X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=e3806584fef8d7ddc276274e32d8b5c424aae7ed;hb=46752f789ea3d23928e96ce451ea96c78c694b93;hp=f5a57cb7e7aa64e6f6e217d1089ba7502587166d;hpb=1d0b0fcb7ad573053a8730a90f7fb33061038db2;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index f5a57cb7..e3806584 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -15,6 +15,23 @@ class MspGLMeshProperties(bpy.types.Panel): mesh = context.active_object.data self.layout.prop(mesh, "winding_test") + self.layout.prop(mesh, "smoothing") + + self.layout.separator() + + col = self.layout.column() + 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(text="Texturing") + col.prop(mesh, "use_uv") + col.prop(mesh, "tbn_vecs") + col.prop(mesh, "tbn_uvtex") class MspGLObjectProperties(bpy.types.Panel): bl_idname = "OBJECT_PT_mspgl_properties" @@ -26,11 +43,7 @@ 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, "compound"); + self.layout.prop(obj, "compound") self.layout.prop(obj, "lod_for_parent") if obj.lod_for_parent: self.layout.prop(obj, "lod_index") @@ -51,17 +64,78 @@ class MspGLMaterialProperties(bpy.types.Panel): if not mat: return - self.layout.prop(mat, "array_atlas"); + 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, "array_layer") + if mat.render_mode!='EXTERNAL': + self.layout.prop(mat, "material_map") + +class MspGLTextureNodeProperties(bpy.types.Panel): + bl_idname = "NODE_PT_mspgl_properties" + bl_label = "MspGL properties" + bl_space_type = "NODE_EDITOR" + bl_region_type = "UI" + bl_category = "Item" + + @classmethod + def poll(cls, context): + node = context.active_node + return node and node.type=='TEX_IMAGE' + + def draw(self, context): + node = context.active_node + if not node: + return + + 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") - 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 texture as well", default=True) + bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL", + items=(("NONE", "None", "No smoothing"), + ("BLENDER", "Blender", "Use Blender's vertex normals"), + ("MSPGL", "MspGL", "Compute vertex normals internally"))) + bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False) + bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False) + bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2) + bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0", + items=(("NONE", "None", "Ignore all UV coordinates"), + ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"), + ("ALL", "All", "Use all UV coordinates"))) + 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.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, default=1) + 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.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.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) + +def unregister_properties(): + for c in classes: + bpy.utils.unregister_class(c)