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
+99 -11
View File
@@ -1,11 +1,56 @@
from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
import bpy
from math import sqrt
from ..core.register import register_wrap
from .panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
from ..core.common import SceneMatClass, MaterialListBool, get_selected_armature
from ..functions.atlas_materials import AvatarToolKit_OT_AtlasMaterials
from ..functions.translations import t
@register_wrap
class AvatarToolKit_OT_SelectAllMaterials(Operator):
bl_idname = 'avatar_toolkit.select_all_materials'
bl_label = "Select All"
bl_description = "Select all materials for atlas"
def execute(self, context):
for item in context.scene.materials:
item.mat.include_in_atlas = True
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_SelectNoneMaterials(Operator):
bl_idname = 'avatar_toolkit.select_none_materials'
bl_label = "Select None"
bl_description = "Deselect all materials"
def execute(self, context):
for item in context.scene.materials:
item.mat.include_in_atlas = False
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_ExpandAllMaterials(Operator):
bl_idname = 'avatar_toolkit.expand_all_materials'
bl_label = "Expand All"
bl_description = "Expand all material settings"
def execute(self, context):
for item in context.scene.materials:
item.mat.material_expanded = True
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_CollapseAllMaterials(Operator):
bl_idname = 'avatar_toolkit.collapse_all_materials'
bl_label = "Collapse All"
bl_description = "Collapse all material settings"
def execute(self, context):
for item in context.scene.materials:
item.mat.material_expanded = False
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_ExpandSectionMaterials(Operator):
bl_idname = 'avatar_toolkit.expand_section_materials'
@@ -40,26 +85,70 @@ class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
def draw_header(self, context):
layout = self.layout
row = layout.row(align=True)
row.operator("avatar_toolkit.select_all_materials", text="", icon='CHECKBOX_HLT')
row.operator("avatar_toolkit.select_none_materials", text="", icon='CHECKBOX_DEHLT')
row.operator("avatar_toolkit.expand_all_materials", text="", icon='DISCLOSURE_TRI_DOWN')
row.operator("avatar_toolkit.collapse_all_materials", text="", icon='DISCLOSURE_TRI_RIGHT')
row.prop(context.scene, "material_search_filter", text="", icon='VIEWZOOM')
box = layout.box()
row = box.row()
row.label(text=f"Estimated Atlas Size: {self.calculate_atlas_size(context)}px")
def draw_item(self, context: Context, layout: UILayout, data: Object, item: SceneMatClass, icon, active_data, active_propname, index):
if context.scene.texture_atlas_Has_Mat_List_Shown:
box = layout.box()
row = box.row()
if context.scene.material_search_filter and context.scene.material_search_filter.lower() not in item.mat.name.lower():
return
row = layout.row()
# Draw material entry
# Add a clear checkbox for material selection
row.prop(item.mat, "include_in_atlas", text="", icon='CHECKBOX_HLT' if item.mat.include_in_atlas else 'CHECKBOX_DEHLT')
# Material name and expansion toggle
row.prop(item.mat, "material_expanded",
text=item.mat.name,
icon='DOWNARROW_HLT' if item.mat.material_expanded else 'RIGHTARROW',
emboss=False)
row.prop(item.mat, "include_in_atlas", text="")
# Show texture settings if expanded
if item.mat.material_expanded and item.mat.include_in_atlas:
box = layout.box()
col = box.column(align=True)
col.prop(item.mat, "texture_atlas_albedo")
col.prop(item.mat, "texture_atlas_normal")
col.prop(item.mat, "texture_atlas_emission")
col.prop(item.mat, "texture_atlas_ambient_occlusion")
col.prop(item.mat, "texture_atlas_height")
col.prop(item.mat, "texture_atlas_roughness")
self.draw_texture_row(col, item.mat, "texture_atlas_albedo", "IMAGE_RGB")
self.draw_texture_row(col, item.mat, "texture_atlas_normal", "NORMALS_FACE")
self.draw_texture_row(col, item.mat, "texture_atlas_emission", "LIGHT")
self.draw_texture_row(col, item.mat, "texture_atlas_ambient_occlusion", "SHADING_SOLID")
self.draw_texture_row(col, item.mat, "texture_atlas_height", "IMAGE_ZDEPTH")
self.draw_texture_row(col, item.mat, "texture_atlas_roughness", "MATERIAL")
col.separator(factor=0.5)
def draw_texture_row(self, layout, material, prop_name, icon):
row = layout.row()
row.prop(material, prop_name, icon=icon)
if getattr(material, prop_name):
row.label(text="", icon='CHECKMARK')
else:
row.label(text="", icon='X')
def is_material_ready(self, material):
return bool(material.texture_atlas_albedo or
material.texture_atlas_normal or
material.texture_atlas_emission)
def calculate_atlas_size(self, context):
total_size = 0
for mat in context.scene.materials:
if mat.mat.include_in_atlas:
if mat.mat.texture_atlas_albedo:
img = bpy.data.images[mat.mat.texture_atlas_albedo]
total_size += img.size[0] * img.size[1]
return f"{int(sqrt(total_size))}x{int(sqrt(total_size))}"
@register_wrap
class AvatarToolKit_PT_TextureAtlasPanel(Panel):
@@ -106,4 +195,3 @@ class AvatarToolKit_PT_TextureAtlasPanel(Panel):
icon='NODE_TEXTURE')
else:
layout.label(text=t("Tools.select_armature"), icon='ERROR')