armory/blender/arm/props_renderer.py
2017-04-26 14:21:22 +02:00

348 lines
12 KiB
Python

import bpy
from bpy.types import Menu, Panel, UIList
from bpy.props import *
import arm.nodes_renderpath as nodes_renderpath
import arm.make_renderer as make_renderer
import arm.assets as assets
updating_preset = False
def set_preset(self, context, preset):
global updating_preset
cam = bpy.context.camera
if cam == None:
return
updating_preset = True
if preset == 'Forward Low':
cam.rp_renderer = 'Forward'
cam.rp_materials = 'Full'
cam.rp_shadowmap = '1024'
cam.rp_meshes = True
cam.rp_translucency_state = 'Off'
cam.rp_overlays_state = 'Off'
cam.rp_decals_state = 'Off'
cam.rp_hdr = False
cam.rp_worldnodes = False
cam.rp_stereo = False
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = False
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'None'
cam.rp_compositornodes = False
cam.rp_volumetriclight = False
cam.rp_ssao = False
cam.rp_ssr = False
cam.rp_bloom = False
cam.rp_motionblur = 'None'
elif preset == 'Forward':
cam.rp_renderer = 'Forward'
cam.rp_materials = 'Full'
cam.rp_shadowmap = '2048'
cam.rp_meshes = True
cam.rp_translucency_state = 'Auto'
cam.rp_overlays_state = 'Auto'
cam.rp_decals_state = 'Auto'
cam.rp_hdr = True
cam.rp_worldnodes = True
cam.rp_stereo = False
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = True
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'FXAA'
cam.rp_compositornodes = True
cam.rp_volumetriclight = False
cam.rp_ssao = False
cam.rp_ssr = False
cam.rp_bloom = False
cam.rp_motionblur = 'None'
elif preset == 'Forward High':
cam.rp_renderer = 'Forward'
cam.rp_materials = 'Full'
cam.rp_shadowmap = '4096'
cam.rp_meshes = True
cam.rp_translucency_state = 'Auto'
cam.rp_overlays_state = 'Auto'
cam.rp_decals_state = 'Auto'
cam.rp_hdr = True
cam.rp_worldnodes = True
cam.rp_stereo = False
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = True
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'SMAA'
cam.rp_compositornodes = True
cam.rp_volumetriclight = False
cam.rp_ssao = True
cam.rp_ssr = True
cam.rp_bloom = False
cam.rp_motionblur = 'None'
elif preset == 'Deferred Low':
cam.rp_renderer = 'Deferred'
cam.rp_shadowmap = '2048'
cam.rp_meshes = True
cam.rp_translucency_state = 'Auto'
cam.rp_overlays_state = 'Auto'
cam.rp_decals_state = 'Auto'
cam.rp_hdr = True
cam.rp_worldnodes = True
cam.rp_stereo = False
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = True
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'FXAA'
cam.rp_compositornodes = True
cam.rp_volumetriclight = False
cam.rp_ssao = True
cam.rp_ssr = False
cam.rp_bloom = False
cam.rp_motionblur = 'None'
elif preset == 'Deferred':
cam.rp_renderer = 'Deferred'
cam.rp_shadowmap = '2048'
cam.rp_meshes = True
cam.rp_translucency_state = 'Auto'
cam.rp_overlays_state = 'Auto'
cam.rp_decals_state = 'Auto'
cam.rp_hdr = True
cam.rp_worldnodes = True
cam.rp_stereo = False
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = True
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'SMAA'
cam.rp_compositornodes = True
cam.rp_volumetriclight = False
cam.rp_ssao = True
cam.rp_ssr = True
cam.rp_bloom = True
cam.rp_motionblur = 'None'
elif preset == 'Deferred High':
cam.rp_renderer = 'Deferred'
cam.rp_shadowmap = '4096'
cam.rp_meshes = True
cam.rp_translucency_state = 'Auto'
cam.rp_overlays_state = 'Auto'
cam.rp_decals_state = 'Auto'
cam.rp_hdr = True
cam.rp_worldnodes = True
cam.rp_stereo = False
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = True
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'TAA'
cam.rp_compositornodes = True
cam.rp_volumetriclight = False
cam.rp_ssao = True
cam.rp_ssr = True
cam.rp_bloom = True
cam.rp_motionblur = 'None'
elif preset == 'Deferred Plus':
pass
elif preset == 'VR Low':
cam.rp_renderer = 'Forward'
cam.rp_materials = 'Restricted'
cam.rp_shadowmap = '1024'
cam.rp_meshes = True
cam.rp_translucency_state = 'Off'
cam.rp_overlays_state = 'Off'
cam.rp_decals_state = 'Off'
cam.rp_hdr = False
cam.rp_worldnodes = False
cam.rp_stereo = True
cam.rp_greasepencil = False
cam.rp_voxelgi = False
cam.rp_render_to_texture = False
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'None'
cam.rp_compositornodes = False
cam.rp_volumetriclight = False
cam.rp_ssao = False
cam.rp_ssr = False
cam.rp_bloom = False
cam.rp_motionblur = 'None'
elif preset == 'Grease Pencil':
cam.rp_renderer = 'Restricted'
cam.rp_materials = 'Full'
cam.rp_shadowmap = 'None'
cam.rp_meshes = False
cam.rp_translucency_state = 'Off'
cam.rp_overlays_state = 'Off'
cam.rp_decals_state = 'Off'
cam.rp_hdr = False
cam.rp_worldnodes = False
cam.rp_stereo = False
cam.rp_greasepencil = True
cam.rp_render_to_texture = False
cam.rp_supersampling = '1'
cam.rp_antialiasing = 'None'
cam.rp_compositornodes = False
cam.rp_volumetriclight = False
cam.rp_ssao = False
cam.rp_ssr = False
cam.rp_bloom = False
cam.rp_motionblur = 'None'
updating_preset = False
set_renderpath(self, context)
def set_renderpath(self, context):
global updating_preset
if updating_preset == True:
return
if bpy.context.camera == None:
return
assets.invalidate_shader_cache(self, context)
make_renderer.make_renderer(bpy.context.camera)
bpy.context.camera.renderpath_path = 'armory_default'
# Menu in camera data region
class GenRPDataPropsPanel(bpy.types.Panel):
bl_label = "Armory Render Path"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
dat = obj.data
if obj.type == 'CAMERA':
layout.prop(dat, "rp_preset")
layout.separator()
layout.prop(dat, "rp_renderer")
layout.prop(dat, "rp_materials")
layout.prop(dat, "rp_shadowmap")
layout.prop(dat, "rp_meshes")
layout.prop(dat, "rp_translucency_state")
layout.prop(dat, "rp_overlays_state")
layout.prop(dat, "rp_decals_state")
layout.prop(dat, "rp_hdr")
layout.prop(dat, "rp_worldnodes")
layout.prop(dat, "rp_stereo")
# layout.prop(dat, "rp_greasepencil")
layout.prop(dat, 'rp_voxelgi')
if dat.rp_voxelgi:
layout.prop(dat, 'rp_voxelgi_resolution')
layout.separator()
layout.prop(dat, "rp_render_to_texture")
if dat.rp_render_to_texture:
layout.prop(dat, "rp_supersampling")
layout.prop(dat, "rp_antialiasing")
layout.prop(dat, "rp_compositornodes")
layout.prop(dat, "rp_volumetriclight")
layout.prop(dat, "rp_ssao")
layout.prop(dat, "rp_ssr")
layout.prop(dat, "rp_bloom")
layout.prop(dat, "rp_motionblur")
class PropsRPDataPropsPanel(bpy.types.Panel):
bl_label = "Armory Render Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
wrd = bpy.data.worlds['Arm']
if obj.type == 'CAMERA':
layout.prop(wrd, 'generate_pcss_state')
if wrd.generate_pcss_state == 'On' or wrd.generate_pcss_state == 'Auto':
layout.prop(wrd, 'generate_pcss_rings')
layout.prop(wrd, 'generate_ssrs')
layout.prop(wrd, 'arm_samples_per_pixel')
row = layout.row()
row.prop(wrd, 'generate_gpu_skin')
if wrd.generate_gpu_skin:
row.prop(wrd, 'generate_gpu_skin_max_bones_auto')
if not wrd.generate_gpu_skin_max_bones_auto:
layout.prop(wrd, 'generate_gpu_skin_max_bones')
layout.prop(wrd, 'anisotropic_filtering_state')
layout.prop(wrd, 'diffuse_model')
layout.prop(wrd, 'tessellation_enabled')
layout.prop(wrd, 'force_no_culling')
layout.prop(wrd, 'arm_camera_props_advanced')
if wrd.arm_camera_props_advanced:
layout.prop(wrd, 'generate_clouds')
if wrd.generate_clouds:
layout.prop(wrd, 'generate_clouds_density')
layout.prop(wrd, 'generate_clouds_size')
layout.prop(wrd, 'generate_clouds_lower')
layout.prop(wrd, 'generate_clouds_upper')
layout.prop(wrd, 'generate_clouds_wind')
layout.prop(wrd, 'generate_clouds_secondary')
layout.prop(wrd, 'generate_clouds_precipitation')
layout.prop(wrd, 'generate_clouds_eccentricity')
layout.label('SSAO')
# layout.prop(wrd, 'generate_ssao')
# if wrd.generate_ssao:
layout.prop(wrd, 'generate_ssao_size')
layout.prop(wrd, 'generate_ssao_strength')
layout.prop(wrd, 'generate_ssao_half_res')
layout.label('Bloom')
# layout.prop(wrd, 'generate_bloom')
# if wrd.generate_bloom:
layout.prop(wrd, 'generate_bloom_threshold')
layout.prop(wrd, 'generate_bloom_strength')
layout.prop(wrd, 'generate_bloom_radius')
layout.label('Motion Blur')
# layout.prop(wrd, 'generate_motion_blur')
# if wrd.generate_motion_blur:
layout.prop(wrd, 'generate_motion_blur_intensity')
layout.label('SSR')
# layout.prop(wrd, 'generate_ssr')
# if wrd.generate_ssr:
layout.prop(wrd, 'generate_ssr_ray_step')
layout.prop(wrd, 'generate_ssr_min_ray_step')
layout.prop(wrd, 'generate_ssr_search_dist')
layout.prop(wrd, 'generate_ssr_falloff_exp')
layout.prop(wrd, 'generate_ssr_jitter')
layout.prop(wrd, 'generate_ssr_half_res')
layout.label('SSRS')
layout.prop(wrd, 'generate_ssrs_ray_step')
layout.label('Volumetric Light')
# layout.prop(wrd, 'generate_volumetric_light')
# if wrd.generate_volumetric_light:
layout.prop(wrd, 'generate_volumetric_light_air_turbidity')
layout.prop(wrd, 'generate_volumetric_light_air_color')
layout.label('Voxel GI')
layout.prop(wrd, 'generate_voxelgi_dimensions')
def register():
bpy.utils.register_class(GenRPDataPropsPanel)
bpy.utils.register_class(PropsRPDataPropsPanel)
def unregister():
bpy.utils.unregister_class(GenRPDataPropsPanel)
bpy.utils.unregister_class(PropsRPDataPropsPanel)