model view prototype
[convexer.git] / __init__.py
index 3ce19bdce4b7eb645e855d44fbcde0b1f9250d88..9eba53c76808714d79414d3a69485091795a47ea 100644 (file)
@@ -48,12 +48,14 @@ cxr_ui_draw_handler = None
 # Batches
 cxr_view_lines = None
 cxr_view_mesh = None
+cxr_mdl_mesh = None
 cxr_jobs_batch = None
 cxr_jobs_inf = []
 cxr_error_inf = None
 
 # Shaders
 cxr_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
+
 cxr_ui_shader = gpu.types.GPUShader("""
 uniform mat4 ModelViewProjectionMatrix;
 uniform float scale;
@@ -78,6 +80,88 @@ void main()
 }
 """)
 
+cxr_mdl_shader = gpu.types.GPUShader("""
+uniform mat4 modelMatrix;
+uniform mat4 viewProjectionMatrix;
+
+in vec3 aPos;
+in vec3 aNormal;
+
+out vec3 lPos;
+out vec3 lNormal;
+
+void main()
+{
+   vec4 pWorldPos = modelMatrix * vec4(aPos, 1.0); 
+   vec3 worldPos = pWorldPos.xyz;
+
+   gl_Position = viewProjectionMatrix * pWorldPos;
+   lNormal = aNormal; //mat3(transpose(inverse(modelMatrix))) * aNormal;
+   lPos = worldPos;
+}
+""","""
+
+uniform vec4 colour;
+uniform vec3 testLightDir;
+
+in vec3 lNormal;
+in vec3 lPos;
+
+out vec4 FragColor;
+
+float SoftenCosineTerm( float flDot )
+{
+       return ( flDot + ( flDot * flDot ) ) * 0.5;
+}
+
+vec3 DiffuseTerm( vec3 worldNormal, vec3 lightDir )
+{
+   float fResult = 0.0;
+   float NDotL = dot( worldNormal, lightDir );
+
+   fResult = clamp( NDotL, 0.0, 1.0 );
+   fResult = SoftenCosineTerm( fResult );
+
+   vec3 fOut = vec3( fResult, fResult, fResult );
+   return fOut;
+}
+
+vec3 PixelShaderDoLightingLinear( vec3 worldPos, vec3 worldNormal )
+{
+   vec3 linearColor = vec3(0.0,0.0,0.0);
+   linearColor += DiffuseTerm( worldNormal, testLightDir );
+
+   return linearColor;
+}
+
+vec3 LinearToGamma( vec3 f3linear )
+{
+       return pow( f3linear, vec3(1.0 / 2.2) );
+}
+
+void main()
+{
+   vec3 tangentSpaceNormal = vec3( 0.0, 0.0, 1.0 );
+   vec4 normalTexel = vec4(1.0,1.0,1.0,1.0);
+   vec4 baseColor = colour;
+
+       //normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord );
+       //tangentSpaceNormal = 2.0 * normalTexel - 1.0;
+
+       vec3 diffuseLighting = vec3( 1.0, 1.0, 1.0 );
+
+   vec3 staticLightingColor = vec3( 0.0, 0.0, 0.0 );
+   diffuseLighting = PixelShaderDoLightingLinear( lPos, lNormal );
+
+   // multiply by .5 since we want a 50% (in gamma space) reflective surface)
+   diffuseLighting *= pow( 0.5, 2.2 );
+
+   vec3 result = diffuseLighting * baseColor.xyz;
+
+   FragColor = vec4( LinearToGamma(result), 1.0 );
+}
+""")
+
 # Render functions
 #
 def cxr_ui(_,context):
@@ -137,7 +221,8 @@ def cxr_ui(_,context):
    CXR_COMPILER_CHAIN.WAIT_REDRAW = False
 
 def cxr_draw():
-   global cxr_view_shader, cxr_view_mesh, cxr_view_lines
+   global cxr_view_shader, cxr_view_mesh, cxr_view_lines, cxr_mdl_shader,\
+          cxr_mdl_mesh
 
    cxr_view_shader.bind()
 
