]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Refactor face cull settings in Blender
[libs/gl.git] / blender / io_mspgl / properties.py
index 744630f70ca8dd505073beb2ed86e735ba808cf9..26e84b2530e59476976daf68800c16e7c80e2659 100644 (file)
@@ -10,9 +10,22 @@ 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
+
+               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"
@@ -27,7 +40,6 @@ 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")
 
@@ -84,9 +96,19 @@ class MspGLMaterialProperties(bpy.types.Panel):
 
                self.layout.prop(mat, "render_mode")
                if mat.render_mode=='CUSTOM':
-                       self.layout.prop(mat, "shader")
-                       if mat.shadow_method!='NONE':
-                               self.layout.prop(mat, "shadow_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':
@@ -152,7 +174,7 @@ class MspGLLightProperties(bpy.types.Panel):
                        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"
@@ -164,6 +186,22 @@ class MspGLRenderProperties(bpy.types.Panel):
                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")
        size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
@@ -180,17 +218,14 @@ 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, MspGLRenderProperties, 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"),
@@ -199,7 +234,9 @@ 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"),
@@ -224,22 +261,31 @@ 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 a custom shader to use for rendering")
-       bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
+       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.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.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)