.phy pack
[convexer.git] / __init__.py
1 # Copyright (C) 2022 Harry Godden (hgn)
2
3 bl_info = {
4 "name":"Convexer",
5 "author": "Harry Godden (hgn)",
6 "version": (0,1),
7 "blender":(3,1,0),
8 "location":"Export",
9 "descriptin":"",
10 "warning":"",
11 "wiki_url":"",
12 "category":"Import/Export",
13 }
14
15 print( "Convexer reload" )
16
17 #from mathutils import *
18 import bpy, gpu, math, os, time, mathutils, blf, subprocess, shutil, hashlib
19 from ctypes import *
20 from gpu_extras.batch import batch_for_shader
21 from bpy.app.handlers import persistent
22
23 # GPU and viewport drawing
24 # ------------------------------------------------------------------------------
25
26 # Handlers
27 cxr_view_draw_handler = None
28 cxr_ui_draw_handler = None
29
30 # Batches
31 cxr_view_lines = None
32 cxr_view_mesh = None
33 cxr_jobs_batch = None
34 cxr_jobs_inf = []
35
36 # Shaders
37 cxr_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
38 cxr_ui_shader = gpu.types.GPUShader("""
39 uniform mat4 ModelViewProjectionMatrix;
40 uniform float scale;
41
42 in vec2 aPos;
43 in vec4 aColour;
44
45 out vec4 colour;
46
47 void main()
48 {
49 gl_Position = ModelViewProjectionMatrix * vec4(aPos.x*scale,aPos.y, 0.0, 1.0);
50 colour = aColour;
51 }
52 ""","""
53 in vec4 colour;
54 out vec4 FragColor;
55
56 void main()
57 {
58 FragColor = colour;
59 }
60 """)
61
62 # Render functions
63 #
64 def cxr_ui(_,context):
65 global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
66
67 w = gpu.state.viewport_get()[2]
68 cxr_ui_shader.bind()
69 cxr_ui_shader.uniform_float( "scale", w )
70
71 if cxr_jobs_batch != None:
72 gpu.state.blend_set('ALPHA')
73 cxr_jobs_batch.draw(cxr_ui_shader)
74
75 blf.position(0,2,50,0)
76 blf.size(0,50,48)
77 blf.color(0,1.0,1.0,1.0,1.0)
78 blf.draw(0,"Compiling")
79
80 for ji in cxr_jobs_inf:
81 blf.position(0,ji[0]*w,35,0)
82 blf.size(0,50,20)
83 blf.draw(0,ji[1])
84
85 py = 80
86 blf.size(0,50,16)
87 for ln in reversed(CXR_COMPILER_CHAIN.LOG[-25:]):
88 blf.position(0,2,py,0)
89 blf.draw(0,ln[:-1])
90 py += 16
91
92 #if CXR_PREVIEW_OPERATOR.LASTERR != None:
93 # blf.position(0,2,80,0)
94 # blf.size(0,50,48)
95 # blf.color(0,1.0,0.2,0.2,0.9)
96 # blf.draw(0,"Invalid geometry")
97
98 # Something is off with TIMER,
99 # this forces the viewport to redraw before we can continue with our
100 # compilation stuff.
101
102 CXR_COMPILER_CHAIN.WAIT_REDRAW = False
103
104 def cxr_draw():
105 global cxr_view_shader, cxr_view_mesh, cxr_view_lines
106
107 cxr_view_shader.bind()
108
109 gpu.state.depth_mask_set(False)
110 gpu.state.line_width_set(1.5)
111 gpu.state.face_culling_set('BACK')
112 gpu.state.depth_test_set('NONE')
113 gpu.state.blend_set('ALPHA')
114
115 if cxr_view_lines != None:
116 cxr_view_lines.draw( cxr_view_shader )
117
118 gpu.state.depth_test_set('LESS_EQUAL')
119 gpu.state.blend_set('ADDITIVE')
120 if cxr_view_mesh != None:
121 cxr_view_mesh.draw( cxr_view_shader )
122
123 def cxr_jobs_update_graph(jobs):
124 global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
125
126 cxr_jobs_inf = []
127
128 total_width = 0
129 verts = []
130 colours = []
131 indices = []
132
133 for sys in jobs:
134 total_width += sys['w']
135
136 sf = 1.0/total_width
137 cur = 0.0
138 ci = 0
139
140 for sys in jobs:
141 w = sys['w']
142 h = 30.0
143 colour = sys['colour']
144 colourwait = (colour[0],colour[1],colour[2],0.4)
145 colourrun = (colour[0]*1.5,colour[1]*1.5,colour[2]*1.5,0.5)
146 colourdone = (colour[0],colour[1],colour[2],1.0)
147
148 jobs = sys['jobs']
149 sfsub = (1.0/(len(jobs)))*w
150 i = 0
151
152 for j in jobs:
153 if j == None: colour = colourdone
154 else: colour = colourwait
155
156 px = (cur + (i)*sfsub) * sf
157 px1 = (cur + (i+1.0)*sfsub) * sf
158 i += 1
159
160 verts += [(px,0), (px, h), (px1, 0.0), (px1,h)]
161 colours += [colour,colour,colour,colour]
162 indices += [(ci+0,ci+2,ci+3),(ci+0,ci+3,ci+1)]
163 ci += 4
164
165 cxr_jobs_inf += [((sf*cur), sys['title'])]
166 cur += w
167
168 cxr_jobs_batch = batch_for_shader(
169 cxr_ui_shader, 'TRIS',
170 { "aPos": verts, "aColour": colours },
171 indices = indices
172 )
173
174 # view_layer.update() doesnt seem to work,
175 # tag_redraw() seems to have broken
176 # therefore, change a property
177 def scene_redraw():
178 ob = bpy.context.scene.objects[0]
179 ob.hide_render = ob.hide_render
180
181 # the 'real' way to refresh the scene
182 for area in bpy.context.window.screen.areas:
183 if area.type == 'view_3d':
184 area.tag_redraw()
185
186 # Shared libraries
187 # ------------------------------------------------------------------------------
188
189 # dlclose for reloading modules manually
190 libc_dlclose = None
191 libc_dlclose = cdll.LoadLibrary(None).dlclose
192 libc_dlclose.argtypes = [c_void_p]
193
194 # wrapper for ctypes binding
195 class extern():
196 def __init__(_,name,argtypes,restype):
197 _.name = name
198 _.argtypes = argtypes
199 _.restype = restype
200 _.call = None
201
202 def loadfrom(_,so):
203 _.call = getattr(so,_.name)
204 _.call.argtypes = _.argtypes
205
206 if _.restype != None:
207 _.call.restype = _.restype
208
209 # libcxr (convexer)
210 # ------------------------------------------------------------------------------
211
212 libcxr = None
213
214 # Structure definitions
215 #
216 class cxr_edge(Structure):
217 _fields_ = [("i0",c_int32),
218 ("i1",c_int32),
219 ("freestyle",c_int32),
220 ("sharp",c_int32)]
221
222 class cxr_static_loop(Structure):
223 _fields_ = [("index",c_int32),
224 ("edge_index",c_int32),
225 ("uv",c_double * 2)]
226
227 class cxr_polygon(Structure):
228 _fields_ = [("loop_start",c_int32),
229 ("loop_total",c_int32),
230 ("normal",c_double * 3),
231 ("center",c_double * 3),
232 ("material_id",c_int32)]
233
234 class cxr_material(Structure):
235 _fields_ = [("res",c_int32 * 2),
236 ("name",c_char_p)]
237
238 class cxr_static_mesh(Structure):
239 _fields_ = [("vertices",POINTER(c_double * 3)),
240 ("edges",POINTER(cxr_edge)),
241 ("loops",POINTER(cxr_static_loop)),
242 ("polys",POINTER(cxr_polygon)),
243 ("materials",POINTER(cxr_material)),
244
245 ("poly_count",c_int32),
246 ("vertex_count",c_int32),
247 ("edge_count",c_int32),
248 ("loop_count",c_int32),
249 ("material_count",c_int32)]
250
251 class cxr_tri_mesh(Structure):
252 _fields_ = [("vertices",POINTER(c_double *3)),
253 ("colours",POINTER(c_double *4)),
254 ("indices",POINTER(c_int32)),
255 ("indices_count",c_int32),
256 ("vertex_count",c_int32)]
257
258 class cxr_vmf_context(Structure):
259 _fields_ = [("mapversion",c_int32),
260 ("skyname",c_char_p),
261 ("detailvbsp",c_char_p),
262 ("detailmaterial",c_char_p),
263 ("scale",c_double),
264 ("offset",c_double *3),
265 ("lightmap_scale",c_int32),
266 ("brush_count",c_int32),
267 ("entity_count",c_int32),
268 ("face_count",c_int32)]
269
270 # Convert blenders mesh format into CXR's static format (they are very similar)
271 #
272 def mesh_cxr_format(obj):
273 orig_state = None
274
275 if bpy.context.active_object != None:
276 orig_state = obj.mode
277 if orig_state != 'OBJECT':
278 bpy.ops.object.mode_set(mode='OBJECT')
279
280 dgraph = bpy.context.evaluated_depsgraph_get()
281 data = obj.evaluated_get(dgraph).data
282
283 _,mtx_rot,_ = obj.matrix_world.decompose()
284
285 mesh = cxr_static_mesh()
286
287 vertex_data = ((c_double*3)*len(data.vertices))()
288 for i, vert in enumerate(data.vertices):
289 v = obj.matrix_world @ vert.co
290 vertex_data[i][0] = c_double(v[0])
291 vertex_data[i][1] = c_double(v[1])
292 vertex_data[i][2] = c_double(v[2])
293
294 loop_data = (cxr_static_loop*len(data.loops))()
295 polygon_data = (cxr_polygon*len(data.polygons))()
296
297 for i, poly in enumerate(data.polygons):
298 loop_start = poly.loop_start
299 loop_end = poly.loop_start + poly.loop_total
300 for loop_index in range(loop_start, loop_end):
301 loop = data.loops[loop_index]
302 loop_data[loop_index].index = loop.vertex_index
303 loop_data[loop_index].edge_index = loop.edge_index
304
305 if data.uv_layers:
306 uv = data.uv_layers.active.data[loop_index].uv
307 loop_data[loop_index].uv[0] = c_double(uv[0])
308 loop_data[loop_index].uv[1] = c_double(uv[1])
309 else:
310 loop_data[loop_index].uv[0] = c_double(0.0)
311 loop_data[loop_index].uv[1] = c_double(0.0)
312 center = obj.matrix_world @ poly.center
313 normal = mtx_rot @ poly.normal
314
315 polygon_data[i].loop_start = poly.loop_start
316 polygon_data[i].loop_total = poly.loop_total
317 polygon_data[i].normal[0] = normal[0]
318 polygon_data[i].normal[1] = normal[1]
319 polygon_data[i].normal[2] = normal[2]
320 polygon_data[i].center[0] = center[0]
321 polygon_data[i].center[1] = center[1]
322 polygon_data[i].center[2] = center[2]
323 polygon_data[i].material_id = poly.material_index
324
325 edge_data = (cxr_edge*len(data.edges))()
326
327 for i, edge in enumerate(data.edges):
328 edge_data[i].i0 = edge.vertices[0]
329 edge_data[i].i1 = edge.vertices[1]
330 edge_data[i].freestyle = edge.use_freestyle_mark
331 edge_data[i].sharp = edge.use_edge_sharp
332
333 material_data = (cxr_material*len(obj.material_slots))()
334
335 for i, ms in enumerate(obj.material_slots):
336 inf = material_info(ms.material)
337 material_data[i].res[0] = inf['res'][0]
338 material_data[i].res[1] = inf['res'][1]
339 material_data[i].name = inf['name'].encode('utf-8')
340
341 mesh.edges = cast(edge_data, POINTER(cxr_edge))
342 mesh.vertices = cast(vertex_data, POINTER(c_double*3))
343 mesh.loops = cast(loop_data,POINTER(cxr_static_loop))
344 mesh.polys = cast(polygon_data, POINTER(cxr_polygon))
345 mesh.materials = cast(material_data, POINTER(cxr_material))
346
347 mesh.poly_count = len(data.polygons)
348 mesh.vertex_count = len(data.vertices)
349 mesh.edge_count = len(data.edges)
350 mesh.loop_count = len(data.loops)
351 mesh.material_count = len(obj.material_slots)
352
353 if orig_state != None:
354 bpy.ops.object.mode_set(mode=orig_state)
355
356 return mesh
357
358 # Callback ctypes indirection things.. not really sure.
