armory/blender/arm/props_renderpath.py
2021-11-02 15:58:38 +01:00

706 lines
37 KiB
Python

from typing import Optional
import bpy
from bpy.props import *
import arm.assets as assets
import arm.utils
if arm.is_reload(__name__):
assets = arm.reload_module(assets)
arm.utils = arm.reload_module(arm.utils)
else:
arm.enable_reload(__name__)
atlas_sizes = [ ('256', '256', '256'),
('512', '512', '512'),
('1024', '1024', '1024'),
('2048', '2048', '2048'),
('4096', '4096', '4096'),
('8192', '8192', '8192'),
('16384', '16384', '16384'),
('32768', '32768', '32768') ]
def atlas_sizes_from_min(min_size: int) -> list:
""" Create an enum list of atlas sizes from a minimal size """
sizes = []
for i in range(len(atlas_sizes)):
if int(atlas_sizes[i][0]) > min_size:
sizes.append(atlas_sizes[i])
return sizes
def update_spot_sun_atlas_size_options(scene: bpy.types.Scene, context: bpy.types.Context) -> list:
wrd = bpy.data.worlds['Arm']
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
return []
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
return atlas_sizes_from_min(int(rpdat.rp_shadowmap_cascade))
def update_point_atlas_size_options(scene: bpy.types.Scene, context: bpy.types.Context) -> list:
wrd = bpy.data.worlds['Arm']
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
return []
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
return atlas_sizes_from_min(int(rpdat.rp_shadowmap_cube) * 2)
def update_preset(self, context):
rpdat = arm.utils.get_rp()
if self.rp_preset == 'Desktop':
rpdat.rp_renderer = 'Deferred'
rpdat.arm_material_model = 'Full'
rpdat.rp_shadows = True
rpdat.rp_shadowmap_cube = '512'
rpdat.rp_shadowmap_cascade = '1024'
rpdat.rp_shadowmap_cascades = '4'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Auto'
rpdat.rp_draw_order = 'Auto'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_voxelao = False
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'SMAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssgi = 'SSAO'
rpdat.arm_ssrs = False
rpdat.arm_micro_shadowing = False
rpdat.rp_ssr = False
rpdat.rp_bloom = False
rpdat.rp_autoexposure = False
rpdat.rp_motionblur = 'Off'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_irradiance = True
rpdat.arm_radiance = True
rpdat.rp_pp = False
elif self.rp_preset == 'Mobile':
rpdat.rp_renderer = 'Forward'
rpdat.rp_depthprepass = False
rpdat.arm_material_model = 'Mobile'
rpdat.rp_shadows = True
rpdat.rp_shadowmap_cube = '256'
rpdat.rp_shadowmap_cascade = '1024'
rpdat.rp_shadowmap_cascades = '1'
rpdat.rp_translucency_state = 'Off'
rpdat.rp_overlays_state = 'Off'
rpdat.rp_decals_state = 'Off'
rpdat.rp_sss_state = 'Off'
rpdat.rp_blending_state = 'Off'
rpdat.rp_draw_order = 'Auto'
rpdat.rp_hdr = False
rpdat.rp_background = 'Clear'
rpdat.rp_stereo = False
rpdat.rp_voxelao = False
rpdat.rp_render_to_texture = False
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'Off'
rpdat.rp_compositornodes = False
rpdat.rp_volumetriclight = False
rpdat.rp_ssgi = 'Off'
rpdat.arm_ssrs = False
rpdat.arm_micro_shadowing = False
rpdat.rp_ssr = False
rpdat.rp_bloom = False
rpdat.rp_autoexposure = False
rpdat.rp_motionblur = 'Off'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Linear'
rpdat.arm_irradiance = True
rpdat.arm_radiance = False
rpdat.rp_pp = False
elif self.rp_preset == 'Max':
rpdat.rp_renderer = 'Deferred'
rpdat.rp_shadows = True
rpdat.rp_shadowmap_cube = '2048'
rpdat.rp_shadowmap_cascade = '4096'
rpdat.rp_shadowmap_cascades = '4'
rpdat.rp_translucency_state = 'Auto'
rpdat.rp_overlays_state = 'Auto'
rpdat.rp_decals_state = 'Auto'
rpdat.rp_sss_state = 'Auto'
rpdat.rp_blending_state = 'Auto'
rpdat.rp_draw_order = 'Auto'
rpdat.rp_hdr = True
rpdat.rp_background = 'World'
rpdat.rp_stereo = False
rpdat.rp_voxelao = True
rpdat.rp_voxelgi_resolution = '128'
rpdat.arm_voxelgi_revoxelize = False
rpdat.arm_voxelgi_camera = False
rpdat.rp_render_to_texture = True
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'TAA'
rpdat.rp_compositornodes = True
rpdat.rp_volumetriclight = False
rpdat.rp_ssgi = 'RTAO'
rpdat.arm_ssrs = False
