info['res'][0]}x{info['res'][1]}")
- _.layout.prop( properties, "shader" )
+ row = _.layout.row()
+ row.prop( properties, "shader" )
+ row.operator( "convexer.matcomp" )
- for xk in info:
- _.layout.label(text=F"{xk}:={info[xk]}")
+ #for xk in info: _.layout.label(text=F"{xk}:={info[xk]}")
def _mtex( name, img, uiParent ):
nonlocal properties
elif active_object.type == 'LIGHT_PROBE':
layout.prop( properties, "size" )
+class CXR_COLLECTION_PANEL(bpy.types.Panel):
+ bl_label = "Source Settings"
+ bl_idname = "COL_PT_cxr"
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "collection"
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+
+ active_collection = bpy.context.collection
+
+ if active_collection != None:
+ layout.prop( active_collection.cxr_data, "shadow_caster" )
+ layout.prop( active_collection.cxr_data, "texture_shadows" )
+ layout.prop( active_collection.cxr_data, "preserve_order" )
+ layout.prop( active_collection.cxr_data, "surfaceprop" )
+
# Settings groups
# ------------------------------------------------------------------------------
class CXR_MODEL_SETTINGS(bpy.types.PropertyGroup):
last_hash: bpy.props.StringProperty( name="" )
asset_id: bpy.props.IntProperty(name="vmf_settings",default=0)
+ shadow_caster: bpy.props.BoolProperty( name="Shadow caster", default=True )
+ texture_shadows: bpy.props.BoolProperty( name="Texture Shadows", default=False )
+ preserve_order: bpy.props.BoolProperty( name="Preserve Order", default=False )
+ surfaceprop: bpy.props.StringProperty( name="Suface prop",default="default" )
class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup):
project_name: bpy.props.StringProperty( name="Project Name" )
exe_vvis: bpy.props.StringProperty( name="vvis" )
opt_vvis: bpy.props.StringProperty( name="args" )
exe_vrad: bpy.props.StringProperty( name="vrad" )
- opt_vrad: bpy.props.StringProperty( name="args" )
+ opt_vrad: bpy.props.StringProperty( name="args", \
+ default="-reflectivityScale 0.35 -aoscale 1.4 -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys" )
debug: bpy.props.BoolProperty(name="Debug",default=False)
scale_factor: bpy.props.FloatProperty( name="VMF Scale factor", \
default=32.0,min=1.0)
skybox_scale_factor: bpy.props.FloatProperty( name="Sky Scale factor", \
default=1.0,min=0.01)
-
+ skyname: bpy.props.StringProperty(name="Skyname",default="sky_csgo_night02b")
skybox_offset: bpy.props.FloatProperty(name="Sky offset",default=-4096.0)
light_scale: bpy.props.FloatProperty(name="Light Scale",default=1.0/5.0)
include_names: bpy.props.BoolProperty(name="Append original file names",\
comp_models: bpy.props.BoolProperty(name="Models",default=True)
comp_textures: bpy.props.BoolProperty(name="Textures",default=True)
comp_compile: bpy.props.BoolProperty(name="Compile",default=True)
+ comp_pack: bpy.props.BoolProperty(name="Pack",default=False)
classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \
CXR_MATERIAL_PANEL, CXR_IMAGE_SETTINGS,\
CXR_MODEL_SETTINGS, CXR_ENTITY_SETTINGS, CXR_CUBEMAP_SETTINGS,\
CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\
CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\
- CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES ]
+ CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\
+ CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL ]
vmt_param_dynamic_class = None