X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=744630f70ca8dd505073beb2ed86e735ba808cf9;hb=dbc91b65728ab9c0e574bb1127cfe4d2da55de7f;hp=0d5a6d46e044f4374c231761997753b3ea24e908;hpb=86721a55699193e63c76e8a0a7b0ced0416c1cce;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 0d5a6d46..744630f7 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -1,5 +1,18 @@ 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, "scene_type") + self.layout.prop(scene, "export_disposition") + class MspGLMeshProperties(bpy.types.Panel): bl_idname = "MESH_PT_mspgl_properties" bl_label = "MspGL properties" @@ -16,6 +29,7 @@ class MspGLMeshProperties(bpy.types.Panel): self.layout.prop(mesh, "winding_test") self.layout.prop(mesh, "smoothing") + self.layout.prop(mesh, "use_strips") self.layout.separator() @@ -40,6 +54,10 @@ class MspGLObjectProperties(bpy.types.Panel): 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 @@ -67,8 +85,13 @@ class MspGLMaterialProperties(bpy.types.Panel): 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") elif mat.render_mode=='EXTERNAL': 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") @@ -108,10 +131,38 @@ class MspGLTextureNodeProperties(bpy.types.Panel): 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 = "WORLD_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 MspGLUniform(bpy.types.PropertyGroup): name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable") @@ -129,25 +180,42 @@ 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 = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList] +classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, + MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList] def register_properties(): for c in classes: bpy.utils.register_class(c) + bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE", + 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.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", 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.tangent_vecs = bpy.props.BoolProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default=False) + 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") @@ -159,14 +227,16 @@ def register_properties(): ("CUSTOM", "Custom shader", "Use a custom shader"), ("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.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.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.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)