self.layout.separator()
col = self.layout.column()
- col.label("Data selection")
+ col.label(text="Data selection")
col.prop(mesh, "use_lines")
col.prop(mesh, "vertex_groups")
col.prop(mesh, "max_groups_per_vertex")
self.layout.separator()
col = self.layout.column()
- col.label("Texturing")
+ col.label(text="Texturing")
col.prop(mesh, "use_uv")
col.prop(mesh, "tbn_vecs")
col.prop(mesh, "tbn_uvtex")
if not mat:
return
- self.layout.prop(mat, "technique")
- self.layout.prop(mat, "inherit_tech")
- if mat.inherit_tech:
- self.layout.prop(mat, "override_material")
- self.layout.prop(mat, "srgb_colors")
+ self.layout.prop(mat, "render_mode")
+ if mat.render_mode=='CUSTOM':
+ self.layout.prop(mat, "shader")
+ elif mat.render_mode=='EXTERNAL':
+ self.layout.prop(mat, "technique")
self.layout.prop(mat, "array_atlas")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
- self.layout.prop(mat, "material_map")
-
-class MspGLTextureProperties(bpy.types.Panel):
- bl_idname = "TEXTURE_PT_mspgl_properties"
+ if mat.render_mode!='EXTERNAL':
+ self.layout.prop(mat, "material_atlas")
+ if mat.render_mode=='CUSTOM':
+ self.layout.separator()
+ self.layout.label(text="Uniform values")
+ self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
+ row = self.layout.row()
+ row.operator("material.add_uniform")
+ row.operator("material.remove_uniform")
+
+ if mat.active_uniform_index<len(mat.uniforms):
+ uniform = mat.uniforms[mat.active_uniform_index]
+ self.layout.prop(uniform, "name")
+ self.layout.prop(uniform, "size")
+ row = self.layout.row(align=True)
+ row.label(text="Values")
+ for i in range(uniform.size):
+ row.prop(uniform, "values", text="", index=i)
+
+class MspGLTextureNodeProperties(bpy.types.Panel):
+ bl_idname = "NODE_PT_mspgl_properties"
bl_label = "MspGL properties"
- bl_space_type = "PROPERTIES"
- bl_region_type = "WINDOW"
- bl_context = "texture"
+ bl_space_type = "NODE_EDITOR"
+ bl_region_type = "UI"
+ bl_category = "Item"
@classmethod
def poll(cls, context):
- mat = context.active_object.active_material
- return mat is not None and mat.active_texture is not None
+ node = context.active_node
+ return node and node.type=='TEX_IMAGE'
def draw(self, context):
- tex = context.active_object.active_material.active_texture
- if not tex:
+ node = context.active_node
+ if not node:
return
- self.layout.prop(tex, "default_filter")
+ self.layout.prop(node, "default_filter")
+ if not node.default_filter:
+ self.layout.prop(node, "use_mipmap")
+ self.layout.prop(node, "max_anisotropy")
+
+class MspGLUniform(bpy.types.PropertyGroup):
+ name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
+ size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
+ values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
+
+class MspGLUniformList(bpy.types.UIList):
+ bl_idname = "MATERIAL_UL_mspgl_uniforms"
+
+ def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
+ uniform = item
+ if self.layout_type=="GRID":
+ layout.label(text="", icon_value=icon)
+ else:
+ layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
+ layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
+
+classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
def register_properties():
+ for c in classes:
+ bpy.utils.register_class(c)
+
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
items=(("NONE", "None", "No smoothing"),
bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
- bpy.types.Material.technique = bpy.props.StringProperty(name="Technique", description="Name of an external technique to use for rendering")
- bpy.types.Material.inherit_tech = bpy.props.BoolProperty(name="Inherit technique", description="Inherit from the technique to customize textures")
- bpy.types.Material.override_material = bpy.props.BoolProperty(name="Override material", description="Override material in the inherited technique as well", default=True)
- bpy.types.Material.srgb_colors = bpy.props.BoolProperty(name="sRGB colors", description="Export material colors as sRGB instead of linear", default=True)
+ bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
+ items=(("BUILTIN", "Built-in", "Use built-in shaders"),
+ ("CUSTOM", "Custom shader", "Use a custom shader"),
+ ("EXTERNAL", "External technique", "Use an externally defined technique")))
+ bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
+ bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
- bpy.types.Material.material_map = bpy.props.BoolProperty(name="Material map", description="Make this material part of a material map")
+ bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
+ bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
+ bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
+
+ bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
+ bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
+ 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)
- bpy.types.Texture.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
+def unregister_properties():
+ for c in classes:
+ bpy.utils.unregister_class(c)