359 c_libcxr_log_callback = None
360 c_libcxr_line_callback = None
361
362 # Public API
363 # -------------------------------------------------------------
364 libcxr_decompose = extern( "cxr_decompose",
365 [POINTER(cxr_static_mesh), POINTER(c_int32)],
366 c_void_p
367 )
368 libcxr_free_world = extern( "cxr_free_world",
369 [c_void_p],
370 None
371 )
372 libcxr_write_test_data = extern( "cxr_write_test_data",
373 [POINTER(cxr_static_mesh)],
374 None
375 )
376 libcxr_world_preview = extern( "cxr_world_preview",
377 [c_void_p],
378 POINTER(cxr_tri_mesh)
379 )
380 libcxr_free_tri_mesh = extern( "cxr_free_tri_mesh",
381 [c_void_p],
382 None
383 )
384 libcxr_begin_vmf = extern( "cxr_begin_vmf",
385 [POINTER(cxr_vmf_context), c_void_p],
386 None
387 )
388 libcxr_vmf_begin_entities = extern( "cxr_vmf_begin_entities",
389 [POINTER(cxr_vmf_context), c_void_p],
390 None
391 )
392 libcxr_push_world_vmf = extern("cxr_push_world_vmf",
393 [c_void_p,POINTER(cxr_vmf_context),c_void_p],
394 None
395 )
396 libcxr_end_vmf = extern( "cxr_end_vmf",
397 [POINTER(cxr_vmf_context),c_void_p],
398 None
399 )
400
401 # VDF + with open wrapper
402 libcxr_vdf_open = extern( "cxr_vdf_open", [c_char_p], c_void_p )
403 libcxr_vdf_close = extern( "cxr_vdf_close", [c_void_p], None )
404 libcxr_vdf_put = extern( "cxr_vdf_put", [c_void_p,c_char_p], None )
405 libcxr_vdf_node = extern( "cxr_vdf_node", [c_void_p,c_char_p], None )
406 libcxr_vdf_edon = extern( "cxr_vdf_edon", [c_void_p], None )
407 libcxr_vdf_kv = extern( "cxr_vdf_kv", [c_void_p,c_char_p,c_char_p], None )
408
409 class vdf_structure():
410 def __init__(_,path):
411 _.path = path
412 def __enter__(_):
413 _.fp = libcxr_vdf_open.call( _.path.encode('utf-8') )
414 if _.fp == None:
415 print( F"Could not open file {_.path}" )
416 return None
417 return _
418 def __exit__(_,type,value,traceback):
419 if _.fp != None:
420 libcxr_vdf_close.call(_.fp)
421 def put(_,s):
422 libcxr_vdf_put.call(_.fp, s.encode('utf-8') )
423 def node(_,name):
424 libcxr_vdf_node.call(_.fp, name.encode('utf-8') )
425 def edon(_):
426 libcxr_vdf_edon.call(_.fp)
427 def kv(_,k,v):
428 libcxr_vdf_kv.call(_.fp, k.encode('utf-8'), v.encode('utf-8'))
429
430 # Other
431 libcxr_lightpatch_bsp = extern( "cxr_lightpatch_bsp", [c_char_p], None )
432
433 libcxr_funcs = [ libcxr_decompose, libcxr_free_world, libcxr_begin_vmf, \
434 libcxr_vmf_begin_entities, libcxr_push_world_vmf, \
435 libcxr_end_vmf, libcxr_vdf_open, libcxr_vdf_close, \
436 libcxr_vdf_put, libcxr_vdf_node, libcxr_vdf_edon,
437 libcxr_vdf_kv, libcxr_lightpatch_bsp, libcxr_write_test_data,\
438 libcxr_world_preview, libcxr_free_tri_mesh ]
439
440 # Callbacks
441
442 def libcxr_log_callback(logStr):
443 print( F"{logStr.decode('utf-8')}",end='' )
444
445 cxr_line_positions = None
446 cxr_line_colours = None
447
448 def cxr_reset_lines():
449 global cxr_line_positions, cxr_line_colours
450
451 cxr_line_positions = []
452 cxr_line_colours = []
453
454 def cxr_batch_lines():
455 global cxr_line_positions, cxr_line_colours, cxr_view_shader, cxr_view_lines
456
457 cxr_view_lines = batch_for_shader(\
458 cxr_view_shader, 'LINES',\
459 { "pos": cxr_line_positions, "color": cxr_line_colours })
460
461 def libcxr_line_callback( p0,p1,colour ):
462 global cxr_line_colours, cxr_line_positions
463
464 cxr_line_positions += [(p0[0],p0[1],p0[2])]
465 cxr_line_positions += [(p1[0],p1[1],p1[2])]
466 cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
467 cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
468
469 # libnbvtf
470 # ------------------------------------------------------------------------------
471
472 libnbvtf = None
473
474 # Constants
475 NBVTF_IMAGE_FORMAT_ABGR8888 = 1
476 NBVTF_IMAGE_FORMAT_BGR888 = 3
477 NBVTF_IMAGE_FORMAT_DXT1 = 13
478 NBVTF_IMAGE_FORMAT_DXT5 = 15
479 NBVTF_TEXTUREFLAGS_CLAMPS = 0x00000004
480 NBVTF_TEXTUREFLAGS_CLAMPT = 0x00000008
481 NBVTF_TEXTUREFLAGS_NORMAL = 0x00000080
482 NBVTF_TEXTUREFLAGS_NOMIP = 0x00000100
483 NBVTF_TEXTUREFLAGS_NOLOD = 0x00000200
484
485 libnbvtf_convert = extern( "nbvtf_convert", \
486 [c_char_p,c_int32,c_int32,c_int32,c_int32,c_int32,c_uint32,c_char_p], \
487 c_int32 )
488
489 libnbvtf_init = extern( "nbvtf_init", [], None )
490 libnbvtf_funcs = [ libnbvtf_convert, libnbvtf_init ]
491
492 # Loading
493 # --------------------------
494
495 def shared_reload():
496 global libcxr, libnbvtf, libcxr_funcs, libnbvtf_funcs
497
498 # Unload libraries if existing
499 def _reload( lib, path ):
500 if lib != None:
501 _handle = lib._handle
502 for i in range(10): libc_dlclose( _handle )
503 lib = None
504 del lib
505 return cdll.LoadLibrary( F'{os.path.dirname(__file__)}/{path}.so' )
506
507 libnbvtf = _reload( libnbvtf, "libnbvtf" )
508 libcxr = _reload( libcxr, "libcxr" )
509
510 for fd in libnbvtf_funcs:
511 fd.loadfrom( libnbvtf )
512 libnbvtf_init.call()
513
514 for fd in libcxr_funcs:
515 fd.loadfrom( libcxr )
516
517 # Callbacks
518 global c_libcxr_log_callback, c_libcxr_line_callback
519
520 LOG_FUNCTION_TYPE = CFUNCTYPE(None,c_char_p)
521 c_libcxr_log_callback = LOG_FUNCTION_TYPE(libcxr_log_callback)
522
523 LINE_FUNCTION_TYPE = CFUNCTYPE(None,\
524 POINTER(c_double), POINTER(c_double), POINTER(c_double))
525 c_libcxr_line_callback = LINE_FUNCTION_TYPE(libcxr_line_callback)
526
527 libcxr.cxr_set_log_function(cast(c_libcxr_log_callback,c_void_p))
528 libcxr.cxr_set_line_function(cast(c_libcxr_line_callback,c_void_p))
529
530 build_time = c_char_p.in_dll(libcxr,'cxr_build_time')
531 print( F"libcxr build time: {build_time.value}" )
532
533 shared_reload()
534
535 # Configuration
536 # ------------------------------------------------------------------------------
537
538 # Standard entity functions, think of like base.fgd
539 #
540 def cxr_get_origin(context):
541 return context['object'].location * context['transform']['scale'] + \
542 mathutils.Vector(context['transform']['offset'])
543
544 def cxr_get_angles(context):
545 obj = context['object']
546 euler = [ a*57.295779513 for a in obj.rotation_euler ]
547 angle = [0,0,0]
548 angle[0] = euler[1]
549 angle[1] = euler[2]
550 angle[2] = euler[0]
551 return angle
552
553 def cxr_baseclass(classes, other):
554 base = other.copy()
555 for x in classes:
556 base.update(x.copy())
557 return base
558
559 # EEVEE Light component converter -> Source 1
560 #
561 def ent_lights(context):
562 obj = context['object']
563 kvs = cxr_baseclass([ent_origin],\
564 {
565 "_distance": (0.0 if obj.data.cxr_data.realtime else -1.0),
566 "_lightHDR": '-1 -1 -1 1',
567 "_lightscaleHDR": 1
568 })
569
570 light_base = [(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\
571 [obj.data.energy * bpy.context.scene.cxr_data.light_scale]
572
573 if obj.data.type == 'SPOT' or obj.data.type == 'SUN':
574 # Blenders directional lights are -z forward
575 # Source is +x, however, it seems to use a completely different system.
576 # Since we dont care about roll for spotlights, we just take the
577 # pitch and yaw via trig
578
579 _,mtx_rot,_ = obj.matrix_world.decompose()
580 fwd = mtx_rot @ mathutils.Vector((0,0,-1))
581 dir_pitch = math.asin(fwd[2]) * 57.295779513
582 dir_yaw = math.atan2(fwd[1],fwd[0]) * 57.295779513
583
584 if obj.data.type == 'SPOT':
585 kvs['_light'] = [ int(x) for x in light_base ]
586 kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0)
587 kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone']
588
589 kvs['pitch'] = dir_pitch
590 kvs['angles'] = [ 0, dir_yaw, 0 ]
591 kvs['_quadratic_attn'] = 0.0 # Source spotlights + quadratic falloff look
592 # Really bad...
