X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=df18d444be9819e7d89c3c5446cfc00401fa1a18;hb=5bf3c7175c359ad8509702a4e0790609b39e6aec;hp=032bf8ed5dbced582ecda1f4262da88080f94008;hpb=bde3ec824d300e9aff11914406fb76dd9016e387;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 032bf8ed..df18d444 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -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") @@ -64,34 +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_atlas") -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, MspGLTextureNodeProperties] def register_properties(): bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces") @@ -113,12 +119,23 @@ 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.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas") + + 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) - 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)