X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=b21f45a2bfdc103ec2d130174cbb5fe87e54ba8a;hb=4291fcf9489087492085b70e7960bdb3dbb5dc9c;hp=7b67955a1e2e84c159e2b2211e89f2f69c421bf6;hpb=c17add060e6db20bb4de3965801565f2f5f0c275;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 7b67955a..b21f45a2 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -12,6 +12,22 @@ class MspGLSceneProperties(bpy.types.Panel): 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" @@ -26,7 +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") @@ -101,11 +116,10 @@ class MspGLMaterialProperties(bpy.types.Panel): if mat.render_mode=='BUILTIN': self.layout.prop(mat, "receive_shadows") self.layout.prop(mat, "image_based_lighting") + self.layout.prop(mat, "instancing") self.layout.prop(mat, "array_atlas") if mat.array_atlas: self.layout.prop(mat, "array_layer") - if mat.render_mode!='EXTERNAL': - self.layout.prop(mat, "material_atlas") if mat.render_mode=='CUSTOM': self.layout.separator() self.layout.label(text="Uniform values") @@ -143,8 +157,25 @@ 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" @@ -188,7 +219,7 @@ 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] @@ -204,7 +235,9 @@ 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"), @@ -236,15 +269,24 @@ def register_properties(): bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index") 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.instancing = bpy.props.BoolProperty(name="Instanced rendering", description="Use instanced draw calls for objects with this material", 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") bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", description="Uniform variables to add to the technique") bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index") 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)