armory/blender/props.py
2016-12-13 01:09:17 +01:00

431 lines
36 KiB
Python
Executable file

import bpy
from bpy.props import *
from props_traits_clip import *
from props_traits_action import *
import props_ui
import props_renderer
import assets
import log
import armutils
try:
import barmory
except ImportError:
pass
preset_done = False
def update_preset(self, context):
global preset_done
if preset_done:
preset_done = False
return
props_renderer.set_preset(self.rp_preset)
preset_done = True
self.rp_preset = 'None'
arm_ver = '16.12.1'
def init_properties():
global arm_ver
bpy.types.World.arm_progress = bpy.props.FloatProperty(name="Progress", description="Current build progress", default=100.0, min=0.0, max=100.0, soft_min=0.0, soft_max=100.0, subtype='PERCENTAGE', get=log.get_progress)
bpy.types.World.arm_version = StringProperty(name="Version", description="Armory SDK version", default=arm_ver)
target_prop = EnumProperty(
items = [('html5', 'HTML5', 'html5'),
('windows', 'Windows', 'windows'),
('macos', 'MacOS', 'macos'),
('linux', 'Linux', 'linux'),
('ios', 'iOS', 'ios'),
('android-native', 'Android', 'android-native'),
('krom', 'Krom', 'krom')],
name="Target", default='html5',
description='Build paltform')
bpy.types.World.arm_project_target = target_prop
bpy.types.World.arm_project_name = StringProperty(name="Name", description="Exported project name", default="")
bpy.types.World.arm_project_package = StringProperty(name="Package", description="Package name for scripts", default="arm")
bpy.types.World.arm_play_active_scene = BoolProperty(name="Play Active Scene", description="Load currently edited scene when launching player", default=True)
bpy.types.World.arm_project_scene = StringProperty(name="Scene", description="Scene to load when launching player")
bpy.types.World.arm_samples_per_pixel = EnumProperty(
items=[('1', '1X', '1X'),
('2', '2X', '2X'),
('4', '4X', '4X'),
('8', '8X', '8X'),
('16', '16X', '16X')],
name="MSAA", description="Samples per pixel usable for render paths drawing directly to framebuffer", default='1')
bpy.types.World.arm_physics = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics", default='Bullet')
bpy.types.World.arm_navigation = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Recast', 'Recast', 'Recast')],
name = "Navigation", default='Recast')
bpy.types.World.arm_khafile = StringProperty(name = "Khafile", description="Source appended to khafile.js")
bpy.types.World.arm_command_line = StringProperty(name = "Command Line", description="Commands appended to khamake")
bpy.types.World.arm_minimize = BoolProperty(name="Minimize Data", description="Export scene data in binary", default=True, update=assets.invalidate_compiled_data)
bpy.types.World.arm_optimize_mesh = BoolProperty(name="Optimize Meshes", description="Export more efficient geometry indices, can prolong build times", default=False, update=assets.invalidate_mesh_data)
bpy.types.World.arm_sampled_animation = BoolProperty(name="Sampled Animation", description="Export object animation as raw matrices", default=False, update=assets.invalidate_compiled_data)
bpy.types.World.arm_deinterleaved_buffers = BoolProperty(name="Deinterleaved Buffers", description="Use deinterleaved vertex buffers", default=False)
bpy.types.World.arm_export_hide_render = BoolProperty(name="Export Hidden Renders", description="Export hidden objects", default=True)
bpy.types.World.arm_spawn_all_layers = BoolProperty(name="Spawn All Layers", description="Spawn objects from all scene layers", default=False)
bpy.types.World.arm_play_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_build_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_project_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_object_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_material_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_camera_props_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_lod_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_lod_gen_levels = IntProperty(name="Levels", description="Number of levels to generate", default=3, min=1)
