scene = context.scene
self.layout.prop(scene, "scene_type")
+ self.layout.prop(scene, "export_disposition")
class MspGLMeshProperties(bpy.types.Panel):
bl_idname = "MESH_PT_mspgl_properties"
self.layout.prop(mesh, "winding_test")
self.layout.prop(mesh, "smoothing")
+ self.layout.prop(mesh, "use_strips")
self.layout.separator()
bl_region_type = "WINDOW"
bl_context = "object"
+ @classmethod
+ def poll(cls, context):
+ return context.active_object.type=="MESH"
+
def draw(self, context):
obj = context.active_object
elif mat.render_mode=='EXTERNAL':
self.layout.prop(mat, "technique")
self.layout.prop(mat, "array_atlas")
+ if mat.render_mode=='BUILTIN':
+ self.layout.prop(mat, "receive_shadows")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
if mat.render_mode!='EXTERNAL':
self.layout.prop(node, "use_mipmap")
self.layout.prop(node, "max_anisotropy")
+class MspGLLightProperties(bpy.types.Panel):
+ bl_idname = "LIGHT_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "data"
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object.type=="LIGHT"
+
+ def draw(self, context):
+ light = context.active_object.data
+
+ if light.use_shadow:
+ self.layout.prop(light, "shadow_map_size")
+
+class MspGLWorldProperties(bpy.types.Panel):
+ bl_idname = "WORLD_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "world"
+
+ def draw(self, context):
+ world = context.scene.world
+ self.layout.prop(world, "use_hdr")
+
class MspGLUniform(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
-classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
+ MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
def register_properties():
for c in classes:
items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
("ORDERED", "Ordered", "Objects are rendered in order by their name"),
("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
+ bpy.types.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
+ items=(("IGNORE", "Ignore", "The scene won't be exported"),
+ ("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.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",
("BLENDER", "Blender", "Use Blender's vertex normals"),
("MSPGL", "MspGL", "Compute vertex normals internally")))
bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
+ bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2)
bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
("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.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
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")