X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=9d46e1286c723374f7a9b94a7ba7ea0ee5104d70;hb=6b9338845dfee441cd18ad6c633e4feef8ad14e1;hp=af3194039793bca343c9ce5dd03c8157cdf0b3d8;hpb=9f8b7c740f3251ba5c6d94954431709d149aafae;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index af319403..9d46e128 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" @@ -53,6 +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 @@ -82,6 +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") @@ -126,6 +134,34 @@ 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) @@ -142,7 +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, MspGLUniform, MspGLUniformList] +classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, + MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList] def register_properties(): for c in classes: @@ -152,6 +189,13 @@ 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", @@ -182,6 +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")