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makehuman / usr / share / makehuman / plugins / 7_material_editor.py
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#!/usr/bin/python2.7
# -*- coding: utf-8 -*-

"""
**Project Name:**      MakeHuman

**Product Home Page:** http://www.makehuman.org/

**Code Home Page:**    https://bitbucket.org/MakeHuman/makehuman/

**Authors:**           Glynn Clements, Jonas Hauquier

**Copyright(c):**      MakeHuman Team 2001-2017

**Licensing:**         AGPL3

    This file is part of MakeHuman (www.makehuman.org).

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU Affero General Public License as
    published by the Free Software Foundation, either version 3 of the
    License, or (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU Affero General Public License for more details.

    You should have received a copy of the GNU Affero General Public License
    along with this program.  If not, see <http://www.gnu.org/licenses/>.


Abstract
--------

TODO
"""

import os
import gui3d
import gui
import log
import shader
import numpy as np
import material
import mh
from humanobjchooser import HumanObjectSelector
from getpath import pathToUnicode

class MaterialEditorTaskView(gui3d.TaskView):
    def __init__(self, category):
        gui3d.TaskView.__init__(self, category, 'Material Editor')

        self.human = gui3d.app.selectedHuman

        self.humanObjSelector = self.addLeftWidget(HumanObjectSelector(self.human))
        @self.humanObjSelector.mhEvent
        def onActivate(value):
            self.reloadMaterial()

        shaderBox = self.addLeftWidget(gui.GroupBox('Shader'))
        self.shaderList = shaderBox.addWidget(gui.ListView())
        self.shaderList.setSizePolicy(gui.SizePolicy.Ignored, gui.SizePolicy.Preferred)

        self.shaderConfBox = self.addLeftWidget(gui.GroupBox('Shader config'))
        shaderConfig = self.human.material.shaderConfig
        for name in shaderConfig:
            chkBox = gui.CheckBox(name, shaderConfig[name])
            chkBox.shaderOption = name
            self.shaderConfBox.addWidget(chkBox)
            @chkBox.mhEvent
            def onClicked(event):
                shaderConfig = dict()
                for child in self.shaderConfBox.children:
                    shaderConfig[child.shaderOption] = child.isChecked()
                self.getSelectedObject().material.configureShading(**shaderConfig)

        self.shaderDefBox = self.addLeftWidget(gui.GroupBox('Custom shader defines'))

        self.paramBox = self.addRightWidget(gui.GroupBox('Shader parameters'))

        self.materialBox = self.addRightWidget(gui.GroupBox('Material settings'))

        if not shader.Shader.supported():
            log.notice('Shaders not supported')
            self.shaderList.setEnabled(False)
            self.shaderList.hide()
            self.paramBox.hide()

        @self.shaderList.mhEvent
        def onClicked(item):
            self.setShader(unicode(item.getUserData()))

        self.loadSaveBox = self.addRightWidget(gui.GroupBox("Material file"))
        self.loadMaterialBtn = self.loadSaveBox.addWidget(gui.BrowseButton(), 0, 0)
        self.loadMaterialBtn.setFilter("MakeHuman Material (*.mhmat)")
        self.loadMaterialBtn.setText('Load')
        @self.loadMaterialBtn.mhEvent
        def onClicked(path):
            if path:
                self.loadMaterial(path)
        self.saveMaterialBtn = self.loadSaveBox.addWidget(gui.BrowseButton('save'), 0, 1)
        self.saveMaterialBtn.setFilter("MakeHuman Material (*.mhmat)")
        self.saveMaterialBtn.setText('Save')

        @self.saveMaterialBtn.mhEvent
        def onClicked(path):
            if path:
                if not os.path.splitext(path)[1]:
                    path = path + ".mhmat"
                self.saveMaterial(path)

    def loadMaterial(self, path):
        self.getSelectedObject().material = material.fromFile(path)
        self.reloadMaterial()

    def saveMaterial(self, path):
        self.getSelectedObject().material.toFile(path)

    def listMaterialSettings(self, obj):
        for child in self.materialBox.children[:]:
            self.materialBox.removeWidget(child)

        mat = obj.material
        sh = self.getSelectedShader()
        if sh:
            uniforms = [u.name for u in sh.getUniforms()] + sh.glUniforms

        # TODO reduce code replication by using a more generic approach

        # Diffuse color and texture
        w1 = self.materialBox.addWidget(ColorValue("Diffuse", mat.diffuseColor))
        if sh:
            w1.setEnabled(('diffuse' in uniforms or 'gl_FrontMaterial.diffuse' in uniforms) and not mat.autoBlendSkin)
        else:
            w1.setEnabled(not mat.autoBlendSkin)
        @w1.mhEvent
        def onActivate(event):
            mat.diffuseColor = w1.value

        diffuseMapAvailable = (not sh) or ('diffuseTexture' in uniforms) or ('DIFFUSE' in sh.defineables)
        w3 = self.materialBox.addWidget(ImageValue("Diffuse texture", mat.diffuseTexture, mh.getSysDataPath('textures')))
        w3.setEnabled(diffuseMapAvailable)
        @w3.mhEvent
        def onActivate(event):
            mat.diffuseTexture = w3.value
            self.updateShaderConfig()

        # Phong shading color parameters
        w4 = self.materialBox.addWidget(ColorValue("Ambient", mat.ambientColor))
        if sh:
            w4.setEnabled('ambient' in uniforms or 'gl_FrontMaterial.ambient' in uniforms)
        @w4.mhEvent
        def onActivate(event):
            mat.ambientColor = w4.value

        w5 = self.materialBox.addWidget(ColorValue("Specular", mat.specularColor))
        if sh:
            w5.setEnabled('specular' in uniforms or 'gl_FrontMaterial.specular' in uniforms)
        @w5.mhEvent
        def onActivate(event):
            mat.specularColor = w5.value

        w7 = self.materialBox.addWidget(ScalarValue("Specular shininess", mat.shininess))
        if sh:
            w7.setEnabled('specular' in uniforms or 'gl_FrontMaterial' in uniforms)
        @w7.mhEvent
        def onActivate(event):
            mat.shininess = w7.value

        w8 = self.materialBox.addWidget(ColorValue("Emissive", mat.emissiveColor))
        if sh:
            w8.setEnabled('emissive' in uniforms or 'gl_FrontMaterial' in uniforms)
        @w8.mhEvent
        def onActivate(event):
            mat.emissiveColor = w8.value

        w9 = self.materialBox.addWidget(ScalarValue("Opacity", mat.opacity))
        if sh:
            w9.setEnabled('diffuse' in uniforms or 'gl_FrontMaterial' in uniforms)
        @w9.mhEvent
        def onActivate(event):
            mat.opacity = w9.value

        w10 = self.materialBox.addWidget(ScalarValue("Translucency", mat.translucency))
        @w10.mhEvent
        def onActivate(event):
            mat.translucency = w10.value

        # Config toggles
        w10a = self.materialBox.addWidget(TruthValue("Shadeless", mat.shadeless))
        @w10a.mhEvent
        def onActivate(event):
            mat.shadeless = w10a.value

        w10b = self.materialBox.addWidget(TruthValue("Wireframe", mat.wireframe))
        @w10b.mhEvent
        def onActivate(event):
            mat.wireframe = w10b.value

        w10c = self.materialBox.addWidget(TruthValue("Transparent", mat.transparent))
        @w10c.mhEvent
        def onActivate(event):
            mat.transparent = w10c.value

        w10c2 = self.materialBox.addWidget(TruthValue("Alpha to Coverage", mat.alphaToCoverage))
        @w10c2.mhEvent
        def onActivate(event):
            mat.alphaToCoverage = w10c2.value

        w10d = self.materialBox.addWidget(TruthValue("Backface culling", mat.backfaceCull))
        @w10d.mhEvent
        def onActivate(event):
            mat.backfaceCull = w10d.value

        w10e = self.materialBox.addWidget(TruthValue("Depthless", mat.depthless))
        @w10e.mhEvent
        def onActivate(event):
            mat.depthless = w10e.value

        w10f = self.materialBox.addWidget(TruthValue("Auto ethnic skin", mat.autoBlendSkin))
        @w10f.mhEvent
        def onActivate(event):
            mat.autoBlendSkin = w10f.value
            self.listMaterialSettings(self.getSelectedObject()) # Update diffuse color property state
            self.listUniforms(mat) # Update litsphere texture enabled state

        # Transparency mapping
        transparencyMapAvailable = sh and \
                                   (('transparencymapTexture' in uniforms) or \
                                   ('TRANSPARENCYMAP' in sh.defineables))
        w11 = self.materialBox.addWidget(ImageValue("Transparency map texture", mat.transparencyMapTexture, mh.getSysDataPath('textures')))
        if sh:
            w11.setEnabled(transparencyMapAvailable)
        @w11.mhEvent
        def onActivate(event):
            mat.transparencyMapTexture = w11.value
            self.updateShaderConfig()

        w12 = self.materialBox.addWidget(ScalarValue("Transparency (map) intensity", mat.transparencyMapIntensity))
        if sh:
            w12.setEnabled(transparencyMapAvailable)
        @w12.mhEvent
        def onActivate(event):
            mat.transparencyMapIntensity = w12.value

        # Bump mapping
        bumpMapAvailable = sh and \
                           (('bumpmapTexture' in uniforms) or \
                           ('BUMPMAP' in sh.defineables))
        w13 = self.materialBox.addWidget(ImageValue("Bump map texture", mat.bumpMapTexture, mh.getSysDataPath('textures')))
        if sh:
            w13.setEnabled(bumpMapAvailable)
        @w13.mhEvent
        def onActivate(event):
            mat.bumpMapTexture = w13.value
            self.updateShaderConfig()

        w14 = self.materialBox.addWidget(ScalarValue("Bump map intensity", mat.bumpMapIntensity))
        if sh:
            w14.setEnabled(bumpMapAvailable)
        @w14.mhEvent
        def onActivate(event):
            mat.bumpMapIntensity = w14.value

        # Normal mapping
        normalMapAvailable = sh and \
                             (('normalmapTexture' in uniforms) or \
                             ('NORMALMAP' in sh.defineables))
        w15 = self.materialBox.addWidget(ImageValue("Normal map texture", mat.normalMapTexture, mh.getSysDataPath('textures')))
        if sh:
            w15.setEnabled(normalMapAvailable)
        @w15.mhEvent
        def onActivate(event):
            mat.normalMapTexture = w15.value
            self.updateShaderConfig()

        w16 = self.materialBox.addWidget(ScalarValue("Normal map intensity", mat.normalMapIntensity))
        if sh:
            w16.setEnabled(normalMapAvailable)
        @w16.mhEvent
        def onActivate(event):
            mat.normalMapIntensity = w16.value

        # Displacement mapping
        displacementMapAvailable = sh and \
                                   (('displacementmapTexture' in uniforms) or \
                                   ('DISPLACEMENT' in sh.defineables))
        w17 = self.materialBox.addWidget(ImageValue("Displacement map texture", mat.displacementMapTexture, mh.getSysDataPath('textures')))
        if sh:
            w17.setEnabled(displacementMapAvailable)
        @w17.mhEvent
        def onActivate(event):
            mat.displacementMapTexture = w17.value
            self.updateShaderConfig()

        w18 = self.materialBox.addWidget(ScalarValue("Displacement map intensity", mat.displacementMapIntensity))
        if sh:
            w18.setEnabled(displacementMapAvailable)
        @w18.mhEvent
        def onActivate(event):
            mat.displacementMapIntensity = w18.value

        # Specular mapping
        specularMapAvailable = sh and \
                               (('specularmapTexture' in uniforms) or \
                               ('SPECULARMAP' in sh.defineables))
        w19 = self.materialBox.addWidget(ImageValue("Specular map texture", mat.specularMapTexture, mh.getSysDataPath('textures')))
        if sh:
            w19.setEnabled(specularMapAvailable)
        @w19.mhEvent
        def onActivate(event):
            mat.specularMapTexture = w19.value
            self.updateShaderConfig()

        w20 = self.materialBox.addWidget(ScalarValue("Specular map intensity", mat.specularMapIntensity))
        if sh:
            w20.setEnabled(specularMapAvailable)
        @w20.mhEvent
        def onActivate(event):
            mat.specularMapIntensity = w20.value

        # Ambient occlusion
        aoMapAvailable = sh and \
                         (('aomapTexture' in uniforms) or \
                          ('AOMAP' in sh.defineables))
        w20b = self.materialBox.addWidget(ImageValue("Ambient Occlusion texture", mat.aoMapTexture, mh.getSysDataPath('textures')))
        if sh:
            w20b.setEnabled(aoMapAvailable)
        @w20b.mhEvent
        def onActivate(event):
            mat.aoMapTexture = w20b.value
            self.updateShaderConfig()

        w20c = self.materialBox.addWidget(ScalarValue("AO map intensity", mat.aoMapIntensity))
        if sh:
            w20c.setEnabled(aoMapAvailable)
        @w20c.mhEvent
        def onActivate(event):
            mat.aoMapIntensity = w20c.value

        w21 = self.materialBox.addWidget(FileValue("UV map", mat.uvMap, mh.getSysDataPath('uvs')))
        w21.browseBtn.setFilter("UV Set (*.obj)")
        @w21.mhEvent
        def onActivate(event):
            if os.path.basename(w21.value) == "default.obj":
                w21.value = None
                obj.setUVMap(None)
            else:
                obj.setUVMap(w21.value)

        w22 = self.materialBox.addWidget(TextValue("Material name", mat.name))
        @w22.mhEvent
        def onActivate(event):
            mat.name = w22.value


    def listShaders(self, mat, dir = mh.getSysDataPath('shaders/glsl')):
        shaders = set()
        for name in os.listdir(dir):
            path = os.path.join(dir, name)
            if not os.path.isfile(path):
                continue
            postfix = '_shader.txt'
            if not name.endswith(postfix):
                continue
            name, type = name[:-len(postfix)].rsplit('_',1)
            if type not in ['vertex', 'geometry', 'fragment']:
                continue
            shaders.add(name)

        self.shaderList.clear()
        firstItem = self.shaderList.addItem('[None]', data = '')
        if mat.shader:
            shaderName = os.path.basename(mat.shader)
        else:
            shaderName = None

        selectedShader = None
        for name in sorted(shaders):
            item = self.shaderList.addItem(name, data = os.path.join(dir, name))
            if shaderName and unicode(shaderName) == unicode(item.text):
                selectedShader = item
                path = unicode(item.getUserData())

        if mat.shader and not selectedShader:
            # Custom shader selected (not in shader path): add it
            item = self.shaderList.addItem(shaderName, data = mat.shader)
            item.setChecked(True)
        elif selectedShader:
            selectedShader.setChecked(True)
        else:
            firstItem.setChecked(True)

    def updateShaderConfig(self, mat = None):
        if not mat:
            mat = self.getSelectedMaterial()

        sh = self.getSelectedShader()
        shaderConfig = mat.shaderConfig

        for child in self.shaderConfBox.children:
            name = child.shaderOption
            child.setChecked( shaderConfig[name] )

            if name == 'diffuse':
                child.setEnabled(mat.supportsDiffuse())
            elif name == 'bump':
                child.setEnabled(mat.supportsBump())
            elif name == 'normal':
                child.setEnabled(bool(sh and mat.supportsNormal()))
            elif name == 'displacement':
                child.setEnabled(bool(sh and mat.supportsDisplacement()))
            elif name == 'spec':
                child.setEnabled(bool(sh and mat.supportsSpecular()))
            elif name == 'transparency':
                child.setEnabled(bool(sh and mat.supportsTransparency()))
            elif name == 'ambientOcclusion':
                child.setEnabled(bool(sh and mat.supportsAmbientOcclusion()))
            elif name == 'vertexColors':
                child.setEnabled(bool((not sh) or ('VERTEX_COLOR' in sh.defineables)))

        self.updateCustomShaderDefines()

    def updateCustomShaderDefines(self, mat = None):
        for child in self.shaderDefBox.children[:]:
            self.shaderDefBox.removeWidget(child)

        if not mat:
            mat = self.getSelectedMaterial()

        sh = self.getSelectedShader()
        if not sh:
            return

        defineables = sh.defineables
        for d in defineables:
            if d in material._shaderConfigDefines:
                # Do not show defines that are controlled by shaderConfig
                continue

            chkBox = gui.CheckBox(d, d in mat.shaderDefines)
            chkBox.shaderDefine = d
            self.shaderDefBox.addWidget(chkBox)
            @chkBox.mhEvent
            def onClicked(event):
                shaderConfig = dict()
                for child in self.shaderDefBox.children:
                    defName = child.shaderDefine
                    enabled = child.isChecked()
                    try:
                        if enabled:
                            mat.addShaderDefine(defName)
                        else:
                            mat.removeShaderDefine(defName)
                    except:
                        pass
                # Reload material properties (update enabled states) and shader uniforms
                self.listUniforms(mat)
                self.listMaterialSettings(self.getSelectedObject())

    def setShader(self, path, mat = None):
        if not mat:
            mat = self.getSelectedObject().material
        mat.setShader(path)
        if path:
            self.listUniforms(mat)
        self.updateShaderConfig(mat)
        self.listMaterialSettings(self.getSelectedObject())

    def listUniforms(self, mat):
        for child in self.paramBox.children[:]:
            self.paramBox.removeWidget(child)

        sh = self.getSelectedShader()
        if not sh:
            return

        uniforms = sh.getUniforms()
        for index, uniform in enumerate(uniforms):
            if uniform.name in material._materialShaderParams:
                continue
            self.paramBox.addWidget(UniformValue(uniform, mat), index)

    def getSelectedObject(self):
        return self.humanObjSelector.getSelectedObject()

    def getSelectedMaterial(self):
        return self.getSelectedObject().material

    def getSelectedShader(self):
        mat = self.getSelectedMaterial()
        try:
            return mat.shaderObj
        except:
            return None

    def reloadMaterial(self):
        obj = self.getSelectedObject()

        if shader.Shader.supported():
            self.listShaders(obj.material)
            self.listUniforms(obj.material)
        self.updateShaderConfig(obj.material)
        self.listMaterialSettings(obj)

        if obj.material.filepath:
            self.saveMaterialBtn.directory = obj.material.filepath
            self.loadMaterialBtn.directory = obj.material.filepath
        else:
            self.saveMaterialBtn.directory = mh.getPath('data')
            self.loadMaterialBtn.directory = mh.getSysDataPath()

    def onShow(self, arg):
        super(MaterialEditorTaskView, self).onShow(arg)
        if not shader.Shader.supported():
            gui3d.app.statusPersist('Shaders not supported by OpenGL')

        self.reloadMaterial()

    def onHide(self, arg):
        gui3d.app.statusPersist('')
        super(MaterialEditorTaskView, self).onHide(arg)

    def onHumanChanged(self, event):
        if event.change == 'reset':
            self.reloadMaterial()
        elif event.change == 'smooth':
            self.reloadMaterial()

class ColorValue(gui.GroupBox):
    def __init__(self, name, value):
        super(ColorValue, self).__init__(name)
        self.name = name

        self.widgets = []
        for col in xrange(3):
            child = FloatValue(self, 0)
            self.addWidget(child, 0, col)
            self.widgets.append(child)
        self.pickBtn = self.addWidget(gui.ColorPickButton(value))
        @self.pickBtn.mhEvent
        def onClicked(color):
            self.value = color
            self.callEvent('onActivate', self.getValue())

        self.value = value

    def getValue(self):
        return material.Color().copyFrom([widget.value for widget in self.widgets])

    def setValue(self, value):
        if isinstance(value, material.Color):
            value = value.asTuple()
        else:
            value = tuple(value)

        for idx, widget in enumerate(self.widgets):
            widget.setText(str(value[idx]))

    value = property(getValue, setValue)

    def setEnabled(self, enabled):
        for w in self.widgets:
            w.setEnabled(enabled)
        self.pickBtn.setEnabled(enabled)


class TextValue(gui.GroupBox):
    def __init__(self, name, value):
        super(TextValue, self).__init__(name)
        self.name = name

        self.widget = StringValue(self, value)
        self.addWidget(self.widget, 0, 0)
        self.value = value

    def getValue(self):
        return self.widget.value

    def setValue(self, value):
        self.widget.setText(str(value))

    value = property(getValue, setValue)


class ScalarValue(gui.GroupBox):
    def __init__(self, name, value):
        super(ScalarValue, self).__init__(name)
        self.name = name

        self.widget = FloatValue(self, 0)
        self.addWidget(self.widget, 0, 0)
        self.value = value

    def getValue(self):
        return self.widget.value

    def setValue(self, value):
        self.widget.setText(str(value))

    value = property(getValue, setValue)


class TruthValue(gui.GroupBox):
    def __init__(self, name, value):
        super(TruthValue, self).__init__(name)
        self.name = name

        self.widget = BooleanValue(self, False)
        self.addWidget(self.widget, 0, 0)
        self.value = value

    def getValue(self):
        return self.widget.value

    def setValue(self, value):
        self.widget.setSelected(value)

    value = property(getValue, setValue)


class ImageValue(gui.GroupBox):
    def __init__(self, name, value, defaultPath = None):
        super(ImageValue, self).__init__(name)
        self.name = name

        self.widget = TextureValue(self, value, defaultPath)
        self.addWidget(self.widget, 0, 0)
        self.value = value

    def getValue(self):
        return self.widget.value

    def setValue(self, value):
        self.widget.value = value

    value = property(getValue, setValue)


class FileValue(gui.GroupBox):
    def __init__(self, name, value, defaultPath = None):
        super(FileValue, self).__init__(name)
        self.name = name

        self.fileText = self.addWidget(gui.TextView(''), 0, 0)
        self.browseBtn = self.addWidget(gui.BrowseButton(), 1, 0)

        if value:
            self.browseBtn._path = pathToUnicode(value)
        elif defaultPath:
            self.browseBtn._path = pathToUnicode(defaultPath)

        @self.browseBtn.mhEvent
        def onClicked(path):
            if not path:
                return
            self.setValue(path)
            self.callEvent('onActivate', self.getValue())

        self.setValue(value)

    def getValue(self):
        return self._value

    def setValue(self, value):
        if value:
            self._value = value
            self.fileText.setText(os.path.basename(value))
        else:
            self.fileText.setText('Default')

    value = property(getValue, setValue)

class UniformValue(gui.GroupBox):
    def __init__(self, uniform, mat):
        super(UniformValue, self).__init__(uniform.name)

        self.uniform = uniform
        self.material = mat
        self.widgets = None
        self.colorPicker = None
        self.create()

    def create(self):
        values = None
        if self.material:
            # Material params have precedence over declarations in shader code
            params = self.material.shaderParameters
            values = params.get(self.uniform.name)
        if values is None:
            values = np.atleast_2d(self.uniform.values)
        else:
            values = np.atleast_2d(values)
        rows, cols = values.shape
        self.widgets = []
        for row in xrange(rows):
            widgets = []
            for col in xrange(cols):
                child = self.createWidget(values[row,col], row)
                self.addWidget(child, row, col)
                widgets.append(child)
            self.widgets.append(widgets)
        if self.uniform.pytype == float and rows == 1 and cols in [3, 4]:
            self.colorPicker = gui.ColorPickButton(material.Color().copyFrom(values[0,:3]))
            @self.colorPicker.mhEvent
            def onClicked(color):
                for idx,widget in enumerate(self.widgets[0][:3]):
                    widget.setValue(color.asTuple()[idx])
                self.callEvent('onActivate', color)
            self.addWidget(self.colorPicker, 1, 0)

    def createWidget(self, value, row):
        type = self.uniform.pytype
        if type == int:
            return IntValue(self, value)
        if type == float:
            return FloatValue(self, value)
        if type == str:
            # TODO account for tex idx
            defaultPath = mh.getSysDataPath('litspheres') if self.uniform.name == 'litsphereTexture' else None
            widget = TextureValue(self, value, defaultPath)
            if self.uniform.name == 'litsphereTexture':
                widget.setEnabled(not self.material.autoBlendSkin)
            return widget
        if type == bool:
            return BooleanValue(self, value)
        return gui.TextView('???')

    def onActivate(self, arg=None):
        values = [[widget.value
                   for widget in widgets]
                  for widgets in self.widgets]
        if self.colorPicker:
            self.colorPicker.setColor(material.Color().copyFrom(values[0][:3]))
        if len(self.uniform.dims) == 1:
            values = values[0]
            if self.uniform.dims == (1,) and self.uniform.pytype == str:
                values = values[0]
                if not os.path.isfile(values):
                    return
        self.material.setShaderParameter(self.uniform.name, values)

class NumberValue(gui.TextEdit):
    def __init__(self, parent, value):
        super(NumberValue, self).__init__(str(value), self._validator)
        self.parent = parent

    def sizeHint(self):
        size = self.minimumSizeHint()
        size.width = size.width() * 3
        return size

    def onActivate(self, arg=None):
        try:
            self.parent.callEvent('onActivate', self.value)
        except:
            pass

    def onChange(self, arg=None):
        try:
            self.parent.callEvent('onActivate', self.value)
        except:
            pass

    def setValue(self, value):
        self.setText(str(value))

class StringValue(gui.TextEdit):
    def __init__(self, parent, value):
        super(StringValue, self).__init__(str(value))
        self.parent = parent

    @property
    def value(self):
        return unicode(self.text)

    def setValue(self, value):
        self.setText(value)

    def onActivate(self, arg=None):
        try:
            self.parent.callEvent('onActivate', self.value)
        except:
            pass

    def onChange(self, arg=None):
        try:
            self.parent.callEvent('onActivate', self.value)
        except:
            pass

class IntValue(NumberValue):
    _validator = gui.intValidator

    @property
    def value(self):
        return int(self.text)

class FloatValue(NumberValue):
    _validator = gui.floatValidator

    @property
    def value(self):
        return float(self.text)

class BooleanValue(gui.CheckBox):
    def __init__(self, parent, value):
        super(BooleanValue, self).__init__()
        self.parent = parent
        self.setSelected(value)

    def onClicked(self, arg=None):
        try:
            self.parent.callEvent('onActivate', self.value)
        except:
            pass

    @property
    def value(self):
        return self.selected

    def setValue(self, value):
        self.setChecked(value)

class TextureValue(gui.QtGui.QWidget, gui.Widget):
    def __init__(self, parent, value, defaultPath = None):
        super(TextureValue, self).__init__()
        self.parent = parent

        self.layout = gui.QtGui.QGridLayout(self)
        self.imageView = gui.ImageView()
        self.browseBtn = gui.BrowseButton()
        self.browseBtn.setFilter("Image Files (*.png *.jpg *.bmp)")

        self.layout.addWidget(self.imageView)
        self.layout.addWidget(self.browseBtn)

        self.value = value

        self.setValue(value)
        if value and isinstance(value, basestring):
            self.browseBtn._path = pathToUnicode(value)
        elif defaultPath:
            self.browseBtn._path = pathToUnicode(defaultPath)

        @self.browseBtn.mhEvent
        def onClicked(path):
            if not path:
                return
            self._path = pathToUnicode(path)
            self.imageView.setImage(self.value)
            self.parent.callEvent('onActivate', self.value)

    def getValue(self):
        return self._path

    def setValue(self, value):
        if isinstance(value, basestring):
            self._path = pathToUnicode(value)
        else:
            self._path = None
        if value:
            self.imageView.setImage(value)
            if isinstance(value, basestring):
                self.browseBtn._path = pathToUnicode(value)
        else:
            self.imageView.setImage(mh.getSysDataPath('notfound.thumb'))

    value = property(getValue, setValue)

    def setEnabled(self, enabled):
        self.browseBtn.setEnabled(enabled)


def load(app):
    category = app.getCategory('Utilities')
    taskview = category.addTask(MaterialEditorTaskView(category))

def unload(app):
    pass