593 #
594 # Blender's default has a much more 'nice'
595 # look.
596 kvs['_linear_attn'] = 1.0
597
598 elif obj.data.type == 'POINT':
599 kvs['_light'] = [ int(x) for x in light_base]
600 kvs['_quadratic_attn'] = 1.0
601 kvs['_linear_attn'] = 0.0
602
603 elif obj.data.type == 'SUN':
604 light_base[3] *= 300.0 * 5
605 kvs['_light'] = [ int(x) for x in light_base ]
606
607 ambient = bpy.context.scene.world.color
608 kvs['_ambient'] = [int(pow(ambient[i],1.0/2.2)*255.0) for i in range(3)] +\
609 [80 * 5]
610 kvs['_ambientHDR'] = [-1,-1,-1,1]
611 kvs['_AmbientScaleHDR'] = 1
612 kvs['pitch'] = dir_pitch
613 kvs['angles'] = [ dir_pitch, dir_yaw, 0.0 ]
614 kvs['SunSpreadAngle'] = 0
615
616 return kvs
617
618 def ent_prop(context):
619 if isinstance( context['object'], bpy.types.Collection ):
620 kvs = {}
621 target = context['object']
622 pos = mathutils.Vector(context['origin'])
623 pos += mathutils.Vector(context['transform']['offset'])
624
625 kvs['origin'] = [pos[1],-pos[0],pos[2]]
626 kvs['angles'] = [0,180,0]
627 else:
628 kvs = cxr_baseclass([ent_origin],{})
629 target = context['object'].instance_collection
630
631 obj = context['object']
632 euler = [ a*57.295779513 for a in obj.rotation_euler ]
633 angle = [0,0,0]
634 angle[0] = euler[1]
635 angle[1] = euler[2] + 180.0 # Dunno...
636 angle[2] = euler[0]
637
638 kvs['angles'] = angle
639
640
641 kvs['enablelightbounce'] = 1
642 kvs['disableshadows'] = 0
643 kvs['fademindist'] = -1
644 kvs['fadescale'] = 1
645 kvs['model'] = F"{asset_path('models',target)}.mdl".lower()
646 kvs['renderamt'] = 255
647 kvs['rendercolor'] = [255, 255, 255]
648 kvs['skin'] = 0
649 kvs['solid'] = 6
650 kvs['uniformscale'] = 1.0
651
652 return kvs
653
654 def ent_sky_camera(context):
655 settings = bpy.context.scene.cxr_data
656 scale = settings.scale_factor / settings.skybox_scale_factor
657
658 kvs = {
659 "origin": [_ for _ in context['transform']['offset']],
660 "angles": [ 0, 0, 0 ],
661 "fogcolor": [255, 255, 255],
662 "fogcolor2": [255, 255, 255],
663 "fogdir": [1,0,0],
664 "fogend": 2000.0,
665 "fogmaxdensity": 1,
666 "fogstart": 500.0,
667 "HDRColorScale": 1.0,
668 "scale": scale
669 }
670 return kvs
671
672 def ent_cubemap(context):
673 obj = context['object']
674 return cxr_baseclass([ent_origin], {"cubemapsize": obj.data.cxr_data.size})
675
676 ent_origin = { "origin": cxr_get_origin }
677 ent_angles = { "angles": cxr_get_angles }
678 ent_transform = cxr_baseclass( [ent_origin], ent_angles )
679
680 #include the user config
681 exec(open(F'{os.path.dirname(__file__)}/config.py').read())
682
683 # Blender state callbacks
684 # ------------------------------------------------------------------------------
685
686 @persistent
687 def cxr_on_load(dummy):
688 global cxr_view_lines, cxr_view_mesh
689
690 cxr_view_lines = None
691 cxr_view_mesh = None
692
693 @persistent
694 def cxr_dgraph_update(scene,dgraph):
695 return
696 print( F"Hallo {time.time()}" )
697
698 # Convexer compilation functions
699 # ------------------------------------------------------------------------------
700
701 # Asset path management
702
703 def asset_uid(asset):
704 if isinstance(asset,str):
705 return asset
706
707 # Create a unique ID string
708 base = "bopshei"
709 v = asset.cxr_data.asset_id
710 name = ""
711
712 if v == 0:
713 name = "A"
714 else:
715 dig = []
716
717 while v:
718 dig.append( int( v % len(base) ) )
719 v //= len(base)
720
721 for d in dig[::-1]:
722 name += base[d]
723
724 if bpy.context.scene.cxr_data.include_names:
725 name += asset.name.replace('.','_')
726
727 return name
728
729 # -> <project_name>/<asset_name>
730 def asset_name(asset):
731 return F"{bpy.context.scene.cxr_data.project_name}/{asset_uid(asset)}"
732
733 # -> <subdir>/<project_name>/<asset_name>
734 def asset_path(subdir, asset):
735 return F"{subdir}/{asset_name(asset_uid(asset))}"
736
737 # -> <csgo>/<subdir>/<project_name>/<asset_name>
738 def asset_full_path(sdir,asset):
739 return F"{bpy.context.scene.cxr_data.subdir}/"+\
740 F"{asset_path(sdir,asset_uid(asset))}"
741
742 # Entity functions / infos
743 # ------------------------
744
745 def cxr_intrinsic_classname(obj):
746 if obj.type == 'LIGHT':
747 return {
748 'SPOT': "light_spot",
749 'POINT': "light",
750 'SUN': "light_environment" }[ obj.data.type ]
751
752 elif obj.type == 'LIGHT_PROBE':
753 return "env_cubemap"
754 elif obj.type == 'EMPTY':
755 if obj.is_instancer:
756 return "prop_static"
757
758 return None
759
760 def cxr_custom_class(obj):
761 if obj.type == 'MESH': custom_class = obj.cxr_data.brushclass
762 else: custom_class = obj.cxr_data.classname
763
764 return custom_class
765
766 def cxr_classname(obj):
767 intr = cxr_intrinsic_classname(obj)
768 if intr != None: return intr
769
770 custom_class = cxr_custom_class(obj)
771 if custom_class != 'NONE':
772 return custom_class
773
774 return None
775
776 # Returns array of:
777 # intinsic: (k, False, value)
778 # property: (k, True, value or default)
779 #
780 # Error: None
781 #
782 def cxr_entity_keyvalues(context):
783 classname = context['classname']
784 obj = context['object']
785 if classname not in cxr_entities: return None
786
787 result = []
788
789 entdef = cxr_entities[classname]
790 kvs = entdef['keyvalues']
791
792 if callable(kvs): kvs = kvs(context)
793
794 for k in kvs:
795 kv = kvs[k]
796 value = kv
797 isprop = False
798
799 if isinstance(kv,dict):
800 isprop = True
801 value = obj[ F"cxrkv_{k}" ]
802 else:
803 if callable(kv):
804 value = kv(context)
805
806 if isinstance(value,mathutils.Vector):
807 value = [_ for _ in value]
808
809 result += [(k, isprop, value)]
810
811 return result
812
813 # Extract material information from shader graph data
814 #
815 def material_info(mat):
816 info = {}
817 info['res'] = (512,512)
818 info['name'] = 'tools/toolsnodraw'
819
820 if mat == None or mat.use_nodes == False:
821 return info
822
823 # Builtin shader
824 if mat.cxr_data.shader == 'Builtin':
825 info['name'] = mat.name
826 return info
827
828 # Custom materials
829 info['name'] = asset_name(mat)
830
831 # Using the cxr_graph_mapping as a reference, go through the shader
832 # graph and gather all $props from it.
833 #
834 def _graph_read( node_def, node=None, depth=0 ):
835 nonlocal mat
836 nonlocal info
837
838 def _variant_apply( val ):
839 nonlocal mat
840
841 if isinstance( val, str ):
842 return val
843 else:
844 for shader_variant in val:
845 if shader_variant[0] == mat.cxr_data.shader:
846 return shader_variant[1]
847
848 # Find rootnodes
849 if node == None:
850 _graph_read.extracted = []
851
852 for node_idname in node_def:
853 for n in mat.node_tree.nodes:
854 if n.bl_idname == node_idname:
855 node_def = node_def[node_idname]
856 node = n
857 break
858
859 for link in node_def:
860 if isinstance( node_def[link], dict ):
861 inputt = node.inputs[link]
862 inputt_def = node_def[link]
863
864 if inputt.is_linked:
865
866 # look for definitions for the connected node type
867 con = inputt.links[0].from_node
868
869 for node_idname in inputt_def:
870 if con.bl_idname == node_idname:
871 con_def = inputt_def[ node_idname ]
872 _graph_read( con_def, con, depth+1 )
873
874 # No definition found! :(
875 # TODO: Make a warning for this?
