2019-11-15 03:28:09 +00:00
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""" Contains Blender properties and UI for .msh materials. """
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import bpy
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from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
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from bpy.types import PropertyGroup
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2019-11-16 15:07:47 +00:00
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from .msh_material_ui_strings import *
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UI_MATERIAL_RENDERTYPES = (
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('NORMAL_BF2', "00 Normal (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
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('SCROLLING_BF2', "03 Scrolling (SWBF2)", UI_RENDERTYPE_SCROLLING_BF2_DESC),
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('ENVMAPPED_BF2', "06 Envmapped (SWBF2)", UI_RENDERTYPE_ENVMAPPED_BF2_DESC),
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('ANIMATED_BF2', "07 Animated (SWBF2)", UI_RENDERTYPE_ANIMATED_BF2_DESC),
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('REFRACTION_BF2', "22 Refractive (SWBF2)", UI_RENDERTYPE_REFRACTION_BF2_DESC),
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('BLINK_BF2', "25 Blink (SWBF2)", UI_RENDERTYPE_BLINK_BF2_DESC),
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('NORMALMAPPED_TILED_BF2', "24 Normalmapped Tiled (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_BF2_DESC),
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('NORMALMAPPED_ENVMAPPED_BF2', "26 Normalmapped Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_ENVMAPPED_BF2_DESC),
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('NORMALMAPPED_BF2', "27 Normalmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_BF2_DESC),
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('NORMALMAPPED_TILED_ENVMAPPED_BF2', "29 Normalmapped Tiled Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC))
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def _make_anim_length_entry(length):
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from math import sqrt
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len_sqrt = int(sqrt(length))
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return (
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f'FRAMES_{length}',
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f"{length} ({len_sqrt}x{len_sqrt})",
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f"Input texture should be laid out as {len_sqrt}x{len_sqrt} frames.")
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UI_MATERIAL_ANIMATION_LENGTHS = (
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('FRAMES_1', "1 (1x1)", "Why do you have an animated texture with one frame?"),
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_make_anim_length_entry(4),
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_make_anim_length_entry(9),
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_make_anim_length_entry(16),
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_make_anim_length_entry(25),
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_make_anim_length_entry(36),
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_make_anim_length_entry(49),
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_make_anim_length_entry(64),
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_make_anim_length_entry(81),
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_make_anim_length_entry(100),
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_make_anim_length_entry(121),
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_make_anim_length_entry(144),
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_make_anim_length_entry(169),
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_make_anim_length_entry(196),
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_make_anim_length_entry(225))
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class MaterialProperties(PropertyGroup):
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rendertype: EnumProperty(name="Rendertype",
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description="Rendertype for the material.",
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items=UI_MATERIAL_RENDERTYPES,
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default='NORMAL_BF2')
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specular_color: FloatVectorProperty(name="Specular Colour",
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description="Specular colour of the material. "
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"Can be used to tint specular highlights "
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"or reduce their strength.",
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default=(1.0, 1.0, 1.0),
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min=0.0, max=1.0,
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soft_min=0.0, soft_max=1.0,
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subtype="COLOR")
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blended_transparency: BoolProperty(name="Blended",
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description="Enable blended transparency.",
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default=False)
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additive_transparency: BoolProperty(name="Additive",
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description="Enable additive transparency.",
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default=False)
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hardedged_transparency: BoolProperty(name="Hardedged",
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description="Enable hardedged (alpha cutout/clip) transparency "
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"with a treshold of 0.5/0x80/128.",
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default=False)
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unlit: BoolProperty(name="Unlit",
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description="Makes the material unlit/emissive.",
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default=False)
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glow: BoolProperty(name="Glow",
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description="Same as 'Unlit' but also enables the use of a glowmap "
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"in the diffuse texture's alpha channel. The material will be significantly "
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"significantly brightened based on how opaque the glowmap is.",
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default=False)
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perpixel: BoolProperty(name="Per-Pixel Lighting",
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description="Use per-pixel lighting instead of per-vertex for diffuse lighting.",
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default=False)
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specular: BoolProperty(name="Specular Lighting",
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description="Use specular lighting as well as diffuse lighting. A gloss map "
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"in the diffuse map's and normal map's alpha channel can be used "
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"to attenuate the specular lighting's strength. (More transparent = less strong).\n\n"
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"The Specular Colour controls the colour of the reflected specular highlights, "
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"like the diffuse map but for specular lighting and global across the material.",
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default=False)
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doublesided: BoolProperty(name="Doublesided",
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description="Disable backface culling, causing both sides of the surface to be drawn. "
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"Usually only the front facing surface is drawn.",
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default=False)
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detail_map_tiling_u: IntProperty(name="Detail Map Tiling U",
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description="Tiling of the detail map in the U direction. (0 = no tiling).",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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detail_map_tiling_v: IntProperty(name="Detail Map Tiling V",
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description="Tiling of the detail map in the V direction. (0 = no tiling).",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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normal_map_tiling_u: IntProperty(name="Normal Map Tiling U",
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description="Tiling of the normal map in the U direction. (0 = no tiling).",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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normal_map_tiling_v: IntProperty(name="Normal Map Tiling V",
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description="Tiling of the normal map in the V direction. (0 = no tiling).",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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scroll_speed_u: IntProperty(name="Scroll Speed U",
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description="Texture scroll speed in the U direction.",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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scroll_speed_v: IntProperty(name="Scroll Speed V",
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description="Texture scroll speed in the V direction.",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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animation_length: EnumProperty(name="Animation Length",
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description="Number of frames in the texture animation.",
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items=UI_MATERIAL_ANIMATION_LENGTHS,
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default='FRAMES_4')
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animation_speed: IntProperty(name="Animation Speed",
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description="Animation speed in frames per second.",
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default=1,
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min=0, max=255,
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soft_min=0, soft_max=255)
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blink_min_brightness: IntProperty(name="Blink Minimum Brightness",
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description="Minimum brightness to blink between.",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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blink_speed: IntProperty(name="Blink Speed",
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description="Speed of blinking, higher is faster.",
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default=0,
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min=0, max=255,
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soft_min=0, soft_max=255)
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diffuse_map: StringProperty(name="Diffuse Map",
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description="The basic diffuse map for the material. The alpha channel "
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"is either the transparency map, glow map or gloss map, "
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"depending on the selected rendertype and flags.",
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default="white.tga")
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detail_map: StringProperty(name="Detail Map",
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description="Detail maps allow you to add in 'detail' to the diffuse "
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"map at runtime. Or they can be used as fake ambient occlusion "
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"maps or even wacky emissive maps. See docs for more details.")
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normal_map: StringProperty(name="Normal Map",
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description="Normal maps can provide added detail from lighting. "
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"If Specular is enabled the alpha channel will be "
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"the gloss map.")
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environment_map: StringProperty(name="Environment Map",
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description="Environment map for the material. Provides static "
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"reflections around. Must be a cubemap.")
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distortion_map: StringProperty(name="Distortion Map",
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description="Distortion maps control how Refractive materials "
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"distort the scene behind them. Should be a normal map "
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"with '-forceformat v8u8' in it's '.tga.option' file.")
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class MaterialPropertiesPanel(bpy.types.Panel):
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""" Creates a Panel in the Object properties window """
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bl_label = "SWBF .msh Properties"
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bl_idname = "MATERIAL_PT_swbf_msh"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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def draw(self, context):
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layout = self.layout
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material_props = context.material.swbf_msh
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layout.prop(material_props, "rendertype")
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layout.prop(material_props, "specular_color")
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if "REFRACTION" not in material_props.rendertype:
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layout.label(text="Transparency Flags: ")
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row = layout.row()
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row.prop(material_props, "blended_transparency")
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row.prop(material_props, "additive_transparency")
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row.prop(material_props, "hardedged_transparency")
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layout.label(text="Material Flags: ")
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row = layout.row()
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row.prop(material_props, "unlit")
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row.prop(material_props, "glow")
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row = layout.row()
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row.prop(material_props, "perpixel")
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row.prop(material_props, "specular")
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layout.prop(material_props, "doublesided")
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layout.label(text="Material Data: ")
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row = layout.row()
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if "SCROLLING" in material_props.rendertype:
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row.prop(material_props, "scroll_speed_u")
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row.prop(material_props, "scroll_speed_v")
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elif "ANIMATED" in material_props.rendertype:
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row.prop(material_props, "animation_length")
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row = layout.row()
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row.prop(material_props, "animation_speed")
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elif "BLINK" in material_props.rendertype:
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row.prop(material_props, "blink_min_brightness")
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row.prop(material_props, "blink_speed")
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elif "NORMALMAPPED_TILED" in material_props.rendertype:
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row.prop(material_props, "normal_map_tiling_u")
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row.prop(material_props, "normal_map_tiling_v")
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else:
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row.prop(material_props, "detail_map_tiling_u")
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row.prop(material_props, "detail_map_tiling_v")
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layout.label(text="Texture Maps: ")
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layout.prop(material_props, "diffuse_map")
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if "REFRACTION" not in material_props.rendertype:
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layout.prop(material_props, "detail_map")
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if "NORMALMAPPED" in material_props.rendertype:
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layout.prop(material_props, "normal_map")
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if "ENVMAPPED" in material_props.rendertype:
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layout.prop(material_props, "environment_map")
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if "REFRACTION" in material_props.rendertype:
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layout.prop(material_props, "distortion_map")
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