]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Support creating fully custom techniques in Blender
[libs/gl.git] / blender / io_mspgl / properties.py
index 128b3c53b0010998290c7fea82a7b3aa12f6cdfe..6d847012fc96f41bff69cbfa1112c89ff4021752 100644 (file)
@@ -84,9 +84,19 @@ class MspGLMaterialProperties(bpy.types.Panel):
 
                self.layout.prop(mat, "render_mode")
                if mat.render_mode=='CUSTOM':
-                       self.layout.prop(mat, "shader")
-                       if mat.shadow_method!='NONE':
-                               self.layout.prop(mat, "shadow_shader")
+                       self.layout.label(text="Render methods")
+                       self.layout.template_list("MATERIAL_UL_mspgl_render_methods", "", mat, "render_methods", mat, "active_render_method_index")
+                       row = self.layout.row()
+                       row.operator("material.add_render_method")
+                       row.operator("material.remove_render_method")
+
+                       if mat.active_render_method_index<len(mat.render_methods):
+                               method = mat.render_methods[mat.active_render_method_index]
+                               self.layout.prop(method, "tag")
+                               self.layout.prop(method, "shader")
+                               self.layout.prop(method, "use_material")
+
+                       self.layout.separator()
                elif mat.render_mode=='EXTERNAL':
                        self.layout.prop(mat, "technique")
                if mat.render_mode=='BUILTIN':
@@ -147,6 +157,22 @@ class MspGLRenderProperties(bpy.types.Panel):
                if scene.eevee.use_gtao:
                        self.layout.prop(scene, "ao_samples")
 
+class MspGLRenderMethod(bpy.types.PropertyGroup):
+       tag: bpy.props.StringProperty(name="Tag", description="Tag of the render method")
+       shader: bpy.props.StringProperty(name="Shader", description="Shader to use")
+       use_material: bpy.props.BoolProperty(name="Use material", description="Use material properties in this render method")
+
+class MspGLRenderMethodList(bpy.types.UIList):
+       bl_idname = "MATERIAL_UL_mspgl_render_methods"
+
+       def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
+               method = item
+               if self.layout_type=="GRID":
+                       layout.label(text="", icon_value=icon)
+               else:
+                       layout.prop(method, "tag", text="", emboss=False, icon_value=icon)
+                       layout.label(text=(method.shader or "(no shader)"))
+
 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)
@@ -164,7 +190,8 @@ class MspGLUniformList(bpy.types.UIList):
                        layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
 
 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
-       MspGLTextureNodeProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
+       MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod,
+       MspGLRenderMethodList, MspGLUniform, MspGLUniformList]
 
 def register_properties():
        for c in classes:
@@ -207,17 +234,17 @@ def register_properties():
 
        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"),
+                       ("CUSTOM", "Custom shaders", "Use custom shaders"),
                        ("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 a custom shader to use for rendering")
-       bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
+       bpy.types.Material.render_methods = bpy.props.CollectionProperty(type=MspGLRenderMethod, name="Render methods", description="Custom render methods to use for rendering")
+       bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index")
        bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
        bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
        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.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", description="Uniform variables to add to the technique")
        bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
 
        bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)