self.layout.prop(scene, "export_disposition")
+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
+ if not world:
+ return
+
+ self.layout.prop(world, "use_sky")
+ if world.use_sky:
+ self.layout.prop(world, "sun_light")
+
class MspGLMeshProperties(bpy.types.Panel):
bl_idname = "MESH_PT_mspgl_properties"
bl_label = "MspGL properties"
def draw(self, context):
mesh = context.active_object.data
- self.layout.prop(mesh, "winding_test")
self.layout.prop(mesh, "smoothing")
- self.layout.prop(mesh, "use_strips")
+ self.layout.prop(mesh, "use_patches")
+ if not mesh.use_patches:
+ self.layout.prop(mesh, "use_strips")
self.layout.separator()
col = self.layout.column()
col.label(text="Data selection")
- col.prop(mesh, "use_lines")
+ if not mesh.use_patches:
+ col.prop(mesh, "use_lines")
col.prop(mesh, "vertex_groups")
col.prop(mesh, "max_groups_per_vertex")
if mat.render_mode=='BUILTIN':
self.layout.prop(mat, "receive_shadows")
self.layout.prop(mat, "image_based_lighting")
+ self.layout.prop(mat, "instancing")
self.layout.prop(mat, "array_atlas")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
- if mat.render_mode!='EXTERNAL':
- self.layout.prop(mat, "material_atlas")
if mat.render_mode=='CUSTOM':
self.layout.separator()
self.layout.label(text="Uniform values")
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 MspGLRenderProperties(bpy.types.Panel):
- bl_idname = "WORLD_PT_mspgl_properties"
+ bl_idname = "RENDER_PT_mspgl_properties"
bl_label = "MspGL properties"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
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,
+classes = [MspGLSceneProperties, MspGLWorldProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod,
MspGLRenderMethodList, MspGLUniform, MspGLUniformList]
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.World.use_sky = bpy.props.BoolProperty(name="Realtime sky", description="Use a realtime rendered sky background", default=False)
+ bpy.types.World.sun_light = bpy.props.PointerProperty(type=bpy.types.Light, name="Sun", description="Light to use as sun for the sky")
+
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
items=(("NONE", "None", "No smoothing"),
("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.use_patches = bpy.props.BoolProperty(name="Export as patches", description="Export faces as patches, suitable for tessellation", default=False)
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",
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.instancing = bpy.props.BoolProperty(name="Instanced rendering", description="Use instanced draw calls for objects with this material", 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="Uniforms", description="Uniform variables to add to the technique")
bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
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.Light.shadow_map_size = bpy.props.EnumProperty(name="Shadow map size", description="Size of shadow map to use for rendering shadows", default="4096",
+ items=(("256", "256", ""),
+ ("512", "512", ""),
+ ("1024", "1024", ""),
+ ("2048", "2048", ""),
+ ("4096", "4096", ""),
+ ("8192", "8192", ""),
+ ("16384", "16384", "")))
+
def unregister_properties():
for c in classes:
bpy.utils.unregister_class(c)