]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Add properties to export materials as texture array layers
[libs/gl.git] / blender / io_mspgl / properties.py
index d2d36cb9762d428137b06a3e8148c02e3a50af8e..f5a57cb7e7aa64e6f6e217d1089ba7502587166d 100644 (file)
@@ -1,6 +1,22 @@
 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")
+
+class MspGLObjectProperties(bpy.types.Panel):
        bl_idname = "OBJECT_PT_mspgl_properties"
        bl_label = "MspGL properties"
        bl_space_type = "PROPERTIES"
@@ -10,7 +26,42 @@ class MspGLProperties(bpy.types.Panel):
        def draw(self, context):
                obj = context.active_object
 
+               self.layout.prop(obj, "technique");
+               self.layout.prop(obj, "inherit_tech");
+               if obj.inherit_tech:
+                       self.layout.prop(obj, "override_material");
                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, "array_atlas");
+               if mat.array_atlas:
+                       self.layout.prop(mat, "array_layer");
 
 def register_properties():
+       bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
+       bpy.types.Object.technique = bpy.props.StringProperty(name="Technique", description="Name of the technique to use for rendering")
+       bpy.types.Object.inherit_tech = bpy.props.BoolProperty(name="Inherit technique", description="Inherit from the technique to customize textures")
+       bpy.types.Object.override_material = bpy.props.BoolProperty(name="Override material", description="Override material in the inherited texture as well", default=True)
        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, default=1)
+       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")