X-Git-Url: https://harrygodden.com/git/?p=convexer.git;a=blobdiff_plain;f=__init__.py;h=05aefbcb1066a2c5592a6c5d9f1ac5c3e55bd0c0;hp=fc20f056977ebaa93d2d186f258cf311167a64ca;hb=HEAD;hpb=e6de1b2b1d8456cdebd75ccc7640bc0a5740a3b0 diff --git a/__init__.py b/__init__.py index fc20f05..05aefbc 100644 --- a/__init__.py +++ b/__init__.py @@ -1,4 +1,12 @@ -# 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", @@ -15,17 +23,341 @@ bl_info = { print( "Convexer reload" ) #from mathutils import * -import bpy, gpu, math, os, time, mathutils +import bpy, gpu, math, os, time, mathutils, blf, subprocess, shutil, hashlib from ctypes import * from gpu_extras.batch import batch_for_shader from bpy.app.handlers import persistent -# Globals and tweaks -vmt_param_dynamic_class = None +# 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 +# ------------------------------------------------------------------------------ + +# Handlers +cxr_view_draw_handler = None +cxr_ui_draw_handler = None + +# Batches +cxr_view_lines = None +cxr_view_mesh = None +cxr_jobs_batch = None +cxr_jobs_inf = [] +cxr_error_inf = None +cxr_test_mdl = None + +cxr_asset_lib = \ +{ + "models": {}, + "materials": {}, + "textures": {} +} + +# Shaders +cxr_view_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR') + +cxr_ui_shader = gpu.types.GPUShader(""" +uniform mat4 ModelViewProjectionMatrix; +uniform float scale; + +in vec2 aPos; +in vec4 aColour; + +out vec4 colour; + +void main() +{ + gl_Position = ModelViewProjectionMatrix * vec4(aPos.x*scale,aPos.y, 0.0, 1.0); + colour = aColour; +} +""",""" +in vec4 colour; +out vec4 FragColor; + +void main() +{ + FragColor = colour; +} +""") + +cxr_mdl_shader = gpu.types.GPUShader(""" +uniform mat4 modelMatrix; +uniform mat4 viewProjectionMatrix; + +in vec3 aPos; +in vec3 aNormal; +in vec2 aUv; + +out vec3 lPos; +out vec3 lNormal; +out vec2 lUv; + +void main() +{ + vec4 pWorldPos = modelMatrix * vec4(aPos, 1.0); + vec3 worldPos = pWorldPos.xyz; + + gl_Position = viewProjectionMatrix * pWorldPos; + lNormal = normalize(mat3(transpose(inverse(modelMatrix))) * aNormal); + lPos = worldPos; + lUv = aUv; +} +""",""" + +uniform vec4 colour; +uniform vec3 testLightDir; +uniform sampler2D uBasetexture; + +in vec3 lNormal; +in vec3 lPos; +in vec2 lUv; + +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) ); +} + +vec3 GammaToLinear( vec3 f3gamma ) +{ + return pow( f3gamma, vec3(2.2) ); +} + +void main() +{ + vec3 tangentSpaceNormal = vec3( 0.0, 0.0, 1.0 ); + vec4 normalTexel = vec4(1.0,1.0,1.0,1.0); + vec3 colorInput = GammaToLinear( texture( uBasetexture, lUv ).rgb ); + + vec4 baseColor = vec4( colorInput * colour.rgb, 1.0 ); + + //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): + 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_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.position(0,2,50,0) + blf.size(0,50,48) + blf.color(0,1.0,1.0,1.0,1.0) + blf.draw(0,"Compiling") + + for ji in cxr_jobs_inf: + blf.position(0,ji[0]*w,35,0) + blf.size(0,50,20) + blf.draw(0,ji[1]) + + py = 80 + blf.size(0,50,16) + for ln in reversed(CXR_COMPILER_CHAIN.LOG[-25:]): + blf.position(0,2,py,0) + blf.draw(0,ln[:-1]) + py += 16 + + # Something is off with TIMER, + # this forces the viewport to redraw before we can continue with our + # compilation stuff. + + CXR_COMPILER_CHAIN.WAIT_REDRAW = False + +def cxr_draw(): + global cxr_view_shader, cxr_view_mesh, cxr_view_lines, cxr_mdl_shader,\ + cxr_mdl_mesh, cxr_test_mdl + + cxr_view_shader.bind() + + gpu.state.depth_mask_set(False) + gpu.state.line_width_set(1.5) + gpu.state.face_culling_set('BACK') + gpu.state.depth_test_set('NONE') + gpu.state.blend_set('ALPHA') + + if cxr_view_lines != None: + cxr_view_lines.draw( cxr_view_shader ) + + if cxr_view_mesh != None: + gpu.state.depth_test_set('LESS_EQUAL') + gpu.state.blend_set('ADDITIVE') + + cxr_view_mesh.draw( cxr_view_shader ) + + # Models + 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("viewProjectionMatrix", \ + bpy.context.region_data.perspective_matrix) + + if cxr_test_mdl != None: + cxr_mdl_shader.uniform_float('colour',(1.0,1.0,1.0,1.0)) + + #temp light dir + 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) + + for part in cxr_test_mdl: + cxr_mdl_shader.uniform_sampler("uBasetexture", part[0]['basetexture']) + part[1].draw( cxr_mdl_shader ) + +def cxr_jobs_update_graph(jobs): + global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf + + cxr_jobs_inf = [] + + total_width = 0 + verts = [] + colours = [] + indices = [] + + for sys in jobs: + total_width += sys['w'] + + sf = 1.0/total_width + cur = 0.0 + ci = 0 + + for sys in jobs: + w = sys['w'] + h = 30.0 + colour = sys['colour'] + colourwait = (colour[0],colour[1],colour[2],0.4) + colourrun = (colour[0]*1.5,colour[1]*1.5,colour[2]*1.5,0.5) + colourdone = (colour[0],colour[1],colour[2],1.0) + + jobs = sys['jobs'] + sfsub = (1.0/(len(jobs)))*w + i = 0 + + for j in jobs: + if j == None: colour = colourdone + else: colour = colourwait + + px = (cur + (i)*sfsub) * sf + px1 = (cur + (i+1.0)*sfsub) * sf + i += 1 + + verts += [(px,0), (px, h), (px1, 0.0), (px1,h)] + colours += [colour,colour,colour,colour] + indices += [(ci+0,ci+2,ci+3),(ci+0,ci+3,ci+1)] + ci += 4 + + cxr_jobs_inf += [((sf*cur), sys['title'])] + cur += w + + cxr_jobs_batch = batch_for_shader( + cxr_ui_shader, 'TRIS', + { "aPos": verts, "aColour": colours }, + indices = indices + ) + +# view_layer.update() doesnt seem to work, +# tag_redraw() seems to have broken +# therefore, change a property +def scene_redraw(): + ob = bpy.context.scene.objects[0] + ob.hide_render = ob.hide_render + + # the 'real' way to refresh the scene + for area in bpy.context.window.screen.areas: + if area.type == 'view_3d': + area.tag_redraw() + +# Shared libraries +# ------------------------------------------------------------------------------ -# libcxr interface (TODO: We can probably automate this) -# ====================================================== +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(): def __init__(_,name,argtypes,restype): _.name = name @@ -40,25 +372,24 @@ class extern(): if _.restype != None: _.call.restype = _.restype -libc_dlclose = None -libc_dlclose = cdll.LoadLibrary(None).dlclose -libc_dlclose.argtypes = [c_void_p] +# libcxr (convexer) +# ------------------------------------------------------------------------------ -# Callback ctypes wrapper... libcxr = None -c_libcxr_log_callback = None -c_libcxr_line_callback = None # Structure definitions +# class cxr_edge(Structure): _fields_ = [("i0",c_int32), ("i1",c_int32), - ("freestyle",c_int32)] + ("freestyle",c_int32), + ("sharp",c_int32)] class cxr_static_loop(Structure): _fields_ = [("index",c_int32), ("edge_index",c_int32), - ("uv",c_double * 2)] + ("uv",c_double * 2), + ("alpha",c_double)] class cxr_polygon(Structure): _fields_ = [("loop_start",c_int32), @@ -86,89 +417,205 @@ 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), ("vertex_count",c_int32)] +class cxr_visgroup(Structure): + _fields_ = [("name",c_char_p)] + class cxr_vmf_context(Structure): _fields_ = [("mapversion",c_int32), ("skyname",c_char_p), ("detailvbsp",c_char_p), ("detailmaterial",c_char_p), + ("visgroups",POINTER(cxr_visgroup)), + ("visgroup_count",c_int32), ("scale",c_double), ("offset",c_double *3), ("lightmap_scale",c_int32), + ("visgroupid",c_int32), ("brush_count",c_int32), ("entity_count",c_int32), ("face_count",c_int32)] -# Public API -libcxr_decompose = extern( "cxr_decompose", \ - [POINTER(cxr_static_mesh), POINTER(c_int32)], c_void_p ) +# Valve wrapper types +class fs_locator(Structure): + _fields_ = [("vpk_entry",c_void_p), + ("path",c_char_p*1024)] + +class valve_material(Structure): + _fields_ = [("basetexture",c_char_p), + ("bumpmap",c_char_p)] + +class valve_model_batch(Structure): + _fields_ = [("material",c_uint32), + ("ibstart",c_uint32), + ("ibcount",c_uint32)] + +class valve_model(Structure): + _fields_ = [("vertex_data",POINTER(c_float)), + ("indices",POINTER(c_uint32)), + ("indices_count",c_uint32), + ("vertex_count",c_uint32), + ("part_count",c_uint32), + ("material_count",c_uint32), + ("materials",POINTER(c_char_p)), + ("parts",POINTER(valve_model_batch)), + ("studiohdr",c_void_p), + ("vtxhdr",c_void_p), + ("vvdhdr",c_void_p)] + +# Convert blenders mesh format into CXR's static format (they are very similar) +# +def mesh_cxr_format(obj): + orig_state = None -libcxr_free_world = extern( "cxr_free_world", [c_void_p], None ) -libcxr_write_test_data = extern( "cxr_write_test_data", \ - [POINTER(cxr_static_mesh)], None ) -libcxr_world_preview = extern( "cxr_world_preview", [c_void_p], \ - POINTER(cxr_tri_mesh)) -libcxr_free_tri_mesh = extern( "cxr_free_tri_mesh", [c_void_p], None ) + if bpy.context.active_object != None: + orig_state = obj.mode + if orig_state != 'OBJECT': + bpy.ops.object.mode_set(mode='OBJECT') -# VMF -libcxr_begin_vmf = extern( "cxr_begin_vmf", \ - [POINTER(cxr_vmf_context), c_void_p], None ) + dgraph = bpy.context.evaluated_depsgraph_get() + data = obj.evaluated_get(dgraph).data + + _,mtx_rot,_ = obj.matrix_world.decompose() -libcxr_vmf_begin_entities = extern( "cxr_vmf_begin_entities", \ - [POINTER(cxr_vmf_context), c_void_p], None ) + mesh = cxr_static_mesh() -libcxr_push_world_vmf = extern("cxr_push_world_vmf", \ - [c_void_p,POINTER(cxr_vmf_context),c_void_p], None ) + vertex_data = ((c_double*3)*len(data.vertices))() + for i, vert in enumerate(data.vertices): + v = obj.matrix_world @ vert.co + vertex_data[i][0] = c_double(v[0]) + vertex_data[i][1] = c_double(v[1]) + vertex_data[i][2] = c_double(v[2]) -libcxr_end_vmf = extern( "cxr_end_vmf", \ - [POINTER(cxr_vmf_context),c_void_p], None ) + loop_data = (cxr_static_loop*len(data.loops))() + polygon_data = (cxr_polygon*len(data.polygons))() -# VDF -libcxr_vdf_open = extern( "cxr_vdf_open", [c_char_p], c_void_p ) -libcxr_vdf_close = extern( "cxr_vdf_close", [c_void_p], None ) -libcxr_vdf_put = extern( "cxr_vdf_put", [c_void_p,c_char_p], None ) -libcxr_vdf_node = extern( "cxr_vdf_node", [c_void_p,c_char_p], None ) -libcxr_vdf_edon = extern( "cxr_vdf_edon", [c_void_p], None ) -libcxr_vdf_kv = extern( "cxr_vdf_kv", [c_void_p,c_char_p,c_char_p], None ) + for i, poly in enumerate(data.polygons): + loop_start = poly.loop_start + loop_end = poly.loop_start + poly.loop_total + for loop_index in range(loop_start, loop_end): + loop = data.loops[loop_index] + loop_data[loop_index].index = loop.vertex_index + loop_data[loop_index].edge_index = loop.edge_index -# Other -libcxr_lightpatch_bsp = extern( "cxr_lightpatch_bsp", [c_char_p], None ) + if data.uv_layers: + uv = data.uv_layers.active.data[loop_index].uv + loop_data[loop_index].uv[0] = c_double(uv[0]) + loop_data[loop_index].uv[1] = c_double(uv[1]) + else: + loop_data[loop_index].uv[0] = c_double(0.0) + loop_data[loop_index].uv[1] = c_double(0.0) -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 ] + if data.vertex_colors: + alpha = data.vertex_colors.active.data[loop_index].color[0] + else: + alpha = 0.0 -# libnbvtf interface -# ================== -libnbvtf = None + loop_data[loop_index].alpha = alpha -libnbvtf_convert = extern( "nbvtf_convert", \ - [c_char_p,c_int32,c_int32,c_int32,c_int32,c_int32,c_uint32,c_char_p], - c_int32 ) + center = obj.matrix_world @ poly.center + normal = mtx_rot @ poly.normal + + polygon_data[i].loop_start = poly.loop_start + polygon_data[i].loop_total = poly.loop_total + polygon_data[i].normal[0] = normal[0] + polygon_data[i].normal[1] = normal[1] + polygon_data[i].normal[2] = normal[2] + polygon_data[i].center[0] = center[0] + polygon_data[i].center[1] = center[1] + polygon_data[i].center[2] = center[2] + polygon_data[i].material_id = poly.material_index -libnbvtf_funcs = [ libnbvtf_convert ] + edge_data = (cxr_edge*len(data.edges))() -# NBVTF constants -# =============== + for i, edge in enumerate(data.edges): + edge_data[i].i0 = edge.vertices[0] + edge_data[i].i1 = edge.vertices[1] + edge_data[i].freestyle = edge.use_freestyle_mark + edge_data[i].sharp = edge.use_edge_sharp -NBVTF_IMAGE_FORMAT_RGBA8888 = 0 -NBVTF_IMAGE_FORMAT_RGB888 = 2 -NBVTF_IMAGE_FORMAT_DXT1 = 13 -NBVTF_IMAGE_FORMAT_DXT5 = 15 -NBVTF_TEXTUREFLAGS_CLAMPS = 0x00000004 -NBVTF_TEXTUREFLAGS_CLAMPT = 0x00000008 -NBVTF_TEXTUREFLAGS_NORMAL = 0x00000080 -NBVTF_TEXTUREFLAGS_NOMIP = 0x00000100 -NBVTF_TEXTUREFLAGS_NOLOD = 0x00000200 + material_data = (cxr_material*len(obj.material_slots))() + + for i, ms in enumerate(obj.material_slots): + inf = material_info(ms.material) + material_data[i].res[0] = inf['res'][0] + material_data[i].res[1] = inf['res'][1] + material_data[i].name = inf['name'].encode('utf-8') + + mesh.edges = cast(edge_data, POINTER(cxr_edge)) + mesh.vertices = cast(vertex_data, POINTER(c_double*3)) + mesh.loops = cast(loop_data,POINTER(cxr_static_loop)) + mesh.polys = cast(polygon_data, POINTER(cxr_polygon)) + mesh.materials = cast(material_data, POINTER(cxr_material)) + + mesh.poly_count = len(data.polygons) + mesh.vertex_count = len(data.vertices) + mesh.edge_count = len(data.edges) + mesh.loop_count = len(data.loops) + mesh.material_count = len(obj.material_slots) + + if orig_state != None: + bpy.ops.object.mode_set(mode=orig_state) + + return mesh + +# Callback ctypes indirection things.. not really sure. +c_libcxr_log_callback = None +c_libcxr_line_callback = None + +# Public API +# ------------------------------------------------------------- +libcxr_decompose = extern( "cxr_decompose", + [POINTER(cxr_static_mesh), POINTER(c_int32)], + c_void_p +) +libcxr_free_world = extern( "cxr_free_world", + [c_void_p], + None +) +libcxr_write_test_data = extern( "cxr_write_test_data", + [POINTER(cxr_static_mesh)], + None +) +libcxr_world_preview = extern( "cxr_world_preview", + [c_void_p], + POINTER(cxr_tri_mesh) +) +libcxr_free_tri_mesh = extern( "cxr_free_tri_mesh", + [c_void_p], + None +) +libcxr_begin_vmf = extern( "cxr_begin_vmf", + [POINTER(cxr_vmf_context), c_void_p], + None +) +libcxr_vmf_begin_entities = extern( "cxr_vmf_begin_entities", + [POINTER(cxr_vmf_context), c_void_p], + None +) +libcxr_push_world_vmf = extern("cxr_push_world_vmf", + [c_void_p,POINTER(cxr_vmf_context),c_void_p], + None +) +libcxr_end_vmf = extern( "cxr_end_vmf", + [POINTER(cxr_vmf_context),c_void_p], + None +) + +# VDF + with open wrapper +libcxr_vdf_open = extern( "cxr_vdf_open", [c_char_p], c_void_p ) +libcxr_vdf_close = extern( "cxr_vdf_close", [c_void_p], None ) +libcxr_vdf_put = extern( "cxr_vdf_put", [c_void_p,c_char_p], None ) +libcxr_vdf_node = extern( "cxr_vdf_node", [c_void_p,c_char_p], None ) +libcxr_vdf_edon = extern( "cxr_vdf_edon", [c_void_p], None ) +libcxr_vdf_kv = extern( "cxr_vdf_kv", [c_void_p,c_char_p,c_char_p], None ) -# Wrapper for vdf functions to allow: with o = vdf_structure ... class vdf_structure(): def __init__(_,path): _.path = path @@ -181,7 +628,6 @@ class vdf_structure(): def __exit__(_,type,value,traceback): if _.fp != None: libcxr_vdf_close.call(_.fp) - def put(_,s): libcxr_vdf_put.call(_.fp, s.encode('utf-8') ) def node(_,name): @@ -191,382 +637,170 @@ class vdf_structure(): def kv(_,k,v): libcxr_vdf_kv.call(_.fp, k.encode('utf-8'), v.encode('utf-8')) -class cxr_object_context(): - def __init__(_,scale,offset_z): - _.scale=scale - _.offset_z=offset_z +# 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_int32], c_void_p ) +libcxr_fs_free = extern( "cxr_fs_free", [c_void_p], None ) +libcxr_fs_find = extern( "cxr_fs_find", [c_char_p, POINTER(fs_locator)],\ + c_int32 ) + +libcxr_valve_load_model = extern( "valve_load_model", [c_char_p], \ + POINTER(valve_model) ) +libcxr_valve_free_model = extern( "valve_free_model", [POINTER(valve_model)],\ + None ) -debug_gpu_lines = None -debug_gpu_mesh = None -debug_gpu_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR') -debug_draw_handler = None +libcxr_valve_load_material = extern( "valve_load_material", [c_char_p], \ + POINTER(valve_material) ) +libcxr_valve_free_material = extern( "valve_free_material", \ + [POINTER(valve_material)], None ) +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_fs_set_gameinfo, libcxr_fs_exit, libcxr_fs_get, \ + libcxr_fs_find, libcxr_fs_free, \ + libcxr_valve_load_model, libcxr_valve_free_model,\ + libcxr_valve_load_material, libcxr_valve_free_material ] +# Callbacks def libcxr_log_callback(logStr): print( F"{logStr.decode('utf-8')}",end='' ) -debug_lines_positions = None -debug_lines_colours = None +cxr_line_positions = None +cxr_line_colours = None -def libcxr_reset_debug_lines(): - global debug_lines_positions - global debug_lines_colours +def cxr_reset_lines(): + global cxr_line_positions, cxr_line_colours - debug_lines_positions = [] - debug_lines_colours = [] + cxr_line_positions = [] + cxr_line_colours = [] -def libcxr_batch_debug_lines(): - global debug_lines_positions - global debug_lines_colours - global debug_gpu_lines - global debug_gpu_shader +def cxr_batch_lines(): + global cxr_line_positions, cxr_line_colours, cxr_view_shader, cxr_view_lines - debug_gpu_lines = batch_for_shader(\ - debug_gpu_shader, 'LINES',\ - { "pos": debug_lines_positions, "color": debug_lines_colours }) + cxr_view_lines = batch_for_shader(\ + cxr_view_shader, 'LINES',\ + { "pos": cxr_line_positions, "color": cxr_line_colours }) -@persistent -def cxr_on_load(dummy): - libcxr_reset_debug_lines() - libcxr_batch_debug_lines() +def libcxr_line_callback( p0,p1,colour ): + global cxr_line_colours, cxr_line_positions -@persistent -def cxr_dgraph_update(scene,dgraph): - return - print( F"Hallo {time.time()}" ) + cxr_line_positions += [(p0[0],p0[1],p0[2])] + cxr_line_positions += [(p1[0],p1[1],p1[2])] + cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])] + cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])] -def libcxr_line_callback(p0,p1,colour): - global debug_lines_positions - global debug_lines_colours - debug_lines_positions += [(p0[0],p0[1],p0[2])] - debug_lines_positions += [(p1[0],p1[1],p1[2])] - debug_lines_colours += [(colour[0],colour[1],colour[2],colour[3])] - debug_lines_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_asset_lib + cxr_jobs_inf = None + cxr_jobs_batch = None + cxr_error_inf = None -def cxr_draw(): - global debug_gpu_lines - global debug_gpu_shader - global debug_gpu_mesh + cxr_reset_lines() + cxr_batch_lines() + cxr_view_mesh = None - debug_gpu_shader.bind() + cxr_asset_lib['models'] = {} + cxr_asset_lib['materials'] = {} + cxr_asset_lib['textures'] = {} + + scene_redraw() - gpu.state.depth_mask_set(False) - gpu.state.line_width_set(1.5) - gpu.state.face_culling_set('BACK') +# libnbvtf +# ------------------------------------------------------------------------------ - gpu.state.depth_test_set('NONE') - gpu.state.blend_set('ALPHA') - if debug_gpu_lines != None: - debug_gpu_lines.draw(debug_gpu_shader) +libnbvtf = None - gpu.state.depth_test_set('LESS_EQUAL') - gpu.state.blend_set('ADDITIVE') - if debug_gpu_mesh != None: - debug_gpu_mesh.draw(debug_gpu_shader) +# Constants +NBVTF_IMAGE_FORMAT_ABGR8888 = 1 +NBVTF_IMAGE_FORMAT_BGR888 = 3 +NBVTF_IMAGE_FORMAT_DXT1 = 13 +NBVTF_IMAGE_FORMAT_DXT5 = 15 +NBVTF_TEXTUREFLAGS_CLAMPS = 0x00000004 +NBVTF_TEXTUREFLAGS_CLAMPT = 0x00000008 +NBVTF_TEXTUREFLAGS_NORMAL = 0x00000080 +NBVTF_TEXTUREFLAGS_NOMIP = 0x00000100 +NBVTF_TEXTUREFLAGS_NOLOD = 0x00000200 -class CXR_RELOAD(bpy.types.Operator): - bl_idname="convexer.reload" - bl_label="Reload convexer" +libnbvtf_convert = extern( "nbvtf_convert", \ + [c_char_p,c_int32,c_int32,c_int32,c_int32,c_int32,c_uint32,c_char_p], \ + c_int32 ) - def execute(_,context): - global libcxr, libnbvtf, libcxr_funcs, libnbvtf_funcs +libnbvtf_read = extern( "nbvtf_read", \ + [c_void_p,POINTER(c_int32),POINTER(c_int32), c_int32], \ + POINTER(c_uint8) ) - # Load vtf library - libnbvtf = cdll.LoadLibrary( os.path.dirname(__file__)+'/libnbvtf.so') +libnbvtf_free = extern( "nbvtf_free", [POINTER(c_uint8)], None ) - if libcxr != None: - _handle = libcxr._handle - - for i in range(10): libc_dlclose( _handle ) - del libcxr +libnbvtf_init = extern( "nbvtf_init", [], None ) +libnbvtf_funcs = [ libnbvtf_convert, libnbvtf_init, libnbvtf_read, \ + libnbvtf_free ] - libcxr = None - libcxr = cdll.LoadLibrary( os.path.dirname(__file__)+'/libcxr.so') - - build_time = c_char_p.in_dll(libcxr,'cxr_build_time') - print( F"libcxr build time: {build_time.value}" ) - - for fd in libnbvtf_funcs: - fd.loadfrom( libnbvtf ) +# Loading +# -------------------------- - for fd in libcxr_funcs: - fd.loadfrom( libcxr ) +def shared_reload(): + global libcxr, libnbvtf, libcxr_funcs, libnbvtf_funcs - # Callbacks - global c_libcxr_log_callback, c_libcxr_line_callback + # Unload libraries if existing + def _reload( lib, path ): + if CXR_GNU_LINUX==1: + if lib != None: + _handle = lib._handle + for i in range(10): libc_dlclose( _handle ) + lib = None + del lib - LOG_FUNCTION_TYPE = CFUNCTYPE(None,c_char_p) - c_libcxr_log_callback = LOG_FUNCTION_TYPE(libcxr_log_callback) - libcxr.cxr_set_log_function(cast(c_libcxr_log_callback,c_void_p)) + libpath = F'{os.path.dirname(__file__)}/{path}{CXR_SHARED_EXT}' + return cdll.LoadLibrary( libpath ) - LINE_FUNCTION_TYPE = CFUNCTYPE(None,\ - POINTER(c_double),POINTER(c_double),POINTER(c_double)) - c_libcxr_line_callback = LINE_FUNCTION_TYPE(libcxr_line_callback) - libcxr.cxr_set_line_function(cast(c_libcxr_line_callback,c_void_p)) + libnbvtf = _reload( libnbvtf, "libnbvtf" ) + libcxr = _reload( libcxr, "libcxr" ) + + for fd in libnbvtf_funcs: + fd.loadfrom( libnbvtf ) + libnbvtf_init.call() - return {'FINISHED'} + for fd in libcxr_funcs: + fd.loadfrom( libcxr ) -def libcxr_use(): - global libcxr + # Callbacks + global c_libcxr_log_callback, c_libcxr_line_callback - if libcxr == None: - bpy.ops.convexer.reload() + LOG_FUNCTION_TYPE = CFUNCTYPE(None,c_char_p) + c_libcxr_log_callback = LOG_FUNCTION_TYPE(libcxr_log_callback) -def to_aeiou( v ): - ret = "" - if v == 0: - return "z" - dig = [] - while v: - dig.append( int( v % 5 ) ) - v //= 5 - for d in dig[::-1]: - ret += [ 'a','e','i','o','u' ][d] - return ret + LINE_FUNCTION_TYPE = CFUNCTYPE(None,\ + POINTER(c_double), POINTER(c_double), POINTER(c_double)) + c_libcxr_line_callback = LINE_FUNCTION_TYPE(libcxr_line_callback) -def asset_uid(asset): - if isinstance(asset,str): - return asset - name = to_aeiou(asset.cxr_data.asset_id) - if bpy.context.scene.cxr_data.include_names: - name += asset.name.replace('.','_') - return name + libcxr.cxr_set_log_function(cast(c_libcxr_log_callback,c_void_p)) + libcxr.cxr_set_line_function(cast(c_libcxr_line_callback,c_void_p)) -# -> / -def asset_name(asset): - return F"{bpy.context.scene.cxr_data.project_name}/{asset_uid(asset)}" + build_time = c_char_p.in_dll(libcxr,'cxr_build_time') + print( F"libcxr build time: {build_time.value}" ) -# -> // -def asset_path(subdir, asset): - return F"{subdir}/{asset_name(asset_uid(asset))}" +shared_reload() -# -> /// -def asset_full_path(sdir,asset): - return F"{bpy.context.scene.cxr_data.subdir}/"+\ - F"{asset_path(sdir,asset_uid(asset))}" +# Configuration +# ------------------------------------------------------------------------------ -# view_layer.update() doesnt seem to work, -# tag_redraw() seems to have broken -# therefore, change a property -def scene_redraw(): - ob = bpy.context.scene.objects[0] - ob.hide_render = ob.hide_render - - # the 'real' way to refresh the scene - #for area in bpy.context.window.screen.areas: - # if area.type == 'view_3d': - # area.tag_redraw() - -# The default shader is the first entry +# Standard entity functions, think of like base.fgd # -cxr_shaders = { - "LightMappedGeneric": - { - "name": "Light Mapped", - "id": 0 - }, - "VertexLitGeneric": - { - "name": "Vertex Lit", - "id": 1 - }, - "UnlitGeneric": - { - "name": "Unlit", - "id": 2 - }, - "Builtin": - { - "name": "Builtin", - "id": 3 - } -} - -def material_tex_image(v): - return {\ - "ShaderNodeTexImage": - { - "image": F"${v}" - } - } - -cxr_graph_mapping = { - "ShaderNodeBsdfPrincipled": - { - "Base Color": - { - "ShaderNodeMixRGB": - { - "Color1": material_tex_image("basetexture"), - "Color2": material_tex_image("decaltexture") - }, - "ShaderNodeTexImage": - { - "image":"$basetexture" - }, - "default": - [("VertexLitGeneric","$color2"),\ - ("UnlitGeneric","$color2"),\ - ("LightMappedGeneric","$color")] - }, - "Normal": - { - "ShaderNodeNormalMap": - { - "Color": material_tex_image("bumpmap") - } - } - } -} - -cxr_shader_params = { - "Textures": - { - "type": "ui", - "shaders": ("UnlitGeneric","VertexLitGeneric","LightMappedGeneric"), - - "$basetexture": - { - "name": "Base Texture", - "type": "intrinsic", - "default": None - }, - "$decaltexture": - { - "name": "Decal Texture", - "type": "intrinsic", - "default": None, - - "$decalblendmode": - { - "name": "Blend Mode", - "type": "enum", - "items": [ - ('0',"AlphaOver","Default",'',0), - ('1',"Multiply","",'',1), - ('2',"Modulate","",'',2), - ('3',"Additive","",'',3) - ], - "default": 0, - "always": True - } - }, - "$bumpmap": - { - "name": "Normal Map", - "type": "intrinsic", - "flags": NBVTF_TEXTUREFLAGS_NORMAL, - "default": None - } - }, - "$color": - { - "name": "Color", - "type": "intrinsic", - "default": None, - "exponent": 2.2 - }, - "$color2": - { - "name": "Color2", - "type": "intrinsic", - "default": None, - "exponent": 2.2 - }, - "Lighting": - { - "type": "ui", - "shaders": ("VertexLitGeneric", "LightMappedGeneric"), - - "$phong": - { - "name": "Phong", - "type": "bool", - "default": False, - - "$phongexponent": - { - "name": "Exponent", - "type": "float", - "default": 5.0 - }, - "$phongboost": - { - "name": "Boost", - "type": "float", - "default": 1.0 - }, - "$phongfresnelranges": - { - "name": "Fresnel Ranges", - "type": "vector", - "default":(1.0,1.0,1.0) - } - }, - "$envmap": - { - "name": "Cubemap", - "type": "string", - "default": "", - - "$envmaptint": - { - "name": "Tint", - "type": "vector", - "subtype": 'COLOR', - "default": (1.0,1.0,1.0) - }, - "$envmaplightscale": - { - "name": "Light Scale", - "type": "float", - "default": 0.0 - }, - "$envmaplightscaleminmax": - { - "name": "Min/Max", - "type": "vector", - "default": (0.0,1.0) - } - } - }, - "Transparency": - { - "type": "ui", - "shaders": ("UnlitGeneric","VertexLitGeneric","LightMappedGeneric"), - - "$translucent": - { - "name": "Translucent", - "type": "bool", - "default": False - }, - "$alphatest": - { - "name": "Alpha Test", - "type": "bool", - "default": False, - - "$alphatestreference": - { - "name": "Step", - "type": "float", - "default": 0.5 - } - }, - "$nocull": - { - "name": "No Cull", - "type": "bool", - "default": False - } - } -} - -def ent_get_origin(obj,context): - return obj.location * context.scale +def cxr_get_origin(context): + return context['object'].location * context['transform']['scale'] + \ + mathutils.Vector(context['transform']['offset']) -def ent_get_angles(obj,context): +def cxr_get_angles(context): + obj = context['object'] euler = [ a*57.295779513 for a in obj.rotation_euler ] angle = [0,0,0] angle[0] = euler[1] @@ -574,40 +808,54 @@ def ent_get_angles(obj,context): angle[2] = euler[0] return angle -def ent_baseclass(classes, other): +def cxr_baseclass(classes, other): base = other.copy() for x in classes: base.update(x.copy()) return base -ent_origin = { "origin": ent_get_origin } -ent_angles = { "angles": ent_get_angles } -ent_transform = ent_baseclass( [ent_origin], ent_angles ) +def ent_soundscape(context): + obj = context['object'] + kvs = cxr_baseclass([ent_origin],\ + { + "radius": obj.scale.x * bpy.context.scene.cxr_data.scale_factor, + "soundscape": {"type":"string","default":""} + }) + + return kvs -def ent_lights(obj,context): - kvs = ent_baseclass([ent_origin],\ +# EEVEE Light component converter -> Source 1 +# +def ent_lights(context): + obj = context['object'] + kvs = cxr_baseclass([ent_origin],\ { "_distance": (0.0 if obj.data.cxr_data.realtime else -1.0), - "_light": [int(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\ - [int(obj.data.energy * bpy.context.scene.cxr_data.light_scale)], "_lightHDR": '-1 -1 -1 1', "_lightscaleHDR": 1 }) - - if obj.data.type == 'SPOT': - kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0) - kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone'] - # Blenders spotlights are -z forward + light_base = [(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\ + [obj.data.energy * bpy.context.scene.cxr_data.light_scale] + + if obj.data.type == 'SPOT' or obj.data.type == 'SUN': + # Blenders directional lights are -z forward # Source is +x, however, it seems to use a completely different system. # Since we dont care about roll for spotlights, we just take the # pitch and yaw via trig _,mtx_rot,_ = obj.matrix_world.decompose() fwd = mtx_rot @ mathutils.Vector((0,0,-1)) + dir_pitch = math.asin(fwd[2]) * 57.295779513 + dir_yaw = math.atan2(fwd[1],fwd[0]) * 57.295779513 + + if obj.data.type == 'SPOT': + kvs['_light'] = [ int(x) for x in light_base ] + kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0) + kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone'] - kvs['pitch'] = math.asin(fwd[2]) * 57.295779513 - kvs['angles'] = [ 0.0, math.atan2(fwd[1],fwd[0]) * 57.295779513, 0.0 ] + kvs['pitch'] = dir_pitch + kvs['angles'] = [ 0, dir_yaw, 0 ] kvs['_quadratic_attn'] = 0.0 # Source spotlights + quadratic falloff look # Really bad... # @@ -616,61 +864,239 @@ def ent_lights(obj,context): kvs['_linear_attn'] = 1.0 elif obj.data.type == 'POINT': + kvs['_light'] = [ int(x) for x in light_base] kvs['_quadratic_attn'] = 1.0 - kvs['_linear_attn'] = 0.0 + kvs['_linear_attn'] = 1.0 elif obj.data.type == 'SUN': - pass # TODO + light_base[3] *= 300.0 * 5 + kvs['_light'] = [ int(x) for x in light_base ] + + ambient = bpy.context.scene.world.color + kvs['_ambient'] = [int(pow(ambient[i],1.0/2.2)*255.0) for i in range(3)] +\ + [80 * 5] + kvs['_ambientHDR'] = [-1,-1,-1,1] + kvs['_AmbientScaleHDR'] = 1 + kvs['pitch'] = dir_pitch + kvs['angles'] = [ dir_pitch, dir_yaw, 0.0 ] + kvs['SunSpreadAngle'] = 0 return kvs -def ent_cubemap(obj,context): - return ent_baseclass([ent_origin],\ - {"cubemapsize": obj.data.cxr_data.size}) +def ent_prop(context): + if isinstance( context['object'], bpy.types.Collection ): + kvs = {} + target = context['object'] + pos = mathutils.Vector(context['origin']) + pos += mathutils.Vector(context['transform']['offset']) + + kvs['origin'] = [pos[1],-pos[0],pos[2]] + kvs['angles'] = [0,180,0] + kvs['uniformscale'] = 1.0 + else: + kvs = cxr_baseclass([ent_origin],{}) + target = context['object'].instance_collection + + obj = context['object'] + euler = [ a*57.295779513 for a in obj.rotation_euler ] + angle = [0,0,0] + angle[0] = euler[1] + angle[1] = euler[2] + 180.0 # Dunno... + angle[2] = euler[0] + + kvs['angles'] = angle + kvs['uniformscale'] = obj.scale[0] + + if target.cxr_data.shadow_caster: + kvs['enablelightbounce'] = 1 + kvs['disableshadows'] = 0 + else: + kvs['enablelightbounce'] = 0 + kvs['disableshadows'] = 1 + + kvs['fademindist'] = -1 + kvs['fadescale'] = 1 + kvs['model'] = F"{asset_path('models',target)}.mdl".lower() + kvs['renderamt'] = 255 + kvs['rendercolor'] = [255, 255, 255] + kvs['skin'] = 0 + kvs['solid'] = 6 -cxr_entities = { - "info_player_counterterrorist": - { - "gizmo": [], - "allow": ('EMPTY',), - "keyvalues": ent_baseclass([ent_transform],\ - { - "priority": {"type": "int", "default": 0 }, - "enabled": {"type": "int", "default": 1 }, - }) - }, - "info_player_terrorist": - { - "gizmo": [], - "allow": ('EMPTY',), - "keyvalues": ent_baseclass([ent_transform],\ - { - "priority": {"type": "int", "default": 0 }, - "enabled": {"type": "int", "default": 1 }, - }) - }, - "light": { "keyvalues": ent_lights }, - "light_spot": { "keyvalues": ent_lights }, - # SUN - "env_cubemap": { "keyvalues": ent_cubemap }, - - # Brush entites - "func_buyzone": - { - "allow": ('MESH',), - "keyvalues": - { - "TeamNum": {"type": "int", "default": 0 } - } + return kvs + +def ent_sky_camera(context): + settings = bpy.context.scene.cxr_data + scale = settings.scale_factor / settings.skybox_scale_factor + + kvs = { + "origin": [_ for _ in context['transform']['offset']], + "angles": [ 0, 0, 0 ], + "fogcolor": [255, 255, 255], + "fogcolor2": [255, 255, 255], + "fogdir": [1,0,0], + "fogend": 2000.0, + "fogmaxdensity": 1, + "fogstart": 500.0, + "HDRColorScale": 1.0, + "scale": scale } -} + return kvs + +def ent_cubemap(context): + obj = context['object'] + return cxr_baseclass([ent_origin], {"cubemapsize": obj.data.cxr_data.size}) + +ent_origin = { "origin": cxr_get_origin } +ent_angles = { "angles": cxr_get_angles } +ent_transform = cxr_baseclass( [ent_origin], ent_angles ) + +#include the user config +exec(open(F'{os.path.dirname(__file__)}/config.py').read()) + +# Blender state callbacks +# ------------------------------------------------------------------------------ + +@persistent +def cxr_on_load(dummy): + global cxr_view_lines, cxr_view_mesh + + cxr_view_lines = None + cxr_view_mesh = None + +@persistent +def cxr_dgraph_update(scene,dgraph): + return + print( F"Hallo {time.time()}" ) + +# Convexer compilation functions +# ------------------------------------------------------------------------------ + +# Asset path management + +def asset_uid(asset): + if isinstance(asset,str): + return asset + + # Create a unique ID string + base = "bopshei" + v = asset.cxr_data.asset_id + name = "" + + if v == 0: + name = "a" + else: + dig = [] + + while v: + dig.append( int( v % len(base) ) ) + v //= len(base) + + for d in dig[::-1]: + name += base[d] + + if bpy.context.scene.cxr_data.include_names: + name += asset.name.replace('.','_') + + return name + +# -> / +def asset_name(asset): + return F"{bpy.context.scene.cxr_data.project_name}/{asset_uid(asset)}" + +# -> // +def asset_path(subdir, asset): + return F"{subdir}/{asset_name(asset_uid(asset))}" + +# -> /// +def asset_full_path(sdir,asset): + 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 not world: + 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 { 'SPOT': "light_spot", 'POINT': "light", - 'SUN': "light_directional" }[ obj.data.type ] + 'SUN': "light_environment" }[ obj.data.type ] elif obj.type == 'LIGHT_PROBE': return "env_cubemap" @@ -702,7 +1128,9 @@ def cxr_classname(obj): # # Error: None # -def cxr_entity_keyvalues(obj,context,classname): +def cxr_entity_keyvalues(context): + classname = context['classname'] + obj = context['object'] if classname not in cxr_entities: return None result = [] @@ -710,7 +1138,7 @@ def cxr_entity_keyvalues(obj,context,classname): entdef = cxr_entities[classname] kvs = entdef['keyvalues'] - if callable(kvs): kvs = kvs(obj, context) + if callable(kvs): kvs = kvs(context) for k in kvs: kv = kvs[k] @@ -722,7 +1150,7 @@ def cxr_entity_keyvalues(obj,context,classname): value = obj[ F"cxrkv_{k}" ] else: if callable(kv): - value = kv(obj,context) + value = kv(context) if isinstance(value,mathutils.Vector): value = [_ for _ in value] @@ -731,6 +1159,8 @@ def cxr_entity_keyvalues(obj,context,classname): return result +# Extract material information from shader graph data +# def material_info(mat): info = {} info['res'] = (512,512) @@ -744,11 +1174,7 @@ def material_info(mat): info['name'] = mat.name return info - if not hasattr(material_info,'references'): - material_info.references = set() - - # Custom material - material_info.references.add(mat) + # Custom materials info['name'] = asset_name(mat) # Using the cxr_graph_mapping as a reference, go through the shader @@ -761,12 +1187,13 @@ def material_info(mat): def _variant_apply( val ): nonlocal mat - if isinstance( val, str ): - return val - else: + if isinstance( val, list ): for shader_variant in val: if shader_variant[0] == mat.cxr_data.shader: return shader_variant[1] + return val[0][1] + else: + return val # Find rootnodes if node == None: @@ -774,36 +1201,38 @@ def material_info(mat): for node_idname in node_def: for n in mat.node_tree.nodes: - if n.bl_idname == node_idname: + if n.name == node_idname: node_def = node_def[node_idname] node = n break for link in node_def: - if isinstance( node_def[link], dict ): - inputt = node.inputs[link] - inputt_def = node_def[link] + link_def = _variant_apply( node_def[link] ) - if inputt.is_linked: + if isinstance( link_def, dict ): + node_link = node.inputs[link] + + if node_link.is_linked: # look for definitions for the connected node type - con = inputt.links[0].from_node + from_node = node_link.links[0].from_node - for node_idname in inputt_def: - if con.bl_idname == node_idname: - con_def = inputt_def[ node_idname ] - _graph_read( con_def, con, depth+1 ) + node_name = from_node.name.split('.')[0] + if node_name in link_def: + from_node_def = link_def[ node_name ] + + _graph_read( from_node_def, from_node, depth+1 ) - # No definition found! :( + # No definition! :( # TODO: Make a warning for this? else: - if "default" in inputt_def: - prop = _variant_apply( inputt_def['default'] ) - info[prop] = inputt.default_value + if "default" in link_def: + prop = _variant_apply( link_def['default'] ) + info[prop] = node_link.default_value else: - prop = _variant_apply( node_def[link] ) - info[prop] = getattr(node,link) + prop = _variant_apply( link_def ) + info[prop] = getattr( node, link ) _graph_read(cxr_graph_mapping) @@ -813,358 +1242,1225 @@ def material_info(mat): return info -def mesh_cxr_format(obj): - orig_state = obj.mode - if orig_state != 'OBJECT': - bpy.ops.object.mode_set(mode='OBJECT') +def vec3_min( a, b ): + return mathutils.Vector((min(a[0],b[0]),min(a[1],b[1]),min(a[2],b[2]))) +def vec3_max( a, b ): + return mathutils.Vector((max(a[0],b[0]),max(a[1],b[1]),max(a[2],b[2]))) - dgraph = bpy.context.evaluated_depsgraph_get() - data = obj.evaluated_get(dgraph).data +def cxr_collection_center(collection, transform): + BIG=999999999 + bounds_min = mathutils.Vector((BIG,BIG,BIG)) + bounds_max = mathutils.Vector((-BIG,-BIG,-BIG)) - _,mtx_rot,_ = obj.matrix_world.decompose() + for obj in collection.objects: + if obj.type == 'MESH': + corners = [ mathutils.Vector(c) for c in obj.bound_box ] - mesh = cxr_static_mesh() - - vertex_data = ((c_double*3)*len(data.vertices))() - for i, vert in enumerate(data.vertices): - v = obj.matrix_world @ vert.co - vertex_data[i][0] = c_double(v[0]) - vertex_data[i][1] = c_double(v[1]) - vertex_data[i][2] = c_double(v[2]) + for corner in [ obj.matrix_world@c for c in corners ]: + bounds_min = vec3_min( bounds_min, corner ) + bounds_max = vec3_max( bounds_max, corner ) - loop_data = (cxr_static_loop*len(data.loops))() - polygon_data = (cxr_polygon*len(data.polygons))() + center = (bounds_min + bounds_max) / 2.0 + + origin = mathutils.Vector((-center[1],center[0],center[2])) + origin *= transform['scale'] - for i, poly in enumerate(data.polygons): - loop_start = poly.loop_start - loop_end = poly.loop_start + poly.loop_total - for loop_index in range(loop_start, loop_end): - loop = data.loops[loop_index] - loop_data[loop_index].index = loop.vertex_index - loop_data[loop_index].edge_index = loop.edge_index + return origin - if data.uv_layers: - uv = data.uv_layers.active.data[loop_index].uv - loop_data[loop_index].uv[0] = c_double(uv[0]) - loop_data[loop_index].uv[1] = c_double(uv[1]) +# Prepares Scene into dictionary format +# +def cxr_scene_collect(): + context = bpy.context + + # Make sure all of our asset types have a unique ID + def _uid_prepare(objtype): + used_ids = [0] + to_generate = [] + id_max = 0 + for o in objtype: + vs = o.cxr_data + if vs.asset_id in used_ids: + to_generate+=[vs] else: - loop_data[loop_index].uv[0] = c_double(0.0) - loop_data[loop_index].uv[1] = c_double(0.0) - center = obj.matrix_world @ poly.center - normal = mtx_rot @ poly.normal + id_max = max(id_max,vs.asset_id) + used_ids+=[vs.asset_id] + for vs in to_generate: + id_max += 1 + vs.asset_id = id_max + _uid_prepare(bpy.data.materials) + _uid_prepare(bpy.data.images) + _uid_prepare(bpy.data.collections) + + sceneinfo = { + "entities": [], # Everything with a classname + "geo": [], # All meshes without a classname + "heros": [] # Collections prefixed with mdl_ + } - polygon_data[i].loop_start = poly.loop_start - polygon_data[i].loop_total = poly.loop_total - polygon_data[i].normal[0] = normal[0] - polygon_data[i].normal[1] = normal[1] - polygon_data[i].normal[2] = normal[2] - polygon_data[i].center[0] = center[0] - polygon_data[i].center[1] = center[1] - polygon_data[i].center[2] = center[2] - polygon_data[i].material_id = poly.material_index + def _collect(collection,transform): + nonlocal sceneinfo + + purpose = cxr_collection_purpose( collection ) + if purpose == None: return + if purpose == 'model': + sceneinfo['entities'] += [{ + "object": collection, + "classname": "prop_static", + "transform": transform, + "origin": cxr_collection_center( collection, transform ) + }] + + sceneinfo['heros'] += [{ + "collection": collection, + "transform": transform, + "origin": cxr_collection_center( collection, transform ) + }] + return + + for obj in collection.objects: + if obj.hide_get(): continue + + classname = cxr_classname( obj ) + + if classname != None: + sceneinfo['entities'] += [{ + "object": obj, + "classname": classname, + "transform": transform + }] + elif obj.type == 'MESH': + sceneinfo['geo'] += [{ + "object": obj, + "transform": transform + }] + + for c in collection.children: + _collect( c, transform ) + + transform_main = { + "scale": context.scene.cxr_data.scale_factor, + "offset": (0,0,0) + } - edge_data = (cxr_edge*len(data.edges))() + transform_sky = { + "scale": context.scene.cxr_data.skybox_scale_factor, + "offset": (0,0,context.scene.cxr_data.skybox_offset ) + } - for i, edge in enumerate(data.edges): - edge_data[i].i0 = edge.vertices[0] - edge_data[i].i1 = edge.vertices[1] - edge_data[i].freestyle = edge.use_freestyle_mark + if 'main' in bpy.data.collections: + _collect( bpy.data.collections['main'], transform_main ) - material_data = (cxr_material*len(obj.material_slots))() + if 'skybox' in bpy.data.collections: + _collect( bpy.data.collections['skybox'], transform_sky ) - for i, ms in enumerate(obj.material_slots): - inf = material_info(ms.material) - material_data[i].res[0] = inf['res'][0] - material_data[i].res[1] = inf['res'][1] - material_data[i].vmt_path = inf['name'].encode('utf-8') - - mesh.edges = cast(edge_data, POINTER(cxr_edge)) - mesh.vertices = cast(vertex_data, POINTER(c_double*3)) - mesh.loops = cast(loop_data,POINTER(cxr_static_loop)) - mesh.polys = cast(polygon_data, POINTER(cxr_polygon)) - mesh.materials = cast(material_data, POINTER(cxr_material)) - - mesh.poly_count = len(data.polygons) - mesh.vertex_count = len(data.vertices) - mesh.edge_count = len(data.edges) - mesh.loop_count = len(data.loops) - mesh.material_count = len(obj.material_slots) + sceneinfo['entities'] += [{ + "object": None, + "transform": transform_sky, + "classname": "sky_camera" + }] - bpy.ops.object.mode_set(mode=orig_state) - return mesh + return sceneinfo -class CXR_WRITE_VMF(bpy.types.Operator): - bl_idname="convexer.write_vmf" - bl_label="Write VMF" +# Write VMF out to file (JOB HANDLER) +# +def cxr_export_vmf(sceneinfo, output_vmf): + cxr_reset_lines() - def execute(_,context): - libcxr_use() - libcxr_reset_debug_lines() + with vdf_structure(output_vmf) as m: + print( F"Write: {output_vmf}" ) + + vmfinfo = cxr_vmf_context() + vmfinfo.mapversion = 4 - # Setup output and state - filepath = bpy.data.filepath - directory = os.path.dirname(filepath) - settings = context.scene.cxr_data + #TODO: These need to