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Move the HDR flag in Blender to render settings
[libs/gl.git] / blender / io_mspgl / properties.py
1 import bpy
2
3 class MspGLSceneProperties(bpy.types.Panel):
4         bl_idname = "SCENE_PT_mspgl_properties"
5         bl_label = "MspGL properties"
6         bl_space_type = "PROPERTIES"
7         bl_region_type = "WINDOW"
8         bl_context = "scene"
9
10         def draw(self, context):
11                 scene = context.scene
12
13                 self.layout.prop(scene, "scene_type")
14                 self.layout.prop(scene, "export_disposition")
15
16 class MspGLMeshProperties(bpy.types.Panel):
17         bl_idname = "MESH_PT_mspgl_properties"
18         bl_label = "MspGL properties"
19         bl_space_type = "PROPERTIES"
20         bl_region_type = "WINDOW"
21         bl_context = "data"
22
23         @classmethod
24         def poll(cls, context):
25                 return context.active_object.type=="MESH"
26
27         def draw(self, context):
28                 mesh = context.active_object.data
29
30                 self.layout.prop(mesh, "winding_test")
31                 self.layout.prop(mesh, "smoothing")
32                 self.layout.prop(mesh, "use_strips")
33
34                 self.layout.separator()
35
36                 col = self.layout.column()
37                 col.label(text="Data selection")
38                 col.prop(mesh, "use_lines")
39                 col.prop(mesh, "vertex_groups")
40                 col.prop(mesh, "max_groups_per_vertex")
41
42                 self.layout.separator()
43
44                 col = self.layout.column()
45                 col.label(text="Texturing")
46                 col.prop(mesh, "use_uv")
47                 col.prop(mesh, "tangent_vecs")
48                 col.prop(mesh, "tangent_uvtex")
49
50 class MspGLObjectProperties(bpy.types.Panel):
51         bl_idname = "OBJECT_PT_mspgl_properties"
52         bl_label = "MspGL properties"
53         bl_space_type = "PROPERTIES"
54         bl_region_type = "WINDOW"
55         bl_context = "object"
56
57         @classmethod
58         def poll(cls, context):
59                 return context.active_object.type=="MESH"
60
61         def draw(self, context):
62                 obj = context.active_object
63
64                 self.layout.prop(obj, "compound")
65                 self.layout.prop(obj, "lod_for_parent")
66                 if obj.lod_for_parent:
67                         self.layout.prop(obj, "lod_index")
68
69 class MspGLMaterialProperties(bpy.types.Panel):
70         bl_idname = "MATERIAL_PT_mspgl_properties"
71         bl_label = "MspGL properties"
72         bl_space_type = "PROPERTIES"
73         bl_region_type = "WINDOW"
74         bl_context = "material"
75
76         @classmethod
77         def poll(cls, context):
78                 return context.active_object.active_material is not None
79
80         def draw(self, context):
81                 mat = context.active_object.active_material
82                 if not mat:
83                         return
84
85                 self.layout.prop(mat, "render_mode")
86                 if mat.render_mode=='CUSTOM':
87                         self.layout.prop(mat, "shader")
88                         if mat.shadow_method!='NONE':
89                                 self.layout.prop(mat, "shadow_shader")
90                 elif mat.render_mode=='EXTERNAL':
91                         self.layout.prop(mat, "technique")
92                 if mat.render_mode=='BUILTIN':
93                         self.layout.prop(mat, "receive_shadows")
94                         self.layout.prop(mat, "image_based_lighting")
95                 self.layout.prop(mat, "array_atlas")
96                 if mat.array_atlas:
97                         self.layout.prop(mat, "array_layer")
98                 if mat.render_mode!='EXTERNAL':
99                         self.layout.prop(mat, "material_atlas")
100                 if mat.render_mode=='CUSTOM':
101                         self.layout.separator()
102                         self.layout.label(text="Uniform values")
103                         self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index")
104                         row = self.layout.row()
105                         row.operator("material.add_uniform")
106                         row.operator("material.remove_uniform")
107
108                         if mat.active_uniform_index<len(mat.uniforms):
109                                 uniform = mat.uniforms[mat.active_uniform_index]
110                                 self.layout.prop(uniform, "name")
111                                 self.layout.prop(uniform, "size")
112                                 row = self.layout.row(align=True)
113                                 row.label(text="Values")
114                                 for i in range(uniform.size):
115                                         row.prop(uniform, "values", text="", index=i)
116
117 class MspGLTextureNodeProperties(bpy.types.Panel):
118         bl_idname = "NODE_PT_mspgl_properties"
119         bl_label = "MspGL properties"
120         bl_space_type = "NODE_EDITOR"
121         bl_region_type = "UI"
122         bl_category = "Item"
123
124         @classmethod
125         def poll(cls, context):
126                 node = context.active_node
127                 return node and node.type=='TEX_IMAGE'
128
129         def draw(self, context):
130                 node = context.active_node
131                 if not node:
132                         return
133
134                 self.layout.prop(node, "default_filter")
135                 if not node.default_filter:
136                         self.layout.prop(node, "use_mipmap")
137                         self.layout.prop(node, "max_anisotropy")
138
139 class MspGLLightProperties(bpy.types.Panel):
140         bl_idname = "LIGHT_PT_mspgl_properties"
141         bl_label = "MspGL properties"
142         bl_space_type = "PROPERTIES"
143         bl_region_type = "WINDOW"
144         bl_context = "data"
145
146         @classmethod
147         def poll(cls, context):
148                 return context.active_object.type=="LIGHT"
149
150         def draw(self, context):
151                 light = context.active_object.data
152
153                 if light.use_shadow:
154                         self.layout.prop(light, "shadow_map_size")
155
156 class MspGLRenderProperties(bpy.types.Panel):
157         bl_idname = "WORLD_PT_mspgl_properties"
158         bl_label = "MspGL properties"
159         bl_space_type = "PROPERTIES"
160         bl_region_type = "WINDOW"
161         bl_context = "render"
162
163         def draw(self, context):
164                 scene = context.scene
165                 self.layout.prop(scene, "use_hdr")
166
167 class MspGLUniform(bpy.types.PropertyGroup):
168         name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
169         size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
170         values: bpy.props.FloatVectorProperty(name="Values", description="Values stored in the uniform", size=4)
171
172 class MspGLUniformList(bpy.types.UIList):
173         bl_idname = "MATERIAL_UL_mspgl_uniforms"
174
175         def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
176                 uniform = item
177                 if self.layout_type=="GRID":
178                         layout.label(text="", icon_value=icon)
179                 else:
180                         layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
181                         layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
182
183 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
184         MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
185
186 def register_properties():
187         for c in classes:
188                 bpy.utils.register_class(c)
189
190         bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
191                 items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
192                         ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
193                         ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
194         bpy.types.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
195                 items=(("IGNORE", "Ignore", "The scene won't be exported"),
196                         ("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
197                         ("SCENE", "Scene", "The scene will be exported"),
198                         ("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
199         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)
200
201         bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
202         bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
203                 items=(("NONE", "None", "No smoothing"),
204                         ("BLENDER", "Blender", "Use Blender's vertex normals"),
205                         ("MSPGL", "MspGL", "Compute vertex normals internally")))
206         bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
207         bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
208         bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
209         bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2)
210         bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
211                 items=(("NONE", "None", "Ignore all UV coordinates"),
212                         ("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
213                         ("ALL", "All", "Use all UV coordinates")))
214         bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
215                 items=(("NO", "No", "Do not export tangent vectors"),
216                         ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
217                         ("YES", "Yes", "Always export tangent vectors")))
218         bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
219
220         bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
221         bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
222         bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, max=16, default=1)
223
224         bpy.types.Material.render_mode = bpy.props.EnumProperty(name="Render mode", description="How this material should be rendered", default="BUILTIN",
225                 items=(("BUILTIN", "Built-in", "Use built-in shaders"),
226                         ("CUSTOM", "Custom shader", "Use a custom shader"),
227                         ("EXTERNAL", "External technique", "Use an externally defined technique")))
228         bpy.types.Material.technique = bpy.props.StringProperty(name="Custom technique", description="Name of an external technique to use for rendering")
229         bpy.types.Material.shader = bpy.props.StringProperty(name="Custom shader", description="Name of a custom shader to use for rendering")
230         bpy.types.Material.shadow_shader = bpy.props.StringProperty(name="Custom shadow shader", description="Name of a custom shader to use for shadow pass")
231         bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True)
232         bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
233         bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
234         bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
235         bpy.types.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
236         bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
237         bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
238
239         bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
240         bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
241         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)
242
243 def unregister_properties():
244         for c in classes:
245                 bpy.utils.unregister_class(c)