]> git.tdb.fi Git - libs/gl.git/blob - blender/io_mspgl/properties.py
Remove unfinished light properties panel from the blender exporter
[libs/gl.git] / blender / io_mspgl / properties.py
1 import bpy
2
3 class MspGLSceneProperties(bpy.types.Panel):
4         bl_idname = "SCENE_PT_mspgl_properties"
5         bl_label = "MspGL properties"
6         bl_space_type = "PROPERTIES"
7         bl_region_type = "WINDOW"
8         bl_context = "scene"
9
10         def draw(self, context):
11                 scene = context.scene
12
13                 self.layout.prop(scene, "scene_type")
14                 self.layout.prop(scene, "export_disposition")
15
16 class MspGLMeshProperties(bpy.types.Panel):
17         bl_idname = "MESH_PT_mspgl_properties"
18         bl_label = "MspGL properties"
19         bl_space_type = "PROPERTIES"
20         bl_region_type = "WINDOW"
21         bl_context = "data"
22
23         @classmethod
24         def poll(cls, context):
25                 return context.active_object.type=="MESH"
26
27         def draw(self, context):
28                 mesh = context.active_object.data
29
30                 self.layout.prop(mesh, "winding_test")
31                 self.layout.prop(mesh, "smoothing")
32                 self.layout.prop(mesh, "use_strips")
33
34                 self.layout.separator()
35
36                 col = self.layout.column()
37                 col.label(text="Data selection")
38                 col.prop(mesh, "use_lines")
39                 col.prop(mesh, "vertex_groups")
40                 col.prop(mesh, "max_groups_per_vertex")
41
42                 self.layout.separator()
43
44                 col = self.layout.column()
45                 col.label(text="Texturing")
46                 col.prop(mesh, "use_uv")
47                 col.prop(mesh, "tangent_vecs")
48                 col.prop(mesh, "tangent_uvtex")
49
50 class MspGLObjectProperties(bpy.types.Panel):
51         bl_idname = "OBJECT_PT_mspgl_properties"
52         bl_label = "MspGL properties"
53         bl_space_type = "PROPERTIES"
54         bl_region_type = "WINDOW"
55         bl_context = "object"
56
57         @classmethod
58         def poll(cls, context):
59                 return context.active_object.type=="MESH"
60
61         def draw(self, context):
62                 obj = context.active_object
63
64                 self.layout.prop(obj, "compound")
65                 self.layout.prop(obj, "lod_for_parent")
66                 if obj.lod_for_parent:
67                         self.layout.prop(obj, "lod_index")
68
69 class MspGLMaterialProperties(bpy.types.Panel):
70         bl_idname = "MATERIAL_PT_mspgl_properties"
71         bl_label = "MspGL properties"
72         bl_space_type = "PROPERTIES"
73         bl_region_type = "WINDOW"
74         bl_context = "material"
75
76         @classmethod
77         def poll(cls, context):
78                 return context.active_object.active_material is not None
79
80         def draw(self, context):
81                 mat = context.active_object.active_material
82                 if not mat:
83                         return
84
85                 self.layout.prop(mat, "render_mode")
86                 if mat.render_mode=='CUSTOM':
87                         self.layout.prop(mat, "shader")
88                         if mat.shadow_method!='NONE':
89                                 self.layout.prop(mat, "shadow_shader")
90                 elif mat.render_mode=='EXTERNAL':
91                         self.layout.prop(mat, "technique")
92                 if mat.render_mode=='BUILTIN':
93                         self.layout.prop(mat, "receive_shadows")
94                         self.layout.prop(mat, "image_based_lighting")
95                 self.layout.prop(mat, "array_atlas")
96                 if mat.array_atlas:
97                         self.layout.prop(mat, "array_layer")
98                 if mat.render_mode!='EXTERNAL':
99                         self.layout.prop(mat, "material_atlas")
100                 if mat.render_mode=='CUSTOM':
101                         self.layout.separator()
102                         self.layout.label(text="Uniform values")
103                         self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
104                         row = self.layout.row()
105                         row.operator("material.add_uniform")
106                         row.operator("material.remove_uniform")
107
108                         if mat.active_uniform_index<len(mat.uniforms):
109                                 uniform = mat.uniforms[mat.active_uniform_index]
110                                 self.layout.prop(uniform, "name")
111                                 self.layout.prop(uniform, "size")
112                                 row = self.layout.row(align=True)
113                                 row.label(text="Values")
114                                 for i in range(uniform.size):
115                                         row.prop(uniform, "values", text="", index=i)
116
117 class MspGLTextureNodeProperties(bpy.types.Panel):
118         bl_idname = "NODE_PT_mspgl_properties"
119         bl_label = "MspGL properties"
120         bl_space_type = "NODE_EDITOR"
121         bl_region_type = "UI"
122         bl_category = "Item"
123
124         @classmethod
125         def poll(cls, context):
126                 node = context.active_node
127                 return node and node.type=='TEX_IMAGE'
128
129         def draw(self, context):
