-# Copyright (C) 2022 Harry Godden (hgn)
+# CONVEXER v0.95
+#
+# A GNU/Linux-first Source1 Hammer replacement
+# built with Blender, for mapmakers
+#
+# Copyright (C) 2022 Harry Godden (hgn)
+#
+# LICENSE: GPLv3.0, please see COPYING and LICENSE for more information
+#
bl_info = {
"name":"Convexer",
from gpu_extras.batch import batch_for_shader
from bpy.app.handlers import persistent
+# Setup platform dependent variables
+
+exec(open(F'{os.path.dirname(__file__)}/platform.py').read())
+if CXR_GNU_LINUX==1:
+ CXR_SHARED_EXT=".so"
+ CXR_EXE_EXT=""
+else:
+ CXR_SHARED_EXT=".dll"
+ CXR_EXE_EXT=".exe"
+
# GPU and viewport drawing
# ------------------------------------------------------------------------------
# Batches
cxr_view_lines = None
cxr_view_mesh = None
+cxr_mdl_mesh = None
cxr_jobs_batch = None
cxr_jobs_inf = []
+cxr_error_inf = 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;
}
""")
+cxr_mdl_shader = gpu.types.GPUShader("""
+uniform mat4 modelMatrix;
+uniform mat4 viewProjectionMatrix;
+
+in vec3 aPos;
+in vec3 aNormal;
+
+out vec3 lPos;
+out vec3 lNormal;
+
+void main()
+{
+ vec4 pWorldPos = modelMatrix * vec4(aPos, 1.0);
+ vec3 worldPos = pWorldPos.xyz;
+
+ gl_Position = viewProjectionMatrix * pWorldPos;
+ lNormal = normalize(mat3(transpose(inverse(modelMatrix))) * aNormal);
+ lPos = worldPos;
+}
+""","""
+
+uniform vec4 colour;
+uniform vec3 testLightDir;
+
+in vec3 lNormal;
+in vec3 lPos;
+
+out vec4 FragColor;
+
+float SoftenCosineTerm( float flDot )
+{
+ return ( flDot + ( flDot * flDot ) ) * 0.5;
+}
+
+vec3 DiffuseTerm( vec3 worldNormal, vec3 lightDir )
+{
+ float fResult = 0.0;
+ float NDotL = dot( worldNormal, lightDir );
+
+ fResult = clamp( NDotL, 0.0, 1.0 );
+ fResult = SoftenCosineTerm( fResult );
+
+ vec3 fOut = vec3( fResult, fResult, fResult );
+ return fOut;
+}
+
+vec3 PixelShaderDoLightingLinear( vec3 worldPos, vec3 worldNormal )
+{
+ vec3 linearColor = vec3(0.0,0.0,0.0);
+ linearColor += DiffuseTerm( worldNormal, testLightDir );
+
+ return linearColor;
+}
+
+vec3 LinearToGamma( vec3 f3linear )
+{
+ return pow( f3linear, vec3(1.0 / 2.2) );
+}
+
+void main()
+{
+ vec3 tangentSpaceNormal = vec3( 0.0, 0.0, 1.0 );
+ vec4 normalTexel = vec4(1.0,1.0,1.0,1.0);
+ vec4 baseColor = colour;
+
+ //normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord );
+ //tangentSpaceNormal = 2.0 * normalTexel - 1.0;
+
+ vec3 diffuseLighting = vec3( 1.0, 1.0, 1.0 );
+
+ vec3 staticLightingColor = vec3( 0.0, 0.0, 0.0 );
+ diffuseLighting = PixelShaderDoLightingLinear( lPos, lNormal );
+
+ // multiply by .5 since we want a 50% (in gamma space) reflective surface)
+ diffuseLighting *= pow( 0.5, 2.2 );
+
+ vec3 result = diffuseLighting * baseColor.xyz;
+
+ FragColor = vec4( LinearToGamma(result), 1.0 );
+}
+""")
+
# Render functions
#
def cxr_ui(_,context):
- global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
+ global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf, cxr_error_inf
w = gpu.state.viewport_get()[2]
cxr_ui_shader.bind()
cxr_ui_shader.uniform_float( "scale", w )
- if cxr_jobs_batch != None:
+ if cxr_error_inf != None:
+ err_begin = 50
+
+ if isinstance(cxr_error_inf[1],list):
+ err_begin += 20*(len(cxr_error_inf[1])-1)
+
+ blf.position(0,2,err_begin,0)
+ blf.size(0,50,48)
+ blf.color(0, 1.0,0.2,0.2,0.9)
+ blf.draw(0,cxr_error_inf[0])
+
+ blf.size(0,50,24)