bpy.types.World.arm_lod_gen_ratio = FloatProperty(name="Decimate Ratio", description="Decimate ratio", default=0.8)
bpy.types.World.arm_material_level = EnumProperty(
items=[('Restricted', 'Restricted', 'Restricted'),
('Full', 'Full', 'Full')],
name="Materials", description="Node parser to use when building materials", default="Restricted")
bpy.types.World.arm_cache_shaders = BoolProperty(name="Cache Shaders", description="Do not rebuild existing shaders", default=True, update=assets.invalidate_shader_cache)
#bpy.types.World.arm_cache_envmaps = BoolProperty(name="Cache Envmaps", description="Do not remove prefiltered maps when cleaning project", default=True)
bpy.types.World.arm_play_live_patch = BoolProperty(name="Live Patching", description="Sync running player data to Blender", default=True)
bpy.types.World.arm_play_auto_build = BoolProperty(name="Auto Build", description="Rebuild scene on operator changes", default=True)
bpy.types.World.arm_play_viewport_camera = BoolProperty(name="Viewport Camera", description="Start player at viewport camera position", default=False)
bpy.types.World.arm_play_viewport_navigation = EnumProperty(
items=[('None', 'None', 'None'),
('Walk', 'Walk', 'Walk')],
name="Navigation", description="Enable camera controls", default='Walk')
bpy.types.World.arm_play_console = BoolProperty(name="Debug Console", description="Show inspector in player", default=False)
bpy.types.World.arm_play_runtime = EnumProperty(
items=[('Electron', 'Electron', 'Electron'),
('Browser', 'Browser', 'Browser'),
('Native', 'C++', 'Native'),
('Krom', 'Krom', 'Krom')],
name="Runtime", description="Player runtime used when launching in new window", default='Krom')
bpy.types.World.arm_loadbar = BoolProperty(name="Load Bar", description="Show asset loading progress on published builds", default=True)
# For object
bpy.types.Object.instanced_children = bpy.props.BoolProperty(name="Instanced Children", description="Use instaced rendering", default=False)
bpy.types.Object.instanced_children_loc_x = bpy.props.BoolProperty(name="X", default=True)
bpy.types.Object.instanced_children_loc_y = bpy.props.BoolProperty(name="Y", default=True)
bpy.types.Object.instanced_children_loc_z = bpy.props.BoolProperty(name="Z", default=True)
bpy.types.Object.instanced_children_rot_x = bpy.props.BoolProperty(name="X", default=False)
bpy.types.Object.instanced_children_rot_y = bpy.props.BoolProperty(name="Y", default=False)
bpy.types.Object.instanced_children_rot_z = bpy.props.BoolProperty(name="Z", default=False)
bpy.types.Object.instanced_children_scale_x = bpy.props.BoolProperty(name="X", default=False)
bpy.types.Object.instanced_children_scale_y = bpy.props.BoolProperty(name="Y", default=False)
bpy.types.Object.instanced_children_scale_z = bpy.props.BoolProperty(name="Z", default=False)
bpy.types.Object.override_material = bpy.props.BoolProperty(name="Override Material", default=False)
bpy.types.Object.override_material_name = bpy.props.StringProperty(name="Name", default="")
bpy.types.Object.game_export = bpy.props.BoolProperty(name="Export", description="Export object data", default=True)
bpy.types.Object.game_visible = bpy.props.BoolProperty(name="Visible", description="Render this object", default=True)
bpy.types.Object.spawn = bpy.props.BoolProperty(name="Spawn", description="Auto-add this object when creating scene", default=True)
bpy.types.Object.mobile = bpy.props.BoolProperty(name="Mobile", description="Object moves during gameplay", default=True)
# - Clips
bpy.types.Object.bone_animation_enabled = bpy.props.BoolProperty(name="Bone Animation", description="Enable skinning", default=True)
bpy.types.Object.object_animation_enabled = bpy.props.BoolProperty(name="Object Animation", description="Enable timeline animation", default=True)
bpy.types.Object.edit_tracks_prop = bpy.props.BoolProperty(name="Edit Clips", description="Manually set animation frames", default=False)