876
877 else:
878 if "default" in inputt_def:
879 prop = _variant_apply( inputt_def['default'] )
880 info[prop] = inputt.default_value
881 else:
882 prop = _variant_apply( node_def[link] )
883 info[prop] = getattr(node,link)
884
885 _graph_read(cxr_graph_mapping)
886
887 if "$basetexture" in info:
888 export_res = info['$basetexture'].cxr_data.export_res
889 info['res'] = (export_res[0], export_res[1])
890
891 return info
892
893 def vec3_min( a, b ):
894 return mathutils.Vector((min(a[0],b[0]),min(a[1],b[1]),min(a[2],b[2])))
895 def vec3_max( a, b ):
896 return mathutils.Vector((max(a[0],b[0]),max(a[1],b[1]),max(a[2],b[2])))
897
898 def cxr_collection_center(collection, transform):
899 BIG=999999999
900 bounds_min = mathutils.Vector((BIG,BIG,BIG))
901 bounds_max = mathutils.Vector((-BIG,-BIG,-BIG))
902
903 for obj in collection.objects:
904 if obj.type == 'MESH':
905 corners = [ mathutils.Vector(c) for c in obj.bound_box ]
906
907 for corner in [ obj.matrix_world@c for c in corners ]:
908 bounds_min = vec3_min( bounds_min, corner )
909 bounds_max = vec3_max( bounds_max, corner )
910
911 center = (bounds_min + bounds_max) / 2.0
912
913 origin = mathutils.Vector((-center[1],center[0],center[2]))
914 origin *= transform['scale']
915
916 return origin
917
918 # Prepares Scene into dictionary format
919 #
920 def cxr_scene_collect():
921 context = bpy.context
922
923 # Make sure all of our asset types have a unique ID
924 def _uid_prepare(objtype):
925 used_ids = [0]
926 to_generate = []
927 id_max = 0
928 for o in objtype:
929 vs = o.cxr_data
930 if vs.asset_id in used_ids:
931 to_generate+=[vs]
932 else:
933 id_max = max(id_max,vs.asset_id)
934 used_ids+=[vs.asset_id]
935 for vs in to_generate:
936 id_max += 1
937 vs.asset_id = id_max
938 _uid_prepare(bpy.data.materials)
939 _uid_prepare(bpy.data.images)
940 _uid_prepare(bpy.data.collections)
941
942 sceneinfo = {
943 "entities": [], # Everything with a classname
944 "geo": [], # All meshes without a classname
945 "heros": [] # Collections prefixed with mdl_
946 }
947
948 def _collect(collection,transform):
949 nonlocal sceneinfo
950
951 if collection.name.startswith('.'): return
952 if collection.hide_render: return
953
954 if collection.name.startswith('mdl_'):
955 sceneinfo['entities'] += [{
956 "object": collection,
957 "classname": "prop_static",
958 "transform": transform,
959 "origin": cxr_collection_center( collection, transform )
960 }]
961
962 sceneinfo['heros'] += [{
963 "collection": collection,
964 "transform": transform,
965 "origin": cxr_collection_center( collection, transform )
966 }]
967 return
968
969 for obj in collection.objects:
970 if obj.hide_get(): continue
971
972 classname = cxr_classname( obj )
973
974 if classname != None:
975 sceneinfo['entities'] += [{
976 "object": obj,
977 "classname": classname,
978 "transform": transform
979 }]
980 elif obj.type == 'MESH':
981 sceneinfo['geo'] += [{
982 "object": obj,
983 "transform": transform
984 }]
985
986 for c in collection.children:
987 _collect( c, transform )
988
989 transform_main = {
990 "scale": context.scene.cxr_data.scale_factor,
991 "offset": (0,0,0)
992 }
993
994 transform_sky = {
995 "scale": context.scene.cxr_data.skybox_scale_factor,
996 "offset": (0,0,context.scene.cxr_data.skybox_offset )
997 }
998
999 if 'main' in bpy.data.collections:
1000 _collect( bpy.data.collections['main'], transform_main )
1001
1002 if 'skybox' in bpy.data.collections:
1003 _collect( bpy.data.collections['skybox'], transform_sky )
1004
1005 sceneinfo['entities'] += [{
1006 "object": None,
1007 "transform": transform_sky,
1008 "classname": "sky_camera"
1009 }]
1010
1011 return sceneinfo
1012
1013 # Write VMF out to file (JOB HANDLER)
1014 #
1015 def cxr_export_vmf(sceneinfo, output_vmf):
1016 cxr_reset_lines()
1017
1018 with vdf_structure(output_vmf) as m:
1019 print( F"Write: {output_vmf}" )
1020
1021 vmfinfo = cxr_vmf_context()
1022 vmfinfo.mapversion = 4
1023
1024 #TODO: These need to be in options...
1025 vmfinfo.skyname = bpy.context.scene.cxr_data.skyname.encode('utf-8')
1026 vmfinfo.detailvbsp = b"detail.vbsp"
1027 vmfinfo.detailmaterial = b"detail/detailsprites"
1028 vmfinfo.lightmap_scale = 12
1029
1030 vmfinfo.brush_count = 0
1031 vmfinfo.entity_count = 0
1032 vmfinfo.face_count = 0
1033
1034 libcxr_begin_vmf.call( pointer(vmfinfo), m.fp )
1035
1036 def _buildsolid( cmd ):
1037 nonlocal m
1038
1039 print( F"{vmfinfo.brush_count} :: {cmd['object'].name}" )
1040
1041 baked = mesh_cxr_format( cmd['object'] )
1042 world = libcxr_decompose.call( baked, None )
1043
1044 if world == None:
1045 return False
1046
1047 vmfinfo.scale = cmd['transform']['scale']
1048
1049 offset = cmd['transform']['offset']
1050 vmfinfo.offset[0] = offset[0]
1051 vmfinfo.offset[1] = offset[1]
1052 vmfinfo.offset[2] = offset[2]
1053
1054 libcxr_push_world_vmf.call( world, pointer(vmfinfo), m.fp )
1055 libcxr_free_world.call( world )
1056
1057 return True
1058
1059 # World geometry
1060 for brush in sceneinfo['geo']:
1061 if not _buildsolid( brush ):
1062 cxr_batch_lines()
1063 scene_redraw()
1064 return False
1065
1066 libcxr_vmf_begin_entities.call(pointer(vmfinfo), m.fp)
1067
1068 # Entities
1069 for ent in sceneinfo['entities']:
1070 obj = ent['object']
1071 ctx = ent['transform']
1072 cls = ent['classname']
1073
1074 m.node( 'entity' )
1075 m.kv( 'classname', cls )
1076
1077 kvs = cxr_entity_keyvalues( ent )
1078
1079 for kv in kvs:
1080 if isinstance(kv[2], list):
1081 m.kv( kv[0], ' '.join([str(_) for _ in kv[2]]) )
1082 else: m.kv( kv[0], str(kv[2]) )
1083
1084 if obj == None:
1085 pass
1086 elif not isinstance( obj, bpy.types.Collection ):
1087 if obj.type == 'MESH':
1088 if not _buildsolid( ent ):
1089 cxr_batch_lines()
1090 scene_redraw()
1091 return False
1092
1093 m.edon()
1094
1095 print( "Done" )
1096 return True
1097
1098 # COmpile image using NBVTF and hash it (JOB HANDLER)
1099 #
1100 def compile_image(img):
1101 if img==None:
1102 return None
1103
1104 name = asset_name(img)
1105 src_path = bpy.path.abspath(img.filepath)
1106
1107 dims = img.cxr_data.export_res
1108 fmt = {
1109 'RGBA': NBVTF_IMAGE_FORMAT_ABGR8888,
1110 'DXT1': NBVTF_IMAGE_FORMAT_DXT1,
1111 'DXT5': NBVTF_IMAGE_FORMAT_DXT5,
1112 'RGB': NBVTF_IMAGE_FORMAT_BGR888
1113 }[ img.cxr_data.fmt ]
1114
1115 mipmap = img.cxr_data.mipmap
1116 lod = img.cxr_data.lod
1117 clamp = img.cxr_data.clamp
1118 flags = img.cxr_data.flags
1119
1120 q=bpy.context.scene.cxr_data.image_quality
1121
1122 userflag_hash = F"{mipmap}.{lod}.{clamp}.{flags}"
1123 file_hash = F"{name}.{os.path.getmtime(src_path)}"
1124 comphash = F"{file_hash}.{dims[0]}.{dims[1]}.{fmt}.{userflag_hash}.{q}"
1125
1126 if img.cxr_data.last_hash != comphash:
1127 print( F"Texture update: {img.filepath}" )
1128
1129 src = src_path.encode('utf-8')
1130 dst = (asset_full_path('materials',img)+'.vtf').encode('utf-8')
1131
1132 flags_full = flags
1133
1134 # texture setting flags
1135 if not lod: flags_full |= NBVTF_TEXTUREFLAGS_NOLOD
1136 if clamp:
1137 flags_full |= NBVTF_TEXTUREFLAGS_CLAMPS
1138 flags_full |= NBVTF_TEXTUREFLAGS_CLAMPT
1139
1140 if libnbvtf_convert.call(src,dims[0],dims[1],mipmap,fmt,q,flags_full,dst):
1141 img.cxr_data.last_hash = comphash
1142
1143 return name
1144
1145 #
1146 # Compile a material to VMT format. This is quick to run, doesnt need to be a
1147 # job handler.
1148 #
1149 def compile_material(mat):
1150 info = material_info(mat)
1151 properties = mat.cxr_data
1152
1153 print( F"Compile {asset_full_path('materials',mat)}.vmt" )
1154 if properties.shader == 'Builtin':
1155 return []
1156
1157 props = []
1158
1159 # Walk the property tree
1160 def _mlayer( layer ):
1161 nonlocal properties, props
1162
1163 for decl in layer:
1164 if isinstance(layer[decl],dict): # $property definition
1165 pdef = layer[decl]
1166 ptype = pdef['type']
1167
1168 subdefines = False
1169 default = None
1170 prop = None
1171
1172 if 'shaders' in pdef and properties.shader not in pdef['shaders']:
1173 continue
1174
1175 # Group expansion (does it have subdefinitions?)
