add docs!

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SleepKiller 2019-11-17 04:07:47 +13:00
parent 9053026441
commit 6eb958f358
5 changed files with 313 additions and 55 deletions

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@ -54,6 +54,9 @@ def _read_material_props_rendertype(props) -> Rendertype:
return _RENDERTYPES_MAPPING[props.rendertype]
def _read_material_props_flags(props) -> MaterialFlags:
if "REFRACTION" in props.rendertype:
return MaterialFlags.BLENDED_TRANSPARENCY
flags = MaterialFlags.NONE
if props.blended_transparency:

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@ -3,23 +3,19 @@
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatVectorProperty, IntProperty
from bpy.types import PropertyGroup
from .msh_material_ui_strings import *
UI_MATERIAL_RENDERTYPES = (
('NORMAL_BF2', "00 Normal (SWBF2)", "Normal Material. Unlike you there is nothing inherently awesome "
"about this material. By default it has per-vertex diffuse "
"lighting and can also have a detail map."),
('SCROLLING_BF2', "03 Scrolling (SWBF2)", "Scrolling Material"),
('ENVMAPPED_BF2', "06 Envmapped (SWBF2)", "Envmapped Material"),
('ANIMATED_BF2', "07 Animated (SWBF2)", "Animated Material"),
('REFRACTION_BF2', "22 Refractive (SWBF2)", "Refractive Material"),
('BLINK_BF2', "25 Blink (SWBF2)", "Blinking Material\n\n"
"Note: If you see any statues while using this material you "
"are advised **not** to blink (or take your eyes off the statue under any circumstances) "
"and immediately make your way to a crowded public space."),
('NORMALMAPPED_TILED_BF2', "24 Normalmapped Tiled (SWBF2)", "Normalmapped Tiled Material"),
('NORMALMAPPED_ENVMAPPED_BF2', "26 Normalmapped Envmapped (SWBF2)", "Normalmapped Envmapped Material"),
('NORMALMAPPED_BF2', "27 Normalmapped (SWBF2)", "Normalmapped Material"),
('NORMALMAPPED_TILED_ENVMAPPED_BF2', "26 Normalmapped Tiled Envmapped (SWBF2)", "Normalmapped Tiled Envmapped Material"))
('NORMAL_BF2', "00 Normal (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
('SCROLLING_BF2', "03 Scrolling (SWBF2)", UI_RENDERTYPE_SCROLLING_BF2_DESC),
('ENVMAPPED_BF2', "06 Envmapped (SWBF2)", UI_RENDERTYPE_ENVMAPPED_BF2_DESC),
('ANIMATED_BF2', "07 Animated (SWBF2)", UI_RENDERTYPE_ANIMATED_BF2_DESC),
('REFRACTION_BF2', "22 Refractive (SWBF2)", UI_RENDERTYPE_REFRACTION_BF2_DESC),
('BLINK_BF2', "25 Blink (SWBF2)", UI_RENDERTYPE_BLINK_BF2_DESC),
('NORMALMAPPED_TILED_BF2', "24 Normalmapped Tiled (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_BF2_DESC),
('NORMALMAPPED_ENVMAPPED_BF2', "26 Normalmapped Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_ENVMAPPED_BF2_DESC),
('NORMALMAPPED_BF2', "27 Normalmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_BF2_DESC),
('NORMALMAPPED_TILED_ENVMAPPED_BF2', "29 Normalmapped Tiled Envmapped (SWBF2)", UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC))
def _make_anim_length_entry(length):
from math import sqrt
@ -86,23 +82,20 @@ class MaterialProperties(PropertyGroup):
default=False)
perpixel: BoolProperty(name="Per-Pixel Lighting",
description="Use per-pixel lighting instead of per-vertex for diffuse lighting. "
"Be warned due to the way SWBFII handles per-pixel lighting this "
"adds an extra draw call for each segment using the material.",
description="Use per-pixel lighting instead of per-vertex for diffuse lighting.",
default=False)
specular: BoolProperty(name="Specular Lighting",
description="Use specular lighting as well as diffuse lighting. A gloss map "
"In the diffuse map's and normal map's alpha channel can be used "
"in the diffuse map's and normal map's alpha channel can be used "
"to attenuate the specular lighting's strength. (More transparent = less strong).\n\n"
"Be warned due to the way SWBFII handles specular lighting this "
"adds an extra draw call for each segment using the material.",
"The Specular Colour controls the colour of the reflected specular highlights, "
"like the diffuse map but for specular lighting and global across the material.",
default=False)
doublesided: BoolProperty(name="Doublesided",
description="Disable backface culling, "
"causing both sides of the material to be rasterized.",
