]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Remove default sampler from Texture
[libs/gl.git] / blender / io_mspgl / properties.py
index 532528b89b747b8adbaa75a02b0f6e13614c4205..744630f70ca8dd505073beb2ed86e735ba808cf9 100644 (file)
@@ -131,10 +131,8 @@ class MspGLTextureNodeProperties(bpy.types.Panel):
                if not node:
                        return
 
                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"
 
 class MspGLLightProperties(bpy.types.Panel):
        bl_idname = "LIGHT_PT_mspgl_properties"
@@ -153,16 +151,18 @@ 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")
+               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")
 
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
@@ -181,7 +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:
@@ -196,8 +196,8 @@ 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.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.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",
@@ -237,7 +237,6 @@ def register_properties():
        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.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)
 
        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)