]> git.tdb.fi Git - libs/gl.git/commitdiff
Move the HDR flag in Blender to render settings
authorMikko Rasa <tdb@tdb.fi>
Thu, 13 May 2021 11:56:19 +0000 (14:56 +0300)
committerMikko Rasa <tdb@tdb.fi>
Thu, 13 May 2021 11:56:19 +0000 (14:56 +0300)
blender/io_mspgl/properties.py
blender/io_mspgl/scene.py

index 532528b89b747b8adbaa75a02b0f6e13614c4205..62d8a948ec5a14fe22cf6d3042659e454c40704b 100644 (file)
@@ -153,16 +153,16 @@ class MspGLLightProperties(bpy.types.Panel):
                if light.use_shadow:
                        self.layout.prop(light, "shadow_map_size")
 
-class MspGLWorldProperties(bpy.types.Panel):
+class MspGLRenderProperties(bpy.types.Panel):
        bl_idname = "WORLD_PT_mspgl_properties"
        bl_label = "MspGL properties"
        bl_space_type = "PROPERTIES"
        bl_region_type = "WINDOW"
-       bl_context = "world"
+       bl_context = "render"
 
        def draw(self, context):
-               world = context.scene.world
-               self.layout.prop(world, "use_hdr")
+               scene = context.scene
+               self.layout.prop(scene, "use_hdr")
 
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
@@ -181,7 +181,7 @@ class MspGLUniformList(bpy.types.UIList):
                        layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
 
 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
-       MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
+       MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
 
 def register_properties():
        for c in classes:
@@ -196,8 +196,7 @@ def register_properties():
                        ("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.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.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",
index 7532f48ccdd82d88de86cafcef2b4fc9237d40d8..50ccb7c2d694fd91632ea6e36eeacdb93a1fd80f 100644 (file)
@@ -28,10 +28,8 @@ class Scene:
                self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
                self.exposure = scene.view_settings.exposure
 
-               self.use_hdr = False
+               self.use_hdr = scene.use_hdr
                if scene.world:
-                       self.use_hdr = scene.world.use_hdr
-
                        out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None)
                        if out_node:
                                from .util import get_linked_node_and_socket