+ blf.color(0, 1.0,1.0,1.0,1.0)
+
+ if isinstance(cxr_error_inf[1],list):
+ for i,inf in enumerate(cxr_error_inf[1]):
+ blf.position(0,2,err_begin-30-i*20,0)
+ blf.draw(0,inf)
+ else:
+ blf.position(0,2,err_begin-30,0)
+ blf.draw(0,cxr_error_inf[1])
+
+ elif cxr_jobs_batch != None:
gpu.state.blend_set('ALPHA')
cxr_jobs_batch.draw(cxr_ui_shader)
blf.draw(0,ln[:-1])
py += 16
- #if CXR_PREVIEW_OPERATOR.LASTERR != None:
- # blf.position(0,2,80,0)
- # blf.size(0,50,48)
- # blf.color(0,1.0,0.2,0.2,0.9)
- # blf.draw(0,"Invalid geometry")
-
# Something is off with TIMER,
# this forces the viewport to redraw before we can continue with our
# compilation stuff.
CXR_COMPILER_CHAIN.WAIT_REDRAW = False
def cxr_draw():
- global cxr_view_shader, cxr_view_mesh, cxr_view_lines
+ global cxr_view_shader, cxr_view_mesh, cxr_view_lines, cxr_mdl_shader,\
+ cxr_mdl_mesh
cxr_view_shader.bind()
if cxr_view_lines != None:
cxr_view_lines.draw( cxr_view_shader )
- gpu.state.depth_test_set('LESS_EQUAL')
- gpu.state.blend_set('ADDITIVE')
if cxr_view_mesh != None:
+ gpu.state.depth_test_set('LESS_EQUAL')
+ gpu.state.blend_set('ADDITIVE')
+
cxr_view_mesh.draw( cxr_view_shader )
+ if cxr_mdl_mesh != None:
+ gpu.state.depth_mask_set(True)
+ gpu.state.depth_test_set('LESS_EQUAL')
+ gpu.state.face_culling_set('FRONT')
+ gpu.state.blend_set('NONE')
+ cxr_mdl_shader.bind()
+ cxr_mdl_shader.uniform_float('colour',(0.5,0.5,0.5,1.0))
+ cxr_mdl_shader.uniform_float("viewProjectionMatrix", \
+ bpy.context.region_data.perspective_matrix)
+
+ testmdl = bpy.context.scene.objects['target']
+ light = bpy.context.scene.objects['point']
+ relative = light.location - testmdl.location
+ relative.normalize()
+
+ cxr_mdl_shader.uniform_float("modelMatrix", testmdl.matrix_world)
+ cxr_mdl_shader.uniform_float("testLightDir", relative)
+
+
+ cxr_mdl_mesh.draw( cxr_mdl_shader )
+
def cxr_jobs_update_graph(jobs):
global cxr_jobs_batch, cxr_ui_shader, cxr_jobs_inf
# Shared libraries
# ------------------------------------------------------------------------------
-# dlclose for reloading modules manually
-libc_dlclose = None
-libc_dlclose = cdll.LoadLibrary(None).dlclose
-libc_dlclose.argtypes = [c_void_p]
+if CXR_GNU_LINUX==1:
+ # dlclose for reloading modules manually
+ libc_dlclose = None
+ libc_dlclose = cdll.LoadLibrary(None).dlclose
+ libc_dlclose.argtypes = [c_void_p]
# wrapper for ctypes binding
class extern():
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),
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)]
+# 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):
else:
loop_data[loop_index].uv[0] = c_double(0.0)
loop_data[loop_index].uv[1] = c_double(0.0)
+
+ if data.vertex_colors:
+ alpha = data.vertex_colors.active.data[loop_index].color[0]
+ else:
+ alpha = 0.0
+
+ loop_data[loop_index].alpha = alpha
+
center = obj.matrix_world @ poly.center
normal = mtx_rot @ poly.normal
# 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_char_p )
+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 )
+
+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_put, libcxr_vdf_node, libcxr_vdf_edon, \
libcxr_vdf_kv, libcxr_lightpatch_bsp, libcxr_write_test_data,\
- libcxr_world_preview, libcxr_free_tri_mesh ]
+ libcxr_world_preview, libcxr_free_tri_mesh, \
+ libcxr_fs_set_gameinfo, libcxr_fs_exit, libcxr_fs_get, \
+ libcxr_fs_find,\
