Generation op will abort if diffuse texture isn't found + options for failing silently or with error message. TODO: found out how to create a pop-up panel with error message that fades away if not interacted with for a couple seconds...

This commit is contained in:
William Herald Snyder 2022-09-29 07:11:47 -04:00
parent 45782f9a2f
commit d359975bd6
3 changed files with 32 additions and 17 deletions

View File

@ -11,6 +11,8 @@ from bpy.props import BoolProperty, EnumProperty, StringProperty
from bpy.types import Operator, Menu
import os
# FillSWBFMaterialProperties
@ -42,7 +44,8 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
if link_node.type != 'TEX_IMAGE':
continue
tex_name = link_node.image.name
tex_name = link_node.image.filepath
print(tex_name)
i = tex_name.find(".tga")
@ -96,24 +99,28 @@ to provide an exact emulation"""
name = "Material Name",
description = "Name of material whose SWBF properties the generated nodes will emulate."
)
fail_silently: BoolProperty(
name = "Fail Silently"
)
def execute(self, context):
material = bpy.data.materials[self.material_name]
if material and material.swbf_msh_mat:
material.use_nodes = True
mat_props = material.swbf_msh_mat
material.node_tree.nodes.clear()
bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
diffuse_texture_path = mat_props.diffuse_map
if diffuse_texture_path:
if diffuse_texture_path and os.path.exists(diffuse_texture_path):
material.use_nodes = True
material.node_tree.nodes.clear()
bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path)
texImage.image.alpha_mode = 'CHANNEL_PACKED'
@ -127,10 +134,17 @@ to provide an exact emulation"""
material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
material.use_backface_culling = not bool(mat_props.doublesided)
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])
else:
# Todo: figure out some way to raise an error but continue operator execution...
if self.fail_silently:
return {'CANCELLED'}
else:
raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.")
return {'FINISHED'}

View File

@ -297,4 +297,5 @@ class MaterialPropertiesPanel(bpy.types.Panel):
op_props = layout.operator("swbf_msh.generate_material_nodes", text="Generate Nodes")
op_props.material_name = context.material.name
op_props.fail_silently = False

View File

@ -31,7 +31,7 @@ def find_texture_path(folder_path : str, name : str) -> str:
if os.path.exists(possible_path):
return possible_path
return ""
return name
@ -41,7 +41,7 @@ def swbf_material_to_blend(material_name : str, material : Material, folder_path
fill_material_props(material, new_mat.swbf_msh_mat, folder_path)
bpy.ops.swbf_msh.generate_material_nodes('EXEC_DEFAULT', material_name=new_mat.name)
bpy.ops.swbf_msh.generate_material_nodes('EXEC_DEFAULT', material_name=new_mat.name, fail_silently=True)
return new_mat
@ -122,10 +122,10 @@ def _fill_material_props_texture_maps(material, material_properties, folder_path
t2path = find_texture_path(folder_path, material.texture2)
t3path = find_texture_path(folder_path, material.texture3)
material_properties.texture_0 = t0path if t0path else material.texture0
material_properties.texture_1 = t1path if t1path else material.texture1
material_properties.texture_2 = t2path if t2path else material.texture2
material_properties.texture_3 = t3path if t3path else material.texture3
material_properties.texture_0 = t0path
material_properties.texture_1 = t1path
material_properties.texture_2 = t2path
material_properties.texture_3 = t3path
material_properties.diffuse_map = t0path
material_properties.distortion_map = t1path