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[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
15 class MspGLMeshProperties(bpy.types.Panel):
16         bl_idname = "MESH_PT_mspgl_properties"
17         bl_label = "MspGL properties"
18         bl_space_type = "PROPERTIES"
19         bl_region_type = "WINDOW"
20         bl_context = "data"
21
22         @classmethod
23         def poll(cls, context):
24                 return context.active_object.type=="MESH"
25
26         def draw(self, context):
27                 mesh = context.active_object.data
28
29                 self.layout.prop(mesh, "winding_test")
30                 self.layout.prop(mesh, "smoothing")
31
32                 self.layout.separator()
33
34                 col = self.layout.column()
35                 col.label(text="Data selection")
36                 col.prop(mesh, "use_lines")
37                 col.prop(mesh, "vertex_groups")
38                 col.prop(mesh, "max_groups_per_vertex")
39
40                 self.layout.separator()
41
42                 col = self.layout.column()
43                 col.label(text="Texturing")
44                 col.prop(mesh, "use_uv")
45                 col.prop(mesh, "tangent_vecs")
46                 col.prop(mesh, "tangent_uvtex")
47
48 class MspGLObjectProperties(bpy.types.Panel):
49         bl_idname = "OBJECT_PT_mspgl_properties"
50         bl_label = "MspGL properties"
51         bl_space_type = "PROPERTIES"
52         bl_region_type = "WINDOW"
53         bl_context = "object"
54
55         def draw(self, context):
56                 obj = context.active_object
57
58                 self.layout.prop(obj, "compound")
59                 self.layout.prop(obj, "lod_for_parent")
60                 if obj.lod_for_parent:
61                         self.layout.prop(obj, "lod_index")
62
63 class MspGLMaterialProperties(bpy.types.Panel):
64         bl_idname = "MATERIAL_PT_mspgl_properties"
65         bl_label = "MspGL properties"
66         bl_space_type = "PROPERTIES"
67         bl_region_type = "WINDOW"
68         bl_context = "material"
69
70         @classmethod
71         def poll(cls, context):
72                 return context.active_object.active_material is not None
73
74         def draw(self, context):
75                 mat = context.active_object.active_material
76                 if not mat:
77                         return
78
79                 self.layout.prop(mat, "render_mode")
80                 if mat.render_mode=='CUSTOM':
81                         self.layout.prop(mat, "shader")
82                 elif mat.render_mode=='EXTERNAL':
83                         self.layout.prop(mat, "technique")
84                 self.layout.prop(mat, "array_atlas")
85                 if mat.array_atlas:
86                         self.layout.prop(mat, "array_layer")
87                 if mat.render_mode!='EXTERNAL':
88                         self.layout.prop(mat, "material_atlas")
89                 if mat.render_mode=='CUSTOM':
90                         self.layout.separator()
91                         self.layout.label(text="Uniform values")
92                         self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
93                         row = self.layout.row()
94                         row.operator("material.add_uniform")
95                         row.operator("material.remove_uniform")
96
97                         if mat.active_uniform_index<len(mat.uniforms):
98                                 uniform = mat.uniforms[mat.active_uniform_index]
99                                 self.layout.prop(uniform, "name")
100                                 self.layout.prop(uniform, "size")
101                                 row = self.layout.row(align=True)
102                                 row.label(text="Values")
103                                 for i in range(uniform.size):
104                                         row.prop(uniform, "values", text="", index=i)
105
106 class MspGLTextureNodeProperties(bpy.types.Panel):
107         bl_idname = "NODE_PT_mspgl_properties"
108         bl_label = "MspGL properties"
109         bl_space_type = "NODE_EDITOR"
110         bl_region_type = "UI"
111         bl_category = "Item"
112
113         @classmethod
114         def poll(cls, context):
115                 node = context.active_node
116                 return node and node.type=='TEX_IMAGE'
117
118         def draw(self, context):
119                 node = context.active_node
120                 if not node:
121                         return
122
123                 self.layout.prop(node, "default_filter")
124                 if not node.default_filter:
125                         self.layout.prop(node, "use_mipmap")
126                         self.layout.prop(node, "max_anisotropy")
127
128 class MspGLUniform(bpy.types.PropertyGroup):
129         name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
130         size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
131         values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
132
133 class MspGLUniformList(bpy.types.UIList):
134         bl_idname = "MATERIAL_UL_mspgl_uniforms"
135
136         def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
137                 uniform = item
138                 if self.layout_type=="GRID":
139                         layout.label(text="", icon_value=icon)
140                 else:
141                         layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
142                         layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
143
144 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
145
146 def register_properties():
147         for c in classes:
148                 bpy.utils.register_class(c)
149
150         bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
151                 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
152                         ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
153                         ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
154
155         bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
156         bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
157                 items=(("NONE", "None", "No smoothing"),
158                         ("BLENDER", "Blender", "Use Blender's vertex normals"),
159                         ("MSPGL", "MspGL", "Compute vertex normals internally")))
160         bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
161         bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
162         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)
163         bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
164                 items=(("NONE", "None", "Ignore all UV coordinates"),
165                         ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
166                         ("ALL", "All", "Use all UV coordinates")))
167         bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
168                 items=(("NO", "No", "Do not export tangent vectors"),
169                         ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
170                         ("YES", "Yes", "Always export tangent vectors")))
171         bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
172
173         bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
174         bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
175         bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
176
177         bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
178                 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
179                         ("CUSTOM", "Custom shader", "Use a custom shader"),
180                         ("EXTERNAL", "External technique", "Use an externally defined technique")))
181         bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
182         bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
183         bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
184         bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
185         bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
186         bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
187         bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
188
189         bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
190         bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
191         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)
192
193 def unregister_properties():
194         for c in classes:
195                 bpy.utils.unregister_class(c)