1176 for ch in pdef:
1177 if isinstance(pdef[ch],dict):
1178 subdefines = True
1179 break
1180
1181 expandview = False
1182
1183 if ptype == 'ui':
1184 expandview = True
1185 else:
1186 if ptype == 'intrinsic':
1187 if decl in info:
1188 prop = info[decl]
1189 else:
1190 prop = getattr(properties,decl)
1191 default = pdef['default']
1192
1193 if not isinstance(prop,str) and \
1194 not isinstance(prop,bpy.types.Image) and \
1195 hasattr(prop,'__getitem__'):
1196 prop = tuple([p for p in prop])
1197
1198 if prop != default:
1199 # write prop
1200 props += [(decl,pdef,prop)]
1201
1202 if subdefines:
1203 expandview = True
1204
1205 if expandview: _mlayer(pdef)
1206
1207 _mlayer( cxr_shader_params )
1208
1209 # Write the vmt
1210 with vdf_structure( F"{asset_full_path('materials',mat)}.vmt" ) as vmt:
1211 vmt.node( properties.shader )
1212 vmt.put( "// Convexer export\n" )
1213
1214 for pair in props:
1215 decl = pair[0]
1216 pdef = pair[1]
1217 prop = pair[2]
1218
1219 def _numeric(v):
1220 nonlocal pdef
1221 if 'exponent' in pdef: return str(pow( v, pdef['exponent'] ))
1222 else: return str(v)
1223
1224 if isinstance(prop,bpy.types.Image):
1225 vmt.kv( decl, asset_name(prop))
1226 elif isinstance(prop,bool):
1227 vmt.kv( decl, '1' if prop else '0' )
1228 elif isinstance(prop,str):
1229 vmt.kv( decl, prop )
1230 elif isinstance(prop,float) or isinstance(prop,int):
1231 vmt.kv( decl, _numeric(prop) )
1232 elif isinstance(prop,tuple):
1233 vmt.kv( decl, F"[{' '.join([_numeric(_) for _ in prop])}]" )
1234 else:
1235 vmt.put( F"// (cxr) unkown shader value type'{type(prop)}'" )
1236
1237 vmt.edon()
1238 return props
1239
1240 def cxr_modelsrc_vphys( mdl ):
1241 for obj in mdl.objects:
1242 if obj.name == F"{mdl.name}_phy":
1243 return obj
1244 return None
1245
1246 def cxr_export_modelsrc( mdl, origin, asset_dir, project_name, transform ):
1247 dgraph = bpy.context.evaluated_depsgraph_get()
1248
1249 # Compute hash value
1250 chash = asset_uid(mdl)+str(origin)+str(transform)
1251
1252 #for obj in mdl.objects:
1253 # if obj.type != 'MESH':
1254 # continue
1255
1256 # ev = obj.evaluated_get(dgraph).data
1257 # srcverts=[(v.co[0],v.co[1],v.co[2]) for v in ev.vertices]
1258 # srcloops=[(l.normal[0],l.normal[1],l.normal[2]) for l in ev.loops]
1259
1260 # chash=hashlib.sha224((str(srcverts)+chash).encode()).hexdigest()
1261 # chash=hashlib.sha224((str(srcloops)+chash).encode()).hexdigest()
1262
1263 # if ev.uv_layers.active != None:
1264 # uv_layer = ev.uv_layers.active.data
1265 # srcuv=[(uv.uv[0],uv.uv[1]) for uv in uv_layer]
1266 # else:
1267 # srcuv=['none']
1268
1269 # chash=hashlib.sha224((str(srcuv)+chash).encode()).hexdigest()
1270 # srcmats=[ ms.material.name for ms in obj.material_slots ]
1271 # chash=hashlib.sha224((str(srcmats)+chash).encode()).hexdigest()
1272 # transforms=[ obj.location, obj.rotation_euler, obj.scale ]
1273 # srctr=[(v[0],v[1],v[2]) for v in transforms]
1274 # chash=hashlib.sha224((str(srctr)+chash).encode()).hexdigest()
1275
1276 #if chash != mdl.cxr_data.last_hash:
1277 # mdl.cxr_data.last_hash = chash
1278 # print( F"Compile: {mdl.name}" )
1279 #else:
1280 # return True
1281
1282 bpy.ops.object.select_all(action='DESELECT')
1283
1284 # Get viewlayer
1285 def _get_layer(col,name):
1286 for c in col.children:
1287 if c.name == name:
1288 return c
1289 sub = _get_layer(c,name)
1290 if sub != None:
1291 return sub
1292 return None
1293 layer = _get_layer(bpy.context.view_layer.layer_collection,mdl.name)
1294
1295 prev_state = layer.hide_viewport
1296 layer.hide_viewport=False
1297
1298 # Collect materials to be compiled, and temp rename for export
1299 mat_dict = {}
1300
1301 vphys = None
1302 for obj in mdl.objects:
1303 if obj.name == F"{mdl.name}_phy":
1304 vphys = obj
1305 continue
1306
1307 obj.select_set(state=True)
1308 for ms in obj.material_slots:
1309 if ms.material != None:
1310 if ms.material not in mat_dict:
1311 mat_dict[ms.material] = ms.material.name
1312 ms.material.name = asset_uid(ms.material)
1313 ms.material.use_nodes = False
1314
1315 uid=asset_uid(mdl)
1316 bpy.ops.export_scene.fbx( filepath=F'{asset_dir}/{uid}_ref.fbx',\
1317 check_existing=False,
1318 use_selection=True,
1319 apply_unit_scale=False,
1320 bake_space_transform=False
1321 )
1322
1323 bpy.ops.object.select_all(action='DESELECT')
1324
1325 if vphys != None:
1326 vphys.select_set(state=True)
1327 bpy.ops.export_scene.fbx( filepath=F'{asset_dir}/{uid}_phy.fbx',\
1328 check_existing=False,
1329 use_selection=True,
1330 apply_unit_scale=False,
1331 bake_space_transform=False
1332 )
1333 bpy.ops.object.select_all(action='DESELECT')
1334
1335 # Fix material names back to original
1336 for mat in mat_dict:
1337 mat.name = mat_dict[mat]
1338 mat.use_nodes = True
1339
1340 layer.hide_viewport=prev_state
1341
1342 # Write out QC file
1343 with open(F'{asset_dir}/{uid}.qc','w') as o:
1344 o.write(F'$modelname "{project_name}/{uid}"\n')
1345 #o.write(F'$scale .32\n')
1346 o.write(F'$scale {transform["scale"]/100.0}\n')
1347 o.write(F'$body _ "{uid}_ref.fbx"\n')
1348 o.write(F'$staticprop\n')
1349 o.write(F'$origin {origin[0]} {origin[1]} {origin[2]}\n')
1350
1351 if vphys != None:
1352 o.write(F'$collisionmodel "{uid}_phy.fbx"\n')
1353 o.write("{\n")
1354 o.write(" $concave\n")
1355 o.write("}\n")
1356
1357 o.write(F'$cdmaterials {project_name}\n')
1358 o.write(F'$sequence idle {uid}_ref.fbx\n')
1359
1360 return True
1361 #
1362 # Copy bsp file (and also lightpatch it)
1363 #
1364 def cxr_patchmap( src, dst ):
1365 libcxr_lightpatch_bsp.call( src.encode('utf-8') )
1366 shutil.copyfile( src, dst )
1367 return True
1368
1369 # Convexer operators
1370 # ------------------------------------------------------------------------------
1371
1372 # Force reload of shared libraries
1373 #
1374 class CXR_RELOAD(bpy.types.Operator):
1375 bl_idname="convexer.reload"
1376 bl_label="Reload"
1377 def execute(_,context):
1378 shared_reload()
1379 return {'FINISHED'}
1380
1381 # Used for exporting data to use with ASAN builds
1382 #
1383 class CXR_DEV_OPERATOR(bpy.types.Operator):
1384 bl_idname="convexer.dev_test"
1385 bl_label="Export development data"
1386
1387 def execute(_,context):
1388 # Prepare input data
1389 mesh_src = mesh_cxr_format(context.active_object)
1390 libcxr_write_test_data.call( pointer(mesh_src) )
1391 return {'FINISHED'}
1392
1393 # UI: Preview how the brushes will looks in 3D view
1394 #
1395 class CXR_PREVIEW_OPERATOR(bpy.types.Operator):
1396 bl_idname="convexer.preview"
1397 bl_label="Preview Brushes"
1398
1399 LASTERR = None
1400 RUNNING = False
1401
1402 def execute(_,context):
1403 return {'FINISHED'}
1404
1405 def modal(_,context,event):
1406 global cxr_view_mesh
1407 static = _.__class__
1408
1409 if event.type == 'ESC':
1410 cxr_reset_lines()
1411 cxr_batch_lines()
1412 cxr_view_mesh = None
1413 static.RUNNING = False
1414
1415 scene_redraw()
1416 return {'FINISHED'}
1417
1418 return {'PASS_THROUGH'}
1419
1420 def invoke(_,context,event):
1421 global cxr_view_shader, cxr_view_mesh
1422 static = _.__class__
1423 static.LASTERR = None
1424
1425 cxr_reset_lines()
1426
1427 mesh_src = mesh_cxr_format(context.active_object)
1428
1429 err = c_int32(0)
1430 world = libcxr_decompose.call( mesh_src, pointer(err) )
1431
1432 if world == None:
1433 cxr_view_mesh = None
1434 cxr_batch_lines()
1435 scene_redraw()
1436
1437 static.LASTERR = ["There is no error", \
1438 "Non-Manifold",\
1439 "Bad-Manifold",\
1440 "No-Candidate",\
1441 "Internal-Fail",\
1442 "Non-Coplanar",\
1443 "Non-Convex Polygon",\
1444 "Bad Result"]\
1445 [err.value]
1446
1447 if static.RUNNING:
1448 return {'CANCELLED'}
1449 else:
1450 context.window_manager.modal_handler_add(_)
1451 return {'RUNNING_MODAL'}
1452
1453 # Generate preview using cxr
1454 #
1455 ptrpreview = libcxr_world_preview.call( world )
1456 preview = ptrpreview[0]
1457
1458 vertices = preview.vertices[:preview.vertex_count]
1459 vertices = [(_[0],_[1],_[2]) for _ in vertices]
1460
1461 colours = preview.colours[:preview.vertex_count]
1462 colours = [(_[0],_[1],_[2],_[3]) for _ in colours]
1463
1464 indices = preview.indices[:preview.indices_count]
1465 indices = [ (indices[i*3+0],indices[i*3+1],indices[i*3+2]) \
1466 for i in range(int(preview.indices_count/3)) ]
1467
1468 cxr_view_mesh = batch_for_shader(
1469 cxr_view_shader, 'TRIS',
1470 { "pos": vertices, "color": colours },
1471 indices = indices,
1472 )
1473
1474 libcxr_free_tri_mesh.call( ptrpreview )
1475 libcxr_free_world.call( world )
1476 cxr_batch_lines()
1477 scene_redraw()
1478
1479 # Allow user to spam the operator
1480 if static.RUNNING:
1481 return {'CANCELLED'}
1482
1483 if not static.RUNNING:
1484 static.RUNNING = True
1485 context.window_manager.modal_handler_add(_)
1486 return {'RUNNING_MODAL'}
1487
1488 # Search for VMF compiler executables in subdirectory
1489 #
1490 class CXR_DETECT_COMPILERS(bpy.types.Operator):
1491 bl_idname="convexer.detect_compilers"
1492 bl_label="Find compilers"
1493
1494 def execute(self,context):
1495 scene = context.scene
1496 settings = scene.cxr_data
1497 subdir = settings.subdir
1498
1499 for exename in ['studiomdl','vbsp','vvis','vrad']:
1500 searchpath = os.path.normpath(F'{subdir}/../bin/{exename}.exe')
1501 if os.path.exists(searchpath):
1502 settings[F'exe_{exename}'] = searchpath
1503
1504 return {'FINISHED'}
1505
1506 def cxr_compiler_path( compiler ):
1507 settings = bpy.context.scene.cxr_data
1508 subdir = settings.subdir
1509 path = os.path.normpath(F'{subdir}/../bin/{compiler}.exe')
1510
1511 if os.path.exists( path ): return path
1512 else: return None
1513
1514 def cxr_winepath( path ):
1515 return 'z:'+path.replace('/','\\')
1516
1517 # Main compile function
1518 #
1519 class CXR_COMPILER_CHAIN(bpy.types.Operator):
1520 bl_idname="convexer.chain"
1521 bl_label="Compile Chain"
1522
1523 # 'static'
1524 USER_EXIT = False
1525 SUBPROC = None
1526 TIMER = None
1527 TIMER_LAST = 0.0
1528 WAIT_REDRAW = False
1529 FILE = None
1530 LOG = []
1531
1532 JOBINFO = None
1533 JOBID = 0
1534 JOBSYS = None
1535
1536 def cancel(_,context):
1537 global cxr_jobs_batch
1538 static = _.__class__
1539 wm = context.window_manager
1540
1541 if static.SUBPROC != None:
1542 static.SUBPROC.terminate()
1543 static.SUBPROC = None
1544
1545 if static.TIMER != None:
1546 wm.event_timer_remove( static.TIMER )
1547 static.TIMER = None
1548
1549 static.FILE.close()
1550
1551 cxr_jobs_batch = None
1552 scene_redraw()
1553 return {'FINISHED'}
1554
1555 def modal(_,context,ev):
1556 static = _.__class__
1557
1558 if ev.type == 'TIMER':
1559 global cxr_jobs_batch
1560
1561 if static.WAIT_REDRAW:
1562 scene_redraw()
1563 return {'PASS_THROUGH'}
1564 static.WAIT_REDRAW = True
1565
1566 if static.USER_EXIT:
1567 print( "Chain USER_EXIT" )
1568 return _.cancel(context)
1569
1570 if static.SUBPROC != None:
1571 # Deal with async modes
1572 status = static.SUBPROC.poll()
1573 if status == None:
1574
1575 # Cannot redirect STDOUT through here without causing
1576 # undefined behaviour due to the Blender Python specification.
1577 #
1578 # Have to write it out to a file and read it back in.
