3 class MspGLMeshProperties(bpy.types.Panel):
4 bl_idname = "MESH_PT_mspgl_properties"
5 bl_label = "MspGL properties"
6 bl_space_type = "PROPERTIES"
7 bl_region_type = "WINDOW"
11 def poll(cls, context):
12 return context.active_object.type=="MESH"
14 def draw(self, context):
15 mesh = context.active_object.data
17 self.layout.prop(mesh, "winding_test")
18 self.layout.prop(mesh, "smoothing")
20 self.layout.separator()
22 col = self.layout.column()
23 col.label(text="Data selection")
24 col.prop(mesh, "use_lines")
25 col.prop(mesh, "vertex_groups")
26 col.prop(mesh, "max_groups_per_vertex")
28 self.layout.separator()
30 col = self.layout.column()
31 col.label(text="Texturing")
32 col.prop(mesh, "use_uv")
33 col.prop(mesh, "tbn_vecs")
34 col.prop(mesh, "tbn_uvtex")
36 class MspGLObjectProperties(bpy.types.Panel):
37 bl_idname = "OBJECT_PT_mspgl_properties"
38 bl_label = "MspGL properties"
39 bl_space_type = "PROPERTIES"
40 bl_region_type = "WINDOW"
43 def draw(self, context):
44 obj = context.active_object
46 self.layout.prop(obj, "compound")
47 self.layout.prop(obj, "lod_for_parent")
48 if obj.lod_for_parent:
49 self.layout.prop(obj, "lod_index")
51 class MspGLMaterialProperties(bpy.types.Panel):
52 bl_idname = "MATERIAL_PT_mspgl_properties"
53 bl_label = "MspGL properties"
54 bl_space_type = "PROPERTIES"
55 bl_region_type = "WINDOW"
56 bl_context = "material"
59 def poll(cls, context):
60 return context.active_object.active_material is not None
62 def draw(self, context):
63 mat = context.active_object.active_material
67 self.layout.prop(mat, "render_mode")
68 if mat.render_mode=='CUSTOM':
69 self.layout.prop(mat, "shader")
70 elif mat.render_mode=='EXTERNAL':
71 self.layout.prop(mat, "technique")
72 self.layout.prop(mat, "array_atlas")
74 self.layout.prop(mat, "array_layer")
75 if mat.render_mode!='EXTERNAL':
76 self.layout.prop(mat, "material_atlas")
78 class MspGLTextureNodeProperties(bpy.types.Panel):
79 bl_idname = "NODE_PT_mspgl_properties"
80 bl_label = "MspGL properties"
81 bl_space_type = "NODE_EDITOR"
86 def poll(cls, context):
87 node = context.active_node
88 return node and node.type=='TEX_IMAGE'
90 def draw(self, context):
91 node = context.active_node
95 self.layout.prop(node, "default_filter")
96 if not node.default_filter:
97 self.layout.prop(node, "use_mipmap")
98 self.layout.prop(node, "max_anisotropy")
100 classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties]
102 def register_properties():
103 bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
104 bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
105 items=(("NONE", "None", "No smoothing"),
106 ("BLENDER", "Blender", "Use Blender's vertex normals"),
107 ("MSPGL", "MspGL", "Compute vertex normals internally")))
108 bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
109 bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
110 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)
111 bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
112 items=(("NONE", "None", "Ignore all UV coordinates"),
113 ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
114 ("ALL", "All", "Use all UV coordinates")))
115 bpy.types.Mesh.tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
116 bpy.types.Mesh.tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
118 bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
119 bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
120 bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
122 bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
123 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
124 ("CUSTOM", "Custom shader", "Use a custom shader"),
125 ("EXTERNAL", "External technique", "Use an externally defined technique")))
126 bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
127 bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
128 bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
129 bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
130 bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
132 bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
133 bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
134 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)
137 bpy.utils.register_class(c)
139 def unregister_properties():
141 bpy.utils.unregister_class(c)