rpdat.arm_micro_shadowing = False
rpdat.rp_ssr = True
rpdat.arm_ssr_half_res = False
rpdat.rp_bloom = True
rpdat.rp_autoexposure = False
rpdat.rp_motionblur = 'Off'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_material_model = 'Full'
rpdat.arm_texture_filter = 'Anisotropic'
rpdat.arm_irradiance = True
rpdat.arm_radiance = True
rpdat.rp_pp = False
elif self.rp_preset == '2D/Baked':
rpdat.rp_renderer = 'Forward'
rpdat.rp_depthprepass = False
rpdat.arm_material_model = 'Solid'
rpdat.rp_shadows = False
rpdat.rp_shadowmap_cube = '512'
rpdat.rp_shadowmap_cascade = '1024'
rpdat.rp_shadowmap_cascades = '1'
rpdat.rp_translucency_state = 'Off'
rpdat.rp_overlays_state = 'Off'
rpdat.rp_decals_state = 'Off'
rpdat.rp_sss_state = 'Off'
rpdat.rp_blending_state = 'Off'
rpdat.rp_draw_order = 'Auto'
rpdat.rp_hdr = False
rpdat.rp_background = 'Clear'
rpdat.rp_stereo = False
rpdat.rp_voxelao = False
rpdat.rp_render_to_texture = False
rpdat.rp_supersampling = '1'
rpdat.rp_antialiasing = 'Off'
rpdat.rp_compositornodes = False
rpdat.rp_volumetriclight = False
rpdat.rp_ssgi = 'Off'
rpdat.arm_ssrs = False
rpdat.arm_micro_shadowing = False
rpdat.rp_ssr = False
rpdat.rp_bloom = False
rpdat.rp_autoexposure = False
rpdat.rp_motionblur = 'Off'
rpdat.arm_rp_resolution = 'Display'
rpdat.arm_texture_filter = 'Linear'
rpdat.arm_irradiance = False
rpdat.arm_radiance = False
rpdat.rp_pp = False
update_renderpath(self, context)
def update_renderpath(self, context):
if assets.invalidate_enabled == False:
return
assets.invalidate_shader_cache(self, context)
bpy.data.worlds['Arm'].arm_recompile = True
def udpate_shadowmap_cascades(self, context):
bpy.data.worlds['Arm'].arm_recompile = True
update_renderpath(self, context)
def update_material_model(self, context):
assets.invalidate_shader_cache(self, context)
update_renderpath(self, context)
def update_translucency_state(self, context):
if self.rp_translucency_state == 'On':
self.rp_translucency = True
elif self.rp_translucency_state == 'Off':
self.rp_translucency = False
else: # Auto - updates rp at build time if translucent mat is used
return
update_renderpath(self, context)
def update_decals_state(self, context):
if self.rp_decals_state == 'On':
self.rp_decals = True
elif self.rp_decals_state == 'Off':
self.rp_decals = False
else: # Auto - updates rp at build time if decal mat is used
return
update_renderpath(self, context)
def update_overlays_state(self, context):
if self.rp_overlays_state == 'On':
self.rp_overlays = True
elif self.rp_overlays_state == 'Off':
self.rp_overlays = False
else: # Auto - updates rp at build time if x-ray mat is used
return
update_renderpath(self, context)
def update_blending_state(self, context):
if self.rp_blending_state == 'On':
self.rp_blending = True
elif self.rp_blending_state == 'Off':
self.rp_blending = False
else: # Auto - updates rp at build time if blending mat is used
return
update_renderpath(self, context)
def update_sss_state(self, context):
if self.rp_sss_state == 'On':
self.rp_sss = True
elif self.rp_sss_state == 'Off':
self.rp_sss = False
else: # Auto - updates rp at build time if sss mat is used
return
update_renderpath(self, context)
class ArmRPListItem(bpy.types.PropertyGroup):
name: StringProperty(
name="Name",
description="A name for this item",
default="Desktop")
rp_driver_list: CollectionProperty(type=bpy.types.PropertyGroup)
rp_driver: StringProperty(name="Driver", default="Armory", update=assets.invalidate_compiled_data)
rp_renderer: EnumProperty(
items=[('Forward', 'Forward Clustered', 'Forward'),
('Deferred', 'Deferred Clustered', 'Deferred'),
# ('Raytracer', 'Raytracer', 'Raytracer (Direct3D 12)', 'ERROR', 2),
],
name="Renderer", description="Renderer type", default='Deferred', update=update_renderpath)
rp_depthprepass: BoolProperty(name="Depth Prepass", description="Depth Prepass for mesh context", default=False, update=update_renderpath)
rp_hdr: BoolProperty(name="HDR", description="Render in HDR Space", default=True, update=update_renderpath)
rp_render_to_texture: BoolProperty(name="Post Process", description="Render scene to texture for further processing", default=True, update=update_renderpath)
rp_background: EnumProperty(
items=[('World', 'World', 'World'),
('Clear', 'Clear', 'Clear'),
('Off', 'No Clear', 'Off'),
],
name="Background", description="Background type", default='World', update=update_renderpath)
arm_irradiance: BoolProperty(name="Irradiance", description="Generate spherical harmonics", default=True, update=assets.invalidate_shader_cache)
arm_radiance: BoolProperty(name="Radiance", description="Generate radiance textures", default=True, update=assets.invalidate_shader_cache)
arm_radiance_size: EnumProperty(
items=[('512', '512', '512'),
('1024', '1024', '1024'),
('2048', '2048', '2048')],
name="Map Size", description="Prefiltered map size", default='1024', update=assets.invalidate_envmap_data)
rp_autoexposure: BoolProperty(name="Auto Exposure", description="Adjust exposure based on luminance", default=False, update=update_renderpath)
rp_compositornodes: BoolProperty(name="Compositor", description="Draw compositor nodes", default=True, update=update_renderpath)
rp_shadows: BoolProperty(name="Shadows", description="Enable shadow casting", default=True, update=update_renderpath)
rp_max_lights: EnumProperty(
items=[('4', '4', '4'),
('8', '8', '8'),
('16', '16', '16'),
('24', '24', '24'),
('32', '32', '32'),
('64', '64', '64'),],
name="Max Lights", description="Max number of lights that can be visible in the screen", default='16')
rp_max_lights_cluster: EnumProperty(
items=[('4', '4', '4'),
('8', '8', '8'),
('16', '16', '16'),
('24', '24', '24'),
('32', '32', '32'),
('64', '64', '64'),],
name="Max Lights Shadows", description="Max number of rendered shadow maps that can be visible in the screen. Always equal or lower than Max Lights", default='16')
rp_shadowmap_atlas: BoolProperty(name="Shadow Map Atlasing", description="Group shadow maps of lights of the same type in the same texture", default=False, update=update_renderpath)
rp_shadowmap_atlas_single_map: BoolProperty(name="Shadow Map Atlas single map", description="Use a single texture for all different light types.", default=False, update=update_renderpath)
rp_shadowmap_atlas_lod: BoolProperty(name="Shadow Map Atlas LOD (Experimental)", description="When enabled, the size of the shadow map will be determined on runtime based on the distance of the light to the camera", default=False, update=update_renderpath)
rp_shadowmap_atlas_lod_subdivisions: EnumProperty(
items=[('2', '2', '2'),
('3', '3', '3'),
('4', '4', '4'),
('5', '5', '5'),
('6', '6', '6'),
('7', '7', '7'),
('8', '8', '8'),],
name="LOD Subdivisions", description="Number of subdivisions of the default tile size for LOD", default='2', update=update_renderpath)
rp_shadowmap_atlas_max_size_point: EnumProperty(
items=update_point_atlas_size_options,
name="Max Atlas Texture Size Points", description="Sets the limit of the size of the texture.", update=update_renderpath)
rp_shadowmap_atlas_max_size_spot: EnumProperty(
items=update_spot_sun_atlas_size_options,
name="Max Atlas Texture Size Spots", description="Sets the limit of the size of the texture.", update=update_renderpath)
rp_shadowmap_atlas_max_size_sun: EnumProperty(
items=update_spot_sun_atlas_size_options,
name="Max Atlas Texture Size Sun", description="Sets the limit of the size of the texture.", update=update_renderpath)
rp_shadowmap_atlas_max_size: EnumProperty(
items=update_spot_sun_atlas_size_options,
name="Max Atlas Texture Size", description="Sets the limit of the size of the texture.", update=update_renderpath)
rp_shadowmap_cube: EnumProperty(
items=[('256', '256', '256'),
('512', '512', '512'),
('1024', '1024', '1024'),
('2048', '2048', '2048'),
('4096', '4096', '4096'),],
name="Cube Size", description="Cube map resolution", default='512', update=update_renderpath)
rp_shadowmap_cascade: EnumProperty(
items=[('256', '256', '256'),
('512', '512', '512'),
('1024', '1024', '1024'),
('2048', '2048', '2048'),
('4096', '4096', '4096'),
('8192', '8192', '8192'),
('16384', '16384', '16384'),],
name="Cascade Size", description="Shadow map resolution", default='1024', update=update_renderpath)
rp_shadowmap_cascades: EnumProperty(
items=[('1', '1', '1'),
('2', '2', '2'),
('4', '4', '4')],
name="Cascades", description="Shadow map cascades", default='4', update=udpate_shadowmap_cascades)
arm_pcfsize: FloatProperty(name="PCF Size", description="Filter size", default=1.0)
rp_supersampling: EnumProperty(
items=[('1', '1', '1'),
('1.5', '1.5', '1.5'),
('2', '2', '2'),
('4', '4', '4')],
name="Super Sampling", description="Screen resolution multiplier", default='1', update=update_renderpath)
rp_antialiasing: EnumProperty(
items=[('Off', 'No AA', 'Off'),
('FXAA', 'FXAA', 'FXAA'),
('SMAA', 'SMAA', 'SMAA'),
('TAA', 'TAA', 'TAA')],
name="Anti Aliasing", description="Post-process anti aliasing technique", default='SMAA', update=update_renderpath)
rp_volumetriclight: BoolProperty(name="Volumetric Light", description="Use volumetric lighting", default=False, update=update_renderpath)
rp_ssr: BoolProperty(name="SSR", description="Screen space reflections", default=False, update=update_renderpath)
rp_ssgi: EnumProperty(
items=[('Off', 'No AO', 'Off'),
('SSAO', 'SSAO', 'Screen space ambient occlusion'),
('RTAO', 'RTAO', 'Ray-traced ambient occlusion')
# ('RTGI', 'RTGI', 'Ray-traced global illumination')
],
name="SSGI", description="Screen space global illumination", default='SSAO', update=update_renderpath)
rp_bloom: BoolProperty(name="Bloom", description="Bloom processing", default=False, update=update_renderpath)
rp_motionblur: EnumProperty(
items=[('Off', 'Off', 'Off'),
('Camera', 'Camera', 'Camera'),
('Object', 'Object', 'Object')],
name="Motion Blur", description="Velocity buffer is used for object based motion blur", default='Off', update=update_renderpath)
rp_translucency: BoolProperty(name="Translucency", description="Current render-path state", default=False)
rp_translucency_state: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="Translucency", description="Order independent translucency", default='Auto', update=update_translucency_state)
rp_decals: BoolProperty(name="Decals", description="Current render-path state", default=False)
rp_decals_state: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="Decals", description="Decals pass", default='Auto', update=update_decals_state)
rp_overlays: BoolProperty(name="Overlays", description="Current render-path state", default=False)
rp_overlays_state: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="Overlays", description="X-Ray pass", default='Auto', update=update_overlays_state)
rp_sss: BoolProperty(name="SSS", description="Current render-path state", default=False)
rp_sss_state: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="SSS", description="Sub-surface scattering pass", default='Auto', update=update_sss_state)
rp_blending: BoolProperty(name="Blending", description="Current render-path state", default=False)
rp_blending_state: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="Blending", description="Blending pass", default='Auto', update=update_blending_state)
rp_draw_order: EnumProperty(
items=[('Auto', 'Auto', 'Auto'),
('Distance', 'Distance', 'Distance'),
('Shader', 'Shader', 'Shader')],
name='Draw Order', description='Sort objects', default='Auto', update=assets.invalidate_compiled_data)
rp_stereo: BoolProperty(name="VR", description="Stereo rendering", default=False, update=update_renderpath)
rp_water: BoolProperty(name="Water", description="Enable water surface pass", default=False, update=update_renderpath)
rp_pp: BoolProperty(name="Realtime postprocess", description="Realtime postprocess", default=False, update=update_renderpath)
rp_gi: EnumProperty( # TODO: remove in 0.8
items=[('Off', 'Off', 'Off'),
('Voxel GI', 'Voxel GI', 'Voxel GI', 'ERROR', 1),
('Voxel AO', 'Voxel AO', 'Voxel AO')
],
name="Global Illumination", description="Dynamic global illumination", default='Off', update=update_renderpath)
rp_voxelao: BoolProperty(name="Voxel AO", description="Voxel-based ambient occlusion", default=False, update=update_renderpath)
rp_voxelgi_resolution: EnumProperty(
items=[('32', '32', '32'),
('64', '64', '64'),
('128', '128', '128'),
('256', '256', '256'),
('512', '512', '512')],
name="Resolution", description="3D texture resolution", default='128', update=update_renderpath)
rp_voxelgi_resolution_z: EnumProperty(
items=[('1.0', '1.0', '1.0'),
('0.5', '0.5', '0.5'),
('0.25', '0.25', '0.25')],
name="Resolution Z", description="3D texture z resolution multiplier", default='1.0', update=update_renderpath)
arm_clouds: BoolProperty(name="Clouds", description="Enable clouds pass", default=False, update=assets.invalidate_shader_cache)
arm_ssrs: BoolProperty(name="SSRS", description="Screen-space ray-traced shadows", default=False, update=assets.invalidate_shader_cache)
arm_micro_shadowing: BoolProperty(name="Micro Shadowing", description="Micro shadowing based on ambient occlusion", default=False, update=assets.invalidate_shader_cache)
arm_texture_filter: EnumProperty(
items=[('Anisotropic', 'Anisotropic', 'Anisotropic'),
('Linear', 'Linear', 'Linear'),
('Point', 'Closest', 'Point'),
('Manual', 'Manual', 'Manual')],
name="Texture Filtering", description="Set Manual to honor interpolation setting on Image Texture node", default='Anisotropic')
arm_material_model: EnumProperty(
items=[('Full', 'Full', 'Full'),
('Mobile', 'Mobile', 'Mobile'),
('Solid', 'Solid', 'Solid'),
],
name="Materials", description="Material builder", default='Full', update=update_material_model)
arm_rp_displacement: EnumProperty(
items=[('Off', 'Off', 'Off'),
('Vertex', 'Vertex', 'Vertex'),
('Tessellation', 'Tessellation', 'Tessellation')],
name="Displacement", description="Enable material displacement", default='Vertex', update=assets.invalidate_shader_cache)
arm_tess_mesh_inner: IntProperty(name="Inner", description="Inner tessellation level", default=7)
arm_tess_mesh_outer: IntProperty(name="Outer", description="Outer tessellation level", default=7)
arm_tess_shadows_inner: IntProperty(name="Inner", description="Inner tessellation level", default=7)
arm_tess_shadows_outer: IntProperty(name="Outer", description="Outer tessellation level", default=7)
arm_rp_resolution: EnumProperty(
items=[('Display', 'Display', 'Display'),
('Custom', 'Custom', 'Custom')],
name="Resolution", description="Resolution to perform rendering at", default='Display', update=update_renderpath)
arm_rp_resolution_size: IntProperty(name="Size", description="Resolution height in pixels(for example 720p), width is auto-fit to preserve aspect ratio", default=720, min=0, update=update_renderpath)
arm_rp_resolution_filter: EnumProperty(
items=[('Linear', 'Linear', 'Linear'),
('Point', 'Closest', 'Point')],
name="Filter", description="Scaling filter", default='Linear')
rp_dynres: BoolProperty(name="Dynamic Resolution", description="Dynamic resolution scaling for performance", default=False, update=update_renderpath)
rp_chromatic_aberration: BoolProperty(name="Chromatic Aberration", description="Add chromatic aberration (scene fringe)", default=False, update=assets.invalidate_shader_cache)
arm_ssr_half_res: BoolProperty(name="Half Res", description="Trace in half resolution", default=True, update=update_renderpath)
arm_voxelgi_dimensions: FloatProperty(name="Dimensions", description="Voxelization bounds",default=16, update=assets.invalidate_compiled_data)
arm_voxelgi_revoxelize: BoolProperty(name="Revoxelize", description="Revoxelize scene each frame", default=False, update=assets.invalidate_shader_cache)
arm_voxelgi_temporal: BoolProperty(name="Temporal Filter", description="Use temporal filtering to stabilize voxels", default=False, update=assets.invalidate_shader_cache)
arm_voxelgi_camera: BoolProperty(name="Dynamic Camera", description="Use camera as voxelization origin", default=False, update=assets.invalidate_shader_cache)
arm_voxelgi_shadows: BoolProperty(name="Shadows", description="Use voxels to render shadows", default=False, update=update_renderpath)
arm_samples_per_pixel: EnumProperty(
items=[('1', '1', '1'),
('2', '2', '2'),
('4', '4', '4'),
('8', '8', '8'),
('16', '16', '16')],