be in options... + vmfinfo.skyname = bpy.context.scene.cxr_data.skyname.encode('utf-8') + vmfinfo.detailvbsp = b"detail.vbsp" + vmfinfo.detailmaterial = b"detail/detailsprites" + vmfinfo.lightmap_scale = 12 + + vmfinfo.brush_count = 0 + vmfinfo.entity_count = 0 + vmfinfo.face_count = 0 - asset_dir = F"{directory}/bin" - material_dir = F"{settings.subdir}/materials/{settings.project_name}" - model_dir = F"{settings.subdir}/models/{settings.project_name}" - - os.makedirs( asset_dir, exist_ok=True ) - os.makedirs( material_dir, exist_ok=True ) - os.makedirs( model_dir, exist_ok=True ) + visgroups = (cxr_visgroup*len(cxr_visgroups))() + for i, vg in enumerate(cxr_visgroups): + visgroups[i].name = vg.encode('utf-8') + vmfinfo.visgroups = cast(visgroups, POINTER(cxr_visgroup)) + vmfinfo.visgroup_count = len(cxr_visgroups) - # States - libcxr_reset_debug_lines() - material_info.references = set() - output_vmf = F"{directory}/{settings.project_name}.vmf" + libcxr_begin_vmf.call( pointer(vmfinfo), m.fp ) - with vdf_structure(output_vmf) as m: - print( F"Write: {output_vmf}" ) - - vmfinfo = cxr_vmf_context() - vmfinfo.mapversion = 4 - vmfinfo.skyname = b"sky_csgo_night02b" - vmfinfo.detailvbsp = b"detail.vbsp" - vmfinfo.detailmaterial = b"detail/detailsprites" - vmfinfo.lightmap_scale = 12 - vmfinfo.brush_count = 0 - vmfinfo.entity_count = 0 - vmfinfo.face_count = 0 + def _buildsolid( cmd ): + nonlocal m - libcxr_begin_vmf.call( pointer(vmfinfo), m.fp ) - - # Make sure all of our asset types have a unique ID - def _uid_prepare(objtype): - used_ids = [0] - to_generate = [] - id_max = 0 - for o in objtype: - vs = o.cxr_data - if vs.asset_id in used_ids: - to_generate+=[vs] - else: - id_max = max(id_max,vs.asset_id) - used_ids+=[vs.asset_id] - for vs in to_generate: - id_max += 1 - vs.asset_id = id_max + print( F"{vmfinfo.brush_count} :: {cmd['object'].name}" ) + + baked = mesh_cxr_format( cmd['object'] ) + world = cxr_decompose_globalerr( baked ) - _uid_prepare(bpy.data.materials) - _uid_prepare(bpy.data.images) - _uid_prepare(bpy.data.collections) + if world == None: + return False - # Export Brushes and displacement - def _collect(collection,transform): - if collection.name.startswith('.'): - return - - if collection.hide_render: - return + vmfinfo.scale = cmd['transform']['scale'] - if collection.name.startswith('mdl_'): - _collect.heros += [(collection,transform)] - return + offset = cmd['transform']['offset'] + vmfinfo.offset[0] = offset[0] + vmfinfo.offset[1] = offset[1] + vmfinfo.offset[2] = offset[2] + + if cmd['object'].cxr_data.lightmap_override > 0: + vmfinfo.lightmap_scale = cmd['object'].cxr_data.lightmap_override + else: + vmfinfo.lightmap_scale = bpy.context.scene.cxr_data.lightmap_scale - for obj in collection.objects: - if obj.hide_get(): continue + libcxr_push_world_vmf.call( world, pointer(vmfinfo), m.fp ) + libcxr_free_world.call( world ) - classname = cxr_classname( obj ) + return True - if classname != None: - _collect.entities += [( obj,transform,classname )] - elif obj.type == 'MESH': - _collect.geo += [(obj,transform)] + # World geometry + for brush in sceneinfo['geo']: + vmfinfo.visgroupid = int(brush['object'].cxr_data.visgroup) + if not _buildsolid( brush ): + cxr_batch_lines() + scene_redraw() + return False + vmfinfo.visgroupid = 0 - for c in collection.children: - _collect( c, transform ) - - _collect.a_models = set() - _collect.entities = [] - _collect.geo = [] - _collect.heros = [] + libcxr_vmf_begin_entities.call(pointer(vmfinfo), m.fp) + + # Entities + for ent in sceneinfo['entities']: + obj = ent['object'] + ctx = ent['transform'] + cls = ent['classname'] - transform_main = cxr_object_context( \ - context.scene.cxr_data.scale_factor, 0.0 ) + m.node( 'entity' ) + m.kv( 'classname', cls ) - transform_sky = cxr_object_context( \ - context.scene.cxr_data.skybox_scale_factor, \ - context.scene.cxr_data.skybox_offset ) - - if 'main' in bpy.data.collections: - _collect( bpy.data.collections['main'], transform_main ) + kvs = cxr_entity_keyvalues( ent ) - if 'skybox' in bpy.data.collections: - _collect( bpy.data.collections['skybox'], transform_sky ) + for kv in kvs: + if isinstance(kv[2], list): + m.kv( kv[0], ' '.join([str(_) for _ in kv[2]]) ) + else: m.kv( kv[0], str(kv[2]) ) - def _buildsolid( obj, ctx ): - nonlocal m + if obj == None: + pass + elif not isinstance( obj, bpy.types.Collection ): + if obj.type == 'MESH': + vmfinfo.visgroupid = int(obj.cxr_data.visgroup) + if not _buildsolid( ent ): + cxr_batch_lines() + scene_redraw() + return False + + if obj != None: + m.node( 'editor' ) + m.kv( 'visgroupid', str(obj.cxr_data.visgroup) ) + m.kv( 'visgroupshown', '1' ) + m.kv( 'visgroupautoshown', '1' ) + m.edon() - baked = mesh_cxr_format( brush[0] ) - world = libcxr_decompose.call( baked, None ) - - if world == None: - return False + m.edon() + vmfinfo.visgroupid = 0 - vmfinfo.scale = brush[1].scale - vmfinfo.offset[0] = 0.0 - vmfinfo.offset[1] = 0.0 - vmfinfo.offset[2] = brush[1].offset_z + print( "Done" ) + return True - libcxr_push_world_vmf.call( world, pointer(vmfinfo), m.fp ) - libcxr_free_world.call( world ) +# COmpile image using NBVTF and hash it (JOB HANDLER) +# +def compile_image(img): + if img==None: + return None - return True + name = asset_name(img) + src_path = bpy.path.abspath(img.filepath) - # World geometry - for brush in _collect.geo: - if not _buildsolid( brush[0], brush[1] ): - libcxr_batch_debug_lines() - scene_redraw() - return {'CANCELLED'} + dims = img.cxr_data.export_res + fmt = { + 'RGBA': NBVTF_IMAGE_FORMAT_ABGR8888, + 'DXT1': NBVTF_IMAGE_FORMAT_DXT1, + 'DXT5': NBVTF_IMAGE_FORMAT_DXT5, + 'RGB': NBVTF_IMAGE_FORMAT_BGR888 + }[ img.cxr_data.fmt ] - m.edon() - - # Entities - for entity in _collect.entities: - obj = entity[0] - ctx = entity[1] - cls = entity[2] - m.node( 'entity' ) - m.kv( 'classname', cls ) - - kvs = cxr_entity_keyvalues( obj, ctx, cls ) - - for kv in kvs: - if isinstance(kv[2], list): - m.kv( kv[0], ' '.join([str(_) for _ in kv[2]]) ) - else: m.kv( kv[0], str(kv[2]) ) - - if not _buildsolid( obj, ctx ): - libcxr_batch_debug_lines() - scene_redraw() - return {'CANCELLED'} + mipmap = img.cxr_data.mipmap + lod = img.cxr_data.lod + clamp = img.cxr_data.clamp + flags = img.cxr_data.flags - m.edon() - - print( "[CONVEXER] Compile materials / textures" ) + q=bpy.context.scene.cxr_data.image_quality + + userflag_hash = F"{mipmap}.{lod}.{clamp}.{flags}" + file_hash = F"{name}.{os.path.getmtime(src_path)}" + comphash = F"{file_hash}.{dims[0]}.{dims[1]}.{fmt}.{userflag_hash}.{q}" + + if img.cxr_data.last_hash != comphash: + print( F"Texture update: {img.filepath}" ) + + src = src_path.encode('utf-8') + dst = (asset_full_path('materials',img)+'.vtf').encode('utf-8') + + flags_full = flags + + # texture setting flags + if not lod: flags_full |= NBVTF_TEXTUREFLAGS_NOLOD + if clamp: + flags_full |= NBVTF_TEXTUREFLAGS_CLAMPS + flags_full |= NBVTF_TEXTUREFLAGS_CLAMPT + + if libnbvtf_convert.call(src,dims[0],dims[1],mipmap,fmt,q,flags_full,dst): + img.cxr_data.last_hash = comphash + + return name + +# +# Compile a material to VMT format. This is quick to run, doesnt need to be a +# job handler. +# +def compile_material(mat): + info = material_info(mat) + properties = mat.cxr_data + + print( F"Compile {asset_full_path('materials',mat)}.vmt" ) + if properties.shader == 'Builtin': + return [] + + props = [] + + # Walk the property tree + def _mlayer( layer ): + nonlocal properties, props + + for decl in layer: + if isinstance(layer[decl],dict): # $property definition + pdef = layer[decl] + ptype = pdef['type'] + + subdefines = False + default = None + prop = None + + if 'shaders' in pdef and properties.shader not in pdef['shaders']: + continue + + # Group expansion (does it have subdefinitions?) + for ch in pdef: + if isinstance(pdef[ch],dict): + subdefines = True + break + + expandview = False + + if ptype == 'ui': + expandview = True + else: + if ptype == 'intrinsic': + if decl in info: + prop = info[decl] + else: + prop = getattr(properties,decl) + default = pdef['default'] + + if not isinstance(prop,str) and \ + not isinstance(prop,bpy.types.Image) and \ + hasattr(prop,'__getitem__'): + prop = tuple([p for p in prop]) + + if prop != default: + # write prop + props += [(decl,pdef,prop)] + + if subdefines: + expandview = True + + if expandview: _mlayer(pdef) + + _mlayer( cxr_shader_params ) + + # Write the vmt + with vdf_structure( F"{asset_full_path('materials',mat)}.vmt" ) as vmt: + vmt.node( properties.shader ) + vmt.put( "// Convexer export\n" ) + + for pair in props: + decl = pair[0] + pdef = pair[1] + prop = pair[2] + + def _numeric(v): + nonlocal pdef + if 'exponent' in pdef: return str(pow( v, pdef['exponent'] )) + else: return str(v) + + if isinstance(prop,bpy.types.Image): + vmt.kv( decl, asset_name(prop)) + elif isinstance(prop,bool): + vmt.kv( decl, '1' if prop else '0' ) + elif isinstance(prop,str): + vmt.kv( decl, prop ) + elif isinstance(prop,float) or isinstance(prop,int): + vmt.kv( decl, _numeric(prop) ) + elif isinstance(prop,tuple): + vmt.kv( decl, F"[{' '.join([_numeric(_) for _ in prop])}]" ) + else: + vmt.put( F"// (cxr) unkown shader value type'{type(prop)}'" ) + + vmt.edon() + return props + +def cxr_modelsrc_vphys( mdl ): + for obj in mdl.objects: + if obj.name == F"{mdl.name}_phy": + return obj + return None + +def cxr_export_modelsrc( mdl, origin, asset_dir, project_name, transform ): + dgraph = bpy.context.evaluated_depsgraph_get() + + # Compute hash value + chash = asset_uid(mdl)+str(origin)+str(transform) + + #for obj in mdl.objects: + # if obj.type != 'MESH': + # continue + + # ev = obj.evaluated_get(dgraph).data + # srcverts=[(v.co[0],v.co[1],v.co[2]) for v in ev.vertices] + # srcloops=[(l.normal[0],l.normal[1],l.normal[2]) for l in ev.loops] + + # chash=hashlib.sha224((str(srcverts)+chash).encode()).hexdigest() + # chash=hashlib.sha224((str(srcloops)+chash).encode()).hexdigest() + + # if ev.uv_layers.active != None: + # uv_layer = ev.uv_layers.active.data + # srcuv=[(uv.uv[0],uv.uv[1]) for uv in uv_layer] + # else: + # srcuv=['none'] + + # chash=hashlib.sha224((str(srcuv)+chash).encode()).hexdigest() + # srcmats=[ ms.material.name for ms in obj.material_slots ] + # chash=hashlib.sha224((str(srcmats)+chash).encode()).hexdigest() + # transforms=[ obj.location, obj.rotation_euler, obj.scale ] + # srctr=[(v[0],v[1],v[2]) for v in transforms] + # chash=hashlib.sha224((str(srctr)+chash).encode()).hexdigest() + + #if chash != mdl.cxr_data.last_hash: + # mdl.cxr_data.last_hash = chash + # print( F"Compile: {mdl.name}" ) + #else: + # return True + + bpy.ops.object.select_all(action='DESELECT') + + # Get viewlayer + def _get_layer(col,name): + for c in col.children: + if c.name == name: + return c + sub = _get_layer(c,name) + if sub != None: + return sub + return None + layer = _get_layer(bpy.context.view_layer.layer_collection,mdl.name) + + prev_state = layer.hide_viewport + layer.hide_viewport=False + + # Collect materials to be compiled, and temp rename for export + mat_dict = {} + + vphys = None + for obj in mdl.objects: + if obj.name == F"{mdl.name}_phy": + vphys = obj + continue + + obj.select_set(state=True) + for ms in obj.material_slots: + if ms.material != None: + if ms.material not in mat_dict: + mat_dict[ms.material] = ms.material.name + ms.material.name = asset_uid(ms.material) + ms.material.use_nodes = False + + uid=asset_uid(mdl) + bpy.ops.export_scene.fbx( filepath=F'{asset_dir}/{uid}_ref.fbx',\ + check_existing=False, + use_selection=True, + apply_unit_scale=False, + bake_space_transform=False + ) + + bpy.ops.object.select_all(action='DESELECT') + + if vphys != None: + vphys.select_set(state=True) + bpy.ops.export_scene.fbx( filepath=F'{asset_dir}/{uid}_phy.fbx',\ + check_existing=False, + use_selection=True, + apply_unit_scale=False, + bake_space_transform=False + ) + bpy.ops.object.select_all(action='DESELECT') + + # Fix material names back to original + for mat in mat_dict: + mat.name = mat_dict[mat] + mat.use_nodes = True + + layer.hide_viewport=prev_state + + # Write out QC file + with open(F'{asset_dir}/{uid}.qc','w') as o: + o.write(F'$modelname "{project_name}/{uid}"\n') + #o.write(F'$scale .32\n') + o.write(F'$scale {transform["scale"]/100.0}\n') + o.write(F'$body _ "{uid}_ref.fbx"\n') + o.write(F'$staticprop\n') + o.write(F'$origin {origin[0]:.6f} {origin[1]:.6f} {origin[2]:.6f}\n') + + if mdl.cxr_data.preserve_order: + o.write(F"$preservetriangleorder\n") + + if mdl.cxr_data.texture_shadows: + o.write(F"$casttextureshadows\n") + + o.write(F"$surfaceprop {mdl.cxr_data.surfaceprop}\n") + + if vphys != None: + o.write(F'$collisionmodel "{uid}_phy.fbx"\n') + o.write("{\n") + o.write(" $concave\n") + o.write("}\n") + + o.write(F'$cdmaterials {project_name}\n') + o.write(F'$sequence idle {uid}_ref.fbx\n') + + return True +# +# Copy bsp file (and also lightpatch it) +# +def cxr_patchmap( src, dst ): + libcxr_lightpatch_bsp.call( src.encode('utf-8') ) + shutil.copyfile( src, dst ) + return True + +# Convexer operators +# ------------------------------------------------------------------------------ + +# Force reload of shared libraries +# +class CXR_RELOAD(bpy.types.Operator): + bl_idname="convexer.reload" + bl_label="Reload" + def execute(_,context): + 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.dev_test" + bl_label="Export development data" + + def execute(_,context): + # Prepare input data + mesh_src = mesh_cxr_format(context.active_object) + 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'} + +def cxr_load_texture( path, is_normal ): + global cxr_asset_lib + + if path in cxr_asset_lib['textures']: + return cxr_asset_lib['textures'][path] + + print( F"cxr_load_texture( '{path}' )" ) + + pvtf = libcxr_fs_get.call( path.encode('utf-8'), 0 ) + + if not pvtf: + print( "vtf failed to load" ) + cxr_asset_lib['textures'][path] = None + return None + + x = c_int32(0) + y = c_int32(0) + + img_data = libnbvtf_read.call( pvtf, pointer(x), pointer(y), \ + c_int32(is_normal) ) + + x = x.value + y = y.value + + if not img_data: + print( "vtf failed to decode" ) + libcxr_fs_free.call( pvtf ) + cxr_asset_lib['textures'][path] = None + return None + + img_buf = gpu.types.Buffer('FLOAT', [x*y*4], [_/255.0 for _ in img_data[:x*y*4]]) + + tex = cxr_asset_lib['textures'][path] = \ + gpu.types.GPUTexture( size=(x,y), layers=0, is_cubemap=False,\ + format='RGBA8', data=img_buf ) + + libnbvtf_free.call( img_data ) + libcxr_fs_free.call( pvtf ) + return tex + +def cxr_load_material( path ): + global cxr_asset_lib + + if path in cxr_asset_lib['materials']: + return cxr_asset_lib['materials'][path] + + print( F"cxr_load_material( '{path}' )" ) + + pvmt = libcxr_valve_load_material.call( path.encode( 'utf-8') ) + + if not pvmt: + cxr_asset_lib['materials'][path] = None + return None + + vmt = pvmt[0] + mat = cxr_asset_lib['materials'][path] = {} + + if vmt.basetexture: + mat['basetexture'] = cxr_load_texture( vmt.basetexture.decode('utf-8'), 0) + + if vmt.bumpmap: + mat['bumpmap'] = cxr_load_texture( vmt.bumpmap.decode('utf-8'), 1) + + libcxr_valve_free_material.call( pvmt ) + + return mat + +def cxr_load_model_full( path ): + global cxr_asset_lib, cxr_mdl_shader + + if path in cxr_asset_lib['models']: + return cxr_asset_lib['models'][path] + + pmdl = libcxr_valve_load_model.call( path.encode( 'utf-8' ) ) + + print( F"cxr_load_model_full( '{path}' )" ) + + if not pmdl: + print( "Failed to load model" ) + cxr_asset_lib['models'][path] = None + return None + + mdl = pmdl[0] + + # Convert our lovely interleaved vertex stream into, whatever this is. + positions = [ (mdl.vertex_data[i*8+0], \ + mdl.vertex_data[i*8+1], \ + mdl.vertex_data[i*8+2]) for i in range(mdl.vertex_count) ] + + normals = [ (mdl.vertex_data[i*8+3], \ + mdl.vertex_data[i*8+4], \ + mdl.vertex_data[i*8+5]) for i in range(mdl.vertex_count) ] + + uvs = [ (mdl.vertex_data[i*8+6], \ + mdl.vertex_data[i*8+7]) for i in range(mdl.vertex_count) ] + + fmt = gpu.types.GPUVertFormat() + fmt.attr_add(id="aPos", comp_type='F32', len=3, fetch_mode='FLOAT') + fmt.attr_add(id="aNormal", comp_type='F32', len=3, fetch_mode='FLOAT') + fmt.attr_add(id="aUv", comp_type='F32', len=2, fetch_mode='FLOAT') + + vbo = gpu.types.GPUVertBuf(len=mdl.vertex_count, format=fmt) + vbo.attr_fill(id="aPos", data=positions ) + vbo.attr_fill(id="aNormal", data=normals ) + vbo.attr_fill(id="aUv", data=uvs ) + + batches = cxr_asset_lib['models'][path] = [] + + for p in range(mdl.part_count): + part = mdl.parts[p] + indices = mdl.indices[part.ibstart:part.ibstart+part.ibcount] + indices = [ (indices[i*3+0],indices[i*3+1],indices[i*3+2]) \ + for i in range(part.ibcount//3) ] + + ibo = gpu.types.GPUIndexBuf( type='TRIS', seq=indices ) + + batch = gpu.types.GPUBatch( type='TRIS', buf=vbo, elem=ibo ) + batch.program_set( cxr_mdl_shader ) + + mat_str = cast( mdl.materials[ part.material ], c_char_p ) + batches += [( cxr_load_material( mat_str.value.decode('utf-8') ), batch )] + + libcxr_valve_free_model.call( pmdl ) + + return batches + +class CXR_LOAD_MODEL_OPERATOR(bpy.types.Operator): + bl_idname="convexer.model_load" + bl_label="Load model" + + def execute(_,context): + global cxr_test_mdl, cxr_mdl_shader, cxr_asset_lib + + cxr_test_mdl = cxr_load_model_full( bpy.context.scene.cxr_data.dev_mdl ) + + scene_redraw() + return {'FINISHED'} + +# UI: Preview how the brushes will looks in 3D view +# +class CXR_PREVIEW_OPERATOR(bpy.types.Operator): + bl_idname="convexer.preview" + bl_label="Preview Brushes" + + RUNNING = False + + def execute(_,context): + global cxr_view_mesh + global cxr_view_shader, cxr_view_mesh, cxr_error_inf + + cxr_reset_all() + + static = _.__class__ + + mesh_src = mesh_cxr_format(context.active_object) + world = cxr_decompose_globalerr( mesh_src ) + + if world == None: + return {'FINISHED'} + + # Generate preview using cxr + # + ptrpreview = libcxr_world_preview.call( world ) + preview = ptrpreview[0] + + vertices = preview.vertices[:preview.vertex_count] + vertices = [(_[0],_[1],_[2]) for _ in vertices] + + colours = preview.colours[:preview.vertex_count] + colours = [(_[0],_[1],_[2],_[3]) for _ in colours] + + indices = preview.indices[:preview.indices_count] + indices = [ (indices[i*3+0],indices[i*3+1],indices[i*3+2]) \ + for i in range(int(preview.indices_count/3)) ] + + cxr_view_mesh = batch_for_shader( + cxr_view_shader, 'TRIS', + { "pos": vertices, "color": colours }, + indices = indices, + ) + + libcxr_free_tri_mesh.call( ptrpreview ) + libcxr_free_world.call( world ) + cxr_batch_lines() + scene_redraw() + + return {'FINISHED'} + +# Search for VMF compiler executables in subdirectory +# +class CXR_DETECT_COMPILERS(bpy.types.Operator): + bl_idname="convexer.detect_compilers" + bl_label="Find compilers" + + def execute(self,context): + scene = context.scene + settings = scene.cxr_data + subdir = settings.subdir + + for exename in ['studiomdl','vbsp','vvis','vrad']: + searchpath = os.path.normpath(F'{subdir}/../bin/{exename}.exe') + if os.path.exists(searchpath): + settings[F'exe_{exename}'] = searchpath + + 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 + +# 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}" + +def cxr_winepath( path ): + if CXR_GNU_LINUX == 1: + return 'z:'+path.replace('/','\\') + else: + return path + +# Main compile function +# +class CXR_COMPILER_CHAIN(bpy.types.Operator): + bl_idname="convexer.chain" + bl_label="Compile Chain" + + # 'static' + USER_EXIT = False + SUBPROC = None + TIMER = None + TIMER_LAST = 0.0 + WAIT_REDRAW = False + FILE = None + LOG = [] + + JOBINFO = None + JOBID = 0 + JOBSYS = None + + def cancel(_,context): + #global cxr_jobs_batch + static = _.__class__ + wm = context.window_manager + + if static.SUBPROC != None: + static.SUBPROC.terminate() + static.SUBPROC = None + + if static.TIMER != None: + wm.event_timer_remove( static.TIMER ) + static.TIMER = None + + static.FILE.close() + + #cxr_jobs_batch = None + scene_redraw() + return {'FINISHED'} + + def modal(_,context,ev): + static = _.__class__ + + if ev.type == 'TIMER': + global cxr_jobs_batch, cxr_error_inf + + if static.WAIT_REDRAW: + scene_redraw() + return {'PASS_THROUGH'} + static.WAIT_REDRAW = True + + if static.USER_EXIT: + print( "Chain USER_EXIT" ) + return _.cancel(context) + + if static.SUBPROC != None: + # Deal with async modes + status = static.SUBPROC.poll() + + # 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: + # print( F'-> {l.decode("utf-8")}',end='' ) + static.SUBPROC = None + + 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 + cxr_jobs_update_graph( static.JOBINFO ) + scene_redraw() + return {'PASS_THROUGH'} + + # Compile syncronous thing + for sys in static.JOBINFO: + for i,target in enumerate(sys['jobs']): + if target != None: + + if callable(sys['exec']): + print( F"Run (sync): {static.JOBID} @{time.time()}" ) + + if not sys['exec'](*target): + print( "Job failed" ) + return _.cancel(context) + + sys['jobs'][i] = None + static.JOBID += 1 + else: + # Run external executable (wine) + static.SUBPROC = subprocess.Popen( target, + stdout=static.FILE,\ + stderr=subprocess.PIPE,\ + cwd=sys['cwd']) + static.JOBSYS = sys + static.JOBID = i + + cxr_jobs_update_graph( static.JOBINFO ) + scene_redraw() + return {'PASS_THROUGH'} + + # All completed + print( "All jobs completed!" ) + #cxr_jobs_batch = None + #scene_redraw() + return _.cancel(context) + + return {'PASS_THROUGH'} - for mat in material_info.references: - compile_material(mat) + def invoke(_,context,event): + global cxr_error_inf - print( "[CONVEXER] Compiling models" ) + static = _.__class__ + wm = context.window_manager + + if static.TIMER != None: + print("Chain exiting...") + static.USER_EXIT=True + return {'RUNNING_MODAL'} - libcxr_batch_debug_lines() - scene_redraw() + print("Launching compiler toolchain") + cxr_reset_all() - return {'FINISHED'} + # Run static compilation units now (collect, vmt..) + filepath = bpy.data.filepath + directory = os.path.dirname(filepath) + settings = bpy.context.scene.cxr_data -class CXR_DEV_OPERATOR(bpy.types.Operator): - bl_idname="convexer.dev_test" - bl_label="Export development 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" - def execute(_,context): - libcxr_use() + 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" - # Prepare input data - mesh_src = mesh_cxr_format(context.active_object) + os.makedirs( asset_dir, exist_ok=True ) + os.makedirs( material_dir, exist_ok=True ) + os.makedirs( model_dir, exist_ok=True ) - libcxr_reset_debug_lines() - libcxr_write_test_data.call( pointer(mesh_src) ) - libcxr_batch_debug_lines() + static.FILE = open(cxr_temp_file("convexer_compile_log.txt"),"w") + static.LOG = [] + + sceneinfo = cxr_scene_collect() + image_jobs = [] + qc_jobs = [] + + # Collect materials + a_materials = set() + for brush in sceneinfo['geo']: + for ms in brush['object'].material_slots: + a_materials.add( ms.material ) + if ms.material.cxr_data.shader == 'VertexLitGeneric': + errmat = ms.material.name + errnam = brush['object'].name + + cxr_error_inf = ( "Shader error", \ + F"Vertex shader ({errmat}) used on model ({errnam})" ) + + print( F"Vertex shader {errmat} used on {errnam}") + scene_redraw() + 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 ) - scene_redraw() - return {'FINISHED'} + for mdl in a_models: + uid = asset_uid(mdl) + qc_jobs += [F'{uid}.qc'] -class CXR_PREVIEW_OPERATOR(bpy.types.Operator): - bl_idname="convexer.preview" - bl_label="Preview Brushes" - - LASTERR = None - RUNNING = False + 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': - def execute(_,context): - return {'FINISHED'} + errmat = ms.material.name + errnam = obj.name - def modal(_,context,event): - global debug_gpu_mesh - static = _.__class__ + cxr_error_inf = ( "Shader error", \ + F"Lightmapped shader ({errmat}) used on model ({errnam})" ) - if event.type == 'ESC': - libcxr_reset_debug_lines() - libcxr_batch_debug_lines() - debug_gpu_mesh = None - scene_redraw() + print( F"Lightmapped shader {errmat} used on {errnam}") + scene_redraw() + return {'CANCELLED'} + + # Collect images + for mat in a_materials: + for pair in compile_material(mat): + decl = pair[0] + pdef = pair[1] + prop = pair[2] + + if isinstance(prop,bpy.types.Image): + flags = 0 + if 'flags' in pdef: flags = pdef['flags'] + if prop not in image_jobs: + image_jobs += [(prop,)] + prop.cxr_data.flags = flags + + # Create packlist + with open( packlist, "w" ) as fp: + + for mat in a_materials: + if mat.cxr_data.shader == 'Builtin': continue + fp.write(F"{asset_path('materials',mat)}.vmt\n") + fp.write(F"{cxr_winepath(asset_full_path('materials',mat))}.vmt\n") + + for img_job in image_jobs: + img = img_job[0] + fp.write(F"{asset_path('materials',img)}.vtf\n") + fp.write(F"{cxr_winepath(asset_full_path('materials',img))}.vtf\n") + + for mdl in a_models: + local = asset_path('models',mdl) + winep = cxr_winepath(asset_full_path('models',mdl)) + + fp.write(F"{local}.vvd\n") + fp.write(F"{winep}.vvd\n") + fp.write(F"{local}.dx90.vtx\n") + fp.write(F"{winep}.dx90.vtx\n") + fp.write(F"{local}.mdl\n") + fp.write(F"{winep}.mdl\n") + fp.write(F"{local}.vvd\n") + fp.write(F"{winep}.vvd\n") + + if cxr_modelsrc_vphys(mdl): + fp.write(F"{local}.phy\n") + fp.write(F"{winep}.phy\n") + + # Convexer jobs + static.JOBID = 0 + static.JOBINFO = [] + + if settings.comp_vmf: + static.JOBINFO += [{ + "title": "Convexer", + "w": 20, + "colour": (0.863, 0.078, 0.235,1.0), + "exec": cxr_export_vmf, + "jobs": [(sceneinfo,output_vmf)] + }] + + if settings.comp_textures: + if len(image_jobs) > 0: + static.JOBINFO += [{ + "title": "Textures", + "w": 40, + "colour": (1.000, 0.271, 0.000,1.0), + "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": "Batches", + "w": 25, + "colour": (1.000, 0.647, 0.000,1.0), + "exec": cxr_export_modelsrc, + "jobs": model_jobs + }] + + if len(qc_jobs) > 0: + static.JOBINFO += [{ + "title": "StudioMDL", + "w": 20, + "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], + "cwd": asset_dir + }] + + # VBSP stage + if settings.comp_compile: + if not settings.opt_vbsp.startswith( 'disable' ): + vbsp_opt = settings.opt_vbsp.split() + static.JOBINFO += [{ + "title": "VBSP", + "w": 25, + "colour": (0.678, 1.000, 0.184,1.0), + "exec": "vbsp", + "jobs": [[settings[F'exe_vbsp']] + vbsp_opt + args], + "cwd": directory + }] - static.RUNNING = False - return {'FINISHED'} + if not settings.opt_vvis.startswith( 'disable' ): + vvis_opt = settings.opt_vvis.split() + static.JOBINFO += [{ + "title": "VVIS", + "w": 25, + "colour": (0.000, 1.000, 0.498,1.0), + "exec": "vvis", + "jobs": [[settings[F'exe_vvis']] + vvis_opt + args ], + "cwd": directory + }] + + if not settings.opt_vrad.startswith( 'disable' ): + vrad_opt = settings.opt_vrad.split() + static.JOBINFO += [{ + "title": "VRAD", + "w": 25, + "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": (0.118, 0.565, 1.000,1.0), + "exec": cxr_patchmap, + "jobs": [(bsp_local,bsp_remote)] + }] + + if settings.comp_pack: + static.JOBINFO += [{ + "title": "Pack", + "w": 5, + "colour": (0.541, 0.169, 0.886,1.0), + "exec": "bspzip", + "jobs": [[cxr_compiler_path("bspzip"), '-addlist', \ + cxr_winepath(bsp_remote), + cxr_winepath(packlist), + cxr_winepath(bsp_packed) ]], + "cwd": directory + }] + + if len(static.JOBINFO) == 0: + return {'CANCELLED'} - return {'PASS_THROUGH'} + static.USER_EXIT=False + static.TIMER=wm.event_timer_add(0.1,window=context.window) + wm.modal_handler_add(_) - def invoke(_,context,event): - global debug_gpu_shader, debug_gpu_mesh - static = _.__class__ - static.LASTERR = None + cxr_jobs_update_graph( static.JOBINFO ) + scene_redraw() + return {'RUNNING_MODAL'} - libcxr_use() - libcxr_reset_debug_lines() +class CXR_RESET_HASHES(bpy.types.Operator): + bl_idname="convexer.hash_reset" + bl_label="Reset asset hashes" - mesh_src = mesh_cxr_format(context.active_object) + def execute(_,context): + for c in bpy.data.collections: + c.cxr_data.last_hash = F"{time.time()}" + c.cxr_data.asset_id=0 - err = c_int32(0) - world = libcxr_decompose.call( mesh_src, pointer(err) ) + for t in bpy.data.images: + t.cxr_data.last_hash = F"{time.time()}" + t.cxr_data.asset_id=0 - if world == None: - debug_gpu_mesh = None - libcxr_batch_debug_lines() - scene_redraw() - - static.LASTERR = ["There is no error", \ - "Non-Manifold",\ - "Bad-Manifold",\ - "No-Candidate",\ - "Internal-Fail",\ - "Non-Coplanar",\ - "Non-Convex Polygon"]\ - [err.value] - - if static.RUNNING: - return {'CANCELLED'} - else: - context.window_manager.modal_handler_add(_) - return {'RUNNING_MODAL'} + return {'FINISHED'} + +class CXR_COMPILE_MATERIAL(bpy.types.Operator): + bl_idname="convexer.matcomp" + bl_label="Recompile Material" + + def execute(_,context): + active_obj = bpy.context.active_object + active_mat = active_obj.active_material - ptrpreview = libcxr_world_preview.call( world ) - preview = ptrpreview[0] + #TODO: reduce code dupe (L1663) + for pair in compile_material(active_mat): + decl = pair[0] + pdef = pair[1] + prop = pair[2] - vertices = preview.vertices[:preview.vertex_count] - vertices = [(_[0],_[1],_[2]) for _ in vertices] + if isinstance(prop,bpy.types.Image): + flags = 0 + if 'flags' in pdef: flags = pdef['flags'] + prop.cxr_data.flags = flags - colours = preview.colours[:preview.vertex_count] - colours = [(_[0],_[1],_[2],_[3]) for _ in colours] + compile_image( prop ) - indices = preview.indices[:preview.indices_count] - indices = [ (indices[i*3+0],indices[i*3+1],indices[i*3+2]) \ - for i in range(int(preview.indices_count/3)) ] + settings = bpy.context.scene.cxr_data + with open(F'{settings.subdir}/cfg/convexer_mat_update.cfg','w') as o: + o.write(F'mat_reloadmaterial {asset_name(active_mat)}') - debug_gpu_mesh = batch_for_shader( - debug_gpu_shader, 'TRIS', - { "pos": vertices, "color": colours }, - indices = indices, - ) + # TODO: Move this + with open(F'{settings.subdir}/cfg/convexer.cfg','w') as o: + o.write('sv_cheats 1\n') + o.write('mp_warmup_pausetimer 1\n') + o.write('bot_kick\n') + o.write('alias cxr_reload "exec convexer_mat_update"\n') - libcxr_free_tri_mesh.call( ptrpreview ) - libcxr_free_world.call( world ) - libcxr_batch_debug_lines() - scene_redraw() + return {'FINISHED'} - if static.RUNNING: - return {'CANCELLED'} - if not static.RUNNING: - static.RUNNING = True - context.window_manager.modal_handler_add(_) - return {'RUNNING_MODAL'} +# Convexer panels +# ------------------------------------------------------------------------------ +# Helper buttons for 3d toolbox view +# class CXR_VIEW3D( bpy.types.Panel ): bl_idname = "VIEW3D_PT_convexer" bl_label = "Convexer" @@ -1172,20 +2468,40 @@ class CXR_VIEW3D( bpy.types.Panel ): 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") + row.operator("convexer.reset") - if CXR_PREVIEW_OPERATOR.LASTERR != None: - box = layout.box() - box.label(text=CXR_PREVIEW_OPERATOR.LASTERR, icon='ERROR') + 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): bl_label="Convexer" bl_idname="SCENE_PT_convexer" @@ -1194,17 +2510,20 @@ class CXR_INTERFACE(bpy.types.Panel): bl_context="scene" def draw(_,context): - _.layout.operator("convexer.reload") - _.layout.operator("convexer.dev_test") - _.layout.operator("convexer.preview") - _.layout.operator("convexer.write_vmf") + 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 - _.layout.prop(settings, "debug") _.layout.prop(settings, "scale_factor") + _.layout.prop(settings, "skybox_scale_factor") + _.layout.prop(settings, "skyname" ) _.layout.prop(settings, "lightmap_scale") _.layout.prop(settings, "light_scale" ) + _.layout.prop(settings, "image_quality" ) box = _.layout.box() @@ -1215,142 +2534,32 @@ class CXR_INTERFACE(bpy.types.Panel): box.operator("convexer.detect_compilers") box.prop(settings, "exe_studiomdl") box.prop(settings, "exe_vbsp") - box.prop(settings, "exe_vvis") - box.prop(settings, "exe_vrad") - -# COmpile image using NBVTF and hash it -def compile_image(img,flags): - if img==None: - return None - - name = asset_name(img) - src_path = bpy.path.abspath(img.filepath) - - dims = img.cxr_data.export_res - fmt = { - 'RGBA': NBVTF_IMAGE_FORMAT_RGBA8888, - 'DXT1': NBVTF_IMAGE_FORMAT_DXT1, - 'DXT5': NBVTF_IMAGE_FORMAT_DXT5, - 'RGB': NBVTF_IMAGE_FORMAT_RGB888 - }[ img.cxr_data.fmt ] - - mipmap = img.cxr_data.mipmap - lod = img.cxr_data.lod - clamp = img.cxr_data.clamp - - userflag_hash = F"{mipmap}.{lod}.{clamp}" - file_hash = F"{name}.{os.path.getmtime(src_path)}" - comphash = F"{file_hash}.{dims[0]}.{dims[1]}.{fmt}.