+ 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='' )
cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
cxr_line_colours += [(colour[0],colour[1],colour[2],colour[3])]
+def cxr_reset_all():
+ global cxr_jobs_inf, cxr_jobs_batch, cxr_error_inf, cxr_view_mesh, \
+ cxr_asset_lib
+ cxr_jobs_inf = None
+ cxr_jobs_batch = None
+ cxr_error_inf = None
+
+ cxr_reset_lines()
+ cxr_batch_lines()
+ cxr_view_mesh = None
+
+ cxr_asset_lib['models'] = {}
+ cxr_asset_lib['materials'] = {}
+ cxr_asset_lib['textures'] = {}
+
+ scene_redraw()
+
# libnbvtf
# ------------------------------------------------------------------------------
# Unload libraries if existing
def _reload( lib, path ):
- if lib != None:
- _handle = lib._handle
- for i in range(10): libc_dlclose( _handle )
- lib = None
- del lib
- return cdll.LoadLibrary( F'{os.path.dirname(__file__)}/{path}.so' )
+ if CXR_GNU_LINUX==1:
+ if lib != None:
+ _handle = lib._handle
+ for i in range(10): libc_dlclose( _handle )
+ lib = None
+ del lib
+
+ libpath = F'{os.path.dirname(__file__)}/{path}{CXR_SHARED_EXT}'
+ return cdll.LoadLibrary( libpath )
libnbvtf = _reload( libnbvtf, "libnbvtf" )
libcxr = _reload( libcxr, "libcxr" )
base.update(x.copy())
return base
+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
+
# EEVEE Light component converter -> Source 1
#
def ent_lights(context):
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
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['enablelightbounce'] = 1
- kvs['disableshadows'] = 0
kvs['fademindist'] = -1
kvs['fadescale'] = 1
kvs['model'] = F"{asset_path('models',target)}.mdl".lower()
kvs['rendercolor'] = [255, 255, 255]
kvs['skin'] = 0
kvs['solid'] = 6
- kvs['uniformscale'] = 1.0
return kvs
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 {
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:
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)
def _collect(collection,transform):
nonlocal sceneinfo
-
- if collection.name.startswith('.'): return
- if collection.hide_render: return
-
- if collection.name.startswith('mdl_'):
+
+ purpose = cxr_collection_purpose( collection )
+ if purpose == None: return
+ if purpose == 'model':
sceneinfo['entities'] += [{
"object": collection,
"classname": "prop_static",
vmfinfo.entity_count = 0
vmfinfo.face_count = 0
+ 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)
+
libcxr_begin_vmf.call( pointer(vmfinfo), m.fp )
def _buildsolid( cmd ):
print( F"{vmfinfo.brush_count} :: {cmd['object'].name}" )
baked = mesh_cxr_format( cmd['object'] )
- world = libcxr_decompose.call( baked, None )
+ world = cxr_decompose_globalerr( baked )
if world == None:
return False
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
+
libcxr_push_world_vmf.call( world, pointer(vmfinfo), m.fp )
libcxr_free_world.call( world )
# 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
libcxr_vmf_begin_entities.call(pointer(vmfinfo), m.fp)
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()
+
m.edon()
+ vmfinfo.visgroupid = 0
print( "Done" )
return True
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]} {origin[1]} {origin[2]}\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")
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):
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 ):
+ global cxr_asset_lib
+
+ if path in cxr_asset_lib['textures']:
+ return cxr_asset_lib['textures'][path]
+
+ print( F"cxr_load_texture( '{path}' )" )
+
+ # TODO
+
+ tex = cxr_asset_lib['textures'][path] = None
+ 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') )
+ vmt = pvmt[0]
+
+ mat = cxr_asset_lib['materials'][path] = {}
+
+ if vmt.basetexture:
+ mat['basetexture'] = cxr_load_texture( vmt.basetexture.decode('utf-8') )
+
+ if vmt.bumpmap:
+ mat['bumpmap'] = cxr_load_texture( vmt.bumpmap.decode('utf-8') )
+
+ 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_mdl_mesh, cxr_mdl_shader, cxr_asset_lib
+
+ test_mdl = cxr_load_model_full( bpy.context.scene.cxr_data.dev_mdl )
+
+ if test_mdl != None:
+ # just draw first batch part for now
+ cxr_mdl_mesh = test_mdl[0][1]
+ else:
+ cxr_mdl_mesh = None
+
+ 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"
- LASTERR = None
RUNNING = False
def execute(_,context):
- return {'FINISHED'}
-
- def modal(_,context,event):
global cxr_view_mesh
- static = _.__class__
-
- if event.type == 'ESC':
- cxr_reset_lines()
- cxr_batch_lines()
- cxr_view_mesh = None
- static.RUNNING = False
-
- scene_redraw()
- return {'FINISHED'}
-
- return {'PASS_THROUGH'}
+ global cxr_view_shader, cxr_view_mesh, cxr_error_inf
+
+ cxr_reset_all()
- def invoke(_,context,event):
- global cxr_view_shader, cxr_view_mesh
static = _.__class__
- static.LASTERR = None
-
- cxr_reset_lines()
mesh_src = mesh_cxr_format(context.active_object)
-
- err = c_int32(0)
- world = libcxr_decompose.call( mesh_src, pointer(err) )
+ world = cxr_decompose_globalerr( mesh_src )
if world == None:
- cxr_view_mesh = None
- cxr_batch_lines()
- scene_redraw()
-
- static.LASTERR = ["There is no error", \
- "Non-Manifold",\
- "Bad-Manifold",\
- "No-Candidate",\
- "Internal-Fail",\
- "Non-Coplanar",\
- "Non-Convex Polygon",\
- "Bad Result"]\
- [err.value]
-
- if static.RUNNING:
- return {'CANCELLED'}
- else:
- context.window_manager.modal_handler_add(_)
- return {'RUNNING_MODAL'}
+ return {'FINISHED'}
# Generate preview using cxr
#
libcxr_free_world.call( world )
cxr_batch_lines()
scene_redraw()
-
- # Allow user to spam the operator
- if static.RUNNING:
- return {'CANCELLED'}
-
- if not static.RUNNING:
- static.RUNNING = True
- context.window_manager.modal_handler_add(_)
- return {'RUNNING_MODAL'}
+
+ return {'FINISHED'}
# Search for VMF compiler executables in subdirectory
#
if os.path.exists( path ): return path
else: return None
+# Compatibility layer
+#
+def cxr_temp_file( fn ):
+ if CXR_GNU_LINUX == 1:
+ return F"/tmp/fn"
+ else:
+ filepath = bpy.data.filepath
+ directory = os.path.dirname(filepath)
+ return F"{directory}/{fn}"
+
def cxr_winepath( path ):
- return 'z:'+path.replace('/','\\')
+ if CXR_GNU_LINUX == 1:
+ return 'z:'+path.replace('/','\\')
+ else:
+ return path
# Main compile function
#
JOBSYS = None
def cancel(_,context):
- global cxr_jobs_batch
+ #global cxr_jobs_batch
static = _.__class__
wm = context.window_manager
static.FILE.close()
- cxr_jobs_batch = None
+ #cxr_jobs_batch = None
scene_redraw()
return {'FINISHED'}
static = _.__class__
if ev.type == 'TIMER':
- global cxr_jobs_batch
+ global cxr_jobs_batch, cxr_error_inf
if static.WAIT_REDRAW:
scene_redraw()
if static.SUBPROC != None:
# Deal with async modes
status = static.SUBPROC.poll()
- if status == None:
- # Cannot redirect STDOUT through here without causing
- # undefined behaviour due to the Blender Python specification.