1579 #
1580 with open("/tmp/convexer_compile_log.txt","r") as log:
1581 static.LOG = log.readlines()
1582 return {'PASS_THROUGH'}
1583 else:
1584 #for l in static.SUBPROC.stdout:
1585 # print( F'-> {l.decode("utf-8")}',end='' )
1586 static.SUBPROC = None
1587
1588 if status != 0:
1589 print(F'Compiler () error: {status}')
1590 return _.cancel(context)
1591
1592 static.JOBSYS['jobs'][static.JOBID] = None
1593 cxr_jobs_update_graph( static.JOBINFO )
1594 scene_redraw()
1595 return {'PASS_THROUGH'}
1596
1597 # Compile syncronous thing
1598 for sys in static.JOBINFO:
1599 for i,target in enumerate(sys['jobs']):
1600 if target != None:
1601
1602 if callable(sys['exec']):
1603 print( F"Run (sync): {static.JOBID} @{time.time()}" )
1604
1605 if not sys['exec'](*target):
1606 print( "Job failed" )
1607 return _.cancel(context)
1608
1609 sys['jobs'][i] = None
1610 static.JOBID += 1
1611 else:
1612 # Run external executable (wine)
1613 static.SUBPROC = subprocess.Popen( target,
1614 stdout=static.FILE,\
1615 stderr=subprocess.PIPE,\
1616 cwd=sys['cwd'])
1617 static.JOBSYS = sys
1618 static.JOBID = i
1619
1620 cxr_jobs_update_graph( static.JOBINFO )
1621 scene_redraw()
1622 return {'PASS_THROUGH'}
1623
1624 # All completed
1625 print( "All jobs completed!" )
1626 cxr_jobs_batch = None
1627
1628 scene_redraw()
1629 return _.cancel(context)
1630
1631 return {'PASS_THROUGH'}
1632
1633 def invoke(_,context,event):
1634 static = _.__class__
1635 wm = context.window_manager
1636
1637 if static.TIMER != None:
1638 print("Chain exiting...")
1639 static.USER_EXIT=True
1640 return {'RUNNING_MODAL'}
1641
1642 print("Launching compiler toolchain")
1643
1644 # Run static compilation units now (collect, vmt..)
1645 filepath = bpy.data.filepath
1646 directory = os.path.dirname(filepath)
1647 settings = bpy.context.scene.cxr_data
1648
1649 asset_dir = F"{directory}/modelsrc"
1650 material_dir = F"{settings.subdir}/materials/{settings.project_name}"
1651 model_dir = F"{settings.subdir}/models/{settings.project_name}"
1652 output_vmf = F"{directory}/{settings.project_name}.vmf"
1653
1654 bsp_local = F"{directory}/{settings.project_name}.bsp"
1655 bsp_remote = F"{settings.subdir}/maps/{settings.project_name}.bsp"
1656 bsp_packed = F"{settings.subdir}/maps/{settings.project_name}_pack.bsp"
1657 packlist = F"{directory}/{settings.project_name}_assets.txt"
1658
1659 os.makedirs( asset_dir, exist_ok=True )
1660 os.makedirs( material_dir, exist_ok=True )
1661 os.makedirs( model_dir, exist_ok=True )
1662
1663 static.FILE = open(F"/tmp/convexer_compile_log.txt","w")
1664 static.LOG = []
1665
1666 sceneinfo = cxr_scene_collect()
1667 image_jobs = []
1668 qc_jobs = []
1669
1670 # Collect materials
1671 a_materials = set()
1672 for brush in sceneinfo['geo']:
1673 for ms in brush['object'].material_slots:
1674 a_materials.add( ms.material )
1675 if ms.material.cxr_data.shader == 'VertexLitGeneric':
1676 errmat = ms.material.name
1677 errnam = brush['object'].name
1678 print( F"Vertex shader {errmat} used on {errnam}")
1679 return {'CANCELLED'}
1680
1681 a_models = set()
1682 model_jobs = []
1683 for ent in sceneinfo['entities']:
1684 if ent['object'] == None: continue
1685
1686 if ent['classname'] == 'prop_static':
1687 obj = ent['object']
1688 if isinstance(obj,bpy.types.Collection):
1689 target = obj
1690 a_models.add( target )
1691 model_jobs += [(target, ent['origin'], asset_dir, \
1692 settings.project_name, ent['transform'])]
1693 else:
1694 target = obj.instance_collection
1695 if target in a_models:
1696 continue
1697 a_models.add( target )
1698
1699 # TODO: Should take into account collection instancing offset
1700 model_jobs += [(target, [0,0,0], asset_dir, \
1701 settings.project_name, ent['transform'])]
1702
1703 elif ent['object'].type == 'MESH':
1704 for ms in ent['object'].material_slots:
1705 a_materials.add( ms.material )
1706
1707 for mdl in a_models:
1708 uid = asset_uid(mdl)
1709 qc_jobs += [F'{uid}.qc']
1710
1711 for obj in mdl.objects:
1712 for ms in obj.material_slots:
1713 a_materials.add( ms.material )
1714 if ms.material.cxr_data.shader == 'LightMappedGeneric' or \
1715 ms.material.cxr_data.shader == 'WorldVertexTransition':
1716
1717 errmat = ms.material.name
1718 errnam = obj.name
1719 print( F"Lightmapped shader {errmat} used on {errnam}")
1720 return {'CANCELLED'}
1721
1722 # Collect images
1723 for mat in a_materials:
1724 for pair in compile_material(mat):
1725 decl = pair[0]
1726 pdef = pair[1]
1727 prop = pair[2]
1728
1729 if isinstance(prop,bpy.types.Image):
1730 flags = 0
1731 if 'flags' in pdef: flags = pdef['flags']
1732 if prop not in image_jobs:
1733 image_jobs += [(prop,)]
1734 prop.cxr_data.flags = flags
1735
1736 # Create packlist
1737 with open( packlist, "w" ) as fp:
1738
1739 for mat in a_materials:
1740 if mat.cxr_data.shader == 'Builtin': continue
1741 fp.write(F"{asset_path('materials',mat)}.vmt\n")
1742 fp.write(F"{cxr_winepath(asset_full_path('materials',mat))}.vmt\n")
1743
1744 for img_job in image_jobs:
1745 img = img_job[0]
1746 fp.write(F"{asset_path('materials',img)}.vtf\n")
1747 fp.write(F"{cxr_winepath(asset_full_path('materials',img))}.vtf\n")
1748
1749 for mdl in a_models:
1750 local = asset_path('models',mdl)
1751 winep = cxr_winepath(asset_full_path('models',mdl))
1752
1753 fp.write(F"{local}.vvd\n")
1754 fp.write(F"{winep}.vvd\n")
1755 fp.write(F"{local}.dx90.vtx\n")
1756 fp.write(F"{winep}.dx90.vtx\n")
1757 fp.write(F"{local}.mdl\n")
1758 fp.write(F"{winep}.mdl\n")
1759 fp.write(F"{local}.vvd\n")
1760 fp.write(F"{winep}.vvd\n")
1761
1762 if cxr_modelsrc_vphys(mdl):
1763 fp.write(F"{local}.phy\n")
1764 fp.write(F"{winep}.phy\n")
1765
1766 # Convexer jobs
1767 static.JOBID = 0
1768 static.JOBINFO = []
1769
1770 if settings.comp_vmf:
1771 static.JOBINFO += [{
1772 "title": "Convexer",
1773 "w": 20,
1774 "colour": (1.0,0.3,0.1,1.0),
1775 "exec": cxr_export_vmf,
1776 "jobs": [(sceneinfo,output_vmf)]
1777 }]
1778
1779 if settings.comp_textures:
1780 if len(image_jobs) > 0:
1781 static.JOBINFO += [{
1782 "title": "Textures",
1783 "w": 40,
1784 "colour": (0.1,1.0,0.3,1.0),
1785 "exec": compile_image,
1786 "jobs": image_jobs
1787 }]
1788
1789 game = cxr_winepath( settings.subdir )
1790 args = [ \
1791 '-game', game, settings.project_name
1792 ]
1793
1794 # FBX stage
1795 if settings.comp_models:
1796 if len(model_jobs) > 0:
1797 static.JOBINFO += [{
1798 "title": "Batches",
1799 "w": 25,
1800 "colour": (0.5,0.5,1.0,1.0),
1801 "exec": cxr_export_modelsrc,
1802 "jobs": model_jobs
1803 }]
1804
1805 if len(qc_jobs) > 0:
1806 static.JOBINFO += [{
1807 "title": "StudioMDL",
1808 "w": 20,
1809 "colour": (0.8,0.1,0.1,1.0),
1810 "exec": "studiomdl",
1811 "jobs": [[settings[F'exe_studiomdl']] + [\
1812 '-nop4', '-game', game, qc] for qc in qc_jobs],
1813 "cwd": asset_dir
1814 }]
1815
1816 # VBSP stage
1817 if settings.comp_compile:
1818 static.JOBINFO += [{
1819 "title": "VBSP",
1820 "w": 25,
1821 "colour": (0.1,0.2,1.0,1.0),
1822 "exec": "vbsp",
1823 "jobs": [[settings[F'exe_vbsp']] + args],
1824 "cwd": directory
1825 }]
1826
1827 static.JOBINFO += [{
1828 "title": "VVIS",
1829 "w": 25,
1830 "colour": (0.9,0.5,0.5,1.0),
1831 "exec": "vvis",
1832 "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ],
1833 "cwd": directory
1834 }]
1835
1836 vrad_opt = settings.opt_vrad.split()
1837 static.JOBINFO += [{
1838 "title": "VRAD",
1839 "w": 25,
