X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=blender%2Fio_mspgl%2Fproperties.py;h=469bc26844f7bea0f8424df45ca21e6f86ab4af1;hb=7ae4af705535271ad84dbfe2b5a24bc9c546ae01;hp=c1c89804f3791a8268882fd8f997ec1338bc2f10;hpb=3b0cb993f410b05fc6309d41aa292f4e57c35519;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index c1c89804..469bc268 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -11,6 +11,7 @@ class MspGLSceneProperties(bpy.types.Panel): 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" @@ -130,6 +131,23 @@ class MspGLTextureNodeProperties(bpy.types.Panel): 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 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) @@ -146,7 +164,7 @@ class MspGLUniformList(bpy.types.UIList): 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, MspGLUniform, MspGLUniformList] def register_properties(): for c in classes: @@ -156,6 +174,11 @@ def register_properties(): 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.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",