armory/blender/gen_renderpath.py
2016-12-01 18:28:07 +01:00

169 lines
6.3 KiB
Python

import bpy
import nodes_renderpath
from bpy.types import Menu, Panel, UIList
from bpy.props import *
def check_saved(self):
if bpy.data.filepath == "":
self.report({"ERROR"}, "Save blend file first")
return False
return True
class ReimportPathsMenu(bpy.types.Menu):
bl_label = "OK?"
bl_idname = "OBJECT_MT_reimport_paths_menu"
def draw(self, context):
layout = self.layout
layout.operator("arm.reimport_paths")
class ReimportPathsButtonMenu(bpy.types.Operator):
'''Reimport default render paths'''
bl_label = "Reimport Defaults"
bl_idname = "arm.reimport_paths_menu"
def execute(self, context):
bpy.ops.wm.call_menu(name=ReimportPathsMenu.bl_idname)
return {"FINISHED"}
class ReimportPathsButton(bpy.types.Operator):
'''Reimport default render paths'''
bl_label = "Reimport Defaults"
bl_idname = "arm.reimport_paths"
def execute(self, context):
nodes_renderpath.load_library()
return{'FINISHED'}
# 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
if obj.type == 'CAMERA':
# layout.prop(obj.data, "rp_renderer")
# layout.prop(obj.data, "rp_supersampling")
# layout.prop(obj.data, "rp_antialiasing")
# layout.prop(obj.data, "rp_shadowmap")
# layout.prop(obj.data, "rp_hdr")
# layout.prop(obj.data, "rp_worldnodes")
# layout.prop(obj.data, "rp_compositornodes")
# layout.prop(obj.data, "rp_volumetriclight")
# layout.prop(obj.data, "rp_ssao")
# layout.prop(obj.data, "rp_ssr")
# layout.prop(obj.data, "rp_bloom")
# layout.prop(obj.data, "rp_motionblur")
# layout.prop(obj.data, "rp_translucency")
# layout.prop(obj.data, "rp_decals")
# layout.prop(obj.data, "rp_overlays")
# layout.operator("arm.gen_renderpath")
layout.operator("arm.reimport_paths_menu")
class EffectsRPDataPropsPanel(bpy.types.Panel):
bl_label = "Armory Render Effects"
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_shadows')
if wrd.generate_shadows:
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, 'arm_project_samples_per_pixel')
layout.prop(wrd, 'generate_gpu_skin')
if wrd.generate_gpu_skin:
layout.prop(wrd, 'generate_gpu_skin_max_bones')
layout.prop(wrd, 'tessellation_enabled')
layout.prop(wrd, 'force_anisotropic_filtering')
layout.prop(wrd, 'force_no_culling')
layout.prop(wrd, 'diffuse_oren_nayar')
layout.prop(wrd, 'voxelgi')
if wrd.voxelgi:
layout.prop(wrd, 'voxelgi_dimensions')
layout.prop(wrd, 'arm_camera_effects_advanced')
if wrd.arm_camera_effects_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('Screen-Space Ambient Occlusion')
# 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_texture_scale')
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('Screen-Space Reflections')
# 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_texture_scale')
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')
class ArmoryGenRenderPathButton(bpy.types.Operator):
'''Auto-generate render path based on settings'''
bl_idname = 'arm.gen_renderpath'
bl_label = 'Generate Render Path'
def execute(self, context):
return{'FINISHED'}
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)