]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Make it possible to set up and export some common effects in Blender
[libs/gl.git] / blender / io_mspgl / properties.py
index 7b67955a1e2e84c159e2b2211e89f2f69c421bf6..ef4018264e98613811f1eea0d4be1a0bb4b59be1 100644 (file)
@@ -12,6 +12,20 @@ class MspGLSceneProperties(bpy.types.Panel):
 
                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"
@@ -143,8 +157,25 @@ class MspGLTextureNodeProperties(bpy.types.Panel):
                self.layout.prop(node, "use_mipmap")
                self.layout.prop(node, "max_anisotropy")
 
+class MspGLLightProperties(bpy.types.Panel):
+       bl_idname = "LIGHT_PT_mspgl_properties"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "data"
+
+       @classmethod
+       def poll(cls, context):
+               return context.active_object.type=="LIGHT"
+
+       def draw(self, context):
+               light = context.active_object.data
+
+               if light.use_shadow:
+                       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"
@@ -188,7 +219,7 @@ 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,
+classes = [MspGLSceneProperties, MspGLWorldProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
        MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod,
        MspGLRenderMethodList, MspGLUniform, MspGLUniformList]
 
@@ -204,6 +235,9 @@ 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.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"),
@@ -245,6 +279,15 @@ def register_properties():
        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)