From: Mikko Rasa Date: Sat, 17 Apr 2021 22:07:31 +0000 (+0300) Subject: Add a HDR option in Blender X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=54c7977189c95d9884fd75b7e32f2d68604ff05c Add a HDR option in Blender --- diff --git a/blender/io_mspgl/export_scene.py b/blender/io_mspgl/export_scene.py index fa7ca5e5..78ff3923 100644 --- a/blender/io_mspgl/export_scene.py +++ b/blender/io_mspgl/export_scene.py @@ -110,6 +110,9 @@ class SceneExporter: from .datafile import Resource, Statement seq_res = Resource(scene.name+".seq", "sequence") + if scene.use_hdr: + seq_res.statements.append(Statement("hdr", True)) + content = scene if scene.background_set: content = resources[scene.name+".wrapper.scene"] @@ -120,10 +123,16 @@ class SceneExporter: ss.sub.append(seq_res.create_reference_statement("scene", content)) seq_res.statements.append(ss) - # Add a colorcurve with linear response to convert into sRGB color space - ss = Statement("colorcurve") - ss.sub.append(Statement("brightness_response", 1.0)) - ss.sub.append(Statement("srgb")) - seq_res.statements.append(ss) + if scene.use_hdr: + seq_res.statements.append(Statement("bloom")) + ss = Statement("colorcurve") + ss.sub.append(Statement("srgb")) + seq_res.statements.append(ss) + else: + # Add a colorcurve with linear response to convert into sRGB color space + ss = Statement("colorcurve") + ss.sub.append(Statement("brightness_response", 1.0)) + ss.sub.append(Statement("srgb")) + seq_res.statements.append(ss) return seq_res diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 469bc268..7fad772b 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -148,6 +148,17 @@ 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 +175,8 @@ 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 +192,8 @@ 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"), diff --git a/blender/io_mspgl/scene.py b/blender/io_mspgl/scene.py index 53d338cb..dac43485 100644 --- a/blender/io_mspgl/scene.py +++ b/blender/io_mspgl/scene.py @@ -24,6 +24,10 @@ class Scene: self.instances = [] self.lights = [] + self.use_hdr = False + if scene.world: + self.use_hdr = scene.world.use_hdr + objects = scene.objects[:] objects.sort(key=lambda o:o.name) if obj_filter: