SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_material_properties.py

254 lines
13 KiB
Python

""" Contains Blender properties and UI for .msh materials. """
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)", 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
len_sqrt = int(sqrt(length))
return (
f'FRAMES_{length}',
f"{length} ({len_sqrt}x{len_sqrt})",
f"Input texture should be laid out as {len_sqrt}x{len_sqrt} frames.")
UI_MATERIAL_ANIMATION_LENGTHS = (
('FRAMES_1', "1 (1x1)", "Why do you have an animated texture with one frame?"),
_make_anim_length_entry(4),
_make_anim_length_entry(9),
_make_anim_length_entry(16),
_make_anim_length_entry(25),
_make_anim_length_entry(36),
_make_anim_length_entry(49),
_make_anim_length_entry(64),
_make_anim_length_entry(81),
_make_anim_length_entry(100),
_make_anim_length_entry(121),
_make_anim_length_entry(144),
_make_anim_length_entry(169),
_make_anim_length_entry(196),
_make_anim_length_entry(225))
class MaterialProperties(PropertyGroup):
rendertype: EnumProperty(name="Rendertype",
description="Rendertype for the material.",
items=UI_MATERIAL_RENDERTYPES,
default='NORMAL_BF2')
specular_color: FloatVectorProperty(name="Specular Colour",
description="Specular colour of the material. "
"Can be used to tint specular highlights "
"or reduce their strength.",
default=(1.0, 1.0, 1.0),
min=0.0, max=1.0,
soft_min=0.0, soft_max=1.0,
subtype="COLOR")
blended_transparency: BoolProperty(name="Blended",
description="Enable blended transparency.",
default=False)
additive_transparency: BoolProperty(name="Additive",
description="Enable additive transparency.",
default=False)
hardedged_transparency: BoolProperty(name="Hardedged",
description="Enable hardedged (alpha cutout/clip) transparency "
"with a treshold of 0.5/0x80/128.",
default=False)
unlit: BoolProperty(name="Unlit",
description="Makes the material unlit/emissive.",
default=False)
glow: BoolProperty(name="Glow",
description="Same as 'Unlit' but also enables the use of a glowmap "
"in the diffuse texture's alpha channel. The material will be significantly "
"significantly brightened based on how opaque the glowmap is.",
default=False)
perpixel: BoolProperty(name="Per-Pixel Lighting",
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 "
"to attenuate the specular lighting's strength. (More transparent = less strong).\n\n"
"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 surface to be drawn. "
"Usually only the front facing surface is drawn.",
default=False)
detail_map_tiling_u: IntProperty(name="Detail Map Tiling U",
description="Tiling of the Detail Map in the U direction. (0 = no tiling).",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
detail_map_tiling_v: IntProperty(name="Detail Map Tiling V",
description="Tiling of the Detail Map in the V direction. (0 = no tiling).",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
normal_map_tiling_u: IntProperty(name="Normal Map Tiling U",
description="Tiling of the Normal Map in the U direction. (0 = no tiling).",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
normal_map_tiling_v: IntProperty(name="Normal Map Tiling V",
description="Tiling of the Normal Map in the V direction. (0 = no tiling).",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
scroll_speed_u: IntProperty(name="Scroll Speed U",
description="Texture scroll speed in the U direction.",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
scroll_speed_v: IntProperty(name="Scroll Speed V",
description="Texture scroll speed in the V direction.",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
animation_length: EnumProperty(name="Animation Length",
description="Number of frames in the texture animation.",
items=UI_MATERIAL_ANIMATION_LENGTHS,
default='FRAMES_4')
animation_speed: IntProperty(name="Animation Speed",
description="Animation speed in frames per second.",
default=1,
min=0, max=255,
soft_min=0, soft_max=255)
blink_min_brightness: IntProperty(name="Blink Minimum Brightness",
description="Minimum brightness to blink between.",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
blink_speed: IntProperty(name="Blink Speed",
description="Speed of blinking, higher is faster.",
default=0,
min=0, max=255,
soft_min=0, soft_max=255)
diffuse_map: StringProperty(name="Diffuse Map",
description="The basic diffuse map for the material. The alpha channel "
"is either the Transparency Map, Glow Map or Gloss Map, "
"depending on the selected rendertype and flags.",
default="white.tga")
detail_map: StringProperty(name="Detail Map",
description="Detail maps allow you to add in 'detail' to the diffuse "
"map at runtime. Or they can be used as fake ambient occlusion "
"maps or even wacky emissive maps. See docs for more details.")
normal_map: StringProperty(name="Normal Map",
description="Normal maps can provide added detail from lighting. "
"If Specular is enabled the alpha channel will be "
"the Gloss Map.")
environment_map: StringProperty(name="Environment Map",
description="Environment map for the material. Provides static "
"reflections around the surface. Must be a cubemap.")
distortion_map: StringProperty(name="Distortion Map",
description="Distortion maps control how Refractive materials "
"distort the scene behind them. Should be a normal map "
"with '-forceformat v8u8' in it's '.tga.option' file.")
class MaterialPropertiesPanel(bpy.types.Panel):
""" Creates a Panel in the Object properties window """
bl_label = "SWBF .msh Properties"
bl_idname = "MATERIAL_PT_swbf_msh"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
def draw(self, context):
if context.material is None:
return
layout = self.layout
material_props = context.material.swbf_msh
layout.prop(material_props, "rendertype")
layout.prop(material_props, "specular_color")
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")
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")
if "REFRACTION" not in material_props.rendertype:
layout.prop(material_props, "detail_map")
if "NORMALMAPPED" in material_props.rendertype:
layout.prop(material_props, "normal_map")
if "ENVMAPPED" in material_props.rendertype:
layout.prop(material_props, "environment_map")
if "REFRACTION" in material_props.rendertype:
layout.prop(material_props, "distortion_map")