X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=744630f70ca8dd505073beb2ed86e735ba808cf9;hb=dbc91b65728ab9c0e574bb1127cfe4d2da55de7f;hp=9d46e1286c723374f7a9b94a7ba7ea0ee5104d70;hpb=6b9338845dfee441cd18ad6c633e4feef8ad14e1;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 9d46e128..744630f7 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -85,6 +85,8 @@ 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': @@ -129,10 +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" @@ -151,16 +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") @@ -179,7 +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: @@ -194,8 +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", @@ -225,7 +227,8 @@ 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") @@ -234,7 +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)