import bpy
+class MspGLSceneProperties(bpy.types.Panel):
+ bl_idname = "SCENE_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "scene"
+
+ def draw(self, context):
+ scene = context.scene
+
+ 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
+
+ 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"
self.layout.prop(mesh, "winding_test")
self.layout.prop(mesh, "smoothing")
+ self.layout.prop(mesh, "use_strips")
self.layout.separator()
col = self.layout.column()
col.label(text="Texturing")
col.prop(mesh, "use_uv")
- col.prop(mesh, "tbn_vecs")
- col.prop(mesh, "tbn_uvtex")
+ col.prop(mesh, "tangent_vecs")
+ col.prop(mesh, "tangent_uvtex")
class MspGLObjectProperties(bpy.types.Panel):
bl_idname = "OBJECT_PT_mspgl_properties"
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
if not mat:
return
- self.layout_prop(mat, "render_mode")
+ self.layout.prop(mat, "render_mode")
if mat.render_mode=='CUSTOM':
- self.layout_prop(mat, "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")
+ 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")
if mat.render_mode!='EXTERNAL':
- self.layout.prop(mat, "material_map")
+ self.layout.prop(mat, "material_atlas")
+ if mat.render_mode=='CUSTOM':
+ self.layout.separator()
+ self.layout.label(text="Uniform values")
+ self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
+ row = self.layout.row()
+ row.operator("material.add_uniform")
+ row.operator("material.remove_uniform")
+
+ if mat.active_uniform_index<len(mat.uniforms):
+ uniform = mat.uniforms[mat.active_uniform_index]
+ self.layout.prop(uniform, "name")
+ self.layout.prop(uniform, "size")
+ row = self.layout.row(align=True)
+ row.label(text="Values")
+ for i in range(uniform.size):
+ row.prop(uniform, "values", text="", index=i)
class MspGLTextureNodeProperties(bpy.types.Panel):
bl_idname = "NODE_PT_mspgl_properties"
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"
+ 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 = "RENDER_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "render"
+
+ def draw(self, context):
+ scene = context.scene
+ self.layout.prop(scene, "use_hdr")
+ if scene.eevee.use_gtao:
+ self.layout.prop(scene, "ao_samples")
+
+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 MspGLRenderMethodList(bpy.types.UIList):
+ bl_idname = "MATERIAL_UL_mspgl_render_methods"
+
+ 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")
+ size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
+ values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
-classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties]
+class MspGLUniformList(bpy.types.UIList):
+ bl_idname = "MATERIAL_UL_mspgl_uniforms"
+
+ def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
+ uniform = item
+ if self.layout_type=="GRID":
+ layout.label(text="", icon_value=icon)
+ else:
+ 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, MspGLWorldProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
+ MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod,
+ MspGLRenderMethodList, MspGLUniform, MspGLUniformList]
def register_properties():
+ for c in classes:
+ bpy.utils.register_class(c)
+
+ 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.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.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.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",
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.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",
items=(("NONE", "None", "Ignore all UV coordinates"),
("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
("ALL", "All", "Use all UV coordinates")))
- bpy.types.Mesh.tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
- bpy.types.Mesh.tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
+ bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
+ items=(("NO", "No", "Do not export tangent vectors"),
+ ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
+ ("YES", "Yes", "Always export tangent vectors")))
+ bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
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 an external technique to use for rendering")
+ 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_map = bpy.props.BoolProperty(name="Material map", description="Make this material part of a material map")
+ 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.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)
- for c in classes:
- bpy.utils.register_class(c)
+ 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: