3 class MspGLSceneProperties(bpy.types.Panel):
4 bl_idname = "SCENE_PT_mspgl_properties"
5 bl_label = "MspGL properties"
6 bl_space_type = "PROPERTIES"
7 bl_region_type = "WINDOW"
10 def draw(self, context):
13 self.layout.prop(scene, "scene_type")
14 self.layout.prop(scene, "export_disposition")
16 class MspGLMeshProperties(bpy.types.Panel):
17 bl_idname = "MESH_PT_mspgl_properties"
18 bl_label = "MspGL properties"
19 bl_space_type = "PROPERTIES"
20 bl_region_type = "WINDOW"
24 def poll(cls, context):
25 return context.active_object.type=="MESH"
27 def draw(self, context):
28 mesh = context.active_object.data
30 self.layout.prop(mesh, "winding_test")
31 self.layout.prop(mesh, "smoothing")
32 self.layout.prop(mesh, "use_strips")
34 self.layout.separator()
36 col = self.layout.column()
37 col.label(text="Data selection")
38 col.prop(mesh, "use_lines")
39 col.prop(mesh, "vertex_groups")
40 col.prop(mesh, "max_groups_per_vertex")
42 self.layout.separator()
44 col = self.layout.column()
45 col.label(text="Texturing")
46 col.prop(mesh, "use_uv")
47 col.prop(mesh, "tangent_vecs")
48 col.prop(mesh, "tangent_uvtex")
50 class MspGLObjectProperties(bpy.types.Panel):
51 bl_idname = "OBJECT_PT_mspgl_properties"
52 bl_label = "MspGL properties"
53 bl_space_type = "PROPERTIES"
54 bl_region_type = "WINDOW"
58 def poll(cls, context):
59 return context.active_object.type=="MESH"
61 def draw(self, context):
62 obj = context.active_object
64 self.layout.prop(obj, "compound")
65 self.layout.prop(obj, "lod_for_parent")
66 if obj.lod_for_parent:
67 self.layout.prop(obj, "lod_index")
69 class MspGLMaterialProperties(bpy.types.Panel):
70 bl_idname = "MATERIAL_PT_mspgl_properties"
71 bl_label = "MspGL properties"
72 bl_space_type = "PROPERTIES"
73 bl_region_type = "WINDOW"
74 bl_context = "material"
77 def poll(cls, context):
78 return context.active_object.active_material is not None
80 def draw(self, context):
81 mat = context.active_object.active_material
85 self.layout.prop(mat, "render_mode")
86 if mat.render_mode=='CUSTOM':
87 self.layout.prop(mat, "shader")
88 if mat.shadow_method!='NONE':
89 self.layout.prop(mat, "shadow_shader")
90 elif mat.render_mode=='EXTERNAL':
91 self.layout.prop(mat, "technique")
92 if mat.render_mode=='BUILTIN':
93 self.layout.prop(mat, "receive_shadows")
94 self.layout.prop(mat, "image_based_lighting")
95 self.layout.prop(mat, "array_atlas")
97 self.layout.prop(mat, "array_layer")
98 if mat.render_mode!='EXTERNAL':
99 self.layout.prop(mat, "material_atlas")
100 if mat.render_mode=='CUSTOM':
101 self.layout.separator()
102 self.layout.label(text="Uniform values")
103 self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
104 row = self.layout.row()
105 row.operator("material.add_uniform")
106 row.operator("material.remove_uniform")
108 if mat.active_uniform_index<len(mat.uniforms):
109 uniform = mat.uniforms[mat.active_uniform_index]
110 self.layout.prop(uniform, "name")
111 self.layout.prop(uniform, "size")
112 row = self.layout.row(align=True)
113 row.label(text="Values")
114 for i in range(uniform.size):
115 row.prop(uniform, "values", text="", index=i)
117 class MspGLTextureNodeProperties(bpy.types.Panel):
118 bl_idname = "NODE_PT_mspgl_properties"
119 bl_label = "MspGL properties"
120 bl_space_type = "NODE_EDITOR"
121 bl_region_type = "UI"
125 def poll(cls, context):
126 node = context.active_node
127 return node and node.type=='TEX_IMAGE'
129 def draw(self, context):
130 node = context.active_node
134 self.layout.prop(node, "use_mipmap")
135 self.layout.prop(node, "max_anisotropy")
137 class MspGLRenderProperties(bpy.types.Panel):
138 bl_idname = "WORLD_PT_mspgl_properties"
139 bl_label = "MspGL properties"
140 bl_space_type = "PROPERTIES"
141 bl_region_type = "WINDOW"
142 bl_context = "render"
144 def draw(self, context):
145 scene = context.scene
146 self.layout.prop(scene, "use_hdr")
147 if scene.eevee.use_gtao:
148 self.layout.prop(scene, "ao_samples")
150 class MspGLUniform(bpy.types.PropertyGroup):
151 name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
152 size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
153 values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
155 class MspGLUniformList(bpy.types.UIList):
156 bl_idname = "MATERIAL_UL_mspgl_uniforms"
158 def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
160 if self.layout_type=="GRID":
161 layout.label(text="", icon_value=icon)
163 layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
164 layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
166 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
167 MspGLTextureNodeProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
169 def register_properties():
171 bpy.utils.register_class(c)
173 bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
174 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
175 ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
176 ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
177 bpy.types.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
178 items=(("IGNORE", "Ignore", "The scene won't be exported"),
179 ("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
180 ("SCENE", "Scene", "The scene will be exported"),
181 ("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
182 bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
183 bpy.types.Scene.ao_samples = bpy.props.IntProperty(name="Ambient occlusion samples", description="Number of samples to use for ambient occlusion", min=8, max=128, default=32)
185 bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
186 bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
187 items=(("NONE", "None", "No smoothing"),
188 ("BLENDER", "Blender", "Use Blender's vertex normals"),
189 ("MSPGL", "MspGL", "Compute vertex normals internally")))
190 bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
191 bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
192 bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
193 bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2)
194 bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
195 items=(("NONE", "None", "Ignore all UV coordinates"),
196 ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
197 ("ALL", "All", "Use all UV coordinates")))
198 bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
199 items=(("NO", "No", "Do not export tangent vectors"),
200 ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
201 ("YES", "Yes", "Always export tangent vectors")))
202 bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
204 bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
205 bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
206 bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
208 bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
209 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
210 ("CUSTOM", "Custom shader", "Use a custom shader"),
211 ("EXTERNAL", "External technique", "Use an externally defined technique")))
212 bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
213 bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of a custom shader to use for rendering")
214 bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
215 bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
216 bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
217 bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
218 bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
219 bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
220 bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
221 bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
223 bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
224 bpy.types.ShaderNodeTexImage.max_anisotropy = bpy.props.FloatProperty(name="Maximum anisotropy", description="Maximum anisotropy to use in texture filtering", min=1, max=16, default=1)
226 def unregister_properties():
228 bpy.utils.unregister_class(c)