Move capture format
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231c15a3ac
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@ -68,8 +68,8 @@ def on_scene_update_post(context):
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krom_location, krom_path = arm.utils.krom_paths()
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fp = krom_location
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resx, resy = arm.utils.get_render_resolution(arm.utils.get_active_scene())
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rpdat = arm.utils.get_rp()
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cformat = rpdat.rp_rendercapture_format
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wrd = bpy.data.worlds['Arm']
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cformat = wrd.rp_rendercapture_format
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if cformat == '8bit':
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cbits = 4
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ctype = numpy.uint8
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@ -160,7 +160,6 @@ def set_preset(self, context, preset):
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rpdat.rp_bloom = False
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rpdat.rp_eyeadapt = False
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rpdat.rp_rendercapture = True
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rpdat.rp_rendercapture_format = '8bit'
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rpdat.rp_motionblur = 'None'
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rpdat.arm_material_model = 'Cycles'
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rpdat.arm_pcss_state = 'On'
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@ -520,11 +519,12 @@ def make_deferred(rpdat):
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for l in fb.outputs[0].links:
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if l.to_node != cc:
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links.new(cn.outputs[0], l.to_socket)
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if rpdat.rp_rendercapture_format == '8bit':
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wrd = bpy.data.worlds['Arm']
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if wrd.rp_rendercapture_format == '8bit':
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cn.inputs[4].default_value = 'RGBA32'
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elif rpdat.rp_rendercapture_format == '16bit':
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elif wrd.rp_rendercapture_format == '16bit':
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cn.inputs[4].default_value = 'RGBA64'
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elif rpdat.rp_rendercapture_format == '32bit':
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elif wrd.rp_rendercapture_format == '32bit':
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cn.inputs[4].default_value = 'RGBA128'
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def make_deferred_plus(rpdat):
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@ -9,6 +9,7 @@ import arm.log as log
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import arm.utils
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import arm.make
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import arm.make_renderer as make_renderer
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import arm.props_renderpath as props_renderpath
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try:
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import barmory
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except ImportError:
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@ -222,6 +223,11 @@ def init_properties():
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bpy.types.World.arm_volumetric_light_air_color = bpy.props.FloatVectorProperty(name="Air Color", size=3, default=[1.0, 1.0, 1.0], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_pcss_rings = bpy.props.IntProperty(name="Rings", description="", default=20, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_ssrs_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.01, update=assets.invalidate_shader_cache)
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bpy.types.World.rp_rendercapture_format = EnumProperty(
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items=[('8bit', '8bit', '8bit'),
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('16bit', '16bit', '16bit'),
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('32bit', '32bit', '32bit')],
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name="Capture Format", description="Bits per color channel", default='8bit', update=props_renderpath.update_renderpath)
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# Compositor
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bpy.types.World.arm_letterbox = bpy.props.BoolProperty(name="Letterbox", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_letterbox_size = bpy.props.FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
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@ -100,11 +100,6 @@ class ArmRPListItem(bpy.types.PropertyGroup):
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rp_bloom = bpy.props.BoolProperty(name="Bloom", description="Bloom processing", default=False, update=update_renderpath)
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rp_eyeadapt = bpy.props.BoolProperty(name="Eye Adaptation", description="Auto-exposure based on histogram", default=False, update=update_renderpath)
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rp_rendercapture = bpy.props.BoolProperty(name="Render Capture", description="Save output as render result", default=False, update=update_renderpath)
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rp_rendercapture_format = EnumProperty(
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items=[('8bit', '8bit', '8bit'),
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('16bit', '16bit', '16bit'),
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('32bit', '32bit', '32bit')],
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name="Capture Format", description="Bits per color channel", default='8bit', update=update_renderpath)
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rp_motionblur = EnumProperty(
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items=[('None', 'None', 'None'),
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('Camera', 'Camera', 'Camera'),
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@ -306,6 +306,7 @@ class ArmoryRenderPanel(bpy.types.Panel):
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row.alignment = 'EXPAND'
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row.operator("arm.render", icon="RENDER_STILL")
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row.operator("arm.render_anim", icon="RENDER_ANIMATION")
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layout.prop(bpy.data.worlds['Arm'], "rp_rendercapture_format")
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class ArmoryExporterPanel(bpy.types.Panel):
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bl_label = "Armory Exporter"
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@ -864,15 +865,16 @@ class ArmRenderPathPanel(bpy.types.Panel):
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layout.prop(rpdat, 'rp_voxelgi')
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if not rpdat.rp_voxelgi:
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layout.prop(rpdat, 'rp_voxelao')
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layout.prop(rpdat, 'rp_voxelgi_resolution')
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layout.prop(rpdat, 'arm_voxelgi_dimensions')
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layout.prop(rpdat, 'arm_voxelgi_revoxelize')
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# layout.prop(rpdat, 'arm_voxelgi_camera')
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# layout.prop(rpdat, 'arm_voxelgi_multibounce')
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# layout.prop(rpdat, 'arm_voxelgi_anisotropic')
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layout.prop(rpdat, 'arm_voxelgi_shadows')
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layout.prop(rpdat, 'arm_voxelgi_refraction')
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# layout.prop(rpdat, 'rp_voxelgi_hdr')
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else:
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layout.prop(rpdat, 'rp_voxelgi_resolution')
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layout.prop(rpdat, 'arm_voxelgi_dimensions')
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layout.prop(rpdat, 'arm_voxelgi_revoxelize')
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# layout.prop(rpdat, 'arm_voxelgi_camera')
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# layout.prop(rpdat, 'arm_voxelgi_multibounce')
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# layout.prop(rpdat, 'arm_voxelgi_anisotropic')
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layout.prop(rpdat, 'arm_voxelgi_shadows')
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layout.prop(rpdat, 'arm_voxelgi_refraction')
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# layout.prop(rpdat, 'rp_voxelgi_hdr')
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layout.separator()
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layout.prop(rpdat, "rp_render_to_texture")
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@ -883,20 +885,20 @@ class ArmRenderPathPanel(bpy.types.Panel):
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layout.prop(rpdat, "rp_volumetriclight")
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layout.prop(rpdat, "rp_ssao")
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layout.prop(rpdat, "rp_ssr")
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layout.prop(rpdat, 'arm_ssr_half_res')
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if rpdat.rp_ssr:
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layout.prop(rpdat, 'arm_ssr_half_res')
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# layout.prop(wrd, 'arm_ssao_half_res')
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# layout.prop(rpdat, "rp_dfao")
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# layout.prop(rpdat, "rp_dfrs")
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# layout.prop(rpdat, "rp_dfgi")
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layout.prop(rpdat, "rp_bloom")
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layout.prop(rpdat, "rp_eyeadapt")
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# layout.prop(rpdat, "rp_eyeadapt")
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layout.prop(rpdat, "rp_motionblur")
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layout.prop(rpdat, "rp_rendercapture_format")
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layout.prop(rpdat, "rp_ocean")
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layout.separator()
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layout.prop(rpdat, 'arm_pcss_state')
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layout.prop(rpdat, 'arm_ssrs')
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layout.prop(rpdat, 'arm_ssrs')
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layout.prop(rpdat, 'arm_samples_per_pixel')
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layout.prop(rpdat, 'arm_texture_filter')
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layout.prop(rpdat, 'arm_tessellation')
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