bpy.types.Object.start_track_name_prop = bpy.props.StringProperty(name="Start Track", description="Play this track by default", default="")
bpy.types.Object.my_cliptraitlist = bpy.props.CollectionProperty(type=ListClipTraitItem)
bpy.types.Object.cliptraitlist_index = bpy.props.IntProperty(name="Clip index", default=0)
# - Actions
bpy.types.Object.edit_actions_prop = bpy.props.BoolProperty(name="Edit Actions", description="Manually set used actions", default=False)
bpy.types.Object.start_action_name_prop = bpy.props.StringProperty(name="Start Action", description="Play this action by default", default="")
# For speakers
bpy.types.Speaker.loop = bpy.props.BoolProperty(name="Loop", description="Loop this sound", default=False)
bpy.types.Speaker.stream = bpy.props.BoolProperty(name="Stream", description="Stream this sound", default=False)
# For mesh
bpy.types.Mesh.mesh_cached = bpy.props.BoolProperty(name="Mesh Cached", description="No need to reexport mesh data", default=False)
bpy.types.Mesh.mesh_cached_verts = bpy.props.IntProperty(name="Last Verts", description="Number of vertices in last export", default=0)
bpy.types.Mesh.mesh_cached_edges = bpy.props.IntProperty(name="Last Edges", description="Number of edges in last export", default=0)
bpy.types.Mesh.dynamic_usage = bpy.props.BoolProperty(name="Dynamic Data Usage", description="Mesh data can change at runtime", default=False)
bpy.types.Mesh.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
bpy.types.Curve.mesh_cached = bpy.props.BoolProperty(name="Mesh Cached", description="No need to reexport curve data", default=False)
bpy.types.Curve.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
bpy.types.Curve.dynamic_usage = bpy.props.BoolProperty(name="Dynamic Data Usage", description="Curve data can change at runtime", default=False)
bpy.types.MetaBall.mesh_cached = bpy.props.BoolProperty(name="Mesh Cached", description="No need to reexport metaball data", default=False)
bpy.types.MetaBall.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
bpy.types.MetaBall.dynamic_usage = bpy.props.BoolProperty(name="Dynamic Data Usage", description="Metaball data can change at runtime", default=False)
# For grease pencil
bpy.types.GreasePencil.data_cached = bpy.props.BoolProperty(name="GP Cached", description="No need to reexport grease pencil data", default=False)
bpy.types.GreasePencil.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=True)
# For armature
bpy.types.Armature.data_cached = bpy.props.BoolProperty(name="Armature Cached", description="No need to reexport armature data", default=False)
bpy.types.Armature.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
# Actions
bpy.types.Armature.edit_actions = bpy.props.BoolProperty(name="Edit Actions", description="Manually set used actions", default=False)
bpy.types.Armature.my_actiontraitlist = bpy.props.CollectionProperty(type=ListActionTraitItem)
bpy.types.Armature.actiontraitlist_index = bpy.props.IntProperty(name="Action index", default=0)
# For camera
bpy.types.Camera.frustum_culling = bpy.props.BoolProperty(name="Frustum Culling", description="Perform frustum culling for this camera", default=True)
bpy.types.Camera.renderpath_path = bpy.props.StringProperty(name="Render Path", description="Render path nodes used for this camera", default="deferred_path_low") # default="armory_default")
bpy.types.Camera.renderpath_id = bpy.props.StringProperty(name="Render Path ID", description="Asset ID", default="deferred")
# TODO: Specify multiple material ids, merge ids from multiple cameras
bpy.types.Camera.renderpath_passes = bpy.props.StringProperty(name="Render Path Passes", description="Referenced render passes", default="")
bpy.types.Camera.mesh_context = bpy.props.StringProperty(name="Mesh", default="mesh")
bpy.types.Camera.mesh_context_empty = bpy.props.StringProperty(name="Mesh Empty", default="") # depthwrite
bpy.types.Camera.shadows_context = bpy.props.StringProperty(name="Shadows", default="shadowmap")
