Merge pull request #34 from 989onan/Texture-Atlasing
Texture Atlasing hot fix
This commit is contained in:
+5
-4
@@ -25,13 +25,14 @@ def register():
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# Order the classes before registration
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core.register.order_classes()
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# Register the properties
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core.register.register_properties()
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# Register the UI classes
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for cls in __bl_ordered_classes:
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print("registering" + str(cls))
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for cls in core.register.__bl_ordered_classes:
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print("registering " + str(cls))
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bpy.utils.register_class(cls)
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#finally register properties that may use some classes.
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core.register.register_properties()
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def unregister():
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print("Unregistering Avatar Toolkit")
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# Unregister the UI classes
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+51
-1
@@ -7,8 +7,58 @@ import webbrowser
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import typing
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from typing import List, Optional, Tuple
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from bpy.types import Object, ShapeKey, Mesh, Context
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from bpy.types import Object, ShapeKey, Mesh, Context, Material, PropertyGroup
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from functools import lru_cache
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from bpy.props import PointerProperty
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from bpy.utils import register_class
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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register_class(SceneMatClass)
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class material_list_bool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
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old_list: dict[str,list[Material]] = {}
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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material_list_bool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in material_list_bool.old_list:
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for item in newlist:
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if item not in material_list_bool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in material_list_bool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
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### Clean up material names in the given mesh by removing the '.001' suffix.
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def clean_material_names(mesh: Mesh) -> None:
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+35
-4
@@ -1,12 +1,19 @@
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import bpy
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.register import register_property
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from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
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from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from bpy.utils import register_class
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from ..core.register import register_wrap
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from ..core.addon_preferences import get_preference
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from .common import get_armatures, get_mesh_items
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from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items
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def register() -> None:
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default_language = get_preference("language", 0)
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bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
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name=t("Settings.language.label", "Language"),
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description=t("Settings.language.desc", "Select the language for the addon"),
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@@ -49,6 +56,31 @@ def register() -> None:
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description="The currently selected armature for Avatar Toolkit operations"
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)
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#happy with how compressed this get_texture_node_list method is - @989onan
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def get_texture_node_list(self: Material, context: Context) -> list[set[3]]:
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if self.use_nodes:
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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"]
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if not len(Object.Enum):
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Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)]
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else:
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Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
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Object.Enum.append(("None", "None", "None", 0))
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return Object.Enum
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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)))
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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)))
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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)))
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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)))
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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)))
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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)))
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register_property((Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))))
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register_property((Scene, "materials", CollectionProperty(type=SceneMatClass)))
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register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
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def unregister() -> None:
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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del bpy.types.Scene.avatar_toolkit_language
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@@ -70,4 +102,3 @@ def unregister() -> None:
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if hasattr(bpy.types.Scene, "selected_armature"):
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del bpy.types.Scene.selected_armature
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@@ -0,0 +1,278 @@
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from pathlib import Path
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import numpy
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import bpy
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import re
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import os
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from typing import List, Tuple, Optional
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from mathutils import Vector
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from bpy.types import Material, Operator, Context, Object, Image, Mesh, MeshUVLoopLayer, Float2AttributeValue, ShaderNodeTexImage, ShaderNodeBsdfPrincipled, ShaderNodeNormalMap
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from ..core.register import register_wrap
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from ..core.common import SceneMatClass, material_list_bool
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from ..core.packer.rectangle_packer import MaterialImageList, BinPacker
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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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for image in images:
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image.scale(width=int(x), height=int(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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list_of_images.append(classitem.albedo)
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list_of_images.append(classitem.normal)
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list_of_images.append(classitem.emission)
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list_of_images.append(classitem.ambient_occlusion)
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list_of_images.append(classitem.height)
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list_of_images.append(classitem.roughness)
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return list_of_images
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def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
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mat: SceneMatClass = None
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material_image_list: list[MaterialImageList] = []
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for mat in context.scene.materials:
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new_mat_image_item: MaterialImageList = MaterialImageList()
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try:
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new_mat_image_item.albedo = bpy.data.images[mat.mat.texture_atlas_albedo]
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except Exception as e:
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name: str = mat.mat.name+"_albedo_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.albedo = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.albedo.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
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try:
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new_mat_image_item.normal = bpy.data.images[mat.mat.texture_atlas_normal]
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except Exception:
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name: str = mat.mat.name+"_normal_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.normal = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.normal.pixels[:] = numpy.tile(numpy.array([0.5,0.5,1.0,1.0]), 32*32)
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try:
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new_mat_image_item.emission = bpy.data.images[mat.mat.texture_atlas_emission]
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except Exception:
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name: str = mat.mat.name+"_emission_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.emission = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.emission.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
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try:
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new_mat_image_item.ambient_occlusion = bpy.data.images[mat.mat.texture_atlas_ambient_occlusion]
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except Exception:
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name: str = mat.mat.name+"_ambient_occlusion_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.ambient_occlusion = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.ambient_occlusion.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,1.0]), 32*32)
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try:
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new_mat_image_item.height = bpy.data.images[mat.mat.texture_atlas_height]
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except Exception:
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name: str = mat.mat.name+"_height_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.height = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.height.pixels[:] = numpy.tile(numpy.array([0.5,0.5,0.5,1.0]), 32*32)
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try:
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new_mat_image_item.roughness = bpy.data.images[mat.mat.texture_atlas_roughness]
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except Exception:
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name: str = mat.mat.name+"_roughness_replacement"
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if name in bpy.data.images:
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bpy.data.images.remove(image=bpy.data.images[name],do_unlink=True)
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new_mat_image_item.roughness = bpy.data.images.new(name=name,width=32,height=32, alpha=True)
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new_mat_image_item.roughness.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,0.0]), 32*32)
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new_mat_image_item.material = mat.mat
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material_image_list.append(new_mat_image_item)
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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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ImageList: list[Image] = MaterialImageList_to_Image_list(MaterialImageClass)
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MaterialImageClass.w, MaterialImageClass.h = scale_images_to_largest(ImageList)
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return preped_images
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@register_wrap
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class Atlas_Materials(Operator):
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bl_idname = "avatar_toolkit.atlas_materials"
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bl_label = "Atlas Materials"
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bl_description = "Atlas materials to optimize the model"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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return context.scene.texture_atlas_Has_Mat_List_Shown
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def execute(self, context: Context) -> set:
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try:
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mat_images: list[MaterialImageList] = prep_images_in_scene(context)
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packer: BinPacker = BinPacker(mat_images)
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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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max([matimg.fit.h + matimg.albedo.size[1] for matimg in mat_images])]
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print([matimg.fit.w + matimg.albedo.size[1] for matimg in mat_images])
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atlased_mat: MaterialImageList = MaterialImageList()
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for mat in mat_images:
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x: int = int(mat.fit.x)
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y: int = int(mat.fit.y)
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w: int = int(mat.albedo.size[0])
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h: int = int(mat.albedo.size[1])
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for obj in bpy.data.objects:
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mesh: Mesh = obj.data
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for layer in mesh.polygons:
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if obj.material_slots[layer.material_index].material:
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if obj.material_slots[layer.material_index].material == mat.material:
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for loop_idx in layer.loop_indices:
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layer_loops: MeshUVLoopLayer
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for layer_loops in mesh.uv_layers:
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uv_item: Float2AttributeValue = layer_loops.uv[loop_idx]
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uv_item.vector.x = (uv_item.vector.x*(w/size[0]))+(x/size[0])
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uv_item.vector.y = (uv_item.vector.y*(h/size[1]))+(y/size[1])
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for type in ["albedo","normal", "emission","ambient_occlusion","height", "roughness"]:
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new_image_name: str= "Atlas_"+type+"_"+context.scene.name+"_"+Path(bpy.data.filepath).stem
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print("Processing "+type+" atlas image")
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if new_image_name in bpy.data.images:
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bpy.data.images.remove(bpy.data.images[new_image_name])
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canvas: Image = bpy.data.images.new(name=new_image_name, width=int(size[0]),height=int(size[1]), alpha=True)
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c_w = canvas.size[0]
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#c_h = canvas.size[1]
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canvas_pixels: list[float] = list(canvas.pixels[:])
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for mat in mat_images:
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x: int = int(mat.fit.x)
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y: int = int(mat.fit.y)
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w: int = int(mat.albedo.size[0])
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h: int = int(mat.albedo.size[1])
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image_var: Image = eval("mat."+type)
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image_pixels: list[float] = list(image_var.pixels[:])
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print("writing image \""+image_var.name+"\" to canvas.")
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print("x: \""+str(x)+"\" "+"y: \""+str(y)+"\" "+"w: \""+str(w)+"\" "+"h: \""+str(h)+"\" ")
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for k in range(0,h):
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for i in range(0, w):
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for channel in range(0,4):
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canvas_pixels[
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int((((k+y)*c_w)
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+
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(i+x))*4)
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+int(channel)
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] = image_pixels[
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int((
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(k*w)
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+i)*4)
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+int(channel)]
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canvas.pixels[:] = canvas_pixels[:]
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canvas.save(filepath=os.path.join(os.path.dirname(bpy.data.filepath),new_image_name+".png"))
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exec("atlased_mat."+type+" = canvas")
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atlased_mat.material = bpy.data.materials.new(name="Atlas_Final_"+bpy.context.scene.name+"_"+Path(bpy.data.filepath).stem)
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atlased_mat.material.use_nodes = True
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atlased_mat.material.node_tree.nodes.clear()
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#I am sorry for the amount of nodes I'm instanciating here and their values.
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#This is so that the nodes look pretty in the UI, which I think looks kinda nice. - @989onan
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principled_node: ShaderNodeBsdfPrincipled = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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principled_node.location.x = 7.29706335067749
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principled_node.location.y = 298.918212890625
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output_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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output_node.location.x = 297.29705810546875
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output_node.location.y = 298.918212890625
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albedo_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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albedo_node.location.x = -588.6177978515625
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albedo_node.location.y = 414.1948547363281
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albedo_node.image = atlased_mat.albedo
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emission_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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emission_node.location.x = -588.6177978515625
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emission_node.location.y = -173.9259033203125
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emission_node.image = atlased_mat.emission
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normal_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
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normal_node.location.x = -941.4189453125
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normal_node.location.y = -20.8391780853271
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normal_node.image = atlased_mat.normal
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normal_map_node: ShaderNodeNormalMap = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeNormalMap")
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||||
normal_map_node.location.x = -545.550537109375
|
||||
normal_map_node.location.y = -0.7543716430664062
|
||||
|
||||
roughness_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
|
||||
roughness_node.location.x = -592.1703491210938
|
||||
roughness_node.location.y = 206.74075317382812
|
||||
roughness_node.image = atlased_mat.roughness
|
||||
|
||||
ambient_occlusion_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
|
||||
ambient_occlusion_node.location.x = -906.4371337890625
|
||||
ambient_occlusion_node.location.y = -389.9602355957031
|
||||
ambient_occlusion_node.image = atlased_mat.ambient_occlusion
|
||||
|
||||
height_node: ShaderNodeTexImage = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
|
||||
height_node.location.x = -1222.383056640625
|
||||
height_node.location.y = -375.48406982421875
|
||||
height_node.image = atlased_mat.height
|
||||
|
||||
atlased_mat.material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
|
||||
atlased_mat.material.node_tree.links.new(principled_node.inputs["Metallic"], roughness_node.outputs["Alpha"])
|
||||
atlased_mat.material.node_tree.links.new(principled_node.inputs["Roughness"], roughness_node.outputs["Color"])
|
||||
atlased_mat.material.node_tree.links.new(principled_node.inputs["Alpha"], albedo_node.outputs["Alpha"])
|
||||
atlased_mat.material.node_tree.links.new(principled_node.inputs["Normal"], normal_map_node.outputs["Normal"])
|
||||
atlased_mat.material.node_tree.links.new(principled_node.inputs["Emission Color"], emission_node.outputs["Color"])
|
||||
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"])
|
||||
|
||||
|
||||
for obj in context.scene.objects:
|
||||
mesh: Mesh = obj.data
|
||||
mesh.materials.clear()
|
||||
|
||||
mesh.materials.append(atlased_mat.material)
|
||||
|
||||
return {"FINISHED"}
|
||||
except Exception as e:
|
||||
raise e
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
from bpy.types import UIList, Panel, UILayout, Object, Context,Material, Operator
|
||||
import bpy
|
||||
from ..core.register import register_wrap
|
||||
from .panel import AvatarToolkitPanel
|
||||
from ..core.common import SceneMatClass, material_list_bool
|
||||
from ..functions.atlas_materials import Atlas_Materials
|
||||
|
||||
|
||||
@register_wrap
|
||||
class ExpandSection_Materials(Operator):
|
||||
bl_idname = 'avatar_toolkit.expand_section_materials'
|
||||
bl_label = ""
|
||||
bl_description = ""
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context: Context) -> bool:
|
||||
return True
|
||||
|
||||
|
||||
def execute(self, context: Context) -> set:
|
||||
|
||||
if not context.scene.texture_atlas_Has_Mat_List_Shown:
|
||||
context.scene.materials.clear()
|
||||
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)
|
||||
newitem: SceneMatClass = context.scene.materials.add()
|
||||
newitem.mat = mat_slot.material
|
||||
material_list_bool.old_list[context.scene.name] = newlist
|
||||
else:
|
||||
context.scene.texture_atlas_Has_Mat_List_Shown = False
|
||||
return {'FINISHED'}
|
||||
|
||||
@register_wrap
|
||||
class MaterialTextureAtlasProperties(UIList):
|
||||
bl_label = "Texture Atlas Material List Material"
|
||||
bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list_mat"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
|
||||
|
||||
def draw_item(self , context: Context, layout: UILayout, data: bpy.types.Object, item:SceneMatClass, icon, active_data, active_propname, index):
|
||||
|
||||
if context.scene.texture_atlas_Has_Mat_List_Shown:
|
||||
box = layout.box()
|
||||
row = box.row()
|
||||
row.label(text=item.mat.name, icon = "MATERIAL")
|
||||
col = box.row()
|
||||
col.prop(item.mat, "texture_atlas_albedo")
|
||||
col = box.row()
|
||||
col.prop(item.mat, "texture_atlas_normal")
|
||||
col = box.row()
|
||||
col.prop(item.mat, "texture_atlas_emission")
|
||||
col = box.row()
|
||||
col.prop(item.mat, "texture_atlas_ambient_occlusion")
|
||||
col = box.row()
|
||||
col.prop(item.mat, "texture_atlas_height")
|
||||
col = box.row()
|
||||
col.prop(item.mat, "texture_atlas_roughness")
|
||||
|
||||
|
||||
|
||||
|
||||
@register_wrap
|
||||
class TextureAtlasPanel(Panel):
|
||||
bl_label = "Texture Atlasing"
|
||||
bl_idname = "OBJECT_PT_avatar_toolkit_texture_atlas"
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = "Avatar Toolkit"
|
||||
bl_parent_id = "OBJECT_PT_avatar_toolkit"
|
||||
|
||||
def draw(self, context: Context):
|
||||
layout = self.layout
|
||||
row = layout.row()
|
||||
boxoutter = row.box()
|
||||
direction_icon = 'RIGHTARROW' if not context.scene.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
|
||||
row = boxoutter.row()
|
||||
row.operator(ExpandSection_Materials.bl_idname, text=("Reload Texture Atlas Material List" if not context.scene.texture_atlas_Has_Mat_List_Shown else "Loaded Texture Atlas Material List"), icon=direction_icon)
|
||||
if context.scene.texture_atlas_Has_Mat_List_Shown:
|
||||
|
||||
#get_texture_node_list(bpy.context)
|
||||
|
||||
row = boxoutter.row()
|
||||
row.template_list(MaterialTextureAtlasProperties.bl_idname, 'material_list', context.scene, 'materials',
|
||||
context.scene, 'texture_atlas_material_index', rows=12, type='DEFAULT')
|
||||
row = layout.row()
|
||||
row.operator(Atlas_Materials.bl_idname, text="Atlas Materials!")
|
||||
Reference in New Issue
Block a user