X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=0605ba0c2b0fcab5e46dd6b2673275ce2243d7a1;hb=180b20bee11425a776c5ead05afcf6a63945d3b2;hp=ce4e692f189883d9e137dfcc576bba268eb584d3;hpb=56133280d92c08c1c649a725260a6c4d5afb5e75;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index ce4e692f..0605ba0c 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -64,36 +64,40 @@ 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, "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") + if mat.render_mode!='EXTERNAL': + self.layout.prop(mat, "material_map") -class MspGLTextureProperties(bpy.types.Panel): - bl_idname = "TEXTURE_PT_mspgl_properties" +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") -classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureProperties] +classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties] def register_properties(): bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces") @@ -115,15 +119,19 @@ def register_properties(): 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.Texture.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options") + 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) for c in classes: bpy.utils.register_class(c)