bpy.types.Camera.translucent_context = bpy.props.StringProperty(name="Translucent", default="translucent")
bpy.types.Camera.overlay_context = bpy.props.StringProperty(name="Overlay", default="overlay")
bpy.types.Camera.is_probe = bpy.props.BoolProperty(name="Probe", description="Render this camera as environment probe using Cycles", default=False)
bpy.types.Camera.probe_generate_radiance = bpy.props.BoolProperty(name="Generate Radiance", description="Generate radiance textures", default=False)
bpy.types.Camera.probe_texture = bpy.props.StringProperty(name="Texture", default="")
bpy.types.Camera.probe_num_mips = bpy.props.IntProperty(name="Number of mips", default=0)
bpy.types.Camera.probe_volume = bpy.props.StringProperty(name="Volume", default="")
bpy.types.Camera.probe_strength = bpy.props.FloatProperty(name="Strength", default=1.0)
bpy.types.Camera.probe_blending = bpy.props.FloatProperty(name="Blending", default=0.0)
bpy.types.Camera.is_mirror = bpy.props.BoolProperty(name="Mirror", description="Render this camera into texture", default=False)
bpy.types.Camera.mirror_resolution_x = bpy.props.FloatProperty(name="X", default=512.0)
bpy.types.Camera.mirror_resolution_y = bpy.props.FloatProperty(name="Y", default=256.0)
bpy.types.Camera.last_decal_context = bpy.props.StringProperty(name="Decal Context", default='')
# Render path generator
bpy.types.Camera.rp_preset = EnumProperty(
items=[('None', '', 'None'),
('Forward Low', 'Forward Low', 'Forward Low'),
('Forward', 'Forward', 'Forward'),
('Forward High', 'Forward High', 'Forward High'),
('Deferred Low', 'Deferred Low', 'Deferred Low'),
('Deferred', 'Deferred', 'Deferred'),
('Deferred High', 'Deferred High', 'Deferred High'),
('VR Low', 'VR Low', 'VR Low'),
('Grease Pencil', 'Grease Pencil', 'Grease Pencil'),
#('Path-Trace', 'Path-Trace', 'Path-Trace')],
],
name="Preset", description="Render path preset", default='None', update=update_preset)
bpy.types.Camera.rp_renderer = EnumProperty(
items=[('Forward', 'Forward', 'Forward'),
('Deferred', 'Deferred', 'Deferred'),
#('Path-Trace', 'Path-Trace', 'Path-Trace')],
],
name="Renderer", description="Renderer type", default='Deferred')
bpy.types.Camera.rp_depthprepass = bpy.props.BoolProperty(name="Depth Prepass", description="Depth Prepass for mesh context", default=True)
bpy.types.Camera.rp_meshes = bpy.props.BoolProperty(name="Meshes", description="Render mesh objects", default=True)
bpy.types.Camera.rp_hdr = bpy.props.BoolProperty(name="HDR", description="Render in HDR Space", default=True)
bpy.types.Camera.rp_render_to_texture = bpy.props.BoolProperty(name="Post Process", description="Render scene to texture for further processing", default=True)
bpy.types.Camera.rp_worldnodes = bpy.props.BoolProperty(name="World Nodes", description="Draw world nodes", default=True)
bpy.types.Camera.rp_compositornodes = bpy.props.BoolProperty(name="Compositor Nodes", description="Draw compositor nodes", default=True)
bpy.types.Camera.rp_shadowmap = EnumProperty(
items=[('None', 'None', 'None'),
('512', '512', '512'),
('1024', '1024', '1024'),
('2048', '2048', '2048'),
('4096', '4096', '4096')],
name="Shadow Map", description="Shadow map resolution", default='2048')
bpy.types.Camera.rp_supersampling = EnumProperty(
items=[('1', '1X', '1X'),
('2', '2X', '2X'),
('4', '4X', '4X')],
name="Super Sampling", description="Screen resolution multiplier", default='1')
bpy.types.Camera.rp_antialiasing = EnumProperty(
items=[('None', 'None', 'None'),
('FXAA', 'FXAA', 'FXAA'),
('SMAA', 'SMAA', 'SMAA'),
('TAA', 'TAA', 'TAA')],
name="Anti Aliasing", description="Post-process anti aliasing technique", default='SMAA')
bpy.types.Camera.rp_volumetriclight = bpy.props.BoolProperty(name="Volumetric Light", description="Use volumetric lighting", default=False)
bpy.types.Camera.rp_ssao = bpy.props.BoolProperty(name="SSAO", description="Screen space ambient occlusion", default=True)
bpy.types.Camera.rp_ssr = bpy.props.BoolProperty(name="SSR", description="Screen space reflections", default=False)
