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(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.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"),
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)