]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Include only tangent in mesh data and calculate binormal on the fly
[libs/gl.git] / blender / io_mspgl / properties.py
index d2d36cb9762d428137b06a3e8148c02e3a50af8e..0d5a6d46e044f4374c231761997753b3ea24e908 100644 (file)
@@ -1,6 +1,39 @@
 import bpy
 
-class MspGLProperties(bpy.types.Panel):
+class MspGLMeshProperties(bpy.types.Panel):
+       bl_idname = "MESH_PT_mspgl_properties"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "data"
+
+       @classmethod
+       def poll(cls, context):
+               return context.active_object.type=="MESH"
+
+       def draw(self, context):
+               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, "tangent_vecs")
+               col.prop(mesh, "tangent_uvtex")
+
+class MspGLObjectProperties(bpy.types.Panel):
        bl_idname = "OBJECT_PT_mspgl_properties"
        bl_label = "MspGL properties"
        bl_space_type = "PROPERTIES"
@@ -10,7 +43,133 @@ class MspGLProperties(bpy.types.Panel):
        def draw(self, context):
                obj = context.active_object
 
-               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")
+
+class MspGLMaterialProperties(bpy.types.Panel):
+       bl_idname = "MATERIAL_PT_mspgl_properties"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "material"
+
+       @classmethod
+       def poll(cls, context):
+               return context.active_object.active_material is not None
+
+       def draw(self, context):
+               mat = context.active_object.active_material
+               if not mat:
+                       return
+
+               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")
+               if mat.render_mode!='EXTERNAL':
+                       self.layout.prop(mat, "material_atlas")
+               if mat.render_mode=='CUSTOM':
+                       self.layout.separator()
+                       self.layout.label(text="Uniform values")
+                       self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
+                       row = self.layout.row()
+                       row.operator("material.add_uniform")
+                       row.operator("material.remove_uniform")
+
+                       if mat.active_uniform_index<len(mat.uniforms):
+                               uniform = mat.uniforms[mat.active_uniform_index]
+                               self.layout.prop(uniform, "name")
+                               self.layout.prop(uniform, "size")
+                               row = self.layout.row(align=True)
+                               row.label(text="Values")
+                               for i in range(uniform.size):
+                                       row.prop(uniform, "values", text="", index=i)
+
+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")
+
+class MspGLUniform(bpy.types.PropertyGroup):
+       name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
+       size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
+       values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
+
+class MspGLUniformList(bpy.types.UIList):
+       bl_idname = "MATERIAL_UL_mspgl_uniforms"
+
+       def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
+               uniform = item
+               if self.layout_type=="GRID":
+                       layout.label(text="", icon_value=icon)
+               else:
+                       layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
+                       layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
+
+classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
 
 def register_properties():
+       for c in classes:
+               bpy.utils.register_class(c)
+
+       bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
+       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.tangent_vecs = bpy.props.BoolProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default=False)
+       bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent 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, 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_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
+       bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
+       bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
+
+       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)
+
+def unregister_properties():
+       for c in classes:
+               bpy.utils.unregister_class(c)