]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Add a property in Blender for a custom shadow shader
[libs/gl.git] / blender / io_mspgl / properties.py
index 469bc26844f7bea0f8424df45ca21e6f86ab4af1..532528b89b747b8adbaa75a02b0f6e13614c4205 100644 (file)
@@ -85,8 +85,13 @@ 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")
                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, "array_atlas")
                if mat.array_atlas:
                        self.layout.prop(mat, "array_layer")
@@ -148,6 +153,17 @@ 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"
+       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)
@@ -164,7 +180,8 @@ 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, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
+       MspGLTextureNodeProperties, MspGLLightProperties, MspGLWorldProperties, MspGLUniform, MspGLUniformList]
 
 def register_properties():
        for c in classes:
@@ -180,6 +197,8 @@ def register_properties():
                        ("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"),
@@ -208,7 +227,10 @@ def register_properties():
                        ("CUSTOM", "Custom shader", "Use a custom shader"),
                        ("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.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.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")