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")
31 self.layout.prop(mesh, "use_strips")
33 self.layout.separator()
35 col = self.layout.column()
36 col.label(text="Data selection")
37 col.prop(mesh, "use_lines")
38 col.prop(mesh, "vertex_groups")
39 col.prop(mesh, "max_groups_per_vertex")
41 self.layout.separator()
43 col = self.layout.column()
44 col.label(text="Texturing")
45 col.prop(mesh, "use_uv")
46 col.prop(mesh, "tangent_vecs")
47 col.prop(mesh, "tangent_uvtex")
49 class MspGLObjectProperties(bpy.types.Panel):
50 bl_idname = "OBJECT_PT_mspgl_properties"
51 bl_label = "MspGL properties"
52 bl_space_type = "PROPERTIES"
53 bl_region_type = "WINDOW"
57 def poll(cls, context):
58 return context.active_object.type=="MESH"
60 def draw(self, context):
61 obj = context.active_object
63 self.layout.prop(obj, "compound")
64 self.layout.prop(obj, "lod_for_parent")
65 if obj.lod_for_parent:
66 self.layout.prop(obj, "lod_index")
68 class MspGLMaterialProperties(bpy.types.Panel):
69 bl_idname = "MATERIAL_PT_mspgl_properties"
70 bl_label = "MspGL properties"
71 bl_space_type = "PROPERTIES"
72 bl_region_type = "WINDOW"
73 bl_context = "material"
76 def poll(cls, context):
77 return context.active_object.active_material is not None
79 def draw(self, context):
80 mat = context.active_object.active_material
84 self.layout.prop(mat, "render_mode")
85 if mat.render_mode=='CUSTOM':
86 self.layout.prop(mat, "shader")
87 elif mat.render_mode=='EXTERNAL':
88 self.layout.prop(mat, "technique")
89 self.layout.prop(mat, "array_atlas")
91 self.layout.prop(mat, "array_layer")
92 if mat.render_mode!='EXTERNAL':
93 self.layout.prop(mat, "material_atlas")
94 if mat.render_mode=='CUSTOM':
95 self.layout.separator()
96 self.layout.label(text="Uniform values")
97 self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
98 row = self.layout.row()
99 row.operator("material.add_uniform")
100 row.operator("material.remove_uniform")
102 if mat.active_uniform_index<len(mat.uniforms):
103 uniform = mat.uniforms[mat.active_uniform_index]
104 self.layout.prop(uniform, "name")
105 self.layout.prop(uniform, "size")
106 row = self.layout.row(align=True)
107 row.label(text="Values")
108 for i in range(uniform.size):
109 row.prop(uniform, "values", text="", index=i)
111 class MspGLTextureNodeProperties(bpy.types.Panel):
112 bl_idname = "NODE_PT_mspgl_properties"
113 bl_label = "MspGL properties"
114 bl_space_type = "NODE_EDITOR"
115 bl_region_type = "UI"
119 def poll(cls, context):
120 node = context.active_node
121 return node and node.type=='TEX_IMAGE'
123 def draw(self, context):
124 node = context.active_node
128 self.layout.prop(node, "default_filter")
129 if not node.default_filter:
130 self.layout.prop(node, "use_mipmap")
131 self.layout.prop(node, "max_anisotropy")
133 class MspGLUniform(bpy.types.PropertyGroup):
134 name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
135 size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
136 values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
138 class MspGLUniformList(bpy.types.UIList):
139 bl_idname = "MATERIAL_UL_mspgl_uniforms"
141 def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
143 if self.layout_type=="GRID":
144 layout.label(text="", icon_value=icon)
146 layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
147 layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
149 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
151 def register_properties():
153 bpy.utils.register_class(c)
155 bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
156 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
157 ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
158 ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
160 bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
161 bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
162 items=(("NONE", "None", "No smoothing"),
163 ("BLENDER", "Blender", "Use Blender's vertex normals"),
164 ("MSPGL", "MspGL", "Compute vertex normals internally")))
165 bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
166 bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
167 bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
168 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)
169 bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
170 items=(("NONE", "None", "Ignore all UV coordinates"),
171 ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
172 ("ALL", "All", "Use all UV coordinates")))
173 bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
174 items=(("NO", "No", "Do not export tangent vectors"),
175 ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
176 ("YES", "Yes", "Always export tangent vectors")))
177 bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
179 bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
180 bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
181 bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
183 bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
184 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
185 ("CUSTOM", "Custom shader", "Use a custom shader"),
186 ("EXTERNAL", "External technique", "Use an externally defined technique")))
187 bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
188 bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
189 bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
190 bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
191 bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
192 bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
193 bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
195 bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
196 bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
197 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)
199 def unregister_properties():
201 bpy.utils.unregister_class(c)