bpy.types.Camera.rp_bloom = bpy.props.BoolProperty(name="Bloom", description="Bloom processing", default=False)
bpy.types.Camera.rp_motionblur = bpy.props.BoolProperty(name="Motion Blur", description="Motion blur processing", default=False)
bpy.types.Camera.rp_translucency = bpy.props.BoolProperty(name="Translucency", description="Order independent translucency", default=False)
bpy.types.Camera.rp_decals = bpy.props.BoolProperty(name="Decals", description="Render decals", default=False)
bpy.types.Camera.rp_overlays = bpy.props.BoolProperty(name="Overlays", description="Render overlays", default=False)
bpy.types.Camera.rp_stereo = bpy.props.BoolProperty(name="Stereo", description="Stereo rendering", default=False)
bpy.types.Camera.rp_greasepencil = bpy.props.BoolProperty(name="Grease Pencil", description="Render Grease Pencil data", default=False)
# For world
bpy.types.World.world_envtex_name = bpy.props.StringProperty(name="Environment Texture", default='')
bpy.types.World.world_envtex_irr_name = bpy.props.StringProperty(name="Environment Irradiance", default='')
bpy.types.World.world_envtex_num_mips = bpy.props.IntProperty(name="Number of mips", default=0)
bpy.types.World.world_envtex_color = bpy.props.FloatVectorProperty(name="Environment Color", size=4, default=[0,0,0,1])
bpy.types.World.world_envtex_strength = bpy.props.FloatProperty(name="Environment Strength", default=1.0)
bpy.types.World.world_envtex_sun_direction = bpy.props.FloatVectorProperty(name="Sun Direction", size=3, default=[0,0,0])
bpy.types.World.world_envtex_turbidity = bpy.props.FloatProperty(name="Turbidity", default=1.0)
bpy.types.World.world_envtex_ground_albedo = bpy.props.FloatProperty(name="Ground Albedo", default=0.0)
bpy.types.World.world_defs = bpy.props.StringProperty(name="World Shader Defs", default='')
bpy.types.World.generate_radiance = bpy.props.BoolProperty(name="Probe Radiance", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_radiance_size = EnumProperty(
items=[('512', '512', '512'),
('1024', '1024', '1024'),
('2048', '2048', '2048')],
name="Probe Size", description="Prefiltered map size", default='1024', update=assets.invalidate_envmap_data)
bpy.types.World.generate_radiance_sky = bpy.props.BoolProperty(name="Sky Radiance", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_radiance_sky_type = EnumProperty(
items=[('Fake', 'Fake', 'Fake'),
('Hosek', 'Hosek', 'Hosek')],
name="Type", description="Prefiltered maps to be used for radiance", default='Hosek', update=assets.invalidate_envmap_data)
bpy.types.World.generate_clouds = bpy.props.BoolProperty(name="Clouds", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_density = bpy.props.FloatProperty(name="Density", default=0.5, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_size = bpy.props.FloatProperty(name="Size", default=1.0, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_lower = bpy.props.FloatProperty(name="Lower", default=2.0, min=1.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_upper = bpy.props.FloatProperty(name="Upper", default=3.5, min=1.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_wind = bpy.props.FloatVectorProperty(name="Wind", default=[0.2, 0.06], size=2, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_secondary = bpy.props.FloatProperty(name="Secondary", default=0.0, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_precipitation = bpy.props.FloatProperty(name="Precipitation", default=1.0, min=0.0, max=2.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_eccentricity = bpy.props.FloatProperty(name="Eccentricity", default=0.6, min=0.0, max=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.shadowmap_size = bpy.props.IntProperty(name="Shadowmap Size", default=0, update=assets.invalidate_shader_cache)
bpy.types.World.scripts_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
bpy.types.World.bundled_scripts_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
