]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Naming tweaks in builtin shaders
[libs/gl.git] / blender / io_mspgl / properties.py
index 3d16ff36214f2456104d7dc7a4218dcdc87d787b..ce4e692f189883d9e137dfcc576bba268eb584d3 100644 (file)
@@ -20,7 +20,7 @@ class MspGLMeshProperties(bpy.types.Panel):
                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")
@@ -28,7 +28,7 @@ class MspGLMeshProperties(bpy.types.Panel):
                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")
@@ -72,6 +72,28 @@ class MspGLMaterialProperties(bpy.types.Panel):
                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"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "texture"
+
+       @classmethod
+       def poll(cls, context):
+               mat = context.active_object.active_material
+               return mat is not None and mat.active_texture is not None
+
+       def draw(self, context):
+               tex = context.active_object.active_material.active_texture
+               if not tex:
+                       return
+
+               self.layout.prop(tex, "default_filter")
+
+classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureProperties]
 
 def register_properties():
        bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
@@ -99,3 +121,13 @@ def register_properties():
        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.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.Texture.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
+
+       for c in classes:
+               bpy.utils.register_class(c)
+
+def unregister_properties():
+       for c in classes:
+               bpy.utils.unregister_class(c)