1840 "colour": (0.9,0.2,0.3,1.0),
1841 "exec": "vrad",
1842 "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
1843 "cwd": directory
1844 }]
1845
1846 static.JOBINFO += [{
1847 "title": "CXR",
1848 "w": 5,
1849 "colour": (0.0,1.0,0.4,1.0),
1850 "exec": cxr_patchmap,
1851 "jobs": [(bsp_local,bsp_remote)]
1852 }]
1853
1854 if settings.comp_pack:
1855 static.JOBINFO += [{
1856 "title": "Pack",
1857 "w": 5,
1858 "colour": (0.2,0.2,0.2,1.0),
1859 "exec": "bspzip",
1860 "jobs": [[cxr_compiler_path("bspzip"), '-addlist', \
1861 cxr_winepath(bsp_remote),
1862 cxr_winepath(packlist),
1863 cxr_winepath(bsp_packed) ]],
1864 "cwd": directory
1865 }]
1866
1867 if len(static.JOBINFO) == 0:
1868 return {'CANCELLED'}
1869
1870 static.USER_EXIT=False
1871 static.TIMER=wm.event_timer_add(0.1,window=context.window)
1872 wm.modal_handler_add(_)
1873
1874 cxr_jobs_update_graph( static.JOBINFO )
1875 scene_redraw()
1876 return {'RUNNING_MODAL'}
1877
1878 class CXR_RESET_HASHES(bpy.types.Operator):
1879 bl_idname="convexer.hash_reset"
1880 bl_label="Reset asset hashes"
1881
1882 def execute(_,context):
1883 for c in bpy.data.collections:
1884 c.cxr_data.last_hash = F"<RESET>{time.time()}"
1885 c.cxr_data.asset_id=0
1886
1887 for t in bpy.data.images:
1888 t.cxr_data.last_hash = F"<RESET>{time.time()}"
1889 t.cxr_data.asset_id=0
1890
1891 return {'FINISHED'}
1892
1893 class CXR_COMPILE_MATERIAL(bpy.types.Operator):
1894 bl_idname="convexer.matcomp"
1895 bl_label="Recompile Material"
1896
1897 def execute(_,context):
1898 active_obj = bpy.context.active_object
1899 active_mat = active_obj.active_material
1900
1901 #TODO: reduce code dupe (L1663)
1902 for pair in compile_material(active_mat):
1903 decl = pair[0]
1904 pdef = pair[1]
1905 prop = pair[2]
1906
1907 if isinstance(prop,bpy.types.Image):
1908 flags = 0
1909 if 'flags' in pdef: flags = pdef['flags']
1910 prop.cxr_data.flags = flags
1911
1912 compile_image( prop )
1913
1914 settings = bpy.context.scene.cxr_data
1915 with open(F'{settings.subdir}/cfg/convexer_mat_update.cfg','w') as o:
1916 o.write(F'mat_reloadmaterial {asset_name(active_mat)}')
1917
1918 # TODO: Move this
1919 with open(F'{settings.subdir}/cfg/convexer.cfg','w') as o:
1920 o.write('sv_cheats 1\n')
1921 o.write('mp_warmup_pausetimer 1\n')
1922 o.write('bot_kick\n')
1923 o.write('alias cxr_reload "exec convexer_mat_update"\n')
1924
1925 return {'FINISHED'}
1926
1927 # Convexer panels
1928 # ------------------------------------------------------------------------------
1929
1930 # Helper buttons for 3d toolbox view
1931 #
1932 class CXR_VIEW3D( bpy.types.Panel ):
1933 bl_idname = "VIEW3D_PT_convexer"
1934 bl_label = "Convexer"
1935 bl_space_type = 'VIEW_3D'
1936 bl_region_type = 'UI'
1937 bl_category = "Convexer"
1938
1939 @classmethod
1940 def poll(cls, context):
1941 return (context.object is not None)
1942
1943 def draw(_, context):
1944 layout = _.layout
1945 row = layout.row()
1946 row.scale_y = 2
1947 row.operator("convexer.preview")
1948
1949 if CXR_PREVIEW_OPERATOR.LASTERR != None:
1950 box = layout.box()
1951 box.label(text=CXR_PREVIEW_OPERATOR.LASTERR, icon='ERROR')
1952
1953 # Main scene properties interface, where all the settings go
1954 #
1955 class CXR_INTERFACE(bpy.types.Panel):
1956 bl_label="Convexer"
1957 bl_idname="SCENE_PT_convexer"
1958 bl_space_type='PROPERTIES'
1959 bl_region_type='WINDOW'
1960 bl_context="scene"
1961
1962 def draw(_,context):
1963 _.layout.operator("convexer.reload")
1964 _.layout.operator("convexer.dev_test")
1965 _.layout.operator("convexer.preview")
1966 _.layout.operator("convexer.hash_reset")
1967
1968 settings = context.scene.cxr_data
1969
1970 _.layout.prop(settings, "debug")
1971 _.layout.prop(settings, "scale_factor")
1972 _.layout.prop(settings, "skybox_scale_factor")
1973 _.layout.prop(settings, "skyname" )
1974 _.layout.prop(settings, "lightmap_scale")
1975 _.layout.prop(settings, "light_scale" )
1976 _.layout.prop(settings, "image_quality" )
1977
1978 box = _.layout.box()
1979
1980 box.prop(settings, "project_name")
1981 box.prop(settings, "subdir")
1982
1983 box = _.layout.box()
1984 box.operator("convexer.detect_compilers")
1985 box.prop(settings, "exe_studiomdl")
1986 box.prop(settings, "exe_vbsp")
1987 box.prop(settings, "exe_vvis")
1988 box.prop(settings, "exe_vrad")
1989 box.prop(settings, "opt_vrad")
1990
1991 box = box.box()
1992 row = box.row()
1993 row.prop(settings,"comp_vmf")
1994 row.prop(settings,"comp_textures")
1995 row.prop(settings,"comp_models")
1996 row.prop(settings,"comp_compile")
1997 row.prop(settings,"comp_pack")
1998
1999 text = "Compile" if CXR_COMPILER_CHAIN.TIMER == None else "Cancel"
2000 row = box.row()
2001 row.scale_y = 3
2002 row.operator("convexer.chain", text=text)
2003
2004
2005 class CXR_MATERIAL_PANEL(bpy.types.Panel):
2006 bl_label="VMT Properties"
2007 bl_idname="SCENE_PT_convexer_vmt"
2008 bl_space_type='PROPERTIES'
2009 bl_region_type='WINDOW'
2010 bl_context="material"
2011
2012 def draw(_,context):
2013 active_object = bpy.context.active_object
2014 if active_object == None: return
2015
2016 active_material = active_object.active_material
2017 if active_material == None: return
2018
2019 properties = active_material.cxr_data
2020 info = material_info( active_material )
2021
2022 _.layout.label(text=F"{info['name']} @{info['res'][0]}x{info['res'][1]}")
2023 row = _.layout.row()
2024 row.prop( properties, "shader" )
2025 row.operator( "convexer.matcomp" )
2026
2027 #for xk in info: _.layout.label(text=F"{xk}:={info[xk]}")
2028
2029 def _mtex( name, img, uiParent ):
2030 nonlocal properties
2031
2032 box = uiParent.box()
2033 box.label( text=F'{name} "{img.filepath}"' )
2034 def _p2( x ):
2035 if ((x & (x - 1)) == 0):
2036 return x
2037 closest = 0
2038 closest_diff = 10000000
2039 for i in range(16):
2040 dist = abs((1 << i)-x)
2041 if dist < closest_diff:
2042 closest_diff = dist
2043 closest = i
2044 real = 1 << closest
2045 if x > real:
2046 return 1 << (closest+1)
2047 if x < real:
2048 return 1 << (closest-1)
2049 return x
2050
2051 if img is not None:
2052 row = box.row()
2053 row.prop( img.cxr_data, "export_res" )
2054 row.prop( img.cxr_data, "fmt" )
2055
2056 row = box.row()
2057 row.prop( img.cxr_data, "mipmap" )
2058 row.prop( img.cxr_data, "lod" )
2059 row.prop( img.cxr_data, "clamp" )
2060
2061 img.cxr_data.export_res[0] = _p2( img.cxr_data.export_res[0] )
2062 img.cxr_data.export_res[1] = _p2( img.cxr_data.export_res[1] )
2063
2064 def _mview( layer, uiParent ):
2065 nonlocal properties
2066
2067 for decl in layer:
2068 if isinstance(layer[decl],dict): # $property definition
2069 pdef = layer[decl]
2070 ptype = pdef['type']
2071
2072 thisnode = uiParent
2073 expandview = True
2074 drawthis = True
2075
2076 if ('shaders' in pdef) and \
2077 (properties.shader not in pdef['shaders']):
2078 continue
2079
2080 if ptype == 'intrinsic':
2081 if decl not in info:
2082 drawthis = False
2083
2084 if drawthis:
2085 for ch in pdef:
2086 if isinstance(pdef[ch],dict):
2087 if ptype == 'ui' or ptype == 'intrinsic':
2088 pass
2089 elif getattr(properties,decl) == pdef['default']:
2090 expandview = False
2091
2092 thisnode = uiParent.box()
2093 break
2094
2095 if ptype == 'ui':
2096 thisnode.label( text=decl )
2097 elif ptype == 'intrinsic':
2098 if isinstance(info[decl], bpy.types.Image):
2099 _mtex( decl, info[decl], thisnode )
2100 else:
2101 # hidden intrinsic value.
