]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Rework Blender material and texture export
[libs/gl.git] / blender / io_mspgl / properties.py
index ce4e692f189883d9e137dfcc576bba268eb584d3..0605ba0c2b0fcab5e46dd6b2673275ce2243d7a1 100644 (file)
@@ -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)