]> git.tdb.fi Git - libs/gl.git/commitdiff
Add a scene type property to the Blender exporter
authorMikko Rasa <tdb@tdb.fi>
Tue, 13 Apr 2021 21:04:13 +0000 (00:04 +0300)
committerMikko Rasa <tdb@tdb.fi>
Tue, 13 Apr 2021 21:04:13 +0000 (00:04 +0300)
blender/io_mspgl/export_scene.py
blender/io_mspgl/properties.py

index 2ec85ccbddbdef3ed708ddae330d5b713fb98bea..0ba4ad76945c734c3d6be7a3ce25f911c98c054c 100644 (file)
@@ -113,9 +113,11 @@ class SceneExporter:
                        progress.pop_task()
 
        def export_scene(self, context, objs, progress, *, prototypes, resources):
-               from .datafile import Resource, Statement
+               from .datafile import Resource, Statement, Token
                scene_res = Resource("scene.scene", "scene")
 
+               scene_res.statements.append(Statement("type", Token(context.scene.scene_type.lower())))
+
                for o in objs:
                        obj_res = resources[prototypes[o.name].name+".object"]
                        st = scene_res.create_reference_statement("object", obj_res, o.name)
index 1272c60e07559f5733f9b41c4b798a0f19be9d93..f52b97621a2bc4bba1888e0fa0ce1a28f4d5615c 100644 (file)
@@ -1,5 +1,17 @@
 import bpy
 
+class MspGLSceneProperties(bpy.types.Panel):
+       bl_idname = "SCENE_PT_mspgl_properties"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "scene"
+
+       def draw(self, context):
+               scene = context.scene
+
+               self.layout.prop(scene, "scene_type")
+
 class MspGLMeshProperties(bpy.types.Panel):
        bl_idname = "MESH_PT_mspgl_properties"
        bl_label = "MspGL properties"
@@ -129,12 +141,17 @@ 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 = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, 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.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"),