Begin export preset

This commit is contained in:
luboslenco
2019-11-19 22:03:34 +01:00
parent c6f8e2826f
commit 2a88cb54d7
4 changed files with 46 additions and 1 deletions
@@ -0,0 +1,33 @@
{
"name": "Generic",
"textures": [
{
"name": "base",
"channels": ["base_r", "base_g", "base_b", "1.0"]
},
{
"name": "opac",
"channels": ["opac", "opac", "opac", "1.0"]
},
{
"name": "nor",
"channels": ["nor_r", "nor_g", "nor_b", "1.0"]
},
{
"name": "occ",
"channels": ["occ", "occ", "occ", "1.0"]
},
{
"name": "rough",
"channels": ["rough", "rough", "rough", "1.0"]
},
{
"name": "met",
"channels": ["met", "met", "met", "1.0"]
},
{
"name": "height",
"channels": ["height", "height", "height", "1.0"]
}
]
}
+10
View File
@@ -263,3 +263,13 @@ class Exporter {
ExportArm.runMaterial(path);
}
}
typedef TExportPreset = {
public var name:String;
public var textures:TExportPresetTexture;
}
typedef TExportPresetTexture = {
public var name:String;
public var channels:Array<String>;
}
+2 -1
View File
@@ -41,7 +41,7 @@ class BoxExport {
ui.enabled = true;
ui.row([1/2, 1/2]);
UITrait.inst.layersExport = ui.combo(Id.handle({position: UITrait.inst.layersExport}), ["Visible", "Selected"], "Layers", true);
UITrait.inst.outputType = ui.combo(Id.handle({position: UITrait.inst.outputType}), ["Generic", "Unreal 4", "Unity 5"], "Output", true);
UITrait.inst.outputType = ui.combo(Id.handle({position: UITrait.inst.outputType}), ["Generic", "Unreal 4", "Unity 5"], "Preset", true);
@:privateAccess ui.endElement();
@@ -88,6 +88,7 @@ class BoxExport {
UITrait.inst.isSubs = ui.check(Id.handle({selected: UITrait.inst.isSubs}), "Subsurface");
UITrait.inst.isSubsSpace = ui.combo(Id.handle({position: UITrait.inst.isSubsSpace}), ["linear", "srgb"], "Space");
}
if (ui.tab(htab, "Presets")) {}
}, 500, 310);
}
+1
View File
@@ -90,6 +90,7 @@ else { // painter, creator
if (build === 'painter') {
project.addAssets("Bundled/painter/*", { notinlist: true, destination: "data/{name}" });
project.addAssets("Bundled/painter/export_presets/*", { notinlist: true, destination: "data/export_presets/{name}" });
project.addShaders("Shaders/painter/*.glsl", { noembed: false});
if (process.platform === 'win32') {
project.addShaders("Shaders/painter/hlsl/*.glsl", { noprocessing: true, noembed: false });