From 0c59e9ddb9e4030b72bf271f4a88985932b02ef5 Mon Sep 17 00:00:00 2001 From: Mikko Rasa Date: Thu, 13 May 2021 14:56:19 +0300 Subject: [PATCH] Move the HDR flag in Blender to render settings --- blender/io_mspgl/properties.py | 13 ++++++------- blender/io_mspgl/scene.py | 4 +--- 2 files changed, 7 insertions(+), 10 deletions(-) diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 532528b8..62d8a948 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -153,16 +153,16 @@ 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") class MspGLUniform(bpy.types.PropertyGroup): name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable") @@ -181,7 +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: @@ -196,8 +196,7 @@ 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.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", diff --git a/blender/io_mspgl/scene.py b/blender/io_mspgl/scene.py index 7532f48c..50ccb7c2 100644 --- a/blender/io_mspgl/scene.py +++ b/blender/io_mspgl/scene.py @@ -28,10 +28,8 @@ class Scene: self.ambient_light = mathutils.Color((0.0, 0.0, 0.0)) self.exposure = scene.view_settings.exposure - self.use_hdr = False + self.use_hdr = scene.use_hdr if scene.world: - self.use_hdr = scene.world.use_hdr - out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None) if out_node: from .util import get_linked_node_and_socket -- 2.43.0