@@ -150,11 +235,33 @@ def cxr_draw():
    if cxr_view_lines != None:
       cxr_view_lines.draw( cxr_view_shader )
 
-   gpu.state.depth_test_set('LESS_EQUAL')
-   gpu.state.blend_set('ADDITIVE')
    if cxr_view_mesh != None:
+      gpu.state.depth_test_set('LESS_EQUAL')
+      gpu.state.blend_set('ADDITIVE')
+
       cxr_view_mesh.draw( cxr_view_shader )
 
+   if cxr_mdl_mesh != None:
+      gpu.state.depth_mask_set(True)
+      gpu.state.depth_test_set('LESS_EQUAL')
+      gpu.state.face_culling_set('FRONT')
+      gpu.state.blend_set('NONE')
+      cxr_mdl_shader.bind()
+      cxr_mdl_shader.uniform_float('colour',(0.5,0.5,0.5,1.0))
+      cxr_mdl_shader.uniform_float("viewProjectionMatrix", \
+            bpy.context.region_data.perspective_matrix)
+
+      testmdl = bpy.context.scene.objects['target']
+      light = bpy.context.scene.objects['point']
+      relative = light.location - testmdl.location 
+      relative.normalize()
+
+      cxr_mdl_shader.uniform_float("modelMatrix", testmdl.matrix_world)
+      cxr_mdl_shader.uniform_float("testLightDir", relative)
+
+
+      cxr_mdl_mesh.draw( cxr_mdl_shader )
+
 def cxr_jobs_update_graph(jobs):
    global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
 
@@ -287,6 +394,8 @@ class cxr_static_mesh(Structure):
 
 class cxr_tri_mesh(Structure):
    _fields_ = [("vertices",POINTER(c_double *3)),
+               ("normals",POINTER(c_double *3)),
+               ("uvs",POINTER(c_double *2)),
                ("colours",POINTER(c_double *4)),
                ("indices",POINTER(c_int32)),
                ("indices_count",c_int32),
@@ -481,15 +590,22 @@ class vdf_structure():
 # Other
 libcxr_lightpatch_bsp = extern( "cxr_lightpatch_bsp", [c_char_p], None )
 
+# Binary file formats and FS
+libcxr_fs_set_gameinfo = extern( "cxr_fs_set_gameinfo", [c_char_p], c_int32 )
+libcxr_fs_exit = extern( "cxr_fs_exit", [], None )
+libcxr_fs_get = extern( "cxr_fs_get", [c_char_p], c_char_p )
+libcxr_load_mdl = extern( "cxr_load_mdl", [c_char_p], POINTER(cxr_tri_mesh) )
+
 libcxr_funcs = [ libcxr_decompose, libcxr_free_world, libcxr_begin_vmf, \
                  libcxr_vmf_begin_entities, libcxr_push_world_vmf, \
                  libcxr_end_vmf, libcxr_vdf_open, libcxr_vdf_close, \
                  libcxr_vdf_put, libcxr_vdf_node, libcxr_vdf_edon, 
                  libcxr_vdf_kv, libcxr_lightpatch_bsp, libcxr_write_test_data,\
-                 libcxr_world_preview, libcxr_free_tri_mesh ]
+                 libcxr_world_preview, libcxr_free_tri_mesh, \
+                 libcxr_fs_set_gameinfo, libcxr_fs_exit, libcxr_fs_get, \
+                 libcxr_load_mdl ]
 
 # Callbacks
-
 def libcxr_log_callback(logStr):
    print( F"{logStr.decode('utf-8')}",end='' )
 
@@ -829,7 +945,7 @@ def cxr_decompose_globalerr( mesh_src ):
    err = c_int32(0)
    world = libcxr_decompose.call( mesh_src, pointer(err) )
 
-   if world == None:
+   if not world:
       cxr_view_mesh = None
       cxr_batch_lines()
       
