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properties.py
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314 lines (269 loc) · 10.5 KB
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import bpy
from bpy.types import PropertyGroup, Image, AddonPreferences
from bpy.props import BoolProperty
from .globals import F64_GLOBALS
# TODO: Some things are from fast64 but can´t be imported at runtime
enumTexFormat = [
("I4", "Intensity 4-bit", "Intensity 4-bit"),
("I8", "Intensity 8-bit", "Intensity 8-bit"),
("IA4", "Intensity Alpha 4-bit", "Intensity Alpha 4-bit"),
("IA8", "Intensity Alpha 8-bit", "Intensity Alpha 8-bit"),
("IA16", "Intensity Alpha 16-bit", "Intensity Alpha 16-bit"),
("CI4", "Color Index 4-bit", "Color Index 4-bit"),
("CI8", "Color Index 8-bit", "Color Index 8-bit"),
("RGBA16", "RGBA 16-bit", "RGBA 16-bit"),
("RGBA32", "RGBA 32-bit", "RGBA 32-bit"),
# ('YUV16','YUV 16-bit', 'YUV 16-bit'),
]
enumCIFormat = [
("RGBA16", "RGBA 16-bit", "RGBA 16-bit"),
("IA16", "Intensity Alpha 16-bit", "Intensity Alpha 16-bit"),
]
def simplified_tex_update(self, context):
from fast64_internal.f3d.f3d_material import setAutoProp
tex_size = self.tex_size
if self.tex is not None and self.autoprop:
setAutoProp(self.S, tex_size[0])
setAutoProp(self.T, tex_size[1])
class TextureFieldProperty(PropertyGroup):
clamp: bpy.props.BoolProperty(name="Clamp")
mirror: bpy.props.BoolProperty(name="Mirror")
low: bpy.props.FloatProperty(
name="Low",
min=0,
max=1023.75,
)
high: bpy.props.FloatProperty(
name="High",
min=0,
max=1023.75,
)
mask: bpy.props.IntProperty(
name="Mask",
min=0,
max=15,
default=5,
)
shift: bpy.props.IntProperty(
name="Shift",
min=-5,
max=10,
)
class TextureProperty(PropertyGroup):
tex: bpy.props.PointerProperty(
type=Image,
name="Texture",
update=simplified_tex_update,
)
tex_format: bpy.props.EnumProperty(
name="Format",
items=enumTexFormat,
default="RGBA16",
update=simplified_tex_update,
)
ci_format: bpy.props.EnumProperty(
name="CI Format",
items=enumCIFormat,
default="RGBA16",
update=simplified_tex_update,
)
S: bpy.props.PointerProperty(type=TextureFieldProperty)
T: bpy.props.PointerProperty(type=TextureFieldProperty)
menu: bpy.props.BoolProperty()
autoprop: bpy.props.BoolProperty(
name="Autoprop",
update=simplified_tex_update,
default=True,
)
@property
def is_ci(self):
self.tex_format: str
return self.tex_format.startswith("CI")
@property
def is_set(self):
return self.tex_set and (self.use_tex_reference or self.tex is not None)
@property
def tlut_mode(self):
return f"G_TT_{self.ci_format if self.is_ci else 'NONE'}"
@property
def tex_size(self) -> list[int]:
if self.tex or self.use_tex_reference:
if self.tex is not None:
return list(self.tex.size)
else:
return list(self.tex_reference_size)
return [0, 0]
@property
def word_usage(self):
return getTmemWordUsage(self.tex_format, *self.tex_size)
@property
def format_type(self):
return texFormatOf[self.tex_format][len("G_IM_FMT_") :]
@property
def format_size(self):
return bitSizeDict[texBitSizeF3D[self.tex_format]]
def draw_default_ui(self, layout: bpy.types.UILayout, index: int):
def small_split(layout, prop: str, name: str):
split = layout.split(factor=0.25)
split.label(text=name)
split.prop(self, prop, text="")
def s_t(layout, name: str):
split = layout.split(factor=0.25)
split.label(text=name)
row = split.row()
row.prop(self.S, name.lower(), text="S")
row.prop(self.T, name.lower(), text="T")
col = layout.column()
row = col.row()
row.alignment = "LEFT"
row.prop(self, "menu", text="Texture " + str(index), icon="TRIA_DOWN" if self.menu else "TRIA_RIGHT")
if self.menu:
col.template_ID(self, "tex", new="image.new", open="image.open")
small_split(col, "tex_format", "Format")
if self.tex_format.startswith("CI"):
small_split(col, "ci_format", "")
s_t(col, "Clamp")
s_t(col, "Mirror")
col.prop(self, "autoprop", text="Auto Properties")
if not self.autoprop:
s_t(col, "Low")
s_t(col, "High")
s_t(col, "Mask")
s_t(col, "Shift")
def update_all_materials(_scene, _context):
F64_GLOBALS.materials_cache = {}
def rebuild_shaders(_scene, _context):
F64_GLOBALS.rebuild_shaders = True
class F64RenderSettings(bpy.types.PropertyGroup):
sources_tab: bpy.props.BoolProperty(name="Default Sources")
default_prim_color: bpy.props.FloatVectorProperty(
description="Primitive Color",
default=(1, 1, 1, 1),
subtype="COLOR",
size=4,
min=0,
max=1,
)
default_lod_frac: bpy.props.FloatProperty(
description="Prim LOD Frac",
min=0,
max=1,
step=1,
)
default_lod_min: bpy.props.FloatProperty(
description="Min LOD Ratio",