bpy.types.World.generate_ocean = bpy.props.BoolProperty(name="Ocean", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_base_color = bpy.props.FloatVectorProperty(name="Base Color", size=3, default=[0.1, 0.19, 0.37], subtype='COLOR', update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_water_color = bpy.props.FloatVectorProperty(name="Water Color", size=3, default=[0.6, 0.7, 0.9], subtype='COLOR', update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_level = bpy.props.FloatProperty(name="Level", default=0.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_amplitude = bpy.props.FloatProperty(name="Amplitude", default=2.5, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_height = bpy.props.FloatProperty(name="Height", default=0.6, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_choppy = bpy.props.FloatProperty(name="Choppy", default=4.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_speed = bpy.props.FloatProperty(name="Speed", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_freq = bpy.props.FloatProperty(name="Freq", default=0.16, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_fade = bpy.props.FloatProperty(name="Fade", default=1.8, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao = bpy.props.BoolProperty(name="SSAO", description="Screen-Space Ambient Occlusion", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao_size = bpy.props.FloatProperty(name="Size", default=0.12, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao_strength = bpy.props.FloatProperty(name="Strength", default=0.25, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao_texture_scale = bpy.props.FloatProperty(name="Texture Scale", default=1.0, min=0.0, max=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_shadows = bpy.props.BoolProperty(name="Shadows", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_bloom = bpy.props.BoolProperty(name="Bloom", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_bloom_threshold = bpy.props.FloatProperty(name="Threshold", default=20.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_bloom_strength = bpy.props.FloatProperty(name="Strength", default=0.5, update=assets.invalidate_shader_cache)
bpy.types.World.generate_bloom_radius = bpy.props.FloatProperty(name="Radius", default=0.5, update=assets.invalidate_shader_cache)
bpy.types.World.generate_motion_blur = bpy.props.BoolProperty(name="Motion Blur", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_motion_blur_intensity = bpy.props.FloatProperty(name="Intensity", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr = bpy.props.BoolProperty(name="SSR", description="Screen-Space Reflections", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.04, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_min_ray_step = bpy.props.FloatProperty(name="Ray Step Min", default=0.05, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_search_dist = bpy.props.FloatProperty(name="Search Dist", default=5.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_falloff_exp = bpy.props.FloatProperty(name="Falloff Exp", default=5.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_jitter = bpy.props.FloatProperty(name="Jitter", default=0.6, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_texture_scale = bpy.props.FloatProperty(name="Texture Scale", default=1.0, min=0.0, max=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_volumetric_light = bpy.props.BoolProperty(name="Volumetric Light", description="", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_volumetric_light_air_turbidity = bpy.props.FloatProperty(name="Air Turbidity", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_volumetric_light_air_color = bpy.props.FloatVectorProperty(name="Air Color", size=3, default=[1.0, 1.0, 1.0], subtype='COLOR', update=assets.invalidate_shader_cache)
bpy.types.World.generate_pcss_state = EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="Soft Shadows", description="Percentage Closer Soft Shadows", default='Off', update=assets.invalidate_shader_cache)