2102 # Means its a float array or something not an image
2103 thisnode.label(text=F"-- hidden intrinsic '{decl}' --")
2104 else:
2105 thisnode.prop(properties,decl)
2106 if expandview: _mview(pdef,thisnode)
2107
2108 _mview( cxr_shader_params, _.layout )
2109
2110 def cxr_entity_changeclass(_,context):
2111 active_object = context.active_object
2112
2113 # Create ID properties
2114 entdef = None
2115 classname = cxr_custom_class(active_object)
2116
2117 if classname in cxr_entities:
2118 entdef = cxr_entities[classname]
2119
2120 kvs = entdef['keyvalues']
2121 if callable(kvs): kvs = kvs(active_object)
2122
2123 for k in kvs:
2124 kv = kvs[k]
2125 key = F'cxrkv_{k}'
2126
2127 if callable(kv) or not isinstance(kv,dict): continue
2128
2129 if key not in active_object:
2130 active_object[key] = kv['default']
2131 id_prop = active_object.id_properties_ui(key)
2132 id_prop.update(default=kv['default'])
2133
2134 class CXR_ENTITY_PANEL(bpy.types.Panel):
2135 bl_label="Entity Config"
2136 bl_idname="SCENE_PT_convexer_entity"
2137 bl_space_type='PROPERTIES'
2138 bl_region_type='WINDOW'
2139 bl_context="object"
2140
2141 def draw(_,context):
2142 active_object = bpy.context.active_object
2143
2144 if active_object == None: return
2145
2146 default_context = {
2147 "scale": bpy.context.scene.cxr_data.scale_factor,
2148 "offset": (0,0,0)
2149 }
2150
2151 ecn = cxr_intrinsic_classname( active_object )
2152 classname = cxr_custom_class( active_object )
2153
2154 if ecn == None:
2155 if active_object.type == 'MESH':
2156 _.layout.prop( active_object.cxr_data, 'brushclass' )
2157 else: _.layout.prop( active_object.cxr_data, 'classname' )
2158
2159 if classname == 'NONE':
2160 return
2161 else:
2162 _.layout.label(text=F"<implementation defined ({ecn})>")
2163 _.layout.enabled=False
2164 classname = ecn
2165
2166 kvs = cxr_entity_keyvalues( {
2167 "object": active_object,
2168 "transform": default_context,
2169 "classname": classname
2170 })
2171
2172 if kvs != None:
2173 for kv in kvs:
2174 if kv[1]:
2175 _.layout.prop( active_object, F'["cxrkv_{kv[0]}"]', text=kv[0])
2176 else:
2177 row = _.layout.row()
2178 row.enabled = False
2179 row.label( text=F'{kv[0]}: {repr(kv[2])}' )
2180 else:
2181 _.layout.label( text=F"ERROR: NO CLASS DEFINITION" )
2182
2183 class CXR_LIGHT_PANEL(bpy.types.Panel):
2184 bl_label = "Source Settings"
2185 bl_idname = "LIGHT_PT_cxr"
2186 bl_space_type = 'PROPERTIES'
2187 bl_region_type = 'WINDOW'
2188 bl_context = "data"
2189
2190 def draw(self, context):
2191 layout = self.layout
2192 scene = context.scene
2193
2194 active_object = bpy.context.active_object
2195 if active_object == None: return
2196
2197 if active_object.type == 'LIGHT' or \
2198 active_object.type == 'LIGHT_PROBE':
2199
2200 properties = active_object.data.cxr_data
2201
2202 if active_object.type == 'LIGHT':
2203 layout.prop( properties, "realtime" )
2204 elif active_object.type == 'LIGHT_PROBE':
2205 layout.prop( properties, "size" )
2206
2207 # Settings groups
2208 # ------------------------------------------------------------------------------
2209
2210 class CXR_IMAGE_SETTINGS(bpy.types.PropertyGroup):
2211 export_res: bpy.props.IntVectorProperty(
2212 name="",
2213 description="Texture Export Resolution",
2214 default=(512,512),
2215 min=1,
2216 max=4096,
2217 size=2)
2218
2219 fmt: bpy.props.EnumProperty(
2220 name="Format",
2221 items = [
2222 ('DXT1', "DXT1", "BC1 compressed", '', 0),
2223 ('DXT5', "DXT5", "BC3 compressed", '', 1),
2224 ('RGB', "RGB", "Uncompressed", '', 2),
2225 ('RGBA', "RGBA", "Uncompressed (with alpha)", '', 3)
2226 ],
2227 description="Image format",
2228 default=0)
2229
2230 last_hash: bpy.props.StringProperty( name="" )
2231 asset_id: bpy.props.IntProperty(name="intl_assetid",default=0)
2232
2233 mipmap: bpy.props.BoolProperty(name="MIP",default=True)
2234 lod: bpy.props.BoolProperty(name="LOD",default=True)
2235 clamp: bpy.props.BoolProperty(name="CLAMP",default=False)
2236 flags: bpy.props.IntProperty(name="flags",default=0)
2237
2238 class CXR_LIGHT_SETTINGS(bpy.types.PropertyGroup):
2239 realtime: bpy.props.BoolProperty(name="Realtime Light", default=True)
2240
2241 class CXR_CUBEMAP_SETTINGS(bpy.types.PropertyGroup):
2242 size: bpy.props.EnumProperty(
2243 name="Resolution",
2244 items = [
2245 ('1',"1x1",'','',0),
2246 ('2',"2x2",'','',1),
2247 ('3',"4x4",'','',2),
2248 ('4',"8x8",'','',3),
2249 ('5',"16x16",'','',4),
2250 ('6',"32x32",'','',5),
2251 ('7',"64x64",'','',6),
2252 ('8',"128x128",'','',7),
2253 ('9',"256x256",'','',8)
2254 ],
2255 description="Texture resolution",
2256 default=7)
2257
2258 class CXR_ENTITY_SETTINGS(bpy.types.PropertyGroup):
2259 entity: bpy.props.BoolProperty(name="")
2260
2261 enum_pointents = [('NONE',"None","")]
2262 enum_brushents = [('NONE',"None","")]
2263
2264 for classname in cxr_entities:
2265 entdef = cxr_entities[classname]
2266 if 'allow' in entdef:
2267 itm = [(classname, classname, "")]
2268 if 'EMPTY' in entdef['allow']: enum_pointents += itm
2269 else: enum_brushents += itm
2270
2271 classname: bpy.props.EnumProperty(items=enum_pointents, name="Class", \
2272 update=cxr_entity_changeclass, default='NONE' )
2273
2274 brushclass: bpy.props.EnumProperty(items=enum_brushents, name="Class", \
2275 update=cxr_entity_changeclass, default='NONE' )
2276
2277 class CXR_MODEL_SETTINGS(bpy.types.PropertyGroup):
2278 last_hash: bpy.props.StringProperty( name="" )
2279 asset_id: bpy.props.IntProperty(name="vmf_settings",default=0)
2280
2281 class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup):
2282 project_name: bpy.props.StringProperty( name="Project Name" )
2283 subdir: bpy.props.StringProperty( name="Subdirectory" )
2284
2285 exe_studiomdl: bpy.props.StringProperty( name="studiomdl" )
2286 exe_vbsp: bpy.props.StringProperty( name="vbsp" )
2287 opt_vbsp: bpy.props.StringProperty( name="args" )
2288 exe_vvis: bpy.props.StringProperty( name="vvis" )
2289 opt_vvis: bpy.props.StringProperty( name="args" )
2290 exe_vrad: bpy.props.StringProperty( name="vrad" )
2291 opt_vrad: bpy.props.StringProperty( name="args", \
2292 default="-reflectivityScale 0.35 -aoscale 1.4 -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys" )
2293
2294 debug: bpy.props.BoolProperty(name="Debug",default=False)
2295 scale_factor: bpy.props.FloatProperty( name="VMF Scale factor", \
2296 default=32.0,min=1.0)
2297 skybox_scale_factor: bpy.props.FloatProperty( name="Sky Scale factor", \
2298 default=1.0,min=0.01)
2299 skyname: bpy.props.StringProperty(name="Skyname",default="sky_csgo_night02b")
2300 skybox_offset: bpy.props.FloatProperty(name="Sky offset",default=-4096.0)
2301 light_scale: bpy.props.FloatProperty(name="Light Scale",default=1.0/5.0)
2302 include_names: bpy.props.BoolProperty(name="Append original file names",\
2303 default=True)
2304 lightmap_scale: bpy.props.IntProperty(name="Global Lightmap Scale",\
2305 default=12)
2306 image_quality: bpy.props.IntProperty(name="Texture Quality (0-18)",\
2307 default=8, min=0, max=18 )
2308
2309 comp_vmf: bpy.props.BoolProperty(name="VMF",default=True)
2310 comp_models: bpy.props.BoolProperty(name="Models",default=True)
2311 comp_textures: bpy.props.BoolProperty(name="Textures",default=True)
2312 comp_compile: bpy.props.BoolProperty(name="Compile",default=True)
2313 comp_pack: bpy.props.BoolProperty(name="Pack",default=False)
2314
2315 classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \
2316 CXR_MATERIAL_PANEL, CXR_IMAGE_SETTINGS,\
2317 CXR_MODEL_SETTINGS, CXR_ENTITY_SETTINGS, CXR_CUBEMAP_SETTINGS,\
2318 CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\
2319 CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\
2320 CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\
2321 CXR_COMPILE_MATERIAL]
2322
2323 vmt_param_dynamic_class = None
2324
2325 def register():
2326 global cxr_view_draw_handler, vmt_param_dynamic_class, cxr_ui_handler
2327
2328 for c in classes:
2329 bpy.utils.register_class(c)
2330
2331 # Build dynamic VMT properties class defined by cxr_shader_params
2332 annotations_dict = {}
2333
2334 def _dvmt_propogate(layer):
2335 nonlocal annotations_dict
2336
2337 for decl in layer:
2338 if isinstance(layer[decl],dict): # $property definition
2339 pdef = layer[decl]
2340
2341 prop = None
2342 if pdef['type'] == 'bool':
2343 prop = bpy.props.BoolProperty(\
2344 name = pdef['name'],\
2345 default = pdef['default'])
2346
2347 elif pdef['type'] == 'float':
2348 prop = bpy.props.FloatProperty(\
2349 name = pdef['name'],\
2350 default = pdef['default'])
2351
2352 elif pdef['type'] == 'vector':
2353 if 'subtype' in pdef:
2354 prop = bpy.props.FloatVectorProperty(\
2355 name = pdef['name'],\
2356 subtype = pdef['subtype'],\
2357 default = pdef['default'],\
2358 size = len(pdef['default']))
2359 else:
2360 prop = bpy.props.FloatVectorProperty(\
2361 name = pdef['name'],\
2362 default = pdef['default'],\
2363 size = len(pdef['default']))
2364
2365 elif pdef['type'] == 'string':
2366 prop = bpy.props.StringProperty(\
2367 name = pdef['name'],\
2368 default = pdef['default'])
2369
2370 elif pdef['type'] == 'enum':
2371 prop = bpy.props.EnumProperty(\
2372 name = pdef['name'],\
2373 items = pdef['items'],\
2374 default = pdef['default'])
2375
2376 if prop != None:
2377 annotations_dict[decl] = prop
2378
2379 # Recurse into sub-definitions
2380 _dvmt_propogate(pdef)
2381
2382 annotations_dict["shader"] = bpy.props.EnumProperty(\
2383 name = "Shader",\
2384 items = [( _,\
2385 cxr_shaders[_]["name"],\
2386 '') for _ in cxr_shaders],\
2387 default = next(iter(cxr_shaders)))
2388
2389 annotations_dict["asset_id"] = bpy.props.IntProperty(name="intl_assetid",\
2390 default=0)
2391
2392 _dvmt_propogate( cxr_shader_params )
2393 vmt_param_dynamic_class = type(
2394 "CXR_VMT_DYNAMIC",
2395 (bpy.types.PropertyGroup,),{
2396 "__annotations__": annotations_dict
2397 },
2398 )
2399
2400 bpy.utils.register_class( vmt_param_dynamic_class )
2401
2402 # Pointer types
2403 bpy.types.Material.cxr_data = \
2404 bpy.props.PointerProperty(type=vmt_param_dynamic_class)
2405 bpy.types.Image.cxr_data = \
2406 bpy.props.PointerProperty(type=CXR_IMAGE_SETTINGS)
2407 bpy.types.Object.cxr_data = \
2408 bpy.props.PointerProperty(type=CXR_ENTITY_SETTINGS)
2409 bpy.types.Collection.cxr_data = \
2410 bpy.props.PointerProperty(type=CXR_MODEL_SETTINGS)
2411 bpy.types.Light.cxr_data = \
2412 bpy.props.PointerProperty(type=CXR_LIGHT_SETTINGS)
2413 bpy.types.LightProbe.cxr_data = \
2414 bpy.props.PointerProperty(type=CXR_CUBEMAP_SETTINGS)
2415 bpy.types.Scene.cxr_data = \
2416 bpy.props.PointerProperty(type=CXR_SCENE_SETTINGS)
2417
2418 # CXR Scene settings
2419
2420 # GPU / callbacks
2421 cxr_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
2422 cxr_draw,(),'WINDOW','POST_VIEW')
2423
2424 cxr_ui_handler = bpy.types.SpaceView3D.draw_handler_add(\
2425 cxr_ui,(None,None),'WINDOW','POST_PIXEL')
2426
2427 bpy.app.handlers.load_post.append(cxr_on_load)
2428 bpy.app.handlers.depsgraph_update_post.append(cxr_dgraph_update)
2429
2430 def unregister():
2431 global cxr_view_draw_handler, vmt_param_dynamic_class, cxr_ui_handler
2432
2433 bpy.utils.unregister_class( vmt_param_dynamic_class )
2434 for c in classes:
2435 bpy.utils.unregister_class(c)
2436
2437 bpy.app.handlers.depsgraph_update_post.remove(cxr_dgraph_update)
2438 bpy.app.handlers.load_post.remove(cxr_on_load)
2439
2440 bpy.types.SpaceView3D.draw_handler_remove(cxr_view_draw_handler,'WINDOW')
2441 bpy.types.SpaceView3D.draw_handler_remove(cxr_ui_handler,'WINDOW')