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Export shadow settings from Blender
[libs/gl.git] / blender / io_mspgl / properties.py
1 import bpy
2
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"
8         bl_context = "scene"
9
10         def draw(self, context):
11                 scene = context.scene
12
13                 self.layout.prop(scene, "scene_type")
14                 self.layout.prop(scene, "export_disposition")
15
16 class MspGLMeshProperties(bpy.types.Panel):
17         bl_idname = "MESH_PT_mspgl_properties"
18         bl_label = "MspGL properties"
19         bl_space_type = "PROPERTIES"
20         bl_region_type = "WINDOW"
21         bl_context = "data"
22
23         @classmethod
24         def poll(cls, context):
25                 return context.active_object.type=="MESH"
26
27         def draw(self, context):
28                 mesh = context.active_object.data
29
30                 self.layout.prop(mesh, "winding_test")
31                 self.layout.prop(mesh, "smoothing")
32                 self.layout.prop(mesh, "use_strips")
33
34                 self.layout.separator()
35
36                 col = self.layout.column()
37                 col.label(text="Data selection")
38                 col.prop(mesh, "use_lines")
39                 col.prop(mesh, "vertex_groups")
40                 col.prop(mesh, "max_groups_per_vertex")
41
42                 self.layout.separator()
43
44                 col = self.layout.column()
45                 col.label(text="Texturing")
46                 col.prop(mesh, "use_uv")
47                 col.prop(mesh, "tangent_vecs")
48                 col.prop(mesh, "tangent_uvtex")
49
50 class MspGLObjectProperties(bpy.types.Panel):
51         bl_idname = "OBJECT_PT_mspgl_properties"
52         bl_label = "MspGL properties"
53         bl_space_type = "PROPERTIES"
54         bl_region_type = "WINDOW"
55         bl_context = "object"
56
57         @classmethod
58         def poll(cls, context):
59                 return context.active_object.type=="MESH"
60
61         def draw(self, context):
62                 obj = context.active_object
63
64                 self.layout.prop(obj, "compound")
65                 self.layout.prop(obj, "lod_for_parent")
66                 if obj.lod_for_parent:
67                         self.layout.prop(obj, "lod_index")
68
69 class MspGLMaterialProperties(bpy.types.Panel):
70         bl_idname = "MATERIAL_PT_mspgl_properties"
71         bl_label = "MspGL properties"
72         bl_space_type = "PROPERTIES"
73         bl_region_type = "WINDOW"
74         bl_context = "material"
75
76         @classmethod
77         def poll(cls, context):
78                 return context.active_object.active_material is not None
79
80         def draw(self, context):
81                 mat = context.active_object.active_material
82                 if not mat:
83                         return
84
85                 self.layout.prop(mat, "render_mode")
86                 if mat.render_mode=='CUSTOM':
87                         self.layout.prop(mat, "shader")
88                 elif mat.render_mode=='EXTERNAL':
89                         self.layout.prop(mat, "technique")
90                 self.layout.prop(mat, "array_atlas")
91                 if mat.render_mode=='BUILTIN':
92                         self.layout.prop(mat, "receive_shadows")
93                 if mat.array_atlas:
94                         self.layout.prop(mat, "array_layer")
95                 if mat.render_mode!='EXTERNAL':
96                         self.layout.prop(mat, "material_atlas")
97                 if mat.render_mode=='CUSTOM':
98                         self.layout.separator()
99                         self.layout.label(text="Uniform values")
100                         self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
101                         row = self.layout.row()
102                         row.operator("material.add_uniform")
103                         row.operator("material.remove_uniform")
104
105                         if mat.active_uniform_index<len(mat.uniforms):
106                                 uniform = mat.uniforms[mat.active_uniform_index]
107                                 self.layout.prop(uniform, "name")
108                                 self.layout.prop(uniform, "size")
109                                 row = self.layout.row(align=True)
110                                 row.label(text="Values")
111                                 for i in range(uniform.size):
112                                         row.prop(uniform, "values", text="", index=i)
113
114 class MspGLTextureNodeProperties(bpy.types.Panel):
115         bl_idname = "NODE_PT_mspgl_properties"
116         bl_label = "MspGL properties"
117         bl_space_type = "NODE_EDITOR"
118         bl_region_type = "UI"
119         bl_category = "Item"
120
121         @classmethod
122         def poll(cls, context):
123                 node = context.active_node
124                 return node and node.type=='TEX_IMAGE'
125
126         def draw(self, context):
127                 node = context.active_node
128                 if not node:
129                         return
130
131                 self.layout.prop(node, "default_filter")
132                 if not node.default_filter:
133                         self.layout.prop(node, "use_mipmap")
134                         self.layout.prop(node, "max_anisotropy")
135
136 class MspGLLightProperties(bpy.types.Panel):
137         bl_idname = "LIGHT_PT_mspgl_properties"
138         bl_label = "MspGL properties"
139         bl_space_type = "PROPERTIES"
140         bl_region_type = "WINDOW"
141         bl_context = "data"
142
143         @classmethod
144         def poll(cls, context):
145                 return context.active_object.type=="LIGHT"
146
147         def draw(self, context):
148                 light = context.active_object.data
149
150                 if light.use_shadow:
151                         self.layout.prop(light, "shadow_map_size")
152
153 class MspGLWorldProperties(bpy.types.Panel):
154         bl_idname = "WORLD_PT_mspgl_properties"
155         bl_label = "MspGL properties"
156         bl_space_type = "PROPERTIES"
157         bl_region_type = "WINDOW"
158         bl_context = "world"
159
160         def draw(self, context):
161                 world = context.scene.world
162                 self.layout.prop(world, "use_hdr")
163
164 class MspGLUniform(bpy.types.PropertyGroup):
165         name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
166         size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
167         values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
168
169 class MspGLUniformList(bpy.types.UIList):
170         bl_idname = "MATERIAL_UL_mspgl_uniforms"
171
172         def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
173                 uniform = item
174                 if self.layout_type=="GRID":
175                         layout.label(text="", icon_value=icon)
176                 else:
177                         layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
178                         layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
179
180 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
181         MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
182
183 def register_properties():
184         for c in classes:
185                 bpy.utils.register_class(c)
186
187         bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
188                 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
189                         ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
190                         ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
191         bpy.types.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
192                 items=(("IGNORE", "Ignore", "The scene won't be exported"),
193                         ("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
194                         ("SCENE", "Scene", "The scene will be exported"),
195                         ("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
196
197         bpy.types.World.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
198
199         bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
200         bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
201                 items=(("NONE", "None", "No smoothing"),
202                         ("BLENDER", "Blender", "Use Blender's vertex normals"),
203                         ("MSPGL", "MspGL", "Compute vertex normals internally")))
204         bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
205         bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
206         bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
207         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)
208         bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
209                 items=(("NONE", "None", "Ignore all UV coordinates"),
210                         ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
211                         ("ALL", "All", "Use all UV coordinates")))
212         bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
213                 items=(("NO", "No", "Do not export tangent vectors"),
214                         ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
215                         ("YES", "Yes", "Always export tangent vectors")))
216         bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
217
218         bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
219         bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
220         bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
221
222         bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
223                 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
224                         ("CUSTOM", "Custom shader", "Use a custom shader"),
225                         ("EXTERNAL", "External technique", "Use an externally defined technique")))
226         bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
227         bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
228         bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
229         bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
230         bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
231         bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
232         bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
233         bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
234
235         bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
236         bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
237         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)
238
239 def unregister_properties():
240         for c in classes:
241                 bpy.utils.unregister_class(c)