{userflag_hash}" - - if img.cxr_data.last_hash != comphash: - print( F"Texture update: {img.filepath}" ) - - src = src_path.encode('utf-8') - dst = (asset_full_path('materials',img)+'.vtf').encode('utf-8') - - flags_full = flags - - # texture setting flags - if not lod: flags_full |= NBVTF_TEXTUREFLAGS_NOLOD - if clamp: - flags_full |= NBVTF_TEXTUREFLAGS_CLAMPS - flags_full |= NBVTF_TEXTUREFLAGS_CLAMPT + box.prop(settings, "opt_vbsp") - if libnbvtf_convert.call(src,dims[0],dims[1],mipmap,fmt,0,flags_full,dst): - img.cxr_data.last_hash = comphash - - return name - -def compile_material(mat): - print( F"Compile {asset_full_path('materials',mat)}.vmt" ) - - info = material_info(mat) - properties = mat.cxr_data - - props = [] - - def _mlayer( layer ): - nonlocal properties, props - - for decl in layer: - if isinstance(layer[decl],dict): # $property definition - pdef = layer[decl] - ptype = pdef['type'] - - subdefines = False - default = None - prop = None - - if 'shaders' in pdef and properties.shader not in pdef['shaders']: - continue - - # Group expansion (does it have subdefinitions?) - for ch in pdef: - if isinstance(pdef[ch],dict): - subdefines = True - break - - expandview = False - - if ptype == 'ui': - expandview = True - else: - if ptype == 'intrinsic': - if decl in info: - prop = info[decl] - else: - prop = getattr(properties,decl) - default = pdef['default'] - - if not isinstance(prop,str) and \ - not isinstance(prop,bpy.types.Image) and \ - hasattr(prop,'__getitem__'): - prop = tuple([p for p in prop]) - - if prop != default: - # write prop - props += [(decl,pdef,prop)] - - if subdefines: - expandview = True - - if expandview: _mlayer(pdef) - - _mlayer( cxr_shader_params ) - - with vdf_structure( F"{asset_full_path('materials',mat)}.vmt" ) as vmt: - vmt.node( properties.shader ) - vmt.put( "// Convexer export\n" ) - - for pair in props: - decl = pair[0] - pdef = pair[1] - prop = pair[2] - - def _numeric(v): - nonlocal pdef - - if 'exponent' in pdef: return str(pow( v, pdef['exponent'] )) - else: return str(v) + box.prop(settings, "exe_vvis") + box.prop(settings, "opt_vvis") - if isinstance(prop,bpy.types.Image): - flags = 0 - if 'flags' in pdef: - flags = pdef['flags'] - vmt.kv( decl,compile_image(prop,flags)) - - elif isinstance(prop,bool): - vmt.kv( decl, '1' if prop else '0' ) - elif isinstance(prop,str): - vmt.kv( decl, prop ) - elif isinstance(prop,float) or isinstance(prop,int): - vmt.kv( decl, _numeric(prop) ) - elif isinstance(prop,tuple): - vmt.kv( decl, F"[{' '.join([_numeric(_) for _ in prop])}]" ) - else: - vmt.put( F"// (cxr) unkown shader value type'{type(prop)}'" ) + box.prop(settings, "exe_vrad") + box.prop(settings, "opt_vrad") + + box = box.box() + row = box.row() + row.prop(settings,"comp_vmf") + 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() + row.scale_y = 3 + row.operator("convexer.chain", text=text) - vmt.edon() + 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" @@ -1370,10 +2579,11 @@ class CXR_MATERIAL_PANEL(bpy.types.Panel): info = material_info( active_material ) _.layout.label(text=F"{info['name']} @{info['res'][0]}x{info['res'][1]}") - _.layout.prop( properties, "shader" ) + row = _.layout.row() + row.prop( properties, "shader" ) + row.operator( "convexer.matcomp" ) - for xk in info: - _.layout.label(text=F"{xk}:={info[xk]}") + #for xk in info: _.layout.label(text=F"{xk}:={info[xk]}") def _mtex( name, img, uiParent ): nonlocal properties @@ -1461,13 +2671,13 @@ def cxr_entity_changeclass(_,context): # Create ID properties entdef = None - classname = active_object.cxr_data.classname + classname = cxr_custom_class(active_object) if classname in cxr_entities: entdef = cxr_entities[classname] kvs = entdef['keyvalues'] - if callable(kvs): kvs = kvs(active_object) + if callable(kvs): kvs = kvs( {'object': active_object} ) for k in kvs: kv = kvs[k] @@ -1492,8 +2702,10 @@ class CXR_ENTITY_PANEL(bpy.types.Panel): if active_object == None: return - default_context = cxr_object_context( \ - bpy.context.scene.cxr_data.scale_factor, 0.0 ) + default_context = { + "scale": bpy.context.scene.cxr_data.scale_factor, + "offset": (0,0,0) + } ecn = cxr_intrinsic_classname( active_object ) classname = cxr_custom_class( active_object ) @@ -1503,6 +2715,9 @@ class CXR_ENTITY_PANEL(bpy.types.Panel): _.layout.prop( active_object.cxr_data, 'brushclass' ) else: _.layout.prop( active_object.cxr_data, 'classname' ) + _.layout.prop( active_object.cxr_data, 'visgroup' ) + _.layout.prop( active_object.cxr_data, 'lightmap_override' ) + if classname == 'NONE': return else: @@ -1510,7 +2725,12 @@ class CXR_ENTITY_PANEL(bpy.types.Panel): _.layout.enabled=False classname = ecn - kvs = cxr_entity_keyvalues( active_object, default_context, classname ) + kvs = cxr_entity_keyvalues( { + "object": active_object, + "transform": default_context, + "classname": classname + }) + if kvs != None: for kv in kvs: if kv[1]: @@ -1546,6 +2766,29 @@ class CXR_LIGHT_PANEL(bpy.types.Panel): elif active_object.type == 'LIGHT_PROBE': layout.prop( properties, "size" ) +class CXR_COLLECTION_PANEL(bpy.types.Panel): + bl_label = "Source Settings" + bl_idname = "COL_PT_cxr" + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "collection" + + def draw(self, context): + layout = self.layout + scene = context.scene + + active_collection = bpy.context.collection + + if active_collection != None: + layout.prop( active_collection.cxr_data, "shadow_caster" ) + layout.prop( active_collection.cxr_data, "texture_shadows" ) + layout.prop( active_collection.cxr_data, "preserve_order" ) + layout.prop( active_collection.cxr_data, "surfaceprop" ) + layout.prop( active_collection.cxr_data, "visgroup" ) + +# Settings groups +# ------------------------------------------------------------------------------ + class CXR_IMAGE_SETTINGS(bpy.types.PropertyGroup): export_res: bpy.props.IntVectorProperty( name="", @@ -1572,6 +2815,7 @@ class CXR_IMAGE_SETTINGS(bpy.types.PropertyGroup): mipmap: bpy.props.BoolProperty(name="MIP",default=True) lod: bpy.props.BoolProperty(name="LOD",default=True) clamp: bpy.props.BoolProperty(name="CLAMP",default=False) + flags: bpy.props.IntProperty(name="flags",default=0) class CXR_LIGHT_SETTINGS(bpy.types.PropertyGroup): realtime: bpy.props.BoolProperty(name="Realtime Light", default=True) @@ -1611,14 +2855,29 @@ class CXR_ENTITY_SETTINGS(bpy.types.PropertyGroup): brushclass: bpy.props.EnumProperty(items=enum_brushents, name="Class", \ update=cxr_entity_changeclass, default='NONE' ) + + enum_classes = [('0',"None","")] + for i, vg in enumerate(cxr_visgroups): + enum_classes += [(str(i+1),vg,"")] + visgroup: bpy.props.EnumProperty(name="visgroup",items=enum_classes,default=0) + lightmap_override: bpy.props.IntProperty(name="Lightmap Override",default=0) class CXR_MODEL_SETTINGS(bpy.types.PropertyGroup): last_hash: bpy.props.StringProperty( name="" ) asset_id: bpy.props.IntProperty(name="vmf_settings",default=0) + shadow_caster: bpy.props.BoolProperty( name="Shadow caster", default=True ) + texture_shadows: bpy.props.BoolProperty( name="Texture Shadows", default=False ) + preserve_order: bpy.props.BoolProperty( name="Preserve Order", default=False ) + surfaceprop: bpy.props.StringProperty( name="Suface prop",default="default" ) + + enum_classes = [('0',"None","")] + for i, vg in enumerate(cxr_visgroups): + enum_classes += [(str(i+1),vg,"")] + visgroup: bpy.props.EnumProperty(name="visgroup",items=enum_classes,default=0) 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" ) @@ -1626,46 +2885,44 @@ class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup): exe_vvis: bpy.props.StringProperty( name="vvis" ) opt_vvis: bpy.props.StringProperty( name="args" ) exe_vrad: bpy.props.StringProperty( name="vrad" ) - opt_vrad: bpy.props.StringProperty( name="args" ) + opt_vrad: bpy.props.StringProperty( name="args", \ + default="-reflectivityScale 0.35 -aoscale 1.4 -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys" ) - debug: bpy.props.BoolProperty(name="Debug",default=False) scale_factor: bpy.props.FloatProperty( name="VMF Scale factor", \ default=32.0,min=1.0) skybox_scale_factor: bpy.props.FloatProperty( name="Sky Scale factor", \ default=1.0,min=0.01) - + skyname: bpy.props.StringProperty(name="Skyname",default="sky_csgo_night02b") skybox_offset: bpy.props.FloatProperty(name="Sky offset",default=-4096.0) light_scale: bpy.props.FloatProperty(name="Light Scale",default=1.0/5.0) include_names: bpy.props.BoolProperty(name="Append original file names",\ default=True) lightmap_scale: bpy.props.IntProperty(name="Global Lightmap Scale",\ default=12) + image_quality: bpy.props.IntProperty(name="Texture Quality (0-18)",\ + default=8, min=0, max=18 ) -class CXR_DETECT_COMPILERS(bpy.types.Operator): - bl_idname="convexer.detect_compilers" - bl_label="Find compilers" - - def execute(self,context): - scene = context.scene - settings = scene.cxr_data - subdir = settings.subdir - - for exename in ['studiomdl','vbsp','vvis','vrad']: - searchpath = os.path.normpath(F'{subdir}/../bin/{exename}.exe') - if os.path.exists(searchpath): - settings[F'exe_{exename}'] = searchpath + comp_vmf: bpy.props.BoolProperty(name="VMF",default=True) + 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) - return {'FINISHED'} + dev_mdl: bpy.props.StringProperty(name="Model",default="") classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \ - CXR_WRITE_VMF, CXR_MATERIAL_PANEL, CXR_IMAGE_SETTINGS,\ + 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_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\ + CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL, CXR_RESET, \ + CXR_INIT_FS_OPERATOR, CXR_LOAD_MODEL_OPERATOR ] + +vmt_param_dynamic_class = None def register(): - global debug_draw_handler, vmt_param_dynamic_class + global cxr_view_draw_handler, vmt_param_dynamic_class, cxr_ui_handler for c in classes: bpy.utils.register_class(c) @@ -1760,14 +3017,17 @@ def register(): # CXR Scene settings # GPU / callbacks - debug_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ + cxr_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ cxr_draw,(),'WINDOW','POST_VIEW') + cxr_ui_handler = bpy.types.SpaceView3D.draw_handler_add(\ + cxr_ui,(None,None),'WINDOW','POST_PIXEL') + bpy.app.handlers.load_post.append(cxr_on_load) bpy.app.handlers.depsgraph_update_post.append(cxr_dgraph_update) def unregister(): - global debug_draw_handler, vmt_param_dynamic_class + global cxr_view_draw_handler, vmt_param_dynamic_class, cxr_ui_handler bpy.utils.unregister_class( vmt_param_dynamic_class ) for c in classes: @@ -1776,4 +3036,5 @@ def unregister(): bpy.app.handlers.depsgraph_update_post.remove(cxr_dgraph_update) bpy.app.handlers.load_post.remove(cxr_on_load) - bpy.types.SpaceView3D.draw_handler_remove(debug_draw_handler,'WINDOW') + bpy.types.SpaceView3D.draw_handler_remove(cxr_view_draw_handler,'WINDOW') + bpy.types.SpaceView3D.draw_handler_remove(cxr_ui_handler,'WINDOW')