]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Remove default sampler from Texture
[libs/gl.git] / blender / io_mspgl / properties.py
index 7fad772bb4fc96669dbba5facef15df16037b1c5..744630f70ca8dd505073beb2ed86e735ba808cf9 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")
@@ -126,10 +131,8 @@ 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"
@@ -148,16 +151,18 @@ 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")
+               if scene.eevee.use_gtao:
+                       self.layout.prop(scene, "ao_samples")
 
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
@@ -176,7 +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:
@@ -191,8 +196,8 @@ 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.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.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
@@ -222,14 +227,16 @@ 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")
        bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", 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)