description="Disable backface culling, causing both sides of the surface to be drawn. "
"Usually only the front facing surface is drawn.",
default=False)
detail_map_tiling_u: IntProperty(name="Detail Map Tiling U",
@ -205,41 +198,41 @@ class MaterialPropertiesPanel(bpy.types.Panel):
layout.prop(material_props, "rendertype")
layout.prop(material_props, "specular_color")
layout.label(text="Transparency Flags: ")
row = layout.row()
row.prop(material_props, "blended_transparency")
row.prop(material_props, "additive_transparency")
row.prop(material_props, "hardedged_transparency")
layout.label(text="Material Flags: ")
row = layout.row()
row.prop(material_props, "unlit")
row.prop(material_props, "glow")
row = layout.row()
row.prop(material_props, "perpixel")
row.prop(material_props, "specular")
layout.prop(material_props, "doublesided")
if "REFRACTION" not in material_props.rendertype:
layout.label(text="Transparency Flags: ")
row = layout.row()
row.prop(material_props, "blended_transparency")
row.prop(material_props, "additive_transparency")
row.prop(material_props, "hardedged_transparency")
layout.label(text="Material Flags: ")
row = layout.row()
row.prop(material_props, "unlit")
row.prop(material_props, "glow")
row = layout.row()
row.prop(material_props, "perpixel")
row.prop(material_props, "specular")
layout.prop(material_props, "doublesided")
layout.label(text="Material Data: ")
row = layout.row()
if "SCROLLING" in material_props.rendertype:
row.prop(material_props, "scroll_speed_u")
row.prop(material_props, "scroll_speed_v")
elif "ANIMATED" in material_props.rendertype:
row.prop(material_props, "animation_length")
row = layout.row()
row.prop(material_props, "animation_speed")
elif "BLINK" in material_props.rendertype:
row.prop(material_props, "blink_min_brightness")
row.prop(material_props, "blink_speed")
elif "NORMALMAPPED_TILED" in material_props.rendertype:
row.prop(material_props, "normal_map_tiling_u")
row.prop(material_props, "normal_map_tiling_v")
elif "REFRACTION" not in material_props.rendertype:
row.prop(material_props, "detail_map_tiling_u")
row.prop(material_props, "detail_map_tiling_v")
if "SCROLLING" in material_props.rendertype:
row.prop(material_props, "scroll_speed_u")
row.prop(material_props, "scroll_speed_v")
elif "ANIMATED" in material_props.rendertype:
row.prop(material_props, "animation_length")
row = layout.row()
row.prop(material_props, "animation_speed")
elif "BLINK" in material_props.rendertype:
row.prop(material_props, "blink_min_brightness")
row.prop(material_props, "blink_speed")
elif "NORMALMAPPED_TILED" in material_props.rendertype:
row.prop(material_props, "normal_map_tiling_u")
row.prop(material_props, "normal_map_tiling_v")
else:
row.prop(material_props, "detail_map_tiling_u")
row.prop(material_props, "detail_map_tiling_v")
layout.label(text="Texture Maps: ")
layout.prop(material_props, "diffuse_map")

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@ -0,0 +1,106 @@
""" UI strings that are too long to have in msh_materials_properties.py """
UI_RENDERTYPE_DETAIL_MAP_DESC = \
"Can optionally have a Detail Map."
UI_RENDERTYPE_DETAIL_MAP_TILING_DESC = \
"Tiling for the detail map can specified " \
"with Detail Map Tiling U and Detail Map Tiling V."
UI_RENDERTYPE_ENV_MAP_DESC = \
"Uses an Environment Map to show reflections on the model. " \
"Useful for anything you want to look reflective or metallic." \
"\n\n" \
"The reflections from the Environment Map are affected by " \
"Specular Colour. And if Specular Material Flag is checked then " \
"reflections will be affected by the Gloss Map."
UI_RENDERTYPE_NORMAL_MAP_DESC = \
"Enables the use of a Normal Map with the material."
UI_RENDERTYPE_NORMAL_MAP_TILING_DESC = \
"Tiling for the normal map can be controlled with Normal Map " \
"Tiling U and Normal Map Tiling V."
UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC = \
"This rendertype also enables per-pixel lighting."
UI_RENDERTYPE_NORMAL_BF2_DESC = f"""\
Basic material.
{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
"""
UI_RENDERTYPE_SCROLLING_BF2_DESC = f"""\
Like Normal except the textures have scrolling. Useful for water, monitors with scrolling content, interlaced holograms, etc.
Scroll speed and direction is specified with Scroll Speed U and Scroll Speed V.
{UI_RENDERTYPE_DETAIL_MAP_DESC} The Detail Map will not be affected by scrolling.
"""
UI_RENDERTYPE_ENVMAPPED_BF2_DESC = f"""\
{UI_RENDERTYPE_ENV_MAP_DESC}
{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
"""
UI_RENDERTYPE_ANIMATED_BF2_DESC = f"""\
Use an animated texture. The animation's frames should be packed into NxN squares where N is the square root of the number of frames in the animation. So a 25 frame animation should be packed into 5x5 squares in the Diffuse Map.
Set frame count with Animation Length and frame rate with Animation Speed.
{UI_RENDERTYPE_DETAIL_MAP_DESC} The Detail Map will not be subject to animation.
"""
UI_RENDERTYPE_REFRACTION_BF2_DESC = f"""\
Distorts/refracts the scene behind the material.
The Diffuse Map's alpha channel controls the visibility of the scene while the Distortion Map controls the distortion.
When distortion is not needed but transparency is the Normal rendertype should be used as this one comes at a performance cost.
"""
UI_RENDERTYPE_BLINK_BF2_DESC = f"""\
Oscillates the diffuse strength of the material between full strength and a supplied strength.
Blink Minimum Brightness sets the strength of the material's diffuse at the bottom of the "blink". Blink Speed sets the speed of the blinking.
{UI_RENDERTYPE_DETAIL_MAP_DESC}
"""
UI_RENDERTYPE_NORMALMAPPED_BF2_DESC = f"""\
{UI_RENDERTYPE_NORMAL_MAP_DESC}
{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
"""
UI_RENDERTYPE_NORMALMAPPED_TILED_BF2_DESC = f"""\
{UI_RENDERTYPE_NORMAL_MAP_DESC} {UI_RENDERTYPE_NORMAL_MAP_TILING_DESC}
{UI_RENDERTYPE_DETAIL_MAP_DESC}
{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
"""
UI_RENDERTYPE_NORMALMAPPED_ENVMAPPED_BF2_DESC = f"""\
{UI_RENDERTYPE_NORMAL_MAP_DESC}
{UI_RENDERTYPE_ENV_MAP_DESC}
{UI_RENDERTYPE_DETAIL_MAP_DESC} {UI_RENDERTYPE_DETAIL_MAP_TILING_DESC}
{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
"""
UI_RENDERTYPE_NORMALMAPPED_TILED_ENVMAPPED_BF2_DESC = f"""\
{UI_RENDERTYPE_NORMAL_MAP_DESC} {UI_RENDERTYPE_NORMAL_MAP_TILING_DESC}
{UI_RENDERTYPE_ENV_MAP_DESC}
{UI_RENDERTYPE_DETAIL_MAP_DESC}
{UI_RENDERTYPE_NORMAL_PER_PIXEL_DESC}
"""

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## Collision Primitives
Collision primitives are the game's (according to the docs) lightweight method of adding collision to an
object and are preferred to collision meshes where reasonable.
> TODO: Finish writing this section.
## Materials
Since Blender's sophisticated materials are a poor fit for what .msh files can represent the addon defines
custom properties for representing .msh materials. It then exposes these through a UI panel under Blender's
Material context.
![.msh Material Panel](images/materials.png)
> TODO: Explain why some .msh rendertypes were left out of the addon. (The short answer is they're either redundant or outright unused.)
> TODO: Document what rendertypes/flags are multipass and cause the model to be drawn more than once. And explain the implications of that.
### Materials.Rendertype
Rendertypes in .msh materials confer unique information about how the material. Such as
if the materials textures scroll or if the material has an environment map.
> One could argue that "rendertype" should be stylized as "render type". I thought about that and decided I'd rather spend time writing the addon than thinking about that.
#### Materials.Rendertype.Normal (SWBF2)
Basic material.
Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
#### Materials.Rendertype.Scrolling (SWBF2)
Like Normal except the textures have scrolling. Useful for water, monitors with scrolling content, interlaced holograms, etc.
Scroll speed and direction is specified with Scroll Speed U and Scroll Speed V.
Can optionally have a Detail Map. The Detail Map will not be affected by scrolling.
#### Materials.Rendertype.Envmapped (SWBF2)
Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
metallic.
The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
#### Materials.Rendertype.Animated (SWBF2)
Use an animated texture. The animation's frames should be packed into NxN squares where N is the square root of the number of frames in the animation. So a 25 frame animation should be packed into 5x5 squares in the Diffuse Map.
Set frame count with Animation Length and frame rate with Animation Speed.
Can optionally have a Detail Map. The Detail Map will not be subject to animation.
#### Materials.Rendertype.Refraction (SWBF2)
Distorts/refracts the scene behind the material.
The Diffuse Map's alpha channel controls the visibility of the scene while the Distortion Map controls the distortion.
When distortion is not needed but transparency is the Normal rendertype should be used as this one comes at a performance cost.
The Material Flags are not exposed by the addon for this rendertype as most are unsupported by it. The Blended Transparency flag is supported and **required** but is set automatically by the addon.
#### Materials.Rendertype.Blink (SWBF2)
Oscillates the diffuse strength of the material between full strength and a supplied strength.
Blink Minimum Brightness sets the strength of the material's diffuse at the bottom of the "blink". Blink Speed sets the speed of the blinking.
Can optionally have a Detail Map.
#### Materials.Rendertype.Normalmapped (SWBF2)
Enables the use of a Normal Map with the material.
Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
This rendertype also enables per-pixel lighting.
#### Materials.Rendertype.Normalmapped Tiled (SWBF2)
Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V.
Can optionally have a Detail Map.
This rendertype also enables per-pixel lighting.
#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
Enables the use of a Normal Map with the material.
Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
metallic.
The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
Can optionally have a Detail Map. Tiling for the detail map can specified with Detail Map Tiling U and Detail Map Tiling V.
This rendertype also enables per-pixel lighting.
#### Materials.Rendertype.Normalmapped Envmapped (SWBF2)
Enables the use of a Normal Map with the material. Tiling for the normal map can be controlled with Normal Map Tiling U and Normal Map Tiling V
Uses an Environment Map to show reflections on the model. Useful for anything you want to look reflective or
metallic.
The reflections from the Environment Map are affected by Specular Colour. And if Specular Material Flag is checked then reflections will be affected by the Gloss Map.
Can optionally have a Detail Map.
This rendertype also enables per-pixel lighting.
### Materials.Transparency Flags
> TODO: Improve this section.
#### Materials.Transparency Flags.Blended
Regular alpha blended transparency.
#### Materials.Transparency Flags.Additive
Additive transparency, objects behind the material will appear brighter because the material will be "added" on top of the scene.
> TODO: Explain the difference between Blended + Additive vs just Additive
#### Materials.Transparency Flags.Hardedged
Hardedged/alpha cutout/clip transparency. Any point on the material with an alpha value below the threshold of 0.5/0x80/128 will be discarded. Useful for leaves, flowers, wire fences and all sorts.
### Materials.Flags
#### Materials.Flags.Unlit
Makes the material unlit/emissive. Useful for anything that is meant to be giving light but not reflecting any/much.
#### Materials.Flags.Glow
Same as 'Unlit' but also enables the use of a Glow Map in the diffuse texture's alpha channel. The material will be significantly significantly brightened based on how opaque the glowmap is.
#### Materials.Flags.Per-Pixel Lighting
Calculate lighting per-pixel instead of per-vertex for diffuse lighting.
#### Materials.Flags.Specular Lighting
Use specular lighting as well as diffuse lighting. A Gloss Map in the diffuse map's and normal map's alpha channel can be used to attenuate the specular lighting's strength. (More transparent = less strong).
The Specular Colour controls the colour of the reflected specular highlights, like the diffuse map but for specular lighting and global across the material.
#### Materials.Flags.Doublesided
Disable backface culling, causing both sides of the surface to be drawn. Usually only the front facing surface is drawn.
### Materials.Data
> TODO: Write this section
### Materials.Texture Maps
> TODO: Write this section
### Materials.Rendertypes Table
| Rendertype | `ATRB` Data0 | `ATRB` Data1 | `ATRB` Number | `ATRB` Number Hex |
| ------------------------------------ |:------------------------:|:-------------------:|:-------------:| -----------------:|
| Normal (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 00 | 00 |
| Scrolling (SWBF2) | Scroll Speed U | Scroll Speed V | 03 | 03 |
| Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 06 | 06 |
| Animated (SWBF2) | Animation Length | Animation Speed | 07 | 07 |
| Refractive (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 22 | 16 |
| Normalmapped Tiled (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 24 | 18 |
| Blink (SWBF2) | Blink Minimum Brightness | Blink Speed | 25 | 19 |
| Normalmapped Envmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 26 | 1A |
| Normalmapped (SWBF2) | Detail Map Tiling U | Detail Map Tiling V | 27 | 1B |
| Normalmapped Tiled Envmapped (SWBF2) | Normal Map Tiling U | Normal Map Tiling V | 29 | 1D |