X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=9b00a76c27f5c238e05ff9f17904ba9aef34bd79;hb=85fa9efac0d7ba49c0ce9e0adec7ac1145a6c452;hp=6d847012fc96f41bff69cbfa1112c89ff4021752;hpb=08942dd73918a51baefbe7344b62afc0cad42e55;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 6d847012..9b00a76c 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -10,9 +10,24 @@ class MspGLSceneProperties(bpy.types.Panel): def draw(self, context): scene = context.scene - self.layout.prop(scene, "scene_type") self.layout.prop(scene, "export_disposition") +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 + if not world: + return + + self.layout.prop(world, "use_sky") + if world.use_sky: + self.layout.prop(world, "sun_light") + class MspGLMeshProperties(bpy.types.Panel): bl_idname = "MESH_PT_mspgl_properties" bl_label = "MspGL properties" @@ -27,7 +42,6 @@ class MspGLMeshProperties(bpy.types.Panel): def draw(self, context): mesh = context.active_object.data - self.layout.prop(mesh, "winding_test") self.layout.prop(mesh, "smoothing") self.layout.prop(mesh, "use_strips") @@ -144,8 +158,25 @@ 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 MspGLRenderProperties(bpy.types.Panel): - bl_idname = "WORLD_PT_mspgl_properties" + bl_idname = "RENDER_PT_mspgl_properties" bl_label = "MspGL properties" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" @@ -189,7 +220,7 @@ 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, +classes = [MspGLSceneProperties, MspGLWorldProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod, MspGLRenderMethodList, MspGLUniform, MspGLUniformList] @@ -197,10 +228,6 @@ 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"), @@ -209,7 +236,9 @@ def register_properties(): 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.World.use_sky = bpy.props.BoolProperty(name="Realtime sky", description="Use a realtime rendered sky background", default=False) + bpy.types.World.sun_light = bpy.props.PointerProperty(type=bpy.types.Light, name="Sun", description="Light to use as sun for the sky") + 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"), @@ -250,6 +279,15 @@ def register_properties(): 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) + bpy.types.Light.shadow_map_size = bpy.props.EnumProperty(name="Shadow map size", description="Size of shadow map to use for rendering shadows", default="4096", + items=(("256", "256", ""), + ("512", "512", ""), + ("1024", "1024", ""), + ("2048", "2048", ""), + ("4096", "4096", ""), + ("8192", "8192", ""), + ("16384", "16384", ""))) + def unregister_properties(): for c in classes: bpy.utils.unregister_class(c)