3 class MspGLSceneProperties(bpy.types.Panel):
4 bl_idname = "SCENE_PT_mspgl_properties"
5 bl_label = "MspGL properties"
6 bl_space_type = "PROPERTIES"
7 bl_region_type = "WINDOW"
10 def draw(self, context):
13 self.layout.prop(scene, "scene_type")
15 class MspGLMeshProperties(bpy.types.Panel):
16 bl_idname = "MESH_PT_mspgl_properties"
17 bl_label = "MspGL properties"
18 bl_space_type = "PROPERTIES"
19 bl_region_type = "WINDOW"
23 def poll(cls, context):
24 return context.active_object.type=="MESH"
26 def draw(self, context):
27 mesh = context.active_object.data
29 self.layout.prop(mesh, "winding_test")
30 self.layout.prop(mesh, "smoothing")
32 self.layout.separator()
34 col = self.layout.column()
35 col.label(text="Data selection")
36 col.prop(mesh, "use_lines")
37 col.prop(mesh, "vertex_groups")
38 col.prop(mesh, "max_groups_per_vertex")
40 self.layout.separator()
42 col = self.layout.column()
43 col.label(text="Texturing")
44 col.prop(mesh, "use_uv")
45 col.prop(mesh, "tangent_vecs")
46 col.prop(mesh, "tangent_uvtex")
48 class MspGLObjectProperties(bpy.types.Panel):
49 bl_idname = "OBJECT_PT_mspgl_properties"
50 bl_label = "MspGL properties"
51 bl_space_type = "PROPERTIES"
52 bl_region_type = "WINDOW"
55 def draw(self, context):
56 obj = context.active_object
58 self.layout.prop(obj, "compound")
59 self.layout.prop(obj, "lod_for_parent")
60 if obj.lod_for_parent:
61 self.layout.prop(obj, "lod_index")
63 class MspGLMaterialProperties(bpy.types.Panel):
64 bl_idname = "MATERIAL_PT_mspgl_properties"
65 bl_label = "MspGL properties"
66 bl_space_type = "PROPERTIES"
67 bl_region_type = "WINDOW"
68 bl_context = "material"
71 def poll(cls, context):
72 return context.active_object.active_material is not None
74 def draw(self, context):
75 mat = context.active_object.active_material
79 self.layout.prop(mat, "render_mode")
80 if mat.render_mode=='CUSTOM':
81 self.layout.prop(mat, "shader")
82 elif mat.render_mode=='EXTERNAL':
83 self.layout.prop(mat, "technique")
84 self.layout.prop(mat, "array_atlas")
86 self.layout.prop(mat, "array_layer")
87 if mat.render_mode!='EXTERNAL':
88 self.layout.prop(mat, "material_atlas")
89 if mat.render_mode=='CUSTOM':
90 self.layout.separator()
91 self.layout.label(text="Uniform values")
92 self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
93 row = self.layout.row()
94 row.operator("material.add_uniform")
95 row.operator("material.remove_uniform")
97 if mat.active_uniform_index<len(mat.uniforms):
98 uniform = mat.uniforms[mat.active_uniform_index]
99 self.layout.prop(uniform, "name")
100 self.layout.prop(uniform, "size")
101 row = self.layout.row(align=True)
102 row.label(text="Values")
103 for i in range(uniform.size):
104 row.prop(uniform, "values", text="", index=i)
106 class MspGLTextureNodeProperties(bpy.types.Panel):
107 bl_idname = "NODE_PT_mspgl_properties"
108 bl_label = "MspGL properties"
109 bl_space_type = "NODE_EDITOR"
110 bl_region_type = "UI"
114 def poll(cls, context):
115 node = context.active_node
116 return node and node.type=='TEX_IMAGE'
118 def draw(self, context):
119 node = context.active_node
123 self.layout.prop(node, "default_filter")
124 if not node.default_filter:
125 self.layout.prop(node, "use_mipmap")
126 self.layout.prop(node, "max_anisotropy")
128 class MspGLUniform(bpy.types.PropertyGroup):
129 name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
130 size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
131 values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
133 class MspGLUniformList(bpy.types.UIList):
134 bl_idname = "MATERIAL_UL_mspgl_uniforms"
136 def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
138 if self.layout_type=="GRID":
139 layout.label(text="", icon_value=icon)
141 layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
142 layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
144 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
146 def register_properties():
148 bpy.utils.register_class(c)
150 bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
151 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
152 ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
153 ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
155 bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
156 bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
157 items=(("NONE", "None", "No smoothing"),
158 ("BLENDER", "Blender", "Use Blender's vertex normals"),
159 ("MSPGL", "MspGL", "Compute vertex normals internally")))
160 bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
161 bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
162 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)
163 bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
164 items=(("NONE", "None", "Ignore all UV coordinates"),
165 ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
166 ("ALL", "All", "Use all UV coordinates")))
167 bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
168 items=(("NO", "No", "Do not export tangent vectors"),
169 ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
170 ("YES", "Yes", "Always export tangent vectors")))
171 bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
173 bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
174 bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
175 bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
177 bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
178 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
179 ("CUSTOM", "Custom shader", "Use a custom shader"),
180 ("EXTERNAL", "External technique", "Use an externally defined technique")))
181 bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
182 bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
183 bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
184 bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
185 bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
186 bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
187 bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
189 bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
190 bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
191 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)
193 def unregister_properties():
195 bpy.utils.unregister_class(c)