X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=744630f70ca8dd505073beb2ed86e735ba808cf9;hb=dbc91b65728ab9c0e574bb1127cfe4d2da55de7f;hp=532528b89b747b8adbaa75a02b0f6e13614c4205;hpb=7834588fc4f3846641bb9eed680a8890b8852a9a;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 532528b8..744630f7 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -131,10 +131,8 @@ 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" @@ -153,16 +151,18 @@ class MspGLLightProperties(bpy.types.Panel): if light.use_shadow: self.layout.prop(light, "shadow_map_size") -class MspGLWorldProperties(bpy.types.Panel): +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 = "world" + bl_context = "render" def draw(self, context): - world = context.scene.world - self.layout.prop(world, "use_hdr") + 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") @@ -181,7 +181,7 @@ class MspGLUniformList(bpy.types.UIList): layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size]))) classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, - MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList] + MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList] def register_properties(): for c in classes: @@ -196,8 +196,8 @@ def register_properties(): ("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.World.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.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", @@ -237,7 +237,6 @@ def register_properties(): 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)