name="MSAA", description="Samples per pixel usable for render paths drawing directly to framebuffer", default='1')
arm_voxelgi_cones: EnumProperty(
items=[('9', '9', '9'),
('5', '5', '5'),
('3', '3', '3'),
('1', '1', '1'),
],
name="Cones", description="Number of cones to trace", default='5', update=assets.invalidate_shader_cache)
arm_voxelgi_occ: FloatProperty(name="Intensity", description="", default=1.0, update=assets.invalidate_shader_cache)
arm_voxelgi_step: FloatProperty(name="Step", description="Step size", default=1.0, update=assets.invalidate_shader_cache)
arm_voxelgi_offset: FloatProperty(name="Offset", description="Ray offset", default=1.0, update=assets.invalidate_shader_cache)
arm_voxelgi_range: FloatProperty(name="Range", description="Maximum range", default=2.0, update=assets.invalidate_shader_cache)
arm_voxelgi_aperture: FloatProperty(name="Aperture", description="Cone aperture for shadow trace", default=1.0, update=assets.invalidate_shader_cache)
arm_sss_width: FloatProperty(name="Width", description="SSS blur strength", default=1.0, update=assets.invalidate_shader_cache)
arm_water_color: FloatVectorProperty(name="Color", size=3, default=[1, 1, 1], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
arm_water_level: FloatProperty(name="Level", default=0.0, update=assets.invalidate_shader_cache)
arm_water_displace: FloatProperty(name="Displace", default=1.0, update=assets.invalidate_shader_cache)
arm_water_speed: FloatProperty(name="Speed", default=1.0, update=assets.invalidate_shader_cache)
arm_water_freq: FloatProperty(name="Freq", default=1.0, update=assets.invalidate_shader_cache)
arm_water_density: FloatProperty(name="Density", default=1.0, update=assets.invalidate_shader_cache)
arm_water_refract: FloatProperty(name="Refract", default=1.0, update=assets.invalidate_shader_cache)
arm_water_reflect: FloatProperty(name="Reflect", default=1.0, update=assets.invalidate_shader_cache)
arm_ssgi_strength: FloatProperty(name="Strength", default=1.0, update=assets.invalidate_shader_cache)
arm_ssgi_radius: FloatProperty(name="Radius", default=1.0, update=assets.invalidate_shader_cache)
arm_ssgi_step: FloatProperty(name="Step", default=2.0, update=assets.invalidate_shader_cache)
arm_ssgi_max_steps: IntProperty(name="Max Steps", default=8, update=assets.invalidate_shader_cache)
arm_ssgi_rays: EnumProperty(
items=[('9', '9', '9'),
('5', '5', '5'),
],
name="Rays", description="Number of rays to trace for RTAO", default='5', update=assets.invalidate_shader_cache)
arm_ssgi_half_res: BoolProperty(name="Half Res", description="Trace in half resolution", default=False, update=assets.invalidate_shader_cache)
arm_bloom_threshold: FloatProperty(name="Threshold", default=1.0, update=assets.invalidate_shader_cache)
arm_bloom_strength: FloatProperty(name="Strength", default=3.5, update=assets.invalidate_shader_cache)
arm_bloom_radius: FloatProperty(name="Radius", default=3.0, update=assets.invalidate_shader_cache)
arm_motion_blur_intensity: FloatProperty(name="Intensity", default=1.0, update=assets.invalidate_shader_cache)
arm_ssr_ray_step: FloatProperty(name="Step", default=0.04, update=assets.invalidate_shader_cache)
arm_ssr_min_ray_step: FloatProperty(name="Step Min", default=0.05, update=assets.invalidate_shader_cache)
arm_ssr_search_dist: FloatProperty(name="Search", default=5.0, update=assets.invalidate_shader_cache)
arm_ssr_falloff_exp: FloatProperty(name="Falloff", default=5.0, update=assets.invalidate_shader_cache)
arm_ssr_jitter: FloatProperty(name="Jitter", default=0.6, update=assets.invalidate_shader_cache)
arm_volumetric_light_air_turbidity: FloatProperty(name="Air Turbidity", default=1.0, update=assets.invalidate_shader_cache)
arm_volumetric_light_air_color: FloatVectorProperty(name="Air Color", size=3, default=[1.0, 1.0, 1.0], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
arm_volumetric_light_steps: IntProperty(name="Steps", default=20, min=0, update=assets.invalidate_shader_cache)
