fix texture atlas having registry problems, and the normal maps not looking good after being atlased.
This commit is contained in:
989onan
2024-07-24 20:35:49 -04:00
parent a97c6a00a0
commit 54f1800ead
5 changed files with 470 additions and 8 deletions
+51 -1
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@@ -7,8 +7,58 @@ import webbrowser
import typing
from typing import List, Optional, Tuple
from bpy.types import Object, ShapeKey, Mesh, Context
from bpy.types import Object, ShapeKey, Mesh, Context, Material, PropertyGroup
from functools import lru_cache
from bpy.props import PointerProperty
from bpy.utils import register_class
class SceneMatClass(PropertyGroup):
mat: PointerProperty(type=Material)
register_class(SceneMatClass)
class material_list_bool:
#For the love that is holy do not ever touch these. If this was java I would make these private
#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
old_list: dict[str,list[Material]] = {}
bool_material_list_expand: dict[str,bool] = {}
def set_bool(self, value: bool) -> None:
material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
if value == False:
material_list_bool.old_list[bpy.context.scene.name] = []
def get_bool(self) -> bool:
newlist: list[Material] = []
for obj in bpy.context.scene.objects:
if len(obj.material_slots)>0:
for mat_slot in obj.material_slots:
if mat_slot.material:
if mat_slot.material not in newlist:
newlist.append(mat_slot.material)
still_the_same: bool = True
if bpy.context.scene.name in material_list_bool.old_list:
for item in newlist:
if item not in material_list_bool.old_list[bpy.context.scene.name]:
still_the_same = False
break
for item in material_list_bool.old_list[bpy.context.scene.name]:
if item not in newlist:
still_the_same = False
break
else:
still_the_same = False
material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
### Clean up material names in the given mesh by removing the '.001' suffix.
def clean_material_names(mesh: Mesh) -> None:
+39 -5
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@@ -1,11 +1,19 @@
import bpy
from ..functions.translations import t, get_languages_list, update_language
from ..functions.translations import t, get_languages_list, update_ui
from ..core.register import register_property
from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from bpy.utils import register_class
from ..core.register import register_wrap
from ..core.addon_preferences import get_preference
from .common import get_armatures
def register():
default_language = get_preference("language", 0)
from ..core.common import SceneMatClass, material_list_bool, get_armatures
def register() -> None:
default_language = get_preference("language", 0)
bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
name=t("Settings.language.label", "Language"),
description=t("Settings.language.desc", "Select the language for the addon"),
@@ -21,6 +29,31 @@ def register():
name="Selected Armature",
description="The currently selected armature for Avatar Toolkit operations"
)
#happy with how compressed this get_texture_node_list method is - @989onan
def get_texture_node_list(self: Material, context: Context) -> list[set[3]]:
if self.use_nodes:
Object.Enum = [((i.image.name if i.image else i.name+"_image"),(i.image.name if i.image else "node with no image..."),(i.image.name if i.image else i.name),index+1) for index,i in enumerate(self.node_tree.nodes) if i.bl_idname == "ShaderNodeTexImage"]
if not len(Object.Enum):
Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)]
else:
Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
Object.Enum.append(("None", "None", "None", 0))
return Object.Enum
register_property((Material, "texture_atlas_albedo", EnumProperty(name="Albedo", description="The texture that will be used for the albedo map atlas", default=0, items=get_texture_node_list)))
register_property((Material, "texture_atlas_normal", EnumProperty(name="Normal", description="The texture that will be used for the normal map atlas", default=0, items=get_texture_node_list)))
register_property((Material, "texture_atlas_emission", EnumProperty(name="Emission", description="The texture that will be used for the emission map atlas", default=0, items=get_texture_node_list)))
register_property((Material, "texture_atlas_ambient_occlusion", EnumProperty(name="Ambient Occlusion", description="The texture that will be used for the ambient occlusion map atlas", default=0, items=get_texture_node_list)))
register_property((Material, "texture_atlas_height", EnumProperty(name="Height", description="The texture that will be used for the height map atlas", default=0, items=get_texture_node_list)))
register_property((Material, "texture_atlas_roughness", EnumProperty(name="Roughness", description="The texture that will be used for the roughness map atlas", default=0, items=get_texture_node_list)))
register_property((Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))))
register_property((Scene, "materials", CollectionProperty(type=SceneMatClass)))
register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
def unregister():
if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
@@ -31,3 +64,4 @@ def unregister():
if hasattr(bpy.types.Scene, "selected_armature"):
del bpy.types.Scene.selected_armature