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:
@@ -41,6 +41,12 @@ def register() -> None:
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default=False
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)))
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register_property((bpy.types.Scene, "material_search_filter", bpy.props.StringProperty(
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name="Search Materials",
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description="Filter materials by name",
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default=""
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)))
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register_property((bpy.types.Material, "include_in_atlas", bpy.props.BoolProperty(
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name=t("TextureAtlas.include_in_atlas"),
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description=t("TextureAtlas.include_in_atlas_desc"),
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@@ -24,19 +24,24 @@ class MaterialImageList:
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self.h: int = 0
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self.fit = None
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def scale_images_to_largest(images:list[Image]) -> set:
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print([image.name for image in images])
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x: int=0
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y: int=0
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for image in images:
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x = max(x,image.size[0])
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y = max(y,image.size[1])
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print(x,y)
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def scale_images_to_largest(images: list[Image]) -> set:
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x: int = 0
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y: int = 0
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for image in images:
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# Filter out None or invalid images
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valid_images = [img for img in images if img and img.has_data]
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if not valid_images:
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return 0, 0
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for image in valid_images:
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x = max(x, image.size[0])
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y = max(y, image.size[1])
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for image in valid_images:
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image.scale(width=int(x), height=int(y))
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return x,y
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return x, y
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def MaterialImageList_to_Image_list(classitem: MaterialImageList) -> list[Image]:
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list_of_images: list[Image] = []
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@@ -57,7 +62,8 @@ def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
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for obj in context.scene.objects:
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if obj.type == 'MESH':
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for mat_slot in obj.material_slots:
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if mat_slot.material and mat_slot.material.include_in_atlas:
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# Only process materials that are selected for atlas
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if mat_slot.material and mat_slot.material.include_in_atlas is True:
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new_mat_image_item = MaterialImageList()
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try:
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new_mat_image_item.albedo = bpy.data.images[mat_slot.material.texture_atlas_albedo]
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@@ -114,6 +120,7 @@ def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
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return material_image_list
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def prep_images_in_scene(context: Context) -> list[MaterialImageList]:
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preped_images: list[MaterialImageList] = get_material_images_from_scene(context)
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for MaterialImageClass in preped_images:
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@@ -141,14 +148,14 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
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def execute(self, context: Context) -> set:
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try:
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# Only get materials marked for atlas creation
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mat_images: list[MaterialImageList] = [m for m in prep_images_in_scene(context) if m.material.include_in_atlas]
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# Get only materials that are explicitly marked for inclusion
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selected_materials = [m for m in prep_images_in_scene(context) if m.material and m.material.include_in_atlas is True]
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if not mat_images:
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if not selected_materials:
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self.report({'WARNING'}, t("TextureAtlas.no_materials_selected"))
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return {'CANCELLED'}
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packer: BinPacker = BinPacker(mat_images)
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packer: BinPacker = BinPacker(selected_materials)
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mat_images = packer.fit()
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size: list[int] = [max([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images]),
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@@ -274,13 +281,13 @@ class AvatarToolKit_OT_AtlasMaterials(Operator):
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atlased_mat.material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
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atlased_mat.material.node_tree.links.new(normal_map_node.inputs["Color"], normal_node.outputs["Color"])
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# Only update materials for meshes that had materials included in the atlas
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# Only update selected materials for meshes
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for obj in context.scene.objects:
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if obj.type == 'MESH':
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if any(mat_slot.material and mat_slot.material.include_in_atlas for mat_slot in obj.material_slots):
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mesh: Mesh = obj.data
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mesh.materials.clear()
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mesh.materials.append(atlased_mat.material)
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for i, mat_slot in enumerate(obj.material_slots):
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if mat_slot.material and mat_slot.material.include_in_atlas is True:
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mesh.materials[i] = atlased_mat.material
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self.report({'INFO'}, t("TextureAtlas.atlas_completed"))
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return {"FINISHED"}
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+99
-11
@@ -1,11 +1,56 @@
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from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
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import bpy
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from math import sqrt
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from ..core.register import register_wrap
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from .panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.common import SceneMatClass, MaterialListBool, get_selected_armature
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from ..functions.atlas_materials import AvatarToolKit_OT_AtlasMaterials
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from ..functions.translations import t
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@register_wrap
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class AvatarToolKit_OT_SelectAllMaterials(Operator):
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bl_idname = 'avatar_toolkit.select_all_materials'
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bl_label = "Select All"
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bl_description = "Select all materials for atlas"
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def execute(self, context):
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for item in context.scene.materials:
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item.mat.include_in_atlas = True
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return {'FINISHED'}
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@register_wrap