bpy.types.World.generate_pcss_rings = bpy.props.IntProperty(name="Rings", description="", default=20, update=assets.invalidate_shader_cache)
# Compositor
bpy.types.World.generate_letterbox = bpy.props.BoolProperty(name="Letterbox", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_letterbox_size = bpy.props.FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
bpy.types.World.generate_grain = bpy.props.BoolProperty(name="Film Grain", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_grain_strength = bpy.props.FloatProperty(name="Strength", default=2.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog = bpy.props.BoolProperty(name="Volumetric Fog", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog_color = bpy.props.FloatVectorProperty(name="Color", size=3, subtype='COLOR', default=[0.5, 0.6, 0.7], update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog_amounta = bpy.props.FloatProperty(name="Amount A", default=0.25, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog_amountb = bpy.props.FloatProperty(name="Amount B", default=0.5, update=assets.invalidate_shader_cache)
# Skin
bpy.types.World.generate_gpu_skin = bpy.props.BoolProperty(name="GPU Skinning", description="Calculate skinning on GPU", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_gpu_skin_max_bones = bpy.props.IntProperty(name="Max Bones", default=50, min=1, max=84, update=assets.invalidate_shader_cache)
# Material override flags
bpy.types.World.anisotropic_filtering_state = EnumProperty(
items=[('On', 'On', 'On'),
('Off', 'Off', 'Off'),
('Auto', 'Auto', 'Auto')],
name="Anisotropic Filtering", description="Texture filtering", default='On')
bpy.types.World.force_no_culling = bpy.props.BoolProperty(name="Force No Culling", default=False)
bpy.types.World.tessellation_enabled = bpy.props.BoolProperty(name="Tessellation", description="Enable tessellation for height maps on supported targets", default=True)
# Lighting flags
bpy.types.World.diffuse_model = EnumProperty(
items=[('Lambert', 'Lambert', 'Lambert'),
('Oren Nayar', 'Oren Nayar', 'Oren Nayar')],
name="Diffuse", description="Diffuse model", default='Lambert', update=assets.invalidate_shader_cache)
bpy.types.World.voxelgi = bpy.props.BoolProperty(name="VGI", description="Voxel-based Global Illumination", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.voxelgi_dimensions = bpy.props.FloatVectorProperty(name="Dimensions", description="3D texture size", size=3, default=[128, 128, 128], update=assets.invalidate_shader_cache)
# For material
bpy.types.Material.cast_shadow = bpy.props.BoolProperty(name="Cast Shadow", default=True)
bpy.types.Material.receive_shadow = bpy.props.BoolProperty(name="Receive Shadow", default=True)
bpy.types.Material.override_shader = bpy.props.BoolProperty(name="Override Shader", default=False)
bpy.types.Material.override_shader_name = bpy.props.StringProperty(name="Name", default='')
bpy.types.Material.override_shader_context = bpy.props.BoolProperty(name="Override Context", default=False)
bpy.types.Material.override_shader_context_name = bpy.props.StringProperty(name="Name", default='')
bpy.types.Material.stencil_mask = bpy.props.IntProperty(name="Stencil Mask", default=0)
bpy.types.Material.export_tangents = bpy.props.BoolProperty(name="Export Tangents", default=False)
bpy.types.Material.skip_context = bpy.props.StringProperty(name="Skip Context", default='')
bpy.types.Material.overlay = bpy.props.BoolProperty(name="X-Ray", default=False)
bpy.types.Material.override_cull = bpy.props.BoolProperty(name="Override Cull-Mode", default=False)
bpy.types.Material.override_cull_mode = EnumProperty(
items = [('none', 'None', 'None'),
('clockwise', 'Clockwise', 'Clockwise'),
('counter_clockwise', 'Counter-Clockwise', 'Counter-Clockwise')],
name = "Cull-Mode", default='clockwise')
bpy.types.Material.override_compare = bpy.props.BoolProperty(name="Override Compare-Mode", default=False)
bpy.types.Material.override_compare_mode = EnumProperty(
items = [('Always', 'Always', 'Always'),
('Less', 'Less', 'Less')],
name = "Compare-Mode", default='Less')
