if not node:
return
- self.layout.prop(node, "default_filter")
- if not node.default_filter:
- self.layout.prop(node, "use_mipmap")
- self.layout.prop(node, "max_anisotropy")
+ self.layout.prop(node, "use_mipmap")
+ self.layout.prop(node, "max_anisotropy")
class MspGLLightProperties(bpy.types.Panel):
bl_idname = "LIGHT_PT_mspgl_properties"
if light.use_shadow:
self.layout.prop(light, "shadow_map_size")
-class MspGLWorldProperties(bpy.types.Panel):
+class MspGLRenderProperties(bpy.types.Panel):
bl_idname = "WORLD_PT_mspgl_properties"
bl_label = "MspGL properties"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
- bl_context = "world"
+ bl_context = "render"
def draw(self, context):
- world = context.scene.world
- self.layout.prop(world, "use_hdr")
+ scene = context.scene
+ self.layout.prop(scene, "use_hdr")
+ if scene.eevee.use_gtao:
+ self.layout.prop(scene, "ao_samples")
class MspGLUniform(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
- MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
+ MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
def register_properties():
for c in classes:
("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
("SCENE", "Scene", "The scene will be exported"),
("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
-
- bpy.types.World.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
+ bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
+ bpy.types.Scene.ao_samples = bpy.props.IntProperty(name="Ambient occlusion samples", description="Number of samples to use for ambient occlusion", min=8, max=128, default=32)
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
- bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
bpy.types.ShaderNodeTexImage.max_anisotropy = bpy.props.FloatProperty(name="Maximum anisotropy", description="Maximum anisotropy to use in texture filtering", min=1, max=16, default=1)