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Add Quality modifier to provide load masks

This allows Age builder control over what quality levels objects are
rendered at. This does not (yet) automatically hook up load masks for
things like wavesets or grass shader mods, but provides a general
quality modifier.
pull/358/head
Darryl Pogue 1 year ago
parent
commit
a392d09624
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GPG Key ID: CB824715C3E6FD41
  1. 56
      korman/properties/modifiers/render.py
  2. 18
      korman/ui/modifiers/render.py

56
korman/properties/modifiers/render.py

@ -969,3 +969,59 @@ class PlasmaVisibilitySet(PlasmaModifierProperties):
if not region.control_region:
raise ExportError("{}: Not all Visibility Controls are set up properly in Visibility Set".format(bo.name))
addRegion(exporter.mgr.find_create_key(plVisRegion, bl=region.control_region))
class PlasmaQualityLevels(bpy.types.PropertyGroup):
low = BoolProperty(name="Low Quality",
description="Object renders at low quality graphics level",
default=False,
options=set())
mid = BoolProperty(name="Medium Quality",
description="Object renders at medium quality graphics level",
default=False,
options=set())
high = BoolProperty(name="High Quality",
description="Object renders at high quality graphics level",
default=False,
options=set())
ultra = BoolProperty(name="Ultra Quality",
description="Object renders at ultra quality graphics level",
default=False,
options=set())
@property
def mask_value(self):
q = 0
if self.low:
q |= (1 << 0)
if self.mid:
q |= (1 << 1)
if self.high:
q |= (1 << 2)
if self.ultra:
q |= (1 << 3)
return q
class PlasmaQualityMod(PlasmaModifierProperties):
pl_id = "qualitymod"
bl_category = "Render"
bl_label = "Quality Levels"
bl_description = "Defines the quality levels at which this object is visible"
cap_minimal = PointerProperty(type=PlasmaQualityLevels)
cap_shaders = PointerProperty(type=PlasmaQualityLevels)
def export(self, exporter, bo, so):
low = 0xf0 | self.cap_minimal.mask_value
high = 0xf0 | self.cap_shaders.mask_value
so.key.mask = (high << 8) | (low)

18
korman/ui/modifiers/render.py

@ -328,3 +328,21 @@ def visregion(modifier, layout, context):
# Other settings
layout.prop(modifier, "replace_normal")
def qualitymod(modifier, layout, context):
split = layout.split()
col = split.column()
col.label("Without shader support:")
box = col.box()
box.prop(modifier.cap_minimal, "low")
box.prop(modifier.cap_minimal, "mid")
box.prop(modifier.cap_minimal, "high")
box.prop(modifier.cap_minimal, "ultra")
col = split.column()
col.label("With shader support:")
box = col.box()
box.prop(modifier.cap_shaders, "low")
box.prop(modifier.cap_shaders, "mid")
box.prop(modifier.cap_shaders, "high")
box.prop(modifier.cap_shaders, "ultra")

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