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
+6
View File
@@ -41,6 +41,12 @@ def register() -> None:
default=False
)))
register_property((bpy.types.Scene, "material_search_filter", bpy.props.StringProperty(
name="Search Materials",
description="Filter materials by name",
default=""
)))
register_property((bpy.types.Material, "include_in_atlas", bpy.props.BoolProperty(
name=t("TextureAtlas.include_in_atlas"),
description=t("TextureAtlas.include_in_atlas_desc"),
+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"}
+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')