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Commit 05ba586f authored by Candoran2's avatar Candoran2 Committed by neomonkeus
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Made shader property flags interace dynamic, to avoid spelling mistakes and...

Made shader property flags interace dynamic, to avoid spelling mistakes and mismatches on format update.
parent 454025a5
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......@@ -77,389 +77,26 @@ class ShaderProps(PropertyGroup):
# default = 'SHADER_DEFAULT'
)
sf_specular: BoolProperty(
name='Specular'
)
sf_skinned: BoolProperty(
name='Skinned'
)
sf_low_detail: BoolProperty(
name='Low Detail'
)
sf_vertex_alpha: BoolProperty(
name='Vertex Alpha'
)
sf_unknown_1: BoolProperty(
name='Unknown 1'
)
sf_single_pass: BoolProperty(
name='Single Pass'
)
sf_empty: BoolProperty(
name='Empty'
)
sf_environment_mapping: BoolProperty(
name='Environment Mapping'
)
sf_alpha_texture: BoolProperty(
name='Alpha Texture'
)
sf_unknown_2: BoolProperty(
name='Unknown 2'
)
sf_face_gen: BoolProperty(
name='Face Gen'
)
sf_parallax_shader_index_15: BoolProperty(
name='Parallax Shader Index'
)
sf_unknown_3: BoolProperty(
name='Unknown 3'
)
sf_non_projective_shadows: BoolProperty(
name='Non-Projective Shadows'
)
sf_unknown_4: BoolProperty(
name='Unknown 4'
)
sf_refraction: BoolProperty(
name='Refraction'
)
sf_fire_refraction: BoolProperty(
name='Fire Refraction'
)
sf_eye_environment_mapping: BoolProperty(
name='Eye Environment Mapping'
)
sf_hair: BoolProperty(
name='Hair'
)
sf_dynamic_alpha: BoolProperty(
name='Dynamic Alpha'
)
sf_localmap_hide_secret: BoolProperty(
name='Local Map Hide Secret'
)
sf_window_environment_mapping: BoolProperty(
name='Window Environment Mapping'
)
sf_tree_billboard: BoolProperty(
name='Tree Billboard'
)
sf_shadow_frustum: BoolProperty(
name='Shadow Frustum'
)
sf_multiple_textures: BoolProperty(
name='Multiple Textures'
)
sf_remappable_textures: BoolProperty(
name='Remappable Textures'
)
sf_decal_single_pass: BoolProperty(
name='Decal Single Pass'
)
sf_dynamic_decal_single_pass: BoolProperty(
name='Dynamic Decal Single Pass'
)
sf_parallax_occulsion: BoolProperty(
name='Parallax Occlusion'
)
sf_external_emittance: BoolProperty(
name='External Emittance'
)
sf_shadow_map: BoolProperty(
name='Shadow Map'
)
sf_z_buffer_test: BoolProperty(
name='Z Buffer Test'
)
slsf_1_specular: BoolProperty(
name='Specular'
)
slsf_1_skinned: BoolProperty(
name='Skinned'
)
slsf_1_temp_refraction: BoolProperty(
name='Temp Refraction'
)
slsf_1_vertex_alpha: BoolProperty(
name='Vertex Alpha'
)
slsf_1_greyscale_to_palettecolor: BoolProperty(
name='Greyscale to Palette Color'
)
slsf_1_greyscale_to_palettealpha: BoolProperty(
name='Greyscale to Palette Alpha'
)
slsf_1_use_falloff: BoolProperty(
name='Use Falloff'
)
slsf_1_environment_mapping: BoolProperty(
name='Environment Mapping'
)
slsf_1_recieve_shadows: BoolProperty(
name='Receive Shadows'
)
slsf_1_cast_shadows: BoolProperty(
name='Cast Shadows'
)
slsf_1_facegen_detail_map: BoolProperty(
name='Facegen Detail Map'
)
slsf_1_Parallax: BoolProperty(
name='Parallax'
)
slsf_1_model_space_normals: BoolProperty(
name='Model Space Normals'
)
slsf_1_non_projective_shadows: BoolProperty(
name='Non Projective Shadows'
)
slsf_1_Landscape: BoolProperty(
name='Landscape'
)
slsf_1_refraction: BoolProperty(
name='Refraction'
)
slsf_1_fire_refraction: BoolProperty(
name='Fire Refraction'
)
slsf_1_eye_environment_mapping: BoolProperty(
name='Eye Environment Mapping'
)
slsf_1_hair_soft_lighting: BoolProperty(
name='Hair Soft Lighting'
)
slsf_1_screendoor_alpha_fade: BoolProperty(
name='Screendoor Alpha Fade'
)
slsf_1_localmap_hide_secret: BoolProperty(
name='Localmap Hide Secret'
)
slsf_1_facegen_rgb_tint: BoolProperty(
name='Facegen RGB Tint'
)
slsf_1_own_emit: BoolProperty(
name='Own Emit'
)
slsf_1_projected_uv: BoolProperty(
name='Projected UV'
)
slsf_1_multiple_textures: BoolProperty(
name='Multiple Textures'
)
slsf_1_remappable_textures: BoolProperty(
name='Remappable Textures'
)
slsf_1_decal: BoolProperty(
name='Decal'
)
slsf_1_dynamic_decal: BoolProperty(
name='Dynamic Decal'
)
slsf_1_parallax_occlusion: BoolProperty(
name='Parallax Occlusion'
)
slsf_1_external_emittance: BoolProperty(
name='External Emittance'
)
slsf_1_soft_effect: BoolProperty(
name='Soft Effect'
)
slsf_1_z_buffer_test: BoolProperty(
name='ZBuffer Test'
)
slsf_2_z_buffer_write: BoolProperty(
name='ZBuffer Write'
)
slsf_2_lod_landscape: BoolProperty(
name='LOD Landscape'
)
slsf_2_lod_objects: BoolProperty(
name='LOD Objects'
)
slsf_2_no_fade: BoolProperty(
name='No Fade'
)
slsf_2_double_sided: BoolProperty(
name='Double Sided'
)
slsf_2_vertex_colors: BoolProperty(
name='Vertex Colors'
)
slsf_2_glow_map: BoolProperty(
name='Glow Map'
)
slsf_2_assume_shadowmask: BoolProperty(
name='Assume Shadowmask'
)
slsf_2_packed_tangent: BoolProperty(
name='Packed Tangent'
)
slsf_2_multi_index_snow: BoolProperty(
name='Multi Index Snow'
)
slsf_2_vertex_lighting: BoolProperty(
name='Vertex Lighting'
)
slsf_2_uniform_scale: BoolProperty(
name='Uniform Scale'
)
slsf_2_fit_slope: BoolProperty(
name='Fit Slope'
)
slsf_2_billboard: BoolProperty(
name='Billboard'
)
slsf_2_no_lod_land_blend: BoolProperty(
name='No LOD Land Blend'
)
slsf_2_env_map_light_fade: BoolProperty(
name='Envmap Light Fade'
)
slsf_2_wireframe: BoolProperty(
name='Wireframe'
)
slsf_2_weapon_blood: BoolProperty(
name='Weapon Blood'
)
slsf_2_hide_on_local_map: BoolProperty(
name='Hide On Local Map'
)
slsf_2_premult_alpha: BoolProperty(
name='Premult Alpha'
)
slsf_2_cloud_lod: BoolProperty(
name='Cloud Lod'
)
slsf_2_anisotropic_lighting: BoolProperty(
name='Anisotropic Lighting'
)
slsf_2_no_transparency_multisampling: BoolProperty(
name='No Transparency Multisampling'
)
slsf_2_unused01: BoolProperty(
name='Unused01'
)
slsf_2_multi_layer_parallax: BoolProperty(
name='Multi Layer Parallax'
)
slsf_2_soft_lighting: BoolProperty(
name='Soft Lighting'
)
slsf_2_rim_lighting: BoolProperty(
name='Rim Lighting'
)
slsf_2_back_lighting: BoolProperty(
name='Back Lighting'
)
slsf_2_unused02: BoolProperty(
name='Unused02'
)
slsf_2_tree_anim: BoolProperty(
name='Tree Anim'
)
slsf_2_effect_lighting: BoolProperty(
name='Effect Lighting'
)
slsf_2_hd_lod_objects: BoolProperty(
name='HD LOD Objects'
)
def prettify_prop_name(property_name):
replacers = [('Hd', 'HD'), ('Lod', 'LOD')]
prettified = ' '.join([word.capitalize() for word in property_name.split('_')])
for original, replacement in replacers:
prettified = prettified.replace(original, replacement)
return prettified
annotations_dict = ShaderProps.__dict__.get('__annotations__', None)
if annotations_dict:
for property_name in NifFormat.BSShaderFlags._names:
if property_name not in annotations_dict:
annotations_dict[property_name] = BoolProperty(name=prettify_prop_name(property_name[3:]))
for property_name in NifFormat.SkyrimShaderPropertyFlags1._names:
if property_name not in annotations_dict:
annotations_dict[property_name] = BoolProperty(name=prettify_prop_name(property_name[7:]))
for property_name in NifFormat.SkyrimShaderPropertyFlags2._names:
if property_name not in annotations_dict:
annotations_dict[property_name] = BoolProperty(name=prettify_prop_name(property_name[7:]))
CLASSES = [
......
......@@ -39,6 +39,8 @@
from bpy.types import Panel
from pyffi.formats.nif import NifFormat
from io_scene_niftools.utils.decorators import register_classes, unregister_classes
......@@ -67,106 +69,16 @@ class ShaderPanel(Panel):
if nif_obj_props.bs_shadertype == 'BSShaderPPLightingProperty':
row.prop(nif_obj_props, "bsspplp_shaderobjtype")
row.prop(nif_obj_props, "sf_alpha_texture")
row.prop(nif_obj_props, "sf_decal_single_pass")
row.prop(nif_obj_props, "sf_dynamic_alpha")
row.prop(nif_obj_props, "sf_dynamic_decal_single_pass")
row.prop(nif_obj_props, "sf_empty")
row.prop(nif_obj_props, "sf_environment_mapping")
row.prop(nif_obj_props, "sf_external_emittance")
row.prop(nif_obj_props, "sf_eye_environment_mapping")
row.prop(nif_obj_props, "sf_face_gen")
row.prop(nif_obj_props, "sf_fire_refraction")
row.prop(nif_obj_props, "sf_hair")
row.prop(nif_obj_props, "sf_localmap_hide_secret")
row.prop(nif_obj_props, "sf_low_detail")
row.prop(nif_obj_props, "sf_multiple_textures")
row.prop(nif_obj_props, "sf_non_projective_shadows")
row.prop(nif_obj_props, "sf_parallax_occulsion")
row.prop(nif_obj_props, "sf_parallax_shader_index_15")
row.prop(nif_obj_props, "sf_refraction")
row.prop(nif_obj_props, "sf_remappable_textures")
row.prop(nif_obj_props, "sf_shadow_frustum")
row.prop(nif_obj_props, "sf_shadow_map")
row.prop(nif_obj_props, "sf_single_pass")
row.prop(nif_obj_props, "sf_skinned")
row.prop(nif_obj_props, "sf_specular")
row.prop(nif_obj_props, "sf_tree_billboard")
row.prop(nif_obj_props, "sf_unknown_1")
row.prop(nif_obj_props, "sf_unknown_2")
row.prop(nif_obj_props, "sf_unknown_3")
row.prop(nif_obj_props, "sf_unknown_4")
row.prop(nif_obj_props, "sf_vertex_alpha")
row.prop(nif_obj_props, "sf_window_environment_mapping")
row.prop(nif_obj_props, "sf_z_buffer_test")
for property_name in sorted(NifFormat.BSShaderFlags._names):
row.prop(nif_obj_props, property_name)
elif nif_obj_props.bs_shadertype in ('BSLightingShaderProperty', 'BSEffectShaderProperty'):
row.prop(nif_obj_props, "bslsp_shaderobjtype")
row.prop(nif_obj_props, "slsf_1_cast_shadows")
row.prop(nif_obj_props, "slsf_1_decal")
row.prop(nif_obj_props, "slsf_1_dynamic_decal")
row.prop(nif_obj_props, "slsf_1_environment_mapping")
row.prop(nif_obj_props, "slsf_1_external_emittance")
row.prop(nif_obj_props, "slsf_1_eye_environment_mapping")
row.prop(nif_obj_props, "slsf_1_facegen_detail")
row.prop(nif_obj_props, "slsf_1_facegen_rgb_tint")
row.prop(nif_obj_props, "slsf_1_fire_refraction")
row.prop(nif_obj_props, "slsf_1_greyscale_to_palettealpha")
row.prop(nif_obj_props, "slsf_1_greyscale_to_palettecolor")
row.prop(nif_obj_props, "slsf_1_hair_soft_lighting")
row.prop(nif_obj_props, "slsf_1_Landscape")
row.prop(nif_obj_props, "slsf_1_localmap_hide_secret")
row.prop(nif_obj_props, "slsf_1_model_space_normals")
row.prop(nif_obj_props, "slsf_1_multiple_textures")
row.prop(nif_obj_props, "slsf_1_non_projective_shadows")
row.prop(nif_obj_props, "slsf_1_own_emit")
row.prop(nif_obj_props, "slsf_1_parallax_occlusion")
row.prop(nif_obj_props, "slsf_1_Parallax")
row.prop(nif_obj_props, "slsf_1_projected_uv")
row.prop(nif_obj_props, "slsf_1_recieve_shadows")
row.prop(nif_obj_props, "slsf_1_refraction")
row.prop(nif_obj_props, "slsf_1_remappable_textures")
row.prop(nif_obj_props, "slsf_1_screendoor_alpha_fade")
row.prop(nif_obj_props, "slsf_1_skinned")
row.prop(nif_obj_props, "slsf_1_soft_effect")
row.prop(nif_obj_props, "slsf_1_specular")
row.prop(nif_obj_props, "slsf_1_temp_refraction")
row.prop(nif_obj_props, "slsf_1_use_falloff")
row.prop(nif_obj_props, "slsf_1_vertex_alpha")
row.prop(nif_obj_props, "slsf_1_z_buffer_test")
row.prop(nif_obj_props, "slsf_2_anisotropic_lighting")
row.prop(nif_obj_props, "slsf_2_assume_shadowmask")
row.prop(nif_obj_props, "slsf_2_back_lighting")
row.prop(nif_obj_props, "slsf_2_billboard")
row.prop(nif_obj_props, "slsf_2_cloud_lod")
row.prop(nif_obj_props, "slsf_2_double_sided")
row.prop(nif_obj_props, "slsf_2_effect_lighting")
row.prop(nif_obj_props, "slsf_2_env_map_light_fade")
row.prop(nif_obj_props, "slsf_2_fit_slope")
row.prop(nif_obj_props, "slsf_2_glow_map")
row.prop(nif_obj_props, "slsf_2_hd_lod_objects")
row.prop(nif_obj_props, "slsf_2_hide_on_local_map")
row.prop(nif_obj_props, "slsf_2_lod_landscape")
row.prop(nif_obj_props, "slsf_2_lod_objects")
row.prop(nif_obj_props, "slsf_2_multi_index_snow")
row.prop(nif_obj_props, "slsf_2_multi_layer_parallax")
row.prop(nif_obj_props, "slsf_2_no_fade")
row.prop(nif_obj_props, "slsf_2_no_lod_land_blend")
row.prop(nif_obj_props, "slsf_2_no_transparency_multisampling")
row.prop(nif_obj_props, "slsf_2_packed_tangent")
row.prop(nif_obj_props, "slsf_2_premult_alpha")
row.prop(nif_obj_props, "slsf_2_rim_lighting")
row.prop(nif_obj_props, "slsf_2_soft_lighting")
row.prop(nif_obj_props, "slsf_2_tree_anim")
row.prop(nif_obj_props, "slsf_2_uniform_scale")
row.prop(nif_obj_props, "slsf_2_unused01")
row.prop(nif_obj_props, "slsf_2_unused02")
row.prop(nif_obj_props, "slsf_2_vertex_colors")
row.prop(nif_obj_props, "slsf_2_vertex_lighting")
row.prop(nif_obj_props, "slsf_2_weapon_blood")
row.prop(nif_obj_props, "slsf_2_wireframe")
row.prop(nif_obj_props, "slsf_2_z_buffer_write")
for property_name in sorted(NifFormat.SkyrimShaderPropertyFlags1._names):
row.prop(nif_obj_props, property_name)
for property_name in sorted(NifFormat.SkyrimShaderPropertyFlags2._names):
row.prop(nif_obj_props, property_name)
classes = [
......
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