bpy.types.Material.override_depthwrite = bpy.props.BoolProperty(name="Override Depth-Write", default=False)
bpy.types.Material.override_depthwrite_mode = EnumProperty(
items = [('True', 'True', 'True'),
('False', 'False', 'False')],
name = "Depth-Write", default='True')
bpy.types.Material.height_tess = bpy.props.BoolProperty(name="Tessellated Displacement", description="Use tessellation shaders to subdivide and displace surface", default=True)
bpy.types.Material.height_tess_inner = bpy.props.IntProperty(name="Inner Level", description="Inner tessellation level for mesh", default=14)
bpy.types.Material.height_tess_outer = bpy.props.IntProperty(name="Outer Level", description="Outer tessellation level for mesh", default=14)
bpy.types.Material.height_tess_shadows = bpy.props.BoolProperty(name="Tessellated Shadows", description="Use tessellation shaders when rendering shadow maps", default=True)
bpy.types.Material.height_tess_shadows_inner = bpy.props.IntProperty(name="Inner Level", description="Inner tessellation level for shadows", default=7)
bpy.types.Material.height_tess_shadows_outer = bpy.props.IntProperty(name="Outer Level", description="Outer tessellation level for shadows", default=7)
bpy.types.Material.transluc_shadows = bpy.props.BoolProperty(name="Translucent Shadows", description="Cast shadows for translucent surfaces", default=True)
# For scene
bpy.types.Scene.game_export = bpy.props.BoolProperty(name="Export", description="Export scene data", default=True)
bpy.types.Scene.gp_export = bpy.props.BoolProperty(name="Export Grease Pencil", description="Export grease pencil data", default=True)
bpy.types.Scene.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
# For lamp
bpy.types.Lamp.lamp_clip_start = bpy.props.FloatProperty(name="Clip Start", default=0.1)
bpy.types.Lamp.lamp_clip_end = bpy.props.FloatProperty(name="Clip End", default=50.0)
bpy.types.Lamp.lamp_fov = bpy.props.FloatProperty(name="Field of View", default=0.84)
bpy.types.Lamp.lamp_shadows_bias = bpy.props.FloatProperty(name="Shadows Bias", description="Depth offset for shadow acne", default=0.0002)
bpy.types.Lamp.lamp_omni_shadows = bpy.props.BoolProperty(name="Omnidirectional Shadows", description="Fakes omnidirectional shadows by creating 6 directional lights - will result in preformance loss - usable for deferred renderers only", default=False)
if not 'Arm' in bpy.data.worlds:
wrd = bpy.data.worlds.new('Arm')
wrd.use_fake_user = True # Store data world object, add fake user to keep it alive
def init_properties_on_save():
wrd = bpy.data.worlds['Arm']
if wrd.arm_project_name == '':
# Take blend file name
wrd.arm_project_name = bpy.path.basename(bpy.context.blend_data.filepath).rsplit('.')[0]
wrd.arm_project_scene = bpy.data.scenes[0].name
# Switch to Cycles
for scene in bpy.data.scenes:
# if scene.render.engine != 'CYCLES':
# scene.render.engine = 'CYCLES'
scene.render.fps = 60 # Default to 60fps for chromium update loop
# Force camera far to at least 200 units for now, to prevent fighting with light far plane
for c in bpy.data.cameras:
if c.clip_end < 200:
c.clip_end = 200
# Move default lamp a little further to keep fov low for now
if 'Lamp' in bpy.data.objects:
loc = bpy.data.objects['Lamp'].location
if int(loc.x) == 4 and int(loc.y) == 1 and int(loc.z) == 5:
loc.x = 11.0
loc.y = 4.0
loc.z = 16.0
# Use nodes
for w in bpy.data.worlds:
w.use_nodes = True
for s in bpy.data.scenes:
s.use_nodes = True
for l in bpy.data.lamps:
l.use_nodes = True
for m in bpy.data.materials:
m.use_nodes = True
init_properties_on_load()
def init_properties_on_load():
global arm_ver
if not 'Arm' in bpy.data.worlds:
init_properties()
armutils.fetch_script_names()
wrd = bpy.data.worlds['Arm']
# Outdated project
if int(wrd.arm_version.replace(".", "")) < int(arm_ver.replace(".", "")):
wrd.arm_version = arm_ver
# Set url for embedded player
if armutils.with_krom():
barmory.set_files_location(armutils.get_fp() + '/build/krom')
def register():
init_properties()
def unregister():
pass