arm_shadowmap_split: FloatProperty(name="Cascade Split", description="Split factor for cascaded shadow maps, higher factor favors detail on close surfaces", default=0.8, update=assets.invalidate_shader_cache)
arm_shadowmap_bounds: FloatProperty(name="Cascade Bounds", description="Multiply cascade bounds to capture bigger area", default=1.0, update=assets.invalidate_compiled_data)
arm_autoexposure_strength: FloatProperty(name="Auto Exposure Strength", default=1.0, update=assets.invalidate_shader_cache)
arm_autoexposure_speed: FloatProperty(name="Auto Exposure Speed", default=1.0, update=assets.invalidate_shader_cache)
arm_ssrs_ray_step: FloatProperty(name="Step", default=0.01, update=assets.invalidate_shader_cache)
arm_chromatic_aberration_type: EnumProperty(
items=[('Simple', 'Simple', 'Simple'),
('Spectral', 'Spectral', 'Spectral'),
],
name="Aberration type", description="Aberration type", default='Simple', update=assets.invalidate_shader_cache)
arm_chromatic_aberration_strength: FloatProperty(name="Strength", default=2.00, update=assets.invalidate_shader_cache)
arm_chromatic_aberration_samples: IntProperty(name="Samples", default=32, min=8, update=assets.invalidate_shader_cache)
# Compositor
arm_letterbox: BoolProperty(name="Letterbox", default=False, update=assets.invalidate_shader_cache)
arm_letterbox_size: FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
arm_grain: BoolProperty(name="Film Grain", default=False, update=assets.invalidate_shader_cache)
arm_grain_strength: FloatProperty(name="Strength", default=2.0, update=assets.invalidate_shader_cache)
arm_sharpen: BoolProperty(name="Sharpen", default=False, update=assets.invalidate_shader_cache)
arm_sharpen_strength: FloatProperty(name="Strength", default=0.25, update=assets.invalidate_shader_cache)
arm_fog: BoolProperty(name="Volumetric Fog", default=False, update=assets.invalidate_shader_cache)
arm_fog_color: FloatVectorProperty(name="Color", size=3, subtype='COLOR', default=[0.5, 0.6, 0.7], min=0, max=1, update=assets.invalidate_shader_cache)
arm_fog_amounta: FloatProperty(name="Amount A", default=0.25, update=assets.invalidate_shader_cache)
arm_fog_amountb: FloatProperty(name="Amount B", default=0.5, update=assets.invalidate_shader_cache)
arm_tonemap: EnumProperty(
items=[('Off', 'Off', 'Off'),
('Filmic', 'Filmic', 'Filmic'),
('Filmic2', 'Filmic2', 'Filmic2'),
('Reinhard', 'Reinhard', 'Reinhard'),
('Uncharted', 'Uncharted', 'Uncharted')],
name='Tonemap', description='Tonemapping operator', default='Filmic', update=assets.invalidate_shader_cache)
arm_lens_texture: StringProperty(name="Lens Texture", default="")
arm_lens_texture_masking: BoolProperty(name="Luminance Masking", description="Luminance masking", default=False, update=assets.invalidate_shader_cache)
arm_lens_texture_masking_centerMinClip : FloatProperty(name="Center Min Clip", default=0.5, update=assets.invalidate_shader_cache)
arm_lens_texture_masking_centerMaxClip : FloatProperty(name="Center Max Clip", default=0.1, update=assets.invalidate_shader_cache)
arm_lens_texture_masking_luminanceMax : FloatProperty(name="Luminance Min", default=0.1, update=assets.invalidate_shader_cache)
arm_lens_texture_masking_luminanceMin : FloatProperty(name="Luminance Max", default=2.5, update=assets.invalidate_shader_cache)
arm_lens_texture_masking_brightnessExp : FloatProperty(name="Brightness Exponent", default=2.0, update=assets.invalidate_shader_cache)
arm_fisheye: BoolProperty(name="Fish Eye", default=False, update=assets.invalidate_shader_cache)
arm_vignette: BoolProperty(name="Vignette", default=False, update=assets.invalidate_shader_cache)
arm_vignette_strength: FloatProperty(name="Strength", default=0.7, update=assets.invalidate_shader_cache)
arm_lensflare: BoolProperty(name="Lens Flare", default=False, update=assets.invalidate_shader_cache)
arm_lut_texture: StringProperty(name="LUT Texture", description="Color Grading", default="", update=assets.invalidate_shader_cache)
arm_skin: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off')],
name='Skinning', description='Enable skinning', default='On', update=assets.invalidate_shader_cache)
arm_skin_max_bones_auto: BoolProperty(name="Auto Bones", description="Calculate amount of maximum bones based on armatures", default=True, update=assets.invalidate_compiled_data)
arm_skin_max_bones: IntProperty(name="Max Bones", default=50, min=1, max=3000, update=assets.invalidate_shader_cache)
arm_morph_target: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off')],
name='Shape key', description='Enable shape keys', default='On', update=assets.invalidate_shader_cache)
arm_particles: EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off')],
name='Particles', description='Enable particle simulation', default='On', update=assets.invalidate_shader_cache)
# Material override flags
arm_culling: BoolProperty(name="Culling", default=True)
arm_two_sided_area_light: BoolProperty(name="Two-Sided Area Light", description="Emit light from both faces of area plane", default=False, update=assets.invalidate_shader_cache)
@staticmethod
def get_by_name(name: str) -> Optional['ArmRPListItem']:
wrd = bpy.data.worlds['Arm']
# Assume unique rp names
for i in range(len(wrd.arm_rplist)):
if wrd.arm_rplist[i].name == name:
return wrd.arm_rplist[i]
return None
class ARM_UL_RPList(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
custom_icon = 'OBJECT_DATAMODE'
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row()
row.prop(item, "name", text="", emboss=False, icon=custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon = custom_icon)
class ArmRPListNewItem(bpy.types.Operator):
# Add a new item to the list
bl_idname = "arm_rplist.new_item"
bl_label = "New"
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self,context):
layout = self.layout
layout.prop(bpy.data.worlds['Arm'], 'rp_preset', expand=True)
def execute(self, context):
wrd = bpy.data.worlds['Arm']
wrd.arm_rplist.add()
wrd.arm_rplist_index = len(wrd.arm_rplist) - 1
wrd.arm_rplist[wrd.arm_rplist_index].name = bpy.data.worlds['Arm'].rp_preset
update_preset(wrd, context)
return{'FINISHED'}
class ArmRPListDeleteItem(bpy.types.Operator):
# Delete the selected item from the list
bl_idname = "arm_rplist.delete_item"
bl_label = "Deletes an item"
@classmethod
def poll(self, context):
""" Enable if there's something in the list """
mdata = bpy.data.worlds['Arm']
return len(mdata.arm_rplist) > 0
def execute(self, context):
mdata = bpy.data.worlds['Arm']
list = mdata.arm_rplist
index = mdata.arm_rplist_index
list.remove(index)
if index > 0:
index = index - 1
mdata.arm_rplist_index = index
return{'FINISHED'}
class ArmRPListMoveItem(bpy.types.Operator):
# Move an item in the list
bl_idname = "arm_rplist.move_item"
bl_label = "Move an item in the list"
direction: EnumProperty(
items=(
('UP', 'Up', ""),
('DOWN', 'Down', ""),))
def move_index(self):
# Move index of an item render queue while clamping it
mdata = bpy.data.worlds['Arm']
index = mdata.arm_rplist_index
list_length = len(mdata.arm_rplist) - 1
new_index = 0
if self.direction == 'UP':
new_index = index - 1
elif self.direction == 'DOWN':
new_index = index + 1
new_index = max(0, min(new_index, list_length))
mdata.arm_rplist.move(index, new_index)
mdata.arm_rplist_index = new_index
def execute(self, context):
mdata = bpy.data.worlds['Arm']
list = mdata.arm_rplist
index = mdata.arm_rplist_index
if self.direction == 'DOWN':
neighbor = index + 1
self.move_index()
elif self.direction == 'UP':
neighbor = index - 1
self.move_index()
else:
return{'CANCELLED'}
return{'FINISHED'}
def register():
bpy.utils.register_class(ArmRPListItem)
bpy.utils.register_class(ARM_UL_RPList)
bpy.utils.register_class(ArmRPListNewItem)
bpy.utils.register_class(ArmRPListDeleteItem)
bpy.utils.register_class(ArmRPListMoveItem)
bpy.types.World.arm_rplist = CollectionProperty(type=ArmRPListItem)
bpy.types.World.arm_rplist_index = IntProperty(name="Index for my_list", default=0, update=update_renderpath)
def unregister():
bpy.utils.unregister_class(ArmRPListItem)
bpy.utils.unregister_class(ARM_UL_RPList)
bpy.utils.unregister_class(ArmRPListNewItem)
bpy.utils.unregister_class(ArmRPListDeleteItem)
bpy.utils.unregister_class(ArmRPListMoveItem)