]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Check the flat qualifier from the correct member
[libs/gl.git] / blender / io_mspgl / properties.py
index 9d46e1286c723374f7a9b94a7ba7ea0ee5104d70..6e1df6416b974ecb731d47d65c7fb7c53814a7b8 100644 (file)
@@ -10,9 +10,24 @@ class MspGLSceneProperties(bpy.types.Panel):
        def draw(self, context):
                scene = context.scene
 
-               self.layout.prop(scene, "scene_type")
                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"
@@ -27,15 +42,17 @@ 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")
+               self.layout.prop(mesh, "use_patches")
+               if not mesh.use_patches:
+                       self.layout.prop(mesh, "use_strips")
 
                self.layout.separator()
 
                col = self.layout.column()
                col.label(text="Data selection")
-               col.prop(mesh, "use_lines")
+               if not mesh.use_patches:
+                       col.prop(mesh, "use_lines")
                col.prop(mesh, "vertex_groups")
                col.prop(mesh, "max_groups_per_vertex")
 
@@ -84,17 +101,28 @@ class MspGLMaterialProperties(bpy.types.Panel):
 
                self.layout.prop(mat, "render_mode")
                if mat.render_mode=='CUSTOM':
-                       self.layout.prop(mat, "shader")
+                       self.layout.label(text="Render methods")
+                       self.layout.template_list("MATERIAL_UL_mspgl_render_methods", "", mat, "render_methods", mat, "active_render_method_index")
+                       row = self.layout.row()
+                       row.operator("material.add_render_method")
+                       row.operator("material.remove_render_method")
+
+                       if mat.active_render_method_index<len(mat.render_methods):
+                               method = mat.render_methods[mat.active_render_method_index]
+                               self.layout.prop(method, "tag")
+                               self.layout.prop(method, "shader")
+                               self.layout.prop(method, "use_material")
+
+                       self.layout.separator()
                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, "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")
@@ -129,10 +157,8 @@ class MspGLTextureNodeProperties(bpy.types.Panel):
                if not node:
                        return
 
-               self.layout.prop(node, "default_filter")
-               if not node.default_filter:
-                       self.layout.prop(node, "use_mipmap")
-                       self.layout.prop(node, "max_anisotropy")
+               self.layout.prop(node, "use_mipmap")
+               self.layout.prop(node, "max_anisotropy")
 
 class MspGLLightProperties(bpy.types.Panel):
        bl_idname = "LIGHT_PT_mspgl_properties"
@@ -151,16 +177,34 @@ 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"
+class MspGLRenderProperties(bpy.types.Panel):
+       bl_idname = "RENDER_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")
+               if scene.eevee.use_gtao:
+                       self.layout.prop(scene, "ao_samples")
+
+class MspGLRenderMethod(bpy.types.PropertyGroup):
+       tag: bpy.props.StringProperty(name="Tag", description="Tag of the render method")
+       shader: bpy.props.StringProperty(name="Shader", description="Shader to use")
+       use_material: bpy.props.BoolProperty(name="Use material", description="Use material properties in this render method")
+
+class MspGLRenderMethodList(bpy.types.UIList):
+       bl_idname = "MATERIAL_UL_mspgl_render_methods"
+
+       def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
+               method = item
+               if self.layout_type=="GRID":
+                       layout.label(text="", icon_value=icon)
+               else:
+                       layout.prop(method, "tag", text="", emboss=False, icon_value=icon)
+                       layout.label(text=(method.shader or "(no shader)"))
 
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
@@ -178,32 +222,32 @@ 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, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLWorldProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
+       MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod,
+       MspGLRenderMethodList, MspGLUniform, MspGLUniformList]
 
 def register_properties():
        for c in classes:
                bpy.utils.register_class(c)
 
-       bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
-               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.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.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.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.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"),
                        ("BLENDER", "Blender", "Use Blender's vertex normals"),
                        ("MSPGL", "MspGL", "Compute vertex normals internally")))
        bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
        bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
+       bpy.types.Mesh.use_patches = bpy.props.BoolProperty(name="Export as patches", description="Export faces as patches, suitable for tessellation", default=False)
        bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
        bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2)
        bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
@@ -222,22 +266,31 @@ def register_properties():
 
        bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
                items=(("BUILTIN", "Built-in", "Use built-in shaders"),
-                       ("CUSTOM", "Custom shader", "Use a custom shader"),
+                       ("CUSTOM", "Custom shaders", "Use custom shaders"),
                        ("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.render_methods = bpy.props.CollectionProperty(type=MspGLRenderMethod, name="Render methods", description="Custom render methods to use for rendering")
+       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="Uniform", description="Uniform variables to add to the technique")
+       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.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
        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)