UI Improvements for Atlasing

Made some UI imprvoements to the Atlas system, uses icons, able to collapse materials to prevent a huge long list and more.
This commit is contained in:
Yusarina
2024-11-26 03:50:56 +00:00
parent 4d20ce77f7
commit bb77d54a49
3 changed files with 132 additions and 31 deletions
+27 -20
View File
@@ -24,19 +24,24 @@ class MaterialImageList:
self.h: int = 0
self.fit = None
def scale_images_to_largest(images:list[Image]) -> set:
print([image.name for image in images])
x: int=0
y: int=0
for image in images:
x = max(x,image.size[0])
y = max(y,image.size[1])
print(x,y)
def scale_images_to_largest(images: list[Image]) -> set:
x: int = 0
y: int = 0
for image in images:
# Filter out None or invalid images
valid_images = [img for img in images if img and img.has_data]
if not valid_images:
return 0, 0
for image in valid_images:
x = max(x, image.size[0])
y = max(y, image.size[1])
for image in valid_images:
image.scale(width=int(x), height=int(y))
return x,y
return x, y
def MaterialImageList_to_Image_list(classitem: MaterialImageList) -> list[Image]:
list_of_images: list[Image] = []
@@ -57,7 +62,8 @@ def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
for obj in context.scene.objects:
if obj.type == 'MESH':
for mat_slot in obj.material_slots:
if mat_slot.material and mat_slot.material.include_in_atlas:
# Only process materials that are selected for atlas
if mat_slot.material and mat_slot.material.include_in_atlas is True:
new_mat_image_item = MaterialImageList()
try:
new_mat_image_item.albedo = bpy.data.images[mat_slot.material.texture_atlas_albedo]
@@ -114,6 +120,7 @@ def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
return material_image_list
def prep_images_in_scene(context: Context) -> list[MaterialImageList]:
preped_images: list[MaterialImageList] = get_material_images_from_scene(context)
for MaterialImageClass in preped_images:
@@ -141,14 +148,14 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
def execute(self, context: Context) -> set:
try:
# Only get materials marked for atlas creation
mat_images: list[MaterialImageList] = [m for m in prep_images_in_scene(context) if m.material.include_in_atlas]
# Get only materials that are explicitly marked for inclusion
selected_materials = [m for m in prep_images_in_scene(context) if m.material and m.material.include_in_atlas is True]
if not mat_images:
if not selected_materials:
self.report({'WARNING'}, t("TextureAtlas.no_materials_selected"))
return {'CANCELLED'}
packer: BinPacker = BinPacker(mat_images)
packer: BinPacker = BinPacker(selected_materials)
mat_images = packer.fit()
size: list[int] = [max([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images]),
@@ -274,13 +281,13 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
atlased_mat.material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
atlased_mat.material.node_tree.links.new(normal_map_node.inputs["Color"], normal_node.outputs["Color"])
# Only update materials for meshes that had materials included in the atlas
# Only update selected materials for meshes
for obj in context.scene.objects:
if obj.type == 'MESH':
if any(mat_slot.material and mat_slot.material.include_in_atlas for mat_slot in obj.material_slots):
mesh: Mesh = obj.data
mesh.materials.clear()
mesh.materials.append(atlased_mat.material)
mesh: Mesh = obj.data
for i, mat_slot in enumerate(obj.material_slots):
if mat_slot.material and mat_slot.material.include_in_atlas is True:
mesh.materials[i] = atlased_mat.material
self.report({'INFO'}, t("TextureAtlas.atlas_completed"))
return {"FINISHED"}