X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=032bf8ed5dbced582ecda1f4262da88080f94008;hb=56beca9d8b4f7b4edac81411d31e24df88e84ac3;hp=1a158598a37619c0207ba51fa6f6098ec982ba98;hpb=211d5ec0e55778ab023b1bc6bb54e2c9afa7df0c;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 1a158598..032bf8ed 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -43,11 +43,6 @@ class MspGLObjectProperties(bpy.types.Panel): def draw(self, context): obj = context.active_object - self.layout.prop(obj, "technique") - self.layout.prop(obj, "inherit_tech") - if obj.inherit_tech: - self.layout.prop(obj, "override_material") - self.layout.prop(obj, "material_tex") self.layout.prop(obj, "compound") self.layout.prop(obj, "lod_for_parent") if obj.lod_for_parent: @@ -69,10 +64,34 @@ class MspGLMaterialProperties(bpy.types.Panel): 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, "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") def register_properties(): bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces") @@ -90,14 +109,16 @@ def register_properties(): bpy.types.Mesh.tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False) bpy.types.Mesh.tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="") - bpy.types.Object.technique = bpy.props.StringProperty(name="Technique", description="Name of the technique to use for rendering") - bpy.types.Object.inherit_tech = bpy.props.BoolProperty(name="Inherit technique", description="Inherit from the technique to customize textures") - bpy.types.Object.override_material = bpy.props.BoolProperty(name="Override material", description="Override material in the inherited technique as well", default=True) - bpy.types.Object.material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False) bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting") 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.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")