3 class MspGLMeshProperties(bpy.types.Panel):
4 bl_idname = "MESH_PT_mspgl_properties"
5 bl_label = "MspGL properties"
6 bl_space_type = "PROPERTIES"
7 bl_region_type = "WINDOW"
11 def poll(cls, context):
12 return context.active_object.type=="MESH"
14 def draw(self, context):
15 mesh = context.active_object.data
17 self.layout.prop(mesh, "winding_test")
18 self.layout.prop(mesh, "smoothing")
20 self.layout.separator()
22 col = self.layout.column()
23 col.label(text="Data selection")
24 col.prop(mesh, "use_lines")
25 col.prop(mesh, "vertex_groups")
26 col.prop(mesh, "max_groups_per_vertex")
28 self.layout.separator()
30 col = self.layout.column()
31 col.label(text="Texturing")
32 col.prop(mesh, "use_uv")
33 col.prop(mesh, "tbn_vecs")
34 col.prop(mesh, "tbn_uvtex")
36 class MspGLObjectProperties(bpy.types.Panel):
37 bl_idname = "OBJECT_PT_mspgl_properties"
38 bl_label = "MspGL properties"
39 bl_space_type = "PROPERTIES"
40 bl_region_type = "WINDOW"
43 def draw(self, context):
44 obj = context.active_object
46 self.layout.prop(obj, "compound")
47 self.layout.prop(obj, "lod_for_parent")
48 if obj.lod_for_parent:
49 self.layout.prop(obj, "lod_index")
51 class MspGLMaterialProperties(bpy.types.Panel):
52 bl_idname = "MATERIAL_PT_mspgl_properties"
53 bl_label = "MspGL properties"
54 bl_space_type = "PROPERTIES"
55 bl_region_type = "WINDOW"
56 bl_context = "material"
59 def poll(cls, context):
60 return context.active_object.active_material is not None
62 def draw(self, context):
63 mat = context.active_object.active_material
67 self.layout.prop(mat, "render_mode")
68 if mat.render_mode=='CUSTOM':
69 self.layout.prop(mat, "shader")
70 elif mat.render_mode=='EXTERNAL':
71 self.layout.prop(mat, "technique")
72 self.layout.prop(mat, "array_atlas")
74 self.layout.prop(mat, "array_layer")
75 if mat.render_mode!='EXTERNAL':
76 self.layout.prop(mat, "material_atlas")
77 if mat.render_mode=='CUSTOM':
78 self.layout.separator()
79 self.layout.label(text="Uniform values")
80 self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
81 row = self.layout.row()
82 row.operator("material.add_uniform")
83 row.operator("material.remove_uniform")
85 if mat.active_uniform_index<len(mat.uniforms):
86 uniform = mat.uniforms[mat.active_uniform_index]
87 self.layout.prop(uniform, "name")
88 self.layout.prop(uniform, "size")
89 row = self.layout.row(align=True)
90 row.label(text="Values")
91 for i in range(uniform.size):
92 row.prop(uniform, "values", text="", index=i)
94 class MspGLTextureNodeProperties(bpy.types.Panel):
95 bl_idname = "NODE_PT_mspgl_properties"
96 bl_label = "MspGL properties"
97 bl_space_type = "NODE_EDITOR"
102 def poll(cls, context):
103 node = context.active_node
104 return node and node.type=='TEX_IMAGE'
106 def draw(self, context):
107 node = context.active_node
111 self.layout.prop(node, "default_filter")
112 if not node.default_filter:
113 self.layout.prop(node, "use_mipmap")
114 self.layout.prop(node, "max_anisotropy")
116 class MspGLUniform(bpy.types.PropertyGroup):
117 name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
118 size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
119 values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
121 class MspGLUniformList(bpy.types.UIList):
122 bl_idname = "MATERIAL_UL_mspgl_uniforms"
124 def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
126 if self.layout_type=="GRID":
127 layout.label(text="", icon_value=icon)
129 layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
130 layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
132 classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
134 def register_properties():
136 bpy.utils.register_class(c)
138 bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
139 bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
140 items=(("NONE", "None", "No smoothing"),
141 ("BLENDER", "Blender", "Use Blender's vertex normals"),
142 ("MSPGL", "MspGL", "Compute vertex normals internally")))
143 bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
144 bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
145 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)
146 bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
147 items=(("NONE", "None", "Ignore all UV coordinates"),
148 ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
149 ("ALL", "All", "Use all UV coordinates")))
150 bpy.types.Mesh.tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
151 bpy.types.Mesh.tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
153 bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
154 bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
155 bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
157 bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
158 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
159 ("CUSTOM", "Custom shader", "Use a custom shader"),
160 ("EXTERNAL", "External technique", "Use an externally defined technique")))
161 bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
162 bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
163 bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
164 bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
165 bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
166 bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
167 bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
169 bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
170 bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
171 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)
173 def unregister_properties():
175 bpy.utils.unregister_class(c)