merge upstream

This commit is contained in:
2025-06-02 20:16:04 +00:00
65 changed files with 1590 additions and 639 deletions

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@ -2297,6 +2297,8 @@ class LeenkxExporter:
out_particlesys = {
'name': particleRef[1]["structName"],
'type': 0 if psettings.type == 'EMITTER' else 1, # HAIR
'auto_start': psettings.lnx_auto_start,
'is_unique': psettings.lnx_is_unique,
'loop': psettings.lnx_loop,
# Emission
'count': int(psettings.count * psettings.lnx_count_mult),
@ -2813,6 +2815,7 @@ class LeenkxExporter:
body_flags['animated'] = rb.kinematic
body_flags['trigger'] = bobject.lnx_rb_trigger
body_flags['ccd'] = bobject.lnx_rb_ccd
body_flags['interpolate'] = bobject.lnx_rb_interpolate
body_flags['staticObj'] = is_static
body_flags['useDeactivation'] = rb.use_deactivation
x['parameters'].append(lnx.utils.get_haxe_json_string(body_params))
@ -3037,7 +3040,7 @@ class LeenkxExporter:
rbw = self.scene.rigidbody_world
if rbw is not None and rbw.enabled:
out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations)]
out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
if phys_pkg == 'bullet' or phys_pkg == 'oimo':
debug_draw_mode = 1 if wrd.lnx_physics_dbg_draw_wireframe else 0

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@ -87,6 +87,7 @@ def on_operator_post(operator_id: str) -> None:
target_obj.lnx_rb_trigger = source_obj.lnx_rb_trigger
target_obj.lnx_rb_deactivation_time = source_obj.lnx_rb_deactivation_time
target_obj.lnx_rb_ccd = source_obj.lnx_rb_ccd
target_obj.lnx_rb_interpolate = source_obj.lnx_rb_interpolate
target_obj.lnx_rb_collision_filter_mask = source_obj.lnx_rb_collision_filter_mask
elif operator_id == "NODE_OT_new_node_tree":

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@ -1,31 +1,34 @@
from lnx.logicnode.lnx_nodes import *
class GetParticleDataNode(LnxLogicTreeNode):
"""Returns the data of the given Particle System."""
bl_idname = 'LNGetParticleDataNode'
bl_label = 'Get Particle Data'
lnx_version = 1
def lnx_init(self, context):
self.inputs.new('LnxNodeSocketObject', 'Object')
self.inputs.new('LnxIntSocket', 'Slot')
self.outputs.new('LnxStringSocket', 'Name')
self.outputs.new('LnxFloatSocket', 'Particle Size')
self.outputs.new('LnxIntSocket', 'Frame Start')
self.outputs.new('LnxIntSocket', 'Frame End')
self.outputs.new('LnxIntSocket', 'Lifetime')
self.outputs.new('LnxFloatSocket', 'Lifetime Random')
self.outputs.new('LnxIntSocket', 'Emit From')
self.outputs.new('LnxVectorSocket', 'Velocity')
self.outputs.new('LnxFloatSocket', 'Velocity Random')
self.outputs.new('LnxVectorSocket', 'Gravity')
self.outputs.new('LnxFloatSocket', 'Weight Gravity')
self.outputs.new('LnxFloatSocket', 'Speed')
self.outputs.new('LnxFloatSocket', 'Time')
self.outputs.new('LnxFloatSocket', 'Lap')
self.outputs.new('LnxFloatSocket', 'Lap Time')
self.outputs.new('LnxIntSocket', 'Count')
from lnx.logicnode.lnx_nodes import *
class GetParticleDataNode(LnxLogicTreeNode):
"""Returns the data of the given Particle System."""
bl_idname = 'LNGetParticleDataNode'
bl_label = 'Get Particle Data'
lnx_version = 1
def lnx_init(self, context):
self.inputs.new('LnxNodeSocketObject', 'Object')
self.inputs.new('LnxIntSocket', 'Slot')
self.outputs.new('LnxStringSocket', 'Name')
self.outputs.new('LnxFloatSocket', 'Particle Size')
self.outputs.new('LnxIntSocket', 'Frame Start')
self.outputs.new('LnxIntSocket', 'Frame End')
self.outputs.new('LnxIntSocket', 'Lifetime')
self.outputs.new('LnxFloatSocket', 'Lifetime Random')
self.outputs.new('LnxIntSocket', 'Emit From')
self.outputs.new('LnxBoolSocket', 'Auto Start')
self.outputs.new('LnxBoolSocket', 'Is Unique')
self.outputs.new('LnxBoolSocket', 'Loop')
self.outputs.new('LnxVectorSocket', 'Velocity')
self.outputs.new('LnxFloatSocket', 'Velocity Random')
self.outputs.new('LnxVectorSocket', 'Gravity')
self.outputs.new('LnxFloatSocket', 'Weight Gravity')
self.outputs.new('LnxFloatSocket', 'Speed')
self.outputs.new('LnxFloatSocket', 'Time')
self.outputs.new('LnxFloatSocket', 'Lap')
self.outputs.new('LnxFloatSocket', 'Lap Time')
self.outputs.new('LnxIntSocket', 'Count')

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@ -1,58 +1,67 @@
from lnx.logicnode.lnx_nodes import *
class SetParticleDataNode(LnxLogicTreeNode):
"""Sets the parameters of the given particle system."""
bl_idname = 'LNSetParticleDataNode'
bl_label = 'Set Particle Data'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 3:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Particle Size':
self.add_input('LnxFloatSocket', 'Particle Size')
if self.property0 == 'Frame End':
self.add_input('LnxIntSocket', 'Frame End')
if self.property0 == 'Frame Start':
self.add_input('LnxIntSocket', 'Frame Start')
if self.property0 == 'Lifetime':
self.add_input('LnxIntSocket', 'Lifetime')
if self.property0 == 'Lifetime Random':
self.add_input('LnxFloatSocket', 'Lifetime Random')
if self.property0 == 'Emit From':
self.add_input('LnxIntSocket', 'Emit From')
if self.property0 == 'Velocity':
self.add_input('LnxVectorSocket', 'Velocity')
if self.property0 == 'Velocity Random':
self.add_input('LnxFloatSocket', 'Velocity Random')
if self.property0 == 'Weight Gravity':
self.add_input('LnxFloatSocket', 'Weight Gravity')
if self.property0 == 'Speed':
self.add_input('LnxFloatSocket', 'Speed')
property0: HaxeEnumProperty(
'property0',
items = [('Particle Size', 'Particle Size', 'for the system'),
('Frame Start', 'Frame Start', 'for the system'),
('Frame End', 'Frame End', 'for the system'),
('Lifetime', 'Lifetime', 'for the instance'),
('Lifetime Random', 'Lifetime Random', 'for the system'),
('Emit From', 'Emit From', 'for the system (Vertices:0 Faces:1 Volume: 2)'),
('Velocity', 'Velocity', 'for the instance'),
('Velocity Random', 'Velocity Random', 'for the system'),
('Weight Gravity', 'Weight Gravity', 'for the instance'),
('Speed', 'Speed', 'for the instance')],
name='', default='Speed', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxIntSocket', 'Slot')
self.add_input('LnxFloatSocket', 'Speed', default_value=1.0)
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')
from lnx.logicnode.lnx_nodes import *
class SetParticleDataNode(LnxLogicTreeNode):
"""Sets the parameters of the given particle system."""
bl_idname = 'LNSetParticleDataNode'
bl_label = 'Set Particle Data'
lnx_version = 1
def remove_extra_inputs(self, context):
while len(self.inputs) > 3:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'Particle Size':
self.add_input('LnxFloatSocket', 'Particle Size')
if self.property0 == 'Frame End':
self.add_input('LnxIntSocket', 'Frame End')
if self.property0 == 'Frame Start':
self.add_input('LnxIntSocket', 'Frame Start')
if self.property0 == 'Lifetime':
self.add_input('LnxIntSocket', 'Lifetime')
if self.property0 == 'Lifetime Random':
self.add_input('LnxFloatSocket', 'Lifetime Random')
if self.property0 == 'Emit From':
self.add_input('LnxIntSocket', 'Emit From')
if self.property0 == 'Auto Start':
self.add_input('LnxBoolSocket', 'Auto Start')
if self.property0 == 'Is Unique':
self.add_input('LnxBoolSocket', 'Is Unique')
if self.property0 == 'Loop':
self.add_input('LnxBoolSocket', 'Loop')
if self.property0 == 'Velocity':
self.add_input('LnxVectorSocket', 'Velocity')
if self.property0 == 'Velocity Random':
self.add_input('LnxFloatSocket', 'Velocity Random')
if self.property0 == 'Weight Gravity':
self.add_input('LnxFloatSocket', 'Weight Gravity')
if self.property0 == 'Speed':
self.add_input('LnxFloatSocket', 'Speed')
property0: HaxeEnumProperty(
'property0',
items = [('Particle Size', 'Particle Size', 'for the system'),
('Frame Start', 'Frame Start', 'for the system'),
('Frame End', 'Frame End', 'for the system'),
('Lifetime', 'Lifetime', 'for the instance'),
('Lifetime Random', 'Lifetime Random', 'for the system'),
('Emit From', 'Emit From', 'for the system (Vertices:0 Faces:1 Volume: 2)'),
('Auto Start', 'Auto Start', 'for the system'),
('Is Unique', 'Is Unique', 'for the system'),
('Loop', 'Loop', 'for the system'),
('Velocity', 'Velocity', 'for the instance'),
('Velocity Random', 'Velocity Random', 'for the system'),
('Weight Gravity', 'Weight Gravity', 'for the instance'),
('Speed', 'Speed', 'for the instance')],
name='', default='Speed', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxNodeSocketObject', 'Object')
self.add_input('LnxIntSocket', 'Slot')
self.add_input('LnxFloatSocket', 'Speed', default_value=1.0)
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')

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@ -0,0 +1,11 @@
from lnx.logicnode.lnx_nodes import *
class AutoExposureGetNode(LnxLogicTreeNode):
"""Returns the auto exposure post-processing settings."""
bl_idname = 'LNAutoExposureGetNode'
bl_label = 'Get Auto Exposure Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxFloatSocket', 'Strength')
self.add_output('LnxFloatSocket', 'Speed')

