X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=9d46e1286c723374f7a9b94a7ba7ea0ee5104d70;hb=6b9338845dfee441cd18ad6c633e4feef8ad14e1;hp=469bc26844f7bea0f8424df45ca21e6f86ab4af1;hpb=7ae4af705535271ad84dbfe2b5a24bc9c546ae01;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 469bc268..9d46e128 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -87,6 +87,9 @@ class MspGLMaterialProperties(bpy.types.Panel): self.layout.prop(mat, "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") @@ -148,6 +151,17 @@ class MspGLLightProperties(bpy.types.Panel): 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) @@ -164,7 +178,8 @@ 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, MspGLLightProperties, MspGLUniform, MspGLUniformList] +classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, + MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList] def register_properties(): for c in classes: @@ -180,6 +195,8 @@ def register_properties(): ("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", items=(("NONE", "None", "No smoothing"), @@ -209,6 +226,8 @@ def register_properties(): ("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.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")