- #
- # Have to write it out to a file and read it back in.
- #
- with open("/tmp/convexer_compile_log.txt","r") as log:
- static.LOG = log.readlines()
+ # Cannot redirect STDOUT through here without causing
+ # undefined behaviour due to the Blender Python specification.
+ #
+ # Have to write it out to a file and read it back in.
+ #
+
+ with open(cxr_temp_file("convexer_compile_log.txt"),"r") as log:
+ static.LOG = log.readlines()
+ if status == None:
return {'PASS_THROUGH'}
else:
#for l in static.SUBPROC.stdout:
if status != 0:
print(F'Compiler () error: {status}')
+
+ jobn = static.JOBSYS['jobs'][static.JOBID]
+ cxr_error_inf = ( F"{static.JOBSYS['title']} error {status}", jobn )
+
return _.cancel(context)
static.JOBSYS['jobs'][static.JOBID] = None
# All completed
print( "All jobs completed!" )
- cxr_jobs_batch = None
-
- scene_redraw()
+ #cxr_jobs_batch = None
+ #scene_redraw()
return _.cancel(context)
return {'PASS_THROUGH'}
def invoke(_,context,event):
+ global cxr_error_inf
+
static = _.__class__
wm = context.window_manager
return {'RUNNING_MODAL'}
print("Launching compiler toolchain")
+ cxr_reset_all()
# Run static compilation units now (collect, vmt..)
filepath = bpy.data.filepath
os.makedirs( material_dir, exist_ok=True )
os.makedirs( model_dir, exist_ok=True )
- static.FILE = open(F"/tmp/convexer_compile_log.txt","w")
+ static.FILE = open(cxr_temp_file("convexer_compile_log.txt"),"w")
static.LOG = []
sceneinfo = cxr_scene_collect()
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()
errmat = ms.material.name
errnam = obj.name
+
+ cxr_error_inf = ( "Shader error", \
+ F"Lightmapped shader ({errmat}) used on model ({errnam})" )
+
print( F"Lightmapped shader {errmat} used on {errnam}")
+ scene_redraw()
return {'CANCELLED'}
# Collect images
static.JOBINFO += [{
"title": "Convexer",
"w": 20,
- "colour": (1.0,0.3,0.1,1.0),
+ "colour": (0.863, 0.078, 0.235,1.0),
"exec": cxr_export_vmf,
"jobs": [(sceneinfo,output_vmf)]
}]
static.JOBINFO += [{
"title": "Textures",
"w": 40,
- "colour": (0.1,1.0,0.3,1.0),
+ "colour": (1.000, 0.271, 0.000,1.0),
"exec": compile_image,
"jobs": image_jobs
}]
static.JOBINFO += [{
"title": "Batches",
"w": 25,
- "colour": (0.5,0.5,1.0,1.0),
+ "colour": (1.000, 0.647, 0.000,1.0),
"exec": cxr_export_modelsrc,
"jobs": model_jobs
}]
static.JOBINFO += [{
"title": "StudioMDL",
"w": 20,
- "colour": (0.8,0.1,0.1,1.0),
+ "colour": (1.000, 0.843, 0.000, 1.0),
"exec": "studiomdl",
"jobs": [[settings[F'exe_studiomdl']] + [\
'-nop4', '-game', game, qc] for qc in qc_jobs],
# VBSP stage
if settings.comp_compile:
- static.JOBINFO += [{
- "title": "VBSP",
- "w": 25,
- "colour": (0.1,0.2,1.0,1.0),
- "exec": "vbsp",
- "jobs": [[settings[F'exe_vbsp']] + args],
- "cwd": directory
- }]
+ 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.JOBINFO += [{
- "title": "VVIS",
- "w": 25,
- "colour": (0.9,0.5,0.5,1.0),
- "exec": "vvis",
- "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ],
- "cwd": directory
- }]
+ 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
+ }]
- vrad_opt = settings.opt_vrad.split()
- static.JOBINFO += [{
- "title": "VRAD",
- "w": 25,
- "colour": (0.9,0.2,0.3,1.0),
- "exec": "vrad",
- "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ],
- "cwd": directory
- }]
+ 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": (0.0,1.0,0.4,1.0),
+ "colour": (0.118, 0.565, 1.000,1.0),
"exec": cxr_patchmap,
"jobs": [(bsp_local,bsp_remote)]
}]
static.JOBINFO += [{
"title": "Pack",
"w": 5,
- "colour": (0.2,0.2,0.2,1.0),
+ "colour": (0.541, 0.169, 0.886,1.0),
"exec": "bspzip",
"jobs": [[cxr_compiler_path("bspzip"), '-addlist', \
cxr_winepath(bsp_remote),
bl_region_type = 'UI'
bl_category = "Convexer"
- @classmethod
- def poll(cls, context):
- return (context.object is not None)
-
def draw(_, context):
layout = _.layout
+
+ active_object = context.object
+ if active_object == None: return
+
+ purpose = cxr_object_purpose( active_object )
+
+ if purpose[0] == None or purpose[1] == None:
+ usage_str = "No purpose"
+ else:
+ if purpose[1] == 'model':
+ usage_str = F'mesh in {asset_name( purpose[0] )}.mdl'
+ else:
+ usage_str = F'{purpose[1]} in {purpose[0].name}'
+
+ layout.label(text=F"Currently editing:")
+ box = layout.box()
+ box.label(text=usage_str)
+
+ if purpose[1] == 'brush' or purpose[1] == 'brush_entity':
+ row = layout.row()
+ row.scale_y = 2
+ row.operator("convexer.preview")
+
row = layout.row()
row.scale_y = 2
- row.operator("convexer.preview")
+ 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
#
bl_context="scene"
def draw(_,context):
- _.layout.operator("convexer.reload")
- _.layout.operator("convexer.dev_test")
- _.layout.operator("convexer.preview")
- _.layout.operator("convexer.hash_reset")
+ if CXR_GNU_LINUX==1:
+ _.layout.operator("convexer.reload")
+ _.layout.operator("convexer.dev_test")
+ _.layout.operator("convexer.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" )
box.operator("convexer.detect_compilers")
box.prop(settings, "exe_studiomdl")
box.prop(settings, "exe_vbsp")
+ box.prop(settings, "opt_vbsp")
+
box.prop(settings, "exe_vvis")
+ box.prop(settings, "opt_vvis")
+
box.prop(settings, "exe_vrad")
box.prop(settings, "opt_vrad")
row.scale_y = 3
row.operator("convexer.chain", text=text)
+ row = box.row()
+ row.scale_y = 2
+ row.operator("convexer.reset")
+ if CXR_COMPILER_CHAIN.TIMER != None:
+ row.enabled = False
class CXR_MATERIAL_PANEL(bpy.types.Panel):
bl_label="VMT Properties"
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]
_.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:
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
# ------------------------------------------------------------------------------
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" )
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", \
comp_compile: bpy.props.BoolProperty(name="Compile",default=True)
comp_pack: bpy.props.BoolProperty(name="Pack",default=False)
+ dev_mdl: bpy.props.StringProperty(name="Model",default="")
+
classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \
CXR_MATERIAL_PANEL, CXR_IMAGE_SETTINGS,\
CXR_MODEL_SETTINGS, CXR_ENTITY_SETTINGS, CXR_CUBEMAP_SETTINGS,\
CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\
CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\
CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\
- CXR_COMPILE_MATERIAL]
+ CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL, CXR_RESET, \
+ CXR_INIT_FS_OPERATOR, CXR_LOAD_MODEL_OPERATOR ]
vmt_param_dynamic_class = None