X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=7fad772bb4fc96669dbba5facef15df16037b1c5;hb=54c7977189c95d9884fd75b7e32f2d68604ff05c;hp=f52b97621a2bc4bba1888e0fa0ce1a28f4d5615c;hpb=1c189b2a4a6c91fe4baaa2bd6760f5fc4d7558d2;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index f52b9762..7fad772b 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" @@ -28,6 +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() @@ -52,6 +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 @@ -125,6 +131,34 @@ 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 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_hdr") + 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) @@ -141,7 +175,8 @@ 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, MspGLWorldProperties, MspGLUniform, MspGLUniformList] def register_properties(): for c in classes: @@ -151,6 +186,13 @@ 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.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.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", @@ -158,6 +200,7 @@ def register_properties(): ("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",