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@ -1,11 +1,20 @@
from lnx.logicnode.lnx_nodes import *
class ChromaticAberrationGetNode(LnxLogicTreeNode):
"""Returns the chromatic aberration post-processing settings."""
"""Returns the chromatic aberration post-processing settings.
Type: Simple 0 Spectral 1.
"""
bl_idname = 'LNChromaticAberrationGetNode'
bl_label = 'Get CA Settings'
lnx_version = 1
lnx_version = 2
def lnx_init(self, context):
self.add_output('LnxFloatSocket', 'Strength')
self.add_output('LnxFloatSocket', 'Samples')
self.add_output('LnxIntSocket', 'Type')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 1):
raise LookupError()
return NodeReplacement.Identity(self)

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@ -21,6 +21,7 @@ class CameraGetNode(LnxLogicTreeNode):
self.add_output('LnxFloatSocket', 'Film Grain')#11
self.add_output('LnxFloatSocket', 'Sharpen')#12
self.add_output('LnxFloatSocket', 'Vignette')#13
self.add_output('LnxFloatSocket', 'Exposure')#14
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 3):

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@ -0,0 +1,12 @@
from lnx.logicnode.lnx_nodes import *
class SharpenGetNode(LnxLogicTreeNode):
"""Returns the sharpen post-processing settings."""
bl_idname = 'LNSharpenGetNode'
bl_label = 'Get Sharpen Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxColorSocket', 'Color')
self.add_output('LnxFloatSocket', 'Size')
self.add_output('LnxFloatSocket', 'Strength')

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@ -0,0 +1,12 @@
from lnx.logicnode.lnx_nodes import *
class VolumetricFogGetNode(LnxLogicTreeNode):
"""Returns the volumetric fog post-processing settings."""
bl_idname = 'LNVolumetricFogGetNode'
bl_label = 'Get Volumetric Fog Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxColorSocket', 'Color')
self.add_output('LnxFloatSocket', 'Amount A')
self.add_output('LnxFloatSocket', 'Amount B')

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@ -0,0 +1,12 @@
from lnx.logicnode.lnx_nodes import *
class VolumetricLightGetNode(LnxLogicTreeNode):
"""Returns the volumetric light post-processing settings."""
bl_idname = 'LNVolumetricLightGetNode'
bl_label = 'Get Volumetric Light Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_output('LnxColorSocket', 'Air Color')
self.add_output('LnxFloatSocket', 'Air Turbidity')
self.add_output('LnxIntSocket', 'Steps')

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@ -0,0 +1,14 @@
from lnx.logicnode.lnx_nodes import *
class AutoExposureSetNode(LnxLogicTreeNode):
"""Set the sharpen post-processing settings."""
bl_idname = 'LNAutoExposureSetNode'
bl_label = 'Set Auto Exposure Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'Strength', default_value=1)
self.add_input('LnxFloatSocket', 'Speed', default_value=1)
self.add_output('LnxNodeSocketAction', 'Out')

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@ -1,14 +1,23 @@
from lnx.logicnode.lnx_nodes import *
class ChromaticAberrationSetNode(LnxLogicTreeNode):
"""Set the chromatic aberration post-processing settings."""
"""Set the chromatic aberration post-processing settings.
Type: Simple 0 Spectral 1.
"""
bl_idname = 'LNChromaticAberrationSetNode'
bl_label = 'Set CA Settings'
lnx_version = 1
lnx_version = 2
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'Strength', default_value=2.0)
self.add_input('LnxIntSocket', 'Samples', default_value=32)
self.add_input('LnxIntSocket', 'Type', default_value=0)
self.add_output('LnxNodeSocketAction', 'Out')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 1):
raise LookupError()
return NodeReplacement.Identity(self)

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@ -4,27 +4,74 @@ class CameraSetNode(LnxLogicTreeNode):
"""Set the post-processing effects of a camera."""
bl_idname = 'LNCameraSetNode'
bl_label = 'Set Camera Post Process'
lnx_version = 4
lnx_version = 5
def remove_extra_inputs(self, context):
while len(self.inputs) > 1:
self.inputs.remove(self.inputs[-1])
if self.property0 == 'F-stop':
self.add_input('LnxFloatSocket', 'F-stop', default_value=1.0)#0
if self.property0 == 'Shutter Time':
self.add_input('LnxFloatSocket', 'Shutter Time', default_value=2.8333)#1
if self.property0 == 'ISO':
self.add_input('LnxFloatSocket', 'ISO', default_value=100.0)#2
if self.property0 == 'Exposure Compensation':
self.add_input('LnxFloatSocket', 'Exposure Compensation', default_value=0.0)#3
if self.property0 == 'Fisheye Distortion':
self.add_input('LnxFloatSocket', 'Fisheye Distortion', default_value=0.01)#4
if self.property0 == 'Auto Focus':
self.add_input('LnxBoolSocket', 'Auto Focus', default_value=True)#5
if self.property0 == 'DoF Distance':
self.add_input('LnxFloatSocket', 'DoF Distance', default_value=10.0)#6
if self.property0 == 'DoF Length':
self.add_input('LnxFloatSocket', 'DoF Length', default_value=160.0)#7
if self.property0 == 'DoF F-Stop':
self.add_input('LnxFloatSocket', 'DoF F-Stop', default_value=128.0)#8
if self.property0 == 'Tonemapping':
self.add_input('LnxBoolSocket', 'Tonemapping', default_value=False)#9
if self.property0 == 'Distort':
self.add_input('LnxFloatSocket', 'Distort', default_value=2.0)#10
if self.property0 == 'Film Grain':
self.add_input('LnxFloatSocket', 'Film Grain', default_value=2.0)#11
if self.property0 == 'Sharpen':
self.add_input('LnxFloatSocket', 'Sharpen', default_value=0.25)#12
if self.property0 == 'Vignette':
self.add_input('LnxFloatSocket', 'Vignette', default_value=0.7)#13
if self.property0 == 'Exposure':
self.add_input('LnxFloatSocket', 'Exposure', default_value=1)#14
property0: HaxeEnumProperty(
'property0',
items = [('F-stop', 'F-stop', 'F-stop'),
('Shutter Time', 'Shutter Time', 'Shutter Time'),
('ISO', 'ISO', 'ISO'),
('Exposure Compensation', 'Exposure Compensation', 'Exposure Compensation'),
('Fisheye Distortion', 'Fisheye Distortion', 'Fisheye Distortion'),
('Auto Focus', 'Auto Focus', 'Auto Focus'),
('DoF Distance', 'DoF Distance', 'DoF Distance'),
('DoF Length', 'DoF Length', 'DoF Length'),
('DoF F-Stop', 'DoF F-Stop', 'DoF F-Stop'),
('Tonemapping', 'Tonemapping', 'Tonemapping'),
('Distort', 'Distort', 'Distort'),
('Film Grain', 'Film Grain', 'Film Grain'),
('Sharpen', 'Sharpen', 'Sharpen'),
('Vignette', 'Vignette', 'Vignette'),
('Exposure', 'Exposure', 'Exposure')],
name='', default='F-stop', update=remove_extra_inputs)
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxFloatSocket', 'F-stop', default_value=1.0)#0
self.add_input('LnxFloatSocket', 'Shutter Time', default_value=2.8333)#1
self.add_input('LnxFloatSocket', 'ISO', default_value=100.0)#2
self.add_input('LnxFloatSocket', 'Exposure Compensation', default_value=0.0)#3
self.add_input('LnxFloatSocket', 'Fisheye Distortion', default_value=0.01)#4
self.add_input('LnxBoolSocket', 'Auto Focus', default_value=True)#5
self.add_input('LnxFloatSocket', 'DoF Distance', default_value=10.0)#6
self.add_input('LnxFloatSocket', 'DoF Length', default_value=160.0)#7
self.add_input('LnxFloatSocket', 'DoF F-Stop', default_value=128.0)#8
self.add_input('LnxBoolSocket', 'Tonemapping', default_value=False)#9
self.add_input('LnxFloatSocket', 'Distort', default_value=2.0)#10
self.add_input('LnxFloatSocket', 'Film Grain', default_value=2.0)#11
self.add_input('LnxFloatSocket', 'Sharpen', default_value=0.25)#12
self.add_input('LnxFloatSocket', 'Vignette', default_value=0.7)#13
self.add_input('LnxFloatSocket', 'F-stop', default_value=1.0)
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in range(0, 4):
raise LookupError()

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@ -0,0 +1,15 @@
from lnx.logicnode.lnx_nodes import *
class SharpenSetNode(LnxLogicTreeNode):
"""Set the sharpen post-processing settings."""
bl_idname = 'LNSharpenSetNode'
bl_label = 'Set Sharpen Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxColorSocket', 'Color', default_value=[0.0, 0.0, 0.0, 1.0])
self.add_input('LnxFloatSocket', 'Size', default_value=2.5)
self.add_input('LnxFloatSocket', 'Strength', default_value=0.25)
self.add_output('LnxNodeSocketAction', 'Out')

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@ -0,0 +1,15 @@
from lnx.logicnode.lnx_nodes import *
class VolumetricFogSetNode(LnxLogicTreeNode):
"""Set the volumetric fog post-processing settings."""
bl_idname = 'LNVolumetricFogSetNode'
bl_label = 'Set Volumetric Fog Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxColorSocket', 'Color', default_value=[0.5, 0.6, 0.7, 1.0])
self.add_input('LnxFloatSocket', 'Amount A', default_value=0.25)
self.add_input('LnxFloatSocket', 'Amount B', default_value=0.50)
self.add_output('LnxNodeSocketAction', 'Out')

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@ -0,0 +1,15 @@
from lnx.logicnode.lnx_nodes import *
class VolumetricLightSetNode(LnxLogicTreeNode):
"""Set the volumetric light post-processing settings."""
bl_idname = 'LNVolumetricLightSetNode'
bl_label = 'Set Volumetric Light Settings'
lnx_version = 1
def lnx_init(self, context):
self.add_input('LnxNodeSocketAction', 'In')
self.add_input('LnxColorSocket', 'Air Color', default_value=[1.0, 1.0, 1.0, 1.0])
self.add_input('LnxFloatSocket', 'Air Turbidity', default_value=1)
self.add_input('LnxIntSocket', 'Steps', default_value=20)
self.add_output('LnxNodeSocketAction', 'Out')

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@ -4,12 +4,13 @@ class RpConfigNode(LnxLogicTreeNode):
"""Sets the post process quality."""
bl_idname = 'LNRpConfigNode'
bl_label = 'Set Post Process Quality'
lnx_version = 1
lnx_version = 2
property0: HaxeEnumProperty(
'property0',
items = [('SSGI', 'SSGI', 'SSGI'),
('SSR', 'SSR', 'SSR'),
('Bloom', 'Bloom', 'Bloom'),
('CA', 'CA', 'CA'),
('GI', 'GI', 'GI'),
('Motion Blur', 'Motion Blur', 'Motion Blur')
],
@ -23,3 +24,10 @@ class RpConfigNode(LnxLogicTreeNode):
def draw_buttons(self, context, layout):
layout.prop(self, 'property0')
def get_replacement_node(self, node_tree: bpy.types.NodeTree):
if self.lnx_version not in (0, 1):
raise LookupError()
return NodeReplacement.Identity(self)

View File

@ -40,11 +40,11 @@ def add_world_defs():
if rpdat.rp_hdr == False:
wrd.world_defs += '_LDR'
if wrd.lnx_light_ies_texture != '':
if lnx.utils.get_active_scene().world.lnx_light_ies_texture == True:
wrd.world_defs += '_LightIES'
assets.add_embedded_data('iestexture.png')
if wrd.lnx_light_clouds_texture != '':
if lnx.utils.get_active_scene().world.lnx_light_clouds_texture == True:
wrd.world_defs += '_LightClouds'
assets.add_embedded_data('cloudstexture.png')

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@ -82,28 +82,37 @@ def parse_clamp(node: bpy.types.ShaderNodeClamp, out_socket: bpy.types.NodeSocke
def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.NodeSocket, state: ParserState) -> Union[floatstr, vec3str]:
# Alpha (TODO: make ColorRamp calculation vec4-based and split afterwards)
if out_socket == node.outputs[1]:
return '1.0'
input_fac: bpy.types.NodeSocket = node.inputs[0]
alpha_out = out_socket == node.outputs[1]
fac: str = c.parse_value_input(input_fac) if input_fac.is_linked else c.to_vec1(input_fac.default_value)
interp = node.color_ramp.interpolation
elems = node.color_ramp.elements
if len(elems) == 1:
return c.to_vec3(elems[0].color)
# Write color array
# The last entry is included twice so that the interpolation
# between indices works (no out of bounds error)
cols_var = c.node_name(node.name).upper() + '_COLS'
if alpha_out:
return c.to_vec1(elems[0].color[3]) # Return alpha from the color
else:
return c.to_vec3(elems[0].color) # Return RGB
name_prefix = c.node_name(node.name).upper()
if alpha_out:
cols_var = name_prefix + '_ALPHAS'
else:
cols_var = name_prefix + '_COLS'
if state.current_pass == ParserPass.REGULAR:
cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
if alpha_out:
cols_entries = ', '.join(f'{elem.color[3]}' for elem in elems)
# Add last value twice to avoid out of bounds access
cols_entries += f', {elems[len(elems) - 1].color[3]}'
state.curshader.add_const("float", cols_var, cols_entries, array_size=len(elems) + 1)
else:
# Create array of RGB values for color output
cols_entries = ', '.join(f'vec3({elem.color[0]}, {elem.color[1]}, {elem.color[2]})' for elem in elems)
cols_entries += f', vec3({elems[len(elems) - 1].color[0]}, {elems[len(elems) - 1].color[1]}, {elems[len(elems) - 1].color[2]})'
state.curshader.add_const("vec3", cols_var, cols_entries, array_size=len(elems) + 1)
fac_var = c.node_name(node.name) + '_fac' + state.get_parser_pass_suffix()
state.curshader.write(f'float {fac_var} = {fac};')
@ -121,21 +130,22 @@ def parse_valtorgb(node: bpy.types.ShaderNodeValToRGB, out_socket: bpy.types.Nod
# Linear interpolation
else:
# Write factor array
facs_var = c.node_name(node.name).upper() + '_FACS'
# Write factor array - same for both color and alpha
facs_var = name_prefix + '_FACS'
if state.current_pass == ParserPass.REGULAR:
facs_entries = ', '.join(str(elem.position) for elem in elems)
# Add one more entry at the rightmost position so that the
# interpolation between indices works (no out of bounds error)
# Add one more entry at the rightmost position to avoid out of bounds access
facs_entries += ', 1.0'
state.curshader.add_const("float", facs_var, facs_entries, array_size=len(elems) + 1)
# Mix color
# Calculation for interpolation position
prev_stop_fac = f'{facs_var}[{index_var}]'
next_stop_fac = f'{facs_var}[{index_var} + 1]'
prev_stop_col = f'{cols_var}[{index_var}]'
next_stop_col = f'{cols_var}[{index_var} + 1]'
rel_pos = f'({fac_var} - {prev_stop_fac}) * (1.0 / ({next_stop_fac} - {prev_stop_fac}))'
# Use mix function for both alpha and color outputs (mix works on floats too)
return f'mix({prev_stop_col}, {next_stop_col}, max({rel_pos}, 0.0))'
if bpy.app.version > (3, 2, 0):

View File

@ -1,3 +1,4 @@
import bpy
import lnx.utils
import lnx.material.mat_state as mat_state
@ -10,6 +11,48 @@ else:
def write(vert, particle_info=None, shadowmap=False):
ramp_el_len = 0
ramp_positions = []
ramp_colors_b = []
size_over_time_factor = 0
use_rotations = False
rotation_mode = 'NONE'
rotation_factor_random = 0
phase_factor = 0
phase_factor_random = 0
for obj in bpy.data.objects:
for psys in obj.particle_systems:
psettings = psys.settings
if psettings.instance_object:
if psettings.instance_object.active_material:
# FIXME: Different particle systems may share the same particle object. This ideally should check the correct `ParticleSystem` using an id or name in the particle's object material.
if psettings.instance_object.active_material.name.replace(".", "_") == vert.context.matname:
# Rotation data
use_rotations = psettings.use_rotations
rotation_mode = psettings.rotation_mode
rotation_factor_random = psettings.rotation_factor_random
phase_factor = psettings.phase_factor
phase_factor_random = psettings.phase_factor_random
# Texture slots data
if psettings.texture_slots and len(psettings.texture_slots.items()) != 0:
for tex_slot in psettings.texture_slots:
if not tex_slot: break
if not tex_slot.use_map_size: break # TODO: check also for other influences
if tex_slot.texture and tex_slot.texture.use_color_ramp:
if tex_slot.texture.color_ramp and tex_slot.texture.color_ramp.elements:
ramp_el_len = len(tex_slot.texture.color_ramp.elements.items())
for element in tex_slot.texture.color_ramp.elements:
ramp_positions.append(element.position)
ramp_colors_b.append(element.color[2])
size_over_time_factor = tex_slot.size_factor
break
# Outs
out_index = True if particle_info != None and particle_info['index'] else False
out_age = True if particle_info != None and particle_info['age'] else False
@ -19,19 +62,50 @@ def write(vert, particle_info=None, shadowmap=False):
out_velocity = True if particle_info != None and particle_info['velocity'] else False
out_angular_velocity = True if particle_info != None and particle_info['angular_velocity'] else False
# Force Leenkx to create a new shader per material ID
vert.write(f'#ifdef PARTICLE_ID_{vert.context.material.lnx_material_id}')
vert.write('#endif')
vert.add_uniform('mat4 pd', '_particleData')
vert.add_uniform('float pd_size_random', '_particleSizeRandom')
vert.add_uniform('float pd_random', '_particleRandom')
vert.add_uniform('float pd_size', '_particleSize')
if ramp_el_len != 0:
vert.add_const('float', 'P_SIZE_OVER_TIME_FACTOR', str(size_over_time_factor))
for i in range(ramp_el_len):
vert.add_const('float', f'P_RAMP_POSITION_{i}', str(ramp_positions[i]))
vert.add_const('float', f'P_RAMP_COLOR_B_{i}', str(ramp_colors_b[i]))
str_tex_hash = "float fhash(float n) { return fract(sin(n) * 43758.5453); }\n"
vert.add_function(str_tex_hash)
if (ramp_el_len != 0):
str_ramp_scale = "float get_ramp_scale(float age) {\n"
for i in range(ramp_el_len):
if i == 0:
str_ramp_scale += f"if (age <= P_RAMP_POSITION_{i + 1})"
elif i == ramp_el_len - 1:
str_ramp_scale += f"return P_RAMP_COLOR_B_{ramp_el_len - 1};"
break
else:
str_ramp_scale += f"else if (age <= P_RAMP_POSITION_{i + 1})"
str_ramp_scale += f""" {{
float t = (age - P_RAMP_POSITION_{i}) / (P_RAMP_POSITION_{i + 1} - P_RAMP_POSITION_{i});
return mix(P_RAMP_COLOR_B_{i}, P_RAMP_COLOR_B_{i + 1}, t);
}}
"""
str_ramp_scale += "}\n"
vert.add_function(str_ramp_scale)
prep = 'float '
if out_age:
prep = ''
vert.add_out('float p_age')
# var p_age = lapTime - p.i * spawnRate
vert.write(prep + 'p_age = pd[3][3] - gl_InstanceID * pd[0][1];')
# p_age -= p_age * fhash(i) * r.lifetime_random;
vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];')
# Loop
# pd[0][0] - animtime, loop stored in sign
@ -43,13 +117,18 @@ def write(vert, particle_info=None, shadowmap=False):
if out_lifetime:
prep = ''
vert.add_out('float p_lifetime')
vert.write(prep + 'p_lifetime = pd[0][2];')
vert.write(prep + 'p_lifetime = pd[0][2] * (1 - (fhash(gl_InstanceID + 4 * pd[0][3] + pd_random) * pd[2][3]));')
# clip with nan
vert.write('if (p_age < 0 || p_age > p_lifetime) {')
vert.write(' gl_Position /= 0.0;')
vert.write(' return;')
vert.write('}')
if (ramp_el_len != 0):
vert.write('float n_age = clamp(p_age / p_lifetime, 0.0, 1.0);')
vert.write(f'spos.xyz *= 1 + (get_ramp_scale(n_age) - 1) * {size_over_time_factor};')
vert.write('spos.xyz *= 1 - (fhash(gl_InstanceID + 3 * pd[0][3] + pd_random) * pd_size_random);')
# vert.write('p_age /= 2;') # Match
# object_align_factor / 2 + gxyz
@ -57,20 +136,20 @@ def write(vert, particle_info=None, shadowmap=False):
if out_velocity:
prep = ''
vert.add_out('vec3 p_velocity')
vert.write(prep + 'p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);')
vert.write(prep + 'p_velocity = vec3(pd[1][0] * (1 / pd_size), pd[1][1] * (1 / pd_size), pd[1][2] * (1 / pd_size));')
vert.write('p_velocity.x += fhash(gl_InstanceID) * pd[1][3] - pd[1][3] / 2;')
vert.write('p_velocity.y += fhash(gl_InstanceID + pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
vert.write('p_velocity.z += fhash(gl_InstanceID + 2 * pd[0][3]) * pd[1][3] - pd[1][3] / 2;')
vert.write('p_velocity.x += (fhash(gl_InstanceID + pd_random) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
vert.write('p_velocity.y += (fhash(gl_InstanceID + pd_random + pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
vert.write('p_velocity.z += (fhash(gl_InstanceID + pd_random + 2 * pd[0][3]) * 2.0 / pd_size - 1.0 / pd_size) * pd[1][3];')
# factor_random = pd[1][3]
# p.i = gl_InstanceID
# particles.length = pd[0][3]
# gxyz
vert.write('p_velocity.x += (pd[2][0] * p_age) / 5;')
vert.write('p_velocity.y += (pd[2][1] * p_age) / 5;')
vert.write('p_velocity.z += (pd[2][2] * p_age) / 5;')
vert.write('p_velocity.x += (pd[2][0] / (2 * pd_size)) * p_age;')
vert.write('p_velocity.y += (pd[2][1] / (2 * pd_size)) * p_age;')
vert.write('p_velocity.z += (pd[2][2] / (2 * pd_size)) * p_age;')
prep = 'vec3 '
if out_location:
@ -80,6 +159,96 @@ def write(vert, particle_info=None, shadowmap=False):
vert.write('spos.xyz += p_location;')
# Rotation
if use_rotations:
if rotation_mode != 'NONE':
vert.write(f'float p_angle = ({phase_factor} + (fhash(gl_InstanceID + pd_random + 5 * pd[0][3])) * {phase_factor_random});')
vert.write('p_angle *= 3.141592;')
vert.write('float c = cos(p_angle);')
vert.write('float s = sin(p_angle);')
vert.write('vec3 center = spos.xyz - p_location;')
match rotation_mode:
case 'OB_X':
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
vert.write('vec2 rotation = vec2(rz.y * c - rz.z * s, rz.y * s + rz.z * c);')
vert.write('spos.xyz = vec3(rz.x, rotation.x, rotation.y) + p_location;')
if (not shadowmap):
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
vert.write('vec2 n_rot = vec2(wnormal.y * c - wnormal.z * s, wnormal.y * s + wnormal.z * c);')
vert.write('wnormal = normalize(vec3(wnormal.x, n_rot.x, n_rot.y));')
case 'OB_Y':
vert.write('vec2 rotation = vec2(center.x * c + center.z * s, -center.x * s + center.z * c);')
vert.write('spos.xyz = vec3(rotation.x, center.y, rotation.y) + p_location;')
if (not shadowmap):
vert.write('wnormal = normalize(vec3(wnormal.x * c + wnormal.z * s, wnormal.y, -wnormal.x * s + wnormal.z * c));')
case 'OB_Z':
vert.write('vec3 rz = vec3(center.y, -center.x, center.z);')
vert.write('vec3 ry = vec3(-rz.z, rz.y, rz.x);')
vert.write('vec2 rotation = vec2(ry.x * c - ry.y * s, ry.x * s + ry.y * c);')
vert.write('spos.xyz = vec3(rotation.x, rotation.y, ry.z) + p_location;')
if (not shadowmap):
vert.write('wnormal = vec3(wnormal.y, -wnormal.x, wnormal.z);')
vert.write('wnormal = vec3(-wnormal.z, wnormal.y, wnormal.x);')
vert.write('vec2 n_rot = vec2(wnormal.x * c - wnormal.y * s, wnormal.x * s + wnormal.y * c);')
vert.write('wnormal = normalize(vec3(n_rot.x, n_rot.y, wnormal.z));')
case 'VEL':
vert.write('vec3 forward = -normalize(p_velocity);')
vert.write('if (length(forward) > 1e-5) {')
vert.write('vec3 world_up = vec3(0.0, 0.0, 1.0);')
vert.write('if (abs(dot(forward, world_up)) > 0.999) {')
vert.write('world_up = vec3(-1.0, 0.0, 0.0);')
vert.write('}')
vert.write('vec3 right = cross(world_up, forward);')
vert.write('if (length(right) < 1e-5) {')
vert.write('forward = -forward;')
vert.write('right = cross(world_up, forward);')
vert.write('}')
vert.write('right = normalize(right);')
vert.write('vec3 up = normalize(cross(forward, right));')
vert.write('mat3 rot = mat3(right, -forward, up);')
vert.write('mat3 phase = mat3(vec3(c, 0.0, -s), vec3(0.0, 1.0, 0.0), vec3(s, 0.0, c));')
vert.write('mat3 final_rot = rot * phase;')
vert.write('spos.xyz = final_rot * center + p_location;')
if (not shadowmap):
vert.write('wnormal = normalize(final_rot * wnormal);')
vert.write('}')
if rotation_factor_random != 0:
str_rotate_around = '''vec3 rotate_around(vec3 v, vec3 angle) {
// Rotate around X
float cx = cos(angle.x);
float sx = sin(angle.x);
v = vec3(v.x, v.y * cx - v.z * sx, v.y * sx + v.z * cx);
// Rotate around Y
float cy = cos(angle.y);
float sy = sin(angle.y);
v = vec3(v.x * cy + v.z * sy, v.y, -v.x * sy + v.z * cy);
// Rotate around Z
float cz = cos(angle.z);
float sz = sin(angle.z);
v = vec3(v.x * cz - v.y * sz, v.x * sz + v.y * cz, v.z);
return v;
}'''
vert.add_function(str_rotate_around)
vert.write(f'''vec3 r_angle = vec3((fhash(gl_InstanceID + pd_random + 6 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
(fhash(gl_InstanceID + pd_random + 7 * pd[0][3]) * 4 - 2) * {rotation_factor_random},
(fhash(gl_InstanceID + pd_random + 8 * pd[0][3]) * 4 - 2) * {rotation_factor_random});''')
vert.write('vec3 r_center = spos.xyz - p_location;')
vert.write('r_center = rotate_around(r_center, r_angle);')
vert.write('spos.xyz = r_center + p_location;')
if not shadowmap:
vert.write('wnormal = normalize(rotate_around(wnormal, r_angle));')
# Particle fade
if mat_state.material.lnx_particle_flag and lnx.utils.get_rp().lnx_particles == 'On' and mat_state.material.lnx_particle_fade:
vert.add_out('float p_fade')

View File

@ -197,6 +197,10 @@ def init_properties():
items=[('Bullet', 'Bullet', 'Bullet'),
('Oimo', 'Oimo', 'Oimo')],
name="Physics Engine", default='Bullet', update=assets.invalidate_compiler_cache)
bpy.types.World.lnx_physics_fixed_step = FloatProperty(
name="Fixed Step", default=1/60, min=0, max=1,
description="Physics steps for fixed update"
)
bpy.types.World.lnx_physics_dbg_draw_wireframe = BoolProperty(
name="Collider Wireframes", default=False,
description="Draw wireframes of the physics collider meshes and suspensions of raycast vehicle simulations"
@ -358,6 +362,7 @@ def init_properties():
bpy.types.Object.lnx_rb_trigger = BoolProperty(name="Trigger", description="Disable contact response", default=False)
bpy.types.Object.lnx_rb_deactivation_time = FloatProperty(name="Deactivation Time", description="Delay putting rigid body into sleep", default=0.0)
bpy.types.Object.lnx_rb_ccd = BoolProperty(name="Continuous Collision Detection", description="Improve collision for fast moving objects", default=False)
bpy.types.Object.lnx_rb_interpolate = BoolProperty(name="Interpolation", description="Smooths out the object's transform on physics steps", default=False)
bpy.types.Object.lnx_rb_collision_filter_mask = bpy.props.BoolVectorProperty(
name="Collision Collections Filter Mask",
description="Collision collections rigid body interacts with",
@ -506,8 +511,9 @@ def init_properties():
bpy.types.Light.lnx_clip_end = FloatProperty(name="Clip End", default=50.0)
bpy.types.Light.lnx_fov = FloatProperty(name="Field of View", default=0.84)
bpy.types.Light.lnx_shadows_bias = FloatProperty(name="Bias", description="Depth offset to fight shadow acne", default=1.0)
bpy.types.World.lnx_light_ies_texture = StringProperty(name="IES Texture", default="")
bpy.types.World.lnx_light_clouds_texture = StringProperty(name="Clouds Texture", default="")
# For world
bpy.types.World.lnx_light_ies_texture = BoolProperty(name="IES Texture (iestexture.png)", default=False, update=assets.invalidate_compiler_cache)
bpy.types.World.lnx_light_clouds_texture = BoolProperty(name="Clouds Texture (cloudstexture.png)", default=False, update=assets.invalidate_compiler_cache)
bpy.types.World.lnx_rpcache_list = CollectionProperty(type=bpy.types.PropertyGroup)
bpy.types.World.lnx_scripts_list = CollectionProperty(type=bpy.types.PropertyGroup)
@ -542,8 +548,10 @@ def init_properties():
bpy.types.Node.lnx_watch = BoolProperty(name="Watch", description="Watch value of this node in debug console", default=False)
bpy.types.Node.lnx_version = IntProperty(name="Node Version", description="The version of an instanced node", default=0)
# Particles
bpy.types.ParticleSettings.lnx_count_mult = FloatProperty(name="Multiply Count", description="Multiply particle count when rendering in Leenkx", default=1.0)
bpy.types.ParticleSettings.lnx_auto_start = BoolProperty(name="Auto Start", description="Automatically start this particle system on load", default=True)
bpy.types.ParticleSettings.lnx_is_unique = BoolProperty(name="Is Unique", description="Make this particle system look different each time it starts", default=False)
bpy.types.ParticleSettings.lnx_loop = BoolProperty(name="Loop", description="Loop this particle system", default=False)
bpy.types.ParticleSettings.lnx_count_mult = FloatProperty(name="Multiply Count", description="Multiply particle count when rