]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Move the HDR flag in Blender to render settings
[libs/gl.git] / blender / io_mspgl / properties.py
index 7fad772bb4fc96669dbba5facef15df16037b1c5..62d8a948ec5a14fe22cf6d3042659e454c40704b 100644 (file)
@@ -85,8 +85,13 @@ class MspGLMaterialProperties(bpy.types.Panel):
                self.layout.prop(mat, "render_mode")
                if mat.render_mode=='CUSTOM':
                        self.layout.prop(mat, "shader")
                self.layout.prop(mat, "render_mode")
                if mat.render_mode=='CUSTOM':
                        self.layout.prop(mat, "shader")
+                       if mat.shadow_method!='NONE':
+                               self.layout.prop(mat, "shadow_shader")
                elif mat.render_mode=='EXTERNAL':
                        self.layout.prop(mat, "technique")
                elif mat.render_mode=='EXTERNAL':
                        self.layout.prop(mat, "technique")
+               if mat.render_mode=='BUILTIN':
+                       self.layout.prop(mat, "receive_shadows")
+                       self.layout.prop(mat, "image_based_lighting")
                self.layout.prop(mat, "array_atlas")
                if mat.array_atlas:
                        self.layout.prop(mat, "array_layer")
                self.layout.prop(mat, "array_atlas")
                if mat.array_atlas:
                        self.layout.prop(mat, "array_layer")
@@ -148,16 +153,16 @@ class MspGLLightProperties(bpy.types.Panel):
                if light.use_shadow:
                        self.layout.prop(light, "shadow_map_size")
 
                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_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):
 
        def draw(self, context):
-               world = context.scene.world
-               self.layout.prop(world, "use_hdr")
+               scene = context.scene
+               self.layout.prop(scene, "use_hdr")
 
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
 
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
@@ -176,7 +181,7 @@ class MspGLUniformList(bpy.types.UIList):
                        layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
 
 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
                        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:
 
 def register_properties():
        for c in classes:
@@ -191,8 +196,7 @@ def register_properties():
                        ("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")))
                        ("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.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.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",
@@ -222,7 +226,10 @@ def register_properties():
                        ("CUSTOM", "Custom shader", "Use a custom shader"),
                        ("EXTERNAL", "External technique", "Use an externally defined technique")))
        bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
                        ("CUSTOM", "Custom shader", "Use a custom shader"),
                        ("EXTERNAL", "External technique", "Use an externally defined technique")))
        bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
-       bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of an external technique to use for rendering")
+       bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of a custom shader to use for rendering")
+       bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
+       bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
+       bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
        bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
        bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
        bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
        bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
        bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
        bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")