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
+
+ 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"
+
+ 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 = []
+ 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:
+ # 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'}
-
- 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 )
-
- 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 = obj.name
- print( F"Lightmapped shader {errmat} used on {errnam}")
- return {'CANCELLED'}
-
- # Collect images
+
+ # 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:
+
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(model_jobs) > 0:
- static.JOBINFO += [{
- "title": "Batches",
- "w": 25,
- "colour": (0.5,0.5,1.0,1.0),
- "exec": cxr_export_modelsrc,
- "jobs": model_jobs
- }]
-
- 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))}.vmt\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")
+
+ # 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
+ }]
- print("Chain exiting...")
- static.USER_EXIT=True
+ if len(static.JOBINFO) == 0:
+ return {'CANCELLED'}
+
+ 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):
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()
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,\