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class AvatarToolKit_OT_SelectNoneMaterials(Operator):
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bl_idname = 'avatar_toolkit.select_none_materials'
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bl_label = "Select None"
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bl_description = "Deselect all materials"
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def execute(self, context):
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for item in context.scene.materials:
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item.mat.include_in_atlas = False
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return {'FINISHED'}
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@register_wrap
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class AvatarToolKit_OT_ExpandAllMaterials(Operator):
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bl_idname = 'avatar_toolkit.expand_all_materials'
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bl_label = "Expand All"
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bl_description = "Expand all material settings"
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def execute(self, context):
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for item in context.scene.materials:
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item.mat.material_expanded = True
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return {'FINISHED'}
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@register_wrap
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class AvatarToolKit_OT_CollapseAllMaterials(Operator):
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bl_idname = 'avatar_toolkit.collapse_all_materials'
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bl_label = "Collapse All"
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bl_description = "Collapse all material settings"
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def execute(self, context):
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for item in context.scene.materials:
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item.mat.material_expanded = False
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return {'FINISHED'}
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@register_wrap
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class AvatarToolKit_OT_ExpandSectionMaterials(Operator):
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bl_idname = 'avatar_toolkit.expand_section_materials'
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@@ -40,26 +85,70 @@ class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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def draw_item(self, context: Context, layout: UILayout, data: Object, item: SceneMatClass, icon, active_data, active_propname, index):
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if context.scene.texture_atlas_Has_Mat_List_Shown:
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def draw_header(self, context):
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layout = self.layout
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row = layout.row(align=True)
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row.operator("avatar_toolkit.select_all_materials", text="", icon='CHECKBOX_HLT')
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row.operator("avatar_toolkit.select_none_materials", text="", icon='CHECKBOX_DEHLT')
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row.operator("avatar_toolkit.expand_all_materials", text="", icon='DISCLOSURE_TRI_DOWN')
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row.operator("avatar_toolkit.collapse_all_materials", text="", icon='DISCLOSURE_TRI_RIGHT')
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row.prop(context.scene, "material_search_filter", text="", icon='VIEWZOOM')
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box = layout.box()
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row = box.row()
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row.label(text=f"Estimated Atlas Size: {self.calculate_atlas_size(context)}px")
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# Draw material entry
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def draw_item(self, context: Context, layout: UILayout, data: Object, item: SceneMatClass, icon, active_data, active_propname, index):
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if context.scene.texture_atlas_Has_Mat_List_Shown:
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if context.scene.material_search_filter and context.scene.material_search_filter.lower() not in item.mat.name.lower():
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return
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row = layout.row()
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# Add a clear checkbox for material selection
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row.prop(item.mat, "include_in_atlas", text="", icon='CHECKBOX_HLT' if item.mat.include_in_atlas else 'CHECKBOX_DEHLT')
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# Material name and expansion toggle
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row.prop(item.mat, "material_expanded",
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text=item.mat.name,
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icon='DOWNARROW_HLT' if item.mat.material_expanded else 'RIGHTARROW',
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emboss=False)
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row.prop(item.mat, "include_in_atlas", text="")
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# Show texture settings if expanded
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if item.mat.material_expanded and item.mat.include_in_atlas:
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box = layout.box()
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col = box.column(align=True)
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col.prop(item.mat, "texture_atlas_albedo")
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col.prop(item.mat, "texture_atlas_normal")
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col.prop(item.mat, "texture_atlas_emission")
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col.prop(item.mat, "texture_atlas_ambient_occlusion")
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col.prop(item.mat, "texture_atlas_height")
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col.prop(item.mat, "texture_atlas_roughness")
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self.draw_texture_row(col, item.mat, "texture_atlas_albedo", "IMAGE_RGB")
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self.draw_texture_row(col, item.mat, "texture_atlas_normal", "NORMALS_FACE")
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self.draw_texture_row(col, item.mat, "texture_atlas_emission", "LIGHT")
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self.draw_texture_row(col, item.mat, "texture_atlas_ambient_occlusion", "SHADING_SOLID")
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self.draw_texture_row(col, item.mat, "texture_atlas_height", "IMAGE_ZDEPTH")
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self.draw_texture_row(col, item.mat, "texture_atlas_roughness", "MATERIAL")
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col.separator(factor=0.5)
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def draw_texture_row(self, layout, material, prop_name, icon):
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row = layout.row()
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row.prop(material, prop_name, icon=icon)
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if getattr(material, prop_name):
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row.label(text="", icon='CHECKMARK')
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else:
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row.label(text="", icon='X')
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def is_material_ready(self, material):
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return bool(material.texture_atlas_albedo or
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material.texture_atlas_normal or
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material.texture_atlas_emission)
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def calculate_atlas_size(self, context):
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total_size = 0
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for mat in context.scene.materials:
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if mat.mat.include_in_atlas:
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if mat.mat.texture_atlas_albedo:
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img = bpy.data.images[mat.mat.texture_atlas_albedo]
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total_size += img.size[0] * img.size[1]
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return f"{int(sqrt(total_size))}x{int(sqrt(total_size))}"
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@register_wrap
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class AvatarToolKit_PT_TextureAtlasPanel(Panel):
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@@ -106,4 +195,3 @@ class AvatarToolKit_PT_TextureAtlasPanel(Panel):
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icon='NODE_TEXTURE')
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else:
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layout.label(text=t("Tools.select_armature"), icon='ERROR')
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