Exemplo n.º 1
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    def update_shader_texture_flakenoise(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(
                material, self.shader_texture_flakenoise, 'flakenoise')
Exemplo n.º 2
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    def update_shininess(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            # material.specular_intensity = self.shader_attribute_shininess
            material.specular_hardness = self.shader_attribute_shininess
Exemplo n.º 3
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        def update_value(self, context):

            material = _material_utils.get_material_from_context(context)

            if material:
                tex_slot = _material_utils.get_texture_slot(
                    material, self.texture_type)
                # if texture slot exists set "uv_layer" property to reflect choosen uv from our settings to viewport
                if tex_slot:
                    tex_slot.uv_layer = self.value

                # synchronize all scs textures mappings that uses the same tex_coord field in current material
                if "scs_shader_attributes" in material and "textures" in material[
                        "scs_shader_attributes"]:
                    for tex_entry in material["scs_shader_attributes"][
                            "textures"].values():
                        if "Tag" in tex_entry:
                            curr_tex_type = tex_entry["Tag"].split(":")[1][8:]
                            if curr_tex_type != self.texture_type:  # if different texture from current
                                texture_mappings = getattr(
                                    material.scs_props,
                                    "shader_texture_" + curr_tex_type + "_uv")
                                if texture_mappings and len(
                                        texture_mappings) > 0:
                                    for tex_mapping in texture_mappings:
                                        # if tex_coord props are the same and uv mapping differs then set current uv mapping value to it
                                        if self.tex_coord != -1 and tex_mapping.tex_coord == self.tex_coord and tex_mapping.value != self.value:
                                            tex_mapping.value = self.value
Exemplo n.º 4
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    def update_specular(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            material.specular_color = self.shader_attribute_specular
            material.specular_intensity = self.shader_attribute_specular.v
Exemplo n.º 5
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    def update_shader_texture_reflection(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(
                material, self.shader_texture_reflection, 'reflection')
Exemplo n.º 6
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        def update_value(self, context):

            __update_look__(self, context)

            material = _material_utils.get_material_from_context(context)

            if material:
                _shader.set_attribute(material, self.aux_type, getattr(material.scs_props, "shader_attribute_" + self.aux_type, None))
Exemplo n.º 7
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    def update_shader_texture_lightmap(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_lightmap,
                                                 'lightmap')
Exemplo n.º 8
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    def update_shader_texture_paintjob(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_paintjob,
                                                 'paintjob')
Exemplo n.º 9
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    def update_shader_texture_mult(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_mult,
                                                 'mult')
Exemplo n.º 10
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    def update_shader_texture_iamod(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_iamod,
                                                 'iamod')
Exemplo n.º 11
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    def update_shader_texture_oclu(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_oclu,
                                                 'oclu')
Exemplo n.º 12
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    def update_diffuse(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            material.diffuse_color = self.shader_attribute_diffuse
            texture_slot = _material_utils.get_texture_slot(material, 'base')
            if texture_slot:
                _material_utils.set_diffuse(texture_slot, material,
                                            self.shader_attribute_diffuse)
Exemplo n.º 13
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    def update_reflection(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            material.raytrace_mirror.reflect_factor = self.shader_attribute_reflection
            if self.shader_attribute_reflection == 0:
                material.raytrace_mirror.use = False
            else:
                material.raytrace_mirror.use = True
Exemplo n.º 14
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    def update_env_factor(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:

            texture_slot = _material_utils.get_texture_slot(
                material, 'reflection')
            # print('deBug --- texture_slot: %r' % str(texture_slot.name))
            if texture_slot:
                # print('deBug --- TEXTURE SLOT %r SET [update_env_factor()]' % str(texture_slot.name))
                _material_utils.set_env_factor(
                    texture_slot, self.shader_attribute_env_factor)
Exemplo n.º 15
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def __update_shader_attribute__(self, context, attr_type):
    """Hookup function for updating shader attributes in Blender.

    :param context: Blender context
    :type context: bpy.types.Context
    :param attr_type: type of attribute to update in shader
    :type attr_type: str
    """
    __update_look__(self, context)

    material = _material_utils.get_material_from_context(context)

    if material:
        _shader.set_attribute(material, attr_type, getattr(self, "shader_attribute_" + attr_type, None))
Exemplo n.º 16
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        def update_value(self, context):
            __update_look__(self, context)

            material = _material_utils.get_material_from_context(context)

            if material:
                _shader.set_uv(material, self.texture_type, self.value)

                # synchronize all scs textures mappings that uses the same tex_coord field in current material
                if "scs_shader_attributes" in material and "textures" in material["scs_shader_attributes"]:
                    for tex_entry in material["scs_shader_attributes"]["textures"].values():
                        if "Tag" in tex_entry:
                            curr_tex_type = tex_entry["Tag"].split(":")[1][8:]
                            if curr_tex_type != self.texture_type:  # if different texture from current
                                texture_mappings = getattr(material.scs_props, "shader_texture_" + curr_tex_type + "_uv")
                                if texture_mappings and len(texture_mappings) > 0:
                                    for tex_mapping in texture_mappings:
                                        # if tex_coord props are the same and uv mapping differs then set current uv mapping value to it
                                        if self.tex_coord != -1 and tex_mapping.tex_coord == self.tex_coord and tex_mapping.value != self.value:
                                            tex_mapping.value = self.value
Exemplo n.º 17
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def __update_shader_texture__(self, context, tex_type):
    """Hookup function for update of shader texture of any texture type.

    :param context: Blender context
    :type context: bpy.types.Context
    :param tex_type: string representing texture type
    :type tex_type: str
    """

    __update_look__((), context)

    material = _material_utils.get_material_from_context(context)

    if material:
        shader_texture_str = "shader_texture_" + tex_type
        shader_texture_filepath = getattr(self, shader_texture_str)

        # create texture and use it on shader
        texture = _material_utils.get_texture(shader_texture_filepath, tex_type)
        _shader.set_texture(material, tex_type, texture)

        # reload TOBJ settings
        _material_utils.reload_tobj_settings(material, tex_type)
Exemplo n.º 18
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    def update_add_ambient(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            material.ambient = self.shader_attribute_add_ambient
Exemplo n.º 19
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    def update_shadow_bias(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            material.shadow_buffer_bias = self.shader_attribute_shadow_bias