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+ GNU GENERAL PUBLIC LICENSE
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+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ 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 3 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, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.
-# Copyright (C) 2022 Harry Godden (hgn)
+# CONVEXER v0.95
+#
+# A GNU/Linux-first Source1 Hammer replacement
+# built with Blender, for mapmakers
+#
+# Copyright (C) 2022 Harry Godden (hgn)
+#
+# LICENSE: GPLv3.0, please see COPYING and LICENSE for more information
+#
bl_info = {
"name":"Convexer",
from gpu_extras.batch import batch_for_shader
from bpy.app.handlers import persistent
+# Setup platform dependent variables
+
+exec(open(F'{os.path.dirname(__file__)}/platform.py').read())
+if CXR_GNU_LINUX==1:
+ CXR_SHARED_EXT=".so"
+ CXR_EXE_EXT=""
+else:
+ CXR_SHARED_EXT=".dll"
+ CXR_EXE_EXT=".exe"
+
# GPU and viewport drawing
# ------------------------------------------------------------------------------
cxr_view_mesh = None
cxr_jobs_batch = None
cxr_jobs_inf = []
+cxr_error_inf = None
# Shaders
cxr_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
# Render functions
#
def cxr_ui(_,context):
- global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
+ global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf, cxr_error_inf
w = gpu.state.viewport_get()[2]
cxr_ui_shader.bind()
cxr_ui_shader.uniform_float( "scale", w )
- if cxr_jobs_batch != None:
+ if cxr_error_inf != None:
+ err_begin = 50
+
+ if isinstance(cxr_error_inf[1],list):
+ err_begin += 20*(len(cxr_error_inf[1])-1)
+
+ blf.position(0,2,err_begin,0)
+ blf.size(0,50,48)
+ blf.color(0, 1.0,0.2,0.2,0.9)
+ blf.draw(0,cxr_error_inf[0])
+
+ blf.size(0,50,24)
+ blf.color(0, 1.0,1.0,1.0,1.0)
+
+ if isinstance(cxr_error_inf[1],list):
+ for i,inf in enumerate(cxr_error_inf[1]):
+ blf.position(0,2,err_begin-30-i*20,0)
+ blf.draw(0,inf)
+ else:
+ blf.position(0,2,err_begin-30,0)
+ blf.draw(0,cxr_error_inf[1])
+
+ elif cxr_jobs_batch != None:
gpu.state.blend_set('ALPHA')
cxr_jobs_batch.draw(cxr_ui_shader)
blf.draw(0,ln[:-1])
py += 16
- #if CXR_PREVIEW_OPERATOR.LASTERR != None:
- # blf.position(0,2,80,0)
- # blf.size(0,50,48)
- # blf.color(0,1.0,0.2,0.2,0.9)
- # blf.draw(0,"Invalid geometry")
-
# Something is off with TIMER,
# this forces the viewport to redraw before we can continue with our
# compilation stuff.
# Shared libraries
# ------------------------------------------------------------------------------
-# dlclose for reloading modules manually
-libc_dlclose = None
-libc_dlclose = cdll.LoadLibrary(None).dlclose
-libc_dlclose.argtypes = [c_void_p]
+if CXR_GNU_LINUX==1:
+ # dlclose for reloading modules manually
+ libc_dlclose = None
+ libc_dlclose = cdll.LoadLibrary(None).dlclose
+ libc_dlclose.argtypes = [c_void_p]
# wrapper for ctypes binding
class extern():
cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
+def cxr_reset_all():
+ global cxr_jobs_inf, cxr_jobs_batch, cxr_error_inf, cxr_view_mesh
+ cxr_jobs_inf = None
+ cxr_jobs_batch = None
+ cxr_error_inf = None
+
+ cxr_reset_lines()
+ cxr_batch_lines()
+ cxr_view_mesh = None
+
+ scene_redraw()
+
# libnbvtf
# ------------------------------------------------------------------------------
# Unload libraries if existing
def _reload( lib, path ):
- if lib != None:
- _handle = lib._handle
- for i in range(10): libc_dlclose( _handle )
- lib = None
- del lib
- return cdll.LoadLibrary( F'{os.path.dirname(__file__)}/{path}.so' )
+ if CXR_GNU_LINUX==1:
+ if lib != None:
+ _handle = lib._handle
+ for i in range(10): libc_dlclose( _handle )
+ lib = None
+ del lib
+
+ libpath = F'{os.path.dirname(__file__)}/{path}{CXR_SHARED_EXT}'
+ return cdll.LoadLibrary( libpath )
libnbvtf = _reload( libnbvtf, "libnbvtf" )
libcxr = _reload( libcxr, "libcxr" )
return F"{bpy.context.scene.cxr_data.subdir}/"+\
F"{asset_path(sdir,asset_uid(asset))}"
+# Decomposes mesh, and sets global error information if failed.
+# - returns None on fail
+# - returns world on success
+def cxr_decompose_globalerr( mesh_src ):
+ global cxr_error_inf
+
+ err = c_int32(0)
+ world = libcxr_decompose.call( mesh_src, pointer(err) )
+
+ if world == None:
+ cxr_view_mesh = None
+ cxr_batch_lines()
+
+ cxr_error_inf = [\
+ ("No Error", "There is no error?"),\
+ ("Bad input", "Non manifold geometry is present in the input mesh"),\
+ ("Bad result","An invalid manifold was generated, try to simplify"),\
+ ("Bad result","Make sure there is a clear starting point"),\
+ ("Bad result","Implicit vertex was invalid, try to simplify"),\
+ ("Bad input","Non coplanar vertices are in the source mesh"),\
+ ("Bad input","Non convex polygon is in the source mesh"),\
+ ("Bad result","Undefined failure"),\
+ ("Invalid Input", "Undefined failure"),\
+ ][err.value]
+
+ scene_redraw()
+
+ return world
+
# Entity functions / infos
# ------------------------
+def cxr_collection_purpose(collection):
+ if collection.name.startswith('.'): return None
+ if collection.hide_render: return None
+ if collection.name.startswith('mdl_'): return 'model'
+ return 'group'
+
+def cxr_object_purpose(obj):
+ objpurpose = None
+ group = None
+
+ def _search(collection):
+ nonlocal objpurpose, group, obj
+
+ purpose = cxr_collection_purpose( collection )
+ if purpose == None: return
+ if purpose == 'model':
+ for o in collection.objects:
+ if o == obj:
+ if o.type != 'EMPTY':
+ objpurpose = 'model'
+ group = collection
+ return
+ return
+ for o in collection.objects:
+ if o == obj:
+ classname = cxr_classname(o)
+ if classname != None:
+ objpurpose = 'entity'
+ if o.type == 'MESH':
+ objpurpose = 'brush_entity'
+ group = collection
+ else:
+ if o.type == 'MESH':
+ objpurpose = 'brush'
+ group = collection
+ return
+ for c in collection.children:
+ _search(c)
+
+ if 'main' in bpy.data.collections:
+ _search( bpy.data.collections['main'] )
+
+ if objpurpose == None and 'skybox' in bpy.data.collections:
+ _search( bpy.data.collections['skybox'] )
+
+ return (group,objpurpose)
+
def cxr_intrinsic_classname(obj):
if obj.type == 'LIGHT':
return {
def _collect(collection,transform):
nonlocal sceneinfo
-
- if collection.name.startswith('.'): return
- if collection.hide_render: return
-
- if collection.name.startswith('mdl_'):
+
+ purpose = cxr_collection_purpose( collection )
+ if purpose == None: return
+ if purpose == 'model':
sceneinfo['entities'] += [{
"object": collection,
"classname": "prop_static",
print( F"{vmfinfo.brush_count} :: {cmd['object'].name}" )
baked = mesh_cxr_format( cmd['object'] )
- world = libcxr_decompose.call( baked, None )
+ world = cxr_decompose_globalerr( baked )
if world == None:
return False
shared_reload()
return {'FINISHED'}
+# Reset all debugging/ui information
+#
+class CXR_RESET(bpy.types.Operator):
+ bl_idname="convexer.reset"
+ bl_label="Reset Convexer"
+ def execute(_,context):
+ cxr_reset_all()
+ return {'FINISHED'}
+
# Used for exporting data to use with ASAN builds
#
class CXR_DEV_OPERATOR(bpy.types.Operator):
bl_idname="convexer.preview"
bl_label="Preview Brushes"
- LASTERR = None
RUNNING = False
def execute(_,context):
- return {'FINISHED'}
-
- def modal(_,context,event):
global cxr_view_mesh
- static = _.__class__
-
- if event.type == 'ESC':
- cxr_reset_lines()
- cxr_batch_lines()
- cxr_view_mesh = None
- static.RUNNING = False
-
- scene_redraw()
- return {'FINISHED'}
-
- return {'PASS_THROUGH'}
+ global cxr_view_shader, cxr_view_mesh, cxr_error_inf
+
+ cxr_reset_all()
- def invoke(_,context,event):
- global cxr_view_shader, cxr_view_mesh
static = _.__class__
- static.LASTERR = None
-
- cxr_reset_lines()
mesh_src = mesh_cxr_format(context.active_object)
-
- err = c_int32(0)
- world = libcxr_decompose.call( mesh_src, pointer(err) )
+ world = cxr_decompose_globalerr( mesh_src )
if world == None:
- cxr_view_mesh = None
- cxr_batch_lines()
- scene_redraw()
-
- static.LASTERR = ["There is no error", \
- "Non-Manifold",\
- "Bad-Manifold",\
- "No-Candidate",\
- "Internal-Fail",\
- "Non-Coplanar",\
- "Non-Convex Polygon",\
- "Bad Result",\
- "Invalid-Input"]\
- [err.value]
-
- if static.RUNNING:
- return {'CANCELLED'}
- else:
- context.window_manager.modal_handler_add(_)
- return {'RUNNING_MODAL'}
+ return {'FINISHED'}
# Generate preview using cxr
#
libcxr_free_world.call( world )
cxr_batch_lines()
scene_redraw()
-
- # Allow user to spam the operator
- if static.RUNNING:
- return {'CANCELLED'}
-
- if not static.RUNNING:
- static.RUNNING = True
- context.window_manager.modal_handler_add(_)
- return {'RUNNING_MODAL'}
+
+ return {'FINISHED'}
# Search for VMF compiler executables in subdirectory
#
if os.path.exists( path ): return path
else: return None
+# Compatibility layer
+#
+def cxr_temp_file( fn ):
+ if CXR_GNU_LINUX == 1:
+ return F"/tmp/fn"
+ else:
+ filepath = bpy.data.filepath
+ directory = os.path.dirname(filepath)
+ return F"{directory}/{fn}.txt"
+
def cxr_winepath( path ):
- return 'z:'+path.replace('/','\\')
+ if CXR_GNU_LINUX == 1:
+ return 'z:'+path.replace('/','\\')
+ else:
+ return path
# Main compile function
#
JOBSYS = None
def cancel(_,context):
- global cxr_jobs_batch
+ #global cxr_jobs_batch
static = _.__class__
wm = context.window_manager
static.FILE.close()
- cxr_jobs_batch = None
+ #cxr_jobs_batch = None
scene_redraw()
return {'FINISHED'}
static = _.__class__
if ev.type == 'TIMER':
- global cxr_jobs_batch
+ global cxr_jobs_batch, cxr_error_inf
if static.WAIT_REDRAW:
scene_redraw()
if static.SUBPROC != None:
# Deal with async modes
status = static.SUBPROC.poll()
- if status == None:
- # Cannot redirect STDOUT through here without causing
- # undefined behaviour due to the Blender Python specification.
- #
- # Have to write it out to a file and read it back in.
- #
- with open("/tmp/convexer_compile_log.txt","r") as log:
- static.LOG = log.readlines()
+ # Cannot redirect STDOUT through here without causing
+ # undefined behaviour due to the Blender Python specification.
+ #
+ # Have to write it out to a file and read it back in.
+ #
+
+ with open(cxr_temp_file("convexer_compile_log.txt"),"r") as log:
+ static.LOG = log.readlines()
+ if status == None:
return {'PASS_THROUGH'}
else:
#for l in static.SUBPROC.stdout:
if status != 0:
print(F'Compiler () error: {status}')
+
+ jobn = static.JOBSYS['jobs'][static.JOBID]
+ cxr_error_inf = ( F"{static.JOBSYS['title']} error {status}", jobn )
+
return _.cancel(context)
static.JOBSYS['jobs'][static.JOBID] = None
# All completed
print( "All jobs completed!" )
- cxr_jobs_batch = None
-
- scene_redraw()
+ #cxr_jobs_batch = None
+ #scene_redraw()
return _.cancel(context)
return {'PASS_THROUGH'}
return {'RUNNING_MODAL'}
print("Launching compiler toolchain")
+ cxr_reset_all()
# Run static compilation units now (collect, vmt..)
filepath = bpy.data.filepath
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.FILE = open(cxr_temp_file("convexer_compile_log.txt"),"w")
static.LOG = []
sceneinfo = cxr_scene_collect()
static.JOBINFO += [{
"title": "Convexer",
"w": 20,
- "colour": (1.0,0.3,0.1,1.0),
+ "colour": (0.863, 0.078, 0.235,1.0),
"exec": cxr_export_vmf,
"jobs": [(sceneinfo,output_vmf)]
}]
static.JOBINFO += [{
"title": "Textures",
"w": 40,
- "colour": (0.1,1.0,0.3,1.0),
+ "colour": (1.000, 0.271, 0.000,1.0),
"exec": compile_image,
"jobs": image_jobs
}]
static.JOBINFO += [{
"title": "Batches",
"w": 25,
- "colour": (0.5,0.5,1.0,1.0),
+ "colour": (1.000, 0.647, 0.000,1.0),
"exec": cxr_export_modelsrc,
"jobs": model_jobs
}]
static.JOBINFO += [{
"title": "StudioMDL",
"w": 20,
- "colour": (0.8,0.1,0.1,1.0),
+ "colour": (1.000, 0.843, 0.000, 1.0),
"exec": "studiomdl",
"jobs": [[settings[F'exe_studiomdl']] + [\
'-nop4', '-game', game, qc] for qc in qc_jobs],
static.JOBINFO += [{
"title": "VBSP",
"w": 25,
- "colour": (0.1,0.2,1.0,1.0),
+ "colour": (0.678, 1.000, 0.184,1.0),
"exec": "vbsp",
"jobs": [[settings[F'exe_vbsp']] + vbsp_opt + args],
"cwd": directory
static.JOBINFO += [{
"title": "VVIS",
"w": 25,
- "colour": (0.9,0.5,0.5,1.0),
+ "colour": (0.000, 1.000, 0.498,1.0),
"exec": "vvis",
"jobs": [[settings[F'exe_vvis']] + vvis_opt + args ],
"cwd": directory
static.JOBINFO += [{
"title": "VRAD",
"w": 25,
- "colour": (0.9,0.2,0.3,1.0),
+ "colour": (0.125, 0.698, 0.667,1.0),
"exec": "vrad",
"jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
"cwd": directory
static.JOBINFO += [{
"title": "CXR",
"w": 5,
- "colour": (0.0,1.0,0.4,1.0),
+ "colour": (0.118, 0.565, 1.000,1.0),
"exec": cxr_patchmap,
"jobs": [(bsp_local,bsp_remote)]
}]
static.JOBINFO += [{
"title": "Pack",
"w": 5,
- "colour": (0.2,0.2,0.2,1.0),
+ "colour": (0.541, 0.169, 0.886,1.0),
"exec": "bspzip",
"jobs": [[cxr_compiler_path("bspzip"), '-addlist', \
cxr_winepath(bsp_remote),
bl_region_type = 'UI'
bl_category = "Convexer"
- @classmethod
- def poll(cls, context):
- return (context.object is not None)
-
def draw(_, context):
layout = _.layout
+
+ active_object = context.object
+ if active_object == None: return
+
+ purpose = cxr_object_purpose( active_object )
+
+ if purpose[0] == None or purpose[1] == None:
+ usage_str = "No purpose"
+ else:
+ if purpose[1] == 'model':
+ usage_str = F'mesh in {asset_name( purpose[0] )}.mdl'
+ else:
+ usage_str = F'{purpose[1]} in {purpose[0].name}'
+
+ layout.label(text=F"Currently editing:")
+ box = layout.box()
+ box.label(text=usage_str)
+
+ if purpose[1] == 'brush' or purpose[1] == 'brush_entity':
+ row = layout.row()
+ row.scale_y = 2
+ row.operator("convexer.preview")
+
row = layout.row()
row.scale_y = 2
- row.operator("convexer.preview")
-
- if CXR_PREVIEW_OPERATOR.LASTERR != None:
- box = layout.box()
- box.label(text=CXR_PREVIEW_OPERATOR.LASTERR, icon='ERROR')
+ row.operator("convexer.reset")
# Main scene properties interface, where all the settings go
#
bl_context="scene"
def draw(_,context):
- _.layout.operator("convexer.reload")
- _.layout.operator("convexer.dev_test")
- _.layout.operator("convexer.preview")
- _.layout.operator("convexer.hash_reset")
+ if CXR_GNU_LINUX==1:
+ _.layout.operator("convexer.reload")
+ _.layout.operator("convexer.dev_test")
+ _.layout.operator("convexer.hash_reset")
settings = context.scene.cxr_data
- _.layout.prop(settings, "debug")
_.layout.prop(settings, "scale_factor")
_.layout.prop(settings, "skybox_scale_factor")
_.layout.prop(settings, "skyname" )
row.scale_y = 3
row.operator("convexer.chain", text=text)
+ row = box.row()
+ row.scale_y = 2
+ row.operator("convexer.reset")
+ if CXR_COMPILER_CHAIN.TIMER != None:
+ row.enabled = False
class CXR_MATERIAL_PANEL(bpy.types.Panel):
bl_label="VMT Properties"
class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup):
project_name: bpy.props.StringProperty( name="Project Name" )
- subdir: bpy.props.StringProperty( name="Subdirectory" )
+ subdir: bpy.props.StringProperty( name="../csgo/ folder" )
exe_studiomdl: bpy.props.StringProperty( name="studiomdl" )
exe_vbsp: bpy.props.StringProperty( name="vbsp" )
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", \
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_COMPILE_MATERIAL, CXR_COLLECTION_PANEL ]
+ CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL, CXR_RESET ]
vmt_param_dynamic_class = None