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")
+ self.layout.label(text="Render methods")
+ self.layout.template_list("MATERIAL_UL_mspgl_render_methods", "", mat, "render_methods", mat, "active_render_method_index")
+ row = self.layout.row()
+ row.operator("material.add_render_method")
+ row.operator("material.remove_render_method")
+
+ if mat.active_render_method_index<len(mat.render_methods):
+ method = mat.render_methods[mat.active_render_method_index]
+ self.layout.prop(method, "tag")
+ self.layout.prop(method, "shader")
+ self.layout.prop(method, "use_material")
+
+ self.layout.separator()
elif mat.render_mode=='EXTERNAL':
self.layout.prop(mat, "technique")
if mat.render_mode=='BUILTIN':
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 MspGLRenderProperties(bpy.types.Panel):
+ bl_idname = "WORLD_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"
+ bl_context = "render"
def draw(self, context):
- light = context.active_object.data
+ scene = context.scene
+ self.layout.prop(scene, "use_hdr")
+ if scene.eevee.use_gtao:
+ self.layout.prop(scene, "ao_samples")
- if light.use_shadow:
- self.layout.prop(light, "shadow_map_size")
+class MspGLRenderMethod(bpy.types.PropertyGroup):
+ tag: bpy.props.StringProperty(name="Tag", description="Tag of the render method")
+ shader: bpy.props.StringProperty(name="Shader", description="Shader to use")
+ use_material: bpy.props.BoolProperty(name="Use material", description="Use material properties in this render method")
-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"
+class MspGLRenderMethodList(bpy.types.UIList):
+ bl_idname = "MATERIAL_UL_mspgl_render_methods"
- def draw(self, context):
- world = context.scene.world
- self.layout.prop(world, "use_hdr")
+ def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
+ method = item
+ if self.layout_type=="GRID":
+ layout.label(text="", icon_value=icon)
+ else:
+ layout.prop(method, "tag", text="", emboss=False, icon_value=icon)
+ layout.label(text=(method.shader or "(no shader)"))
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, MspGLRenderMethod,
+ MspGLRenderMethodList, 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.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
items=(("BUILTIN", "Built-in", "Use built-in shaders"),
- ("CUSTOM", "Custom shader", "Use a custom shader"),
+ ("CUSTOM", "Custom shaders", "Use custom shaders"),
("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 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.render_methods = bpy.props.CollectionProperty(type=MspGLRenderMethod, name="Render methods", description="Custom render methods to use for rendering")
+ bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index")
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.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
+ bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", 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)