@@ -1588,6 +1704,58 @@ class CXR_DEV_OPERATOR(bpy.types.Operator):
       libcxr_write_test_data.call( pointer(mesh_src) )
       return {'FINISHED'}
 
+class CXR_INIT_FS_OPERATOR(bpy.types.Operator):
+   bl_idname="convexer.fs_init"
+   bl_label="Initialize filesystem"
+
+   def execute(_,context):
+      gameinfo = F'{bpy.context.scene.cxr_data.subdir}/gameinfo.txt'
+      
+      if libcxr_fs_set_gameinfo.call( gameinfo.encode('utf-8') ) == 1:
+         print( "File system ready" )
+      else:
+         print( "File system failed to initialize" )
+
+      return {'FINISHED'}
+
+class CXR_LOAD_MODEL_OPERATOR(bpy.types.Operator):
+   bl_idname="convexer.model_load"
+   bl_label="Load model"
+
+   def execute(_,context):
+      global cxr_mdl_mesh, cxr_mdl_shader
+
+      mdlpath = bpy.context.scene.cxr_data.dev_mdl.encode('utf-8')
+      pmesh = libcxr_load_mdl.call( mdlpath )
+
+      if not pmesh:
+         print( "Failed to load model" )
+         return {'FINISHED'}
+      
+      mesh = pmesh[0]
+
+      #TODO: remove code dupe
+      vertices = mesh.vertices[:mesh.vertex_count]
+      vertices = [(_[0],_[1],_[2]) for _ in vertices]
+
+      normals = mesh.normals[:mesh.vertex_count]
+      normals = [(_[0],_[1],_[2]) for _ in normals]
+
+      indices = mesh.indices[:mesh.indices_count]
+      indices = [ (indices[i*3+0],indices[i*3+1],indices[i*3+2]) \
+                  for i in range(int(mesh.indices_count/3)) ]
+      
+      cxr_mdl_mesh = batch_for_shader(
+         cxr_mdl_shader, 'TRIS',
+         { "aPos": vertices, "aNormal": normals },
+         indices = indices,
+      )
+
+      libcxr_free_tri_mesh.call( pmesh )
+
+      scene_redraw()
+      return {'FINISHED'}
+
 # UI: Preview how the brushes will looks in 3D view
 #
 class CXR_PREVIEW_OPERATOR(bpy.types.Operator):
@@ -2153,6 +2321,9 @@ class CXR_VIEW3D( bpy.types.Panel ):
       row.scale_y = 2
       row.operator("convexer.reset")
 
+      layout.prop( bpy.context.scene.cxr_data, "dev_mdl" )
+      layout.operator( "convexer.model_load" )
+
 # Main scene properties interface, where all the settings go
 #
 class CXR_INTERFACE(bpy.types.Panel):
@@ -2166,6 +2337,7 @@ class CXR_INTERFACE(bpy.types.Panel):
       if CXR_GNU_LINUX==1:
          _.layout.operator("convexer.reload")
          _.layout.operator("convexer.dev_test")
+         _.layout.operator("convexer.fs_init")
 
       _.layout.operator("convexer.hash_reset")
       settings = context.scene.cxr_data
@@ -2560,13 +2732,16 @@ class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup):
    comp_compile: bpy.props.BoolProperty(name="Compile",default=True)
    comp_pack: bpy.props.BoolProperty(name="Pack",default=False)
 
+   dev_mdl: bpy.props.StringProperty(name="Model",default="")
+
 classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \
             CXR_MATERIAL_PANEL, CXR_IMAGE_SETTINGS,\
             CXR_MODEL_SETTINGS, CXR_ENTITY_SETTINGS, CXR_CUBEMAP_SETTINGS,\
             CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\
             CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\
             CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\
-            CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL, CXR_RESET ]
+            CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL, CXR_RESET, \
+            CXR_INIT_FS_OPERATOR, CXR_LOAD_MODEL_OPERATOR ]
 
 vmt_param_dynamic_class = None