130                 node = context.active_node
131                 if not node:
132                         return
133
134                 self.layout.prop(node, "use_mipmap")
135                 self.layout.prop(node, "max_anisotropy")
136
137 class MspGLRenderProperties(bpy.types.Panel):
138         bl_idname = "WORLD_PT_mspgl_properties"
139         bl_label = "MspGL properties"
140         bl_space_type = "PROPERTIES"
141         bl_region_type = "WINDOW"
142         bl_context = "render"
143
144         def draw(self, context):
145                 scene = context.scene
146                 self.layout.prop(scene, "use_hdr")
147                 if scene.eevee.use_gtao:
148                         self.layout.prop(scene, "ao_samples")
149
150 class MspGLUniform(bpy.types.PropertyGroup):
151         name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
152         size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
153         values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
154
155 class MspGLUniformList(bpy.types.UIList):
156         bl_idname = "MATERIAL_UL_mspgl_uniforms"
157
158         def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
159                 uniform = item
160                 if self.layout_type=="GRID":
161                         layout.label(text="", icon_value=icon)
162                 else:
163                         layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
164                         layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
165
166 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
167         MspGLTextureNodeProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
168
169 def register_properties():
170         for c in classes:
171                 bpy.utils.register_class(c)
172
173         bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
174                 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
175                         ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
176                         ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
177         bpy.types.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
178                 items=(("IGNORE", "Ignore", "The scene won't be exported"),
179                         ("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
180                         ("SCENE", "Scene", "The scene will be exported"),
181                         ("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
182         bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
183         bpy.types.Scene.ao_samples = bpy.props.IntProperty(name="Ambient occlusion samples", description="Number of samples to use for ambient occlusion", min=8, max=128, default=32)
184
185         bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
186         bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
187                 items=(("NONE", "None", "No smoothing"),
188                         ("BLENDER", "Blender", "Use Blender's vertex normals"),
189                         ("MSPGL", "MspGL", "Compute vertex normals internally")))
190         bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
191         bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
192         bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
193         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)
194         bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
195                 items=(("NONE", "None", "Ignore all UV coordinates"),
196                         ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
197                         ("ALL", "All", "Use all UV coordinates")))
198         bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
199                 items=(("NO", "No", "Do not export tangent vectors"),
200                         ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
201                         ("YES", "Yes", "Always export tangent vectors")))
202         bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
203
204         bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
205         bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
206         bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
207
208         bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
209                 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
210                         ("CUSTOM", "Custom shader", "Use a custom shader"),
211                         ("EXTERNAL", "External technique", "Use an externally defined technique")))
212         bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
213         bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of a custom shader to use for rendering")
214         bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
215         bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
216         bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
217         bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
218         bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
219         bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
220         bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
221         bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
222
223         bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
224         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)
225
226 def unregister_properties():
227         for c in classes:
228                 bpy.utils.unregister_class(c)