min=0,
max=1,
step=1,
)
default_env_color: bpy.props.FloatVectorProperty(
description="Enviroment Color",
default=(0.5, 0.5, 0.5, 0.5),
subtype="COLOR",
size=4,
min=0,
max=1,
)
chroma_tab: bpy.props.BoolProperty(name="Chroma Key")
default_key_center: bpy.props.FloatVectorProperty(
description="Key Center",
subtype="COLOR",
size=4,
min=0,
max=1,
default=(1, 1, 1, 1),
)
default_key_scale: bpy.props.FloatVectorProperty(
description="Key Scale",
min=0,
max=1,
step=1,
)
default_key_width: bpy.props.FloatVectorProperty(
description="Key Width",
min=0,
max=16,
)
convert_tab: bpy.props.BoolProperty(name="YUV Convert")
default_convert: bpy.props.FloatVectorProperty(
description="YUV Convert",
size=6,
min=-1,
max=1,
step=1,
default=(175 / 255, -43 / 255, -89 / 255, 222 / 255, 114 / 255, 42 / 255),
)
texture_tab: bpy.props.BoolProperty(name="Textures")
default_tex0: bpy.props.PointerProperty(type=TextureProperty)
default_tex1: bpy.props.PointerProperty(type=TextureProperty)
default_tex2: bpy.props.PointerProperty(type=TextureProperty)
default_tex3: bpy.props.PointerProperty(type=TextureProperty)
default_tex4: bpy.props.PointerProperty(type=TextureProperty)
default_tex5: bpy.props.PointerProperty(type=TextureProperty)
default_tex6: bpy.props.PointerProperty(type=TextureProperty)
default_tex7: bpy.props.PointerProperty(type=TextureProperty)
always_set: bpy.props.BoolProperty(name='Ignore "Set (Source)"', update=update_all_materials)
render_type: bpy.props.EnumProperty(
items=[
("DEFAULT", "Always Draw", "Always Draw"),
("IGNORE", 'Respect "Ignore Render"', 'Respect "Ignore Render"'),
("COLLISION", "Only Collision", "Collision"),
],
)
sm64_specific_area: bpy.props.PointerProperty(
type=bpy.types.Object, poll=lambda self, obj: obj.type == "EMPTY" and obj.sm64_obj_type == "Area Root"
)
oot_specific_room: bpy.props.PointerProperty(
type=bpy.types.Object, poll=lambda self, obj: obj.type == "EMPTY" and obj.ootEmptyType == "Room"
)
def draw_props(self, layout: bpy.types.UILayout, gameEditorMode: str):
from fast64_internal.utility import prop_split, multilineLabel
layout = layout.column()
if gameEditorMode in {"SM64", "OOT"}:
prop_split(layout, self, "render_type", "Render Type")
if gameEditorMode == "SM64":
prop_split(layout, self, "sm64_specific_area", "Specific Area")
if gameEditorMode == "OOT":
prop_split(layout, self, "oot_specific_room", "Specific Room")
layout.separator()
layout.prop(self, "always_set")
layout.prop(self, "sources_tab", icon="TRIA_DOWN" if self.sources_tab else "TRIA_RIGHT")
if self.sources_tab:
sources_box = layout.box().column()
prop_split(sources_box, self, "default_prim_color", "Primitive")
prim_lod_row = sources_box.row()
prim_lod_row.prop(self, "default_lod_frac", text="Frac")
prim_lod_row.prop(self, "default_lod_min", text="Min")
prop_split(sources_box, self, "default_env_color", "Environment")
sources_box.prop(self, "chroma_tab", icon="TRIA_DOWN" if self.chroma_tab else "TRIA_RIGHT")
if self.chroma_tab:
prop_split(sources_box, self, "default_key_center", "Center")
prop_split(sources_box, self, "default_key_scale", "Scale")
prop_split(sources_box, self, "default_key_width", "Width")
if self.default_key_width[0] > 1 or self.default_key_width[1] > 1 or self.default_key_width[2] > 1:
multilineLabel(sources_box.box(), "Keying is disabled for\nchannels with width > 1.", icon="INFO")
sources_box.prop(self, "convert_tab", icon="TRIA_DOWN" if self.convert_tab else "TRIA_RIGHT")
if self.convert_tab:
sources_box.prop(self, "default_convert", text="")
sources_box.prop(self, "texture_tab", icon="TRIA_DOWN" if self.texture_tab else "TRIA_RIGHT")
if self.texture_tab:
texture_box = sources_box.box().column()
for i in range(8):
tex_prop = getattr(self, f"default_tex{i}")
tex_prop.draw_default_ui(texture_box, i)
class F64RenderProperties(PropertyGroup):
render_settings: bpy.props.PointerProperty(type=F64RenderSettings)
class F64AddonPreferences(AddonPreferences):
bl_idname = __package__
use_atomic_rendering: bpy.props.BoolProperty(
name="Use Atomic Rendering",
default=True,
description="Atomic rendering will draw to a depth and color buffer seperately, which allows for proper blender and decal emulation.\n"
"This may cause artifacts if your GPU does not support the interlock extension",
update=rebuild_shaders,
)
dont_warn_about_mesa: BoolProperty()
def draw_props(self, layout: bpy.types.UILayout):
atomic_col = layout.column()
atomic_col.prop(self, "use_atomic_rendering")
atomic_col.enabled = bpy.app.version >= (4, 1, 0)