from .datafile import Resource, Statement
seq_res = Resource(scene.name+".seq", "sequence")
+ if scene.use_hdr:
+ seq_res.statements.append(Statement("hdr", True))
+
content = scene
if scene.background_set:
content = resources[scene.name+".wrapper.scene"]
ss.sub.append(seq_res.create_reference_statement("scene", content))
seq_res.statements.append(ss)
- # Add a colorcurve with linear response to convert into sRGB color space
- ss = Statement("colorcurve")
- ss.sub.append(Statement("brightness_response", 1.0))
- ss.sub.append(Statement("srgb"))
- seq_res.statements.append(ss)
+ if scene.use_hdr:
+ seq_res.statements.append(Statement("bloom"))
+ ss = Statement("colorcurve")
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
+ else:
+ # Add a colorcurve with linear response to convert into sRGB color space
+ ss = Statement("colorcurve")
+ ss.sub.append(Statement("brightness_response", 1.0))
+ ss.sub.append(Statement("srgb"))
+ seq_res.statements.append(ss)
return seq_res
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)
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:
("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"),