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author | Alexander Romanov <a.romanov@blend4web.com> | 2016-07-04 11:01:32 +0300 |
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committer | Alexander Romanov <a.romanov@blend4web.com> | 2016-07-04 11:01:32 +0300 |
commit | fe44eacf78736f99bdfd3bc3ac86abd17e8ad514 (patch) | |
tree | d455a08416a08ea5a8bd2debd5afb8ef1deb63ea /release | |
parent | 9269574089a742130f02c0a1184a19d94f0e665d (diff) |
Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.
It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.
Before:
{F113921}
After:
{F113922}
Example file: {F319013}
Original author: valentin_b4w
Alexander (Blend4Web Team)
Reviewers: valentin_b4w, campbellbarton, merwin, brecht
Reviewed By: brecht
Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx
Differential Revision: https://developer.blender.org/D810
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index 8baad4ea0f2..300be708049 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -404,6 +404,7 @@ class RENDER_PT_game_shading(RenderButtonsPanel, Panel): col.prop(gs, "use_glsl_lights", text="Lights") col.prop(gs, "use_glsl_shaders", text="Shaders") col.prop(gs, "use_glsl_shadows", text="Shadows") + col.prop(gs, "use_glsl_environment_lighting", text="Environment Lighting") col = split.column() col.prop(gs, "use_glsl_ramps", text="Ramps") @@ -599,9 +600,35 @@ class WORLD_PT_game_world(WorldButtonsPanel, Panel): row = layout.row() row.column().prop(world, "horizon_color") + row.column().prop(world, "zenith_color") row.column().prop(world, "ambient_color") +class WORLD_PT_game_environment_lighting(WorldButtonsPanel, Panel): + bl_label = "Environment Lighting" + COMPAT_ENGINES = {'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + scene = context.scene + return (scene.world and scene.render.engine in cls.COMPAT_ENGINES) + + def draw_header(self, context): + light = context.world.light_settings + self.layout.prop(light, "use_environment_light", text="") + + def draw(self, context): + layout = self.layout + + light = context.world.light_settings + + layout.active = light.use_environment_light + + split = layout.split() + split.prop(light, "environment_energy", text="Energy") + split.prop(light, "environment_color", text="") + + class WORLD_PT_game_mist(WorldButtonsPanel, Panel): bl_label = "Mist" COMPAT_ENGINES = {'BLENDER_GAME'} |