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# This file is part of Korman.
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#
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# Korman is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# Korman is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with Korman. If not, see <http://www.gnu.org/licenses/>.
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import bpy
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from . import ui_list
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class TextureButtonsPanel:
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "texture"
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@classmethod
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def poll(cls, context):
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return context.texture and context.scene.render.engine == "PLASMA_GAME"
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class PlasmaEnvMapPanel(TextureButtonsPanel, bpy.types.Panel):
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bl_label = "Plasma Environment Map"
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@classmethod
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def poll(cls, context):
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if super().poll(context):
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return context.texture.type == "ENVIRONMENT_MAP"
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return False
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def draw(self, context):
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layer_props = context.texture.plasma_layer
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layout = self.layout
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layout.prop(layer_props, "envmap_color")
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layout.separator()
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layout.label("Visibility Sets:")
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ui_list.draw_list(layout, "VisRegionListUI", "texture", layer_props,
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"vis_regions", "active_region_index", rows=2, maxrows=3)
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rgns = layer_props.vis_regions
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if layer_props.vis_regions:
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layout.prop(rgns[layer_props.active_region_index], "control_region")
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class PlasmaLayerPanel(TextureButtonsPanel, bpy.types.Panel):
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bl_label = "Plasma Layer Options"
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def draw(self, context):
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texture, slot = context.texture, getattr(context, "texture_slot", None)
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use_stencil = slot.use_stencil if slot is not None else False
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layer_props = texture.plasma_layer
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layout = self.layout
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split = layout.split()
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col = split.column()
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col.label("Animation:")
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col.active = self._has_animation_data(context) and not use_stencil
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col.prop(layer_props, "anim_auto_start")
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col.prop(layer_props, "anim_loop")
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col.separator()
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col.label("SDL Animation:")
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col.prop(layer_props, "anim_sdl_var", text="")
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col = split.column()
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col.label("Miscellaneous:")
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col.active = not use_stencil
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col.prop(layer_props, "opacity", text="Opacity")
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col.separator()
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col = col.column()
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col.enabled = True
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col.label("Z Depth:")
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col.prop(layer_props, "alpha_halo")
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col.prop(layer_props, "skip_depth_write")
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col.prop(layer_props, "skip_depth_test")
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col.prop(layer_props, "z_bias")
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split = layout.split()
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col = split.column()
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col.active = texture.use_mipmap
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col.prop(layer_props, "is_detail_map", text="Detail Blending")
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col = col.column(align=True)
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col.active = texture.use_mipmap and layer_props.is_detail_map
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col.prop(layer_props, "detail_fade_start")
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col.prop(layer_props, "detail_fade_stop")
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col = split.column(align=True)
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col.active = texture.use_mipmap and layer_props.is_detail_map
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col.label(text="")
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col.prop(layer_props, "detail_opacity_start")
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col.prop(layer_props, "detail_opacity_stop")
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def _has_animation_data(self, context):
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tex = getattr(context, "texture", None)
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if tex is not None:
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if tex.animation_data is not None:
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return True
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mat = getattr(context, "material", None)
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if mat is not None:
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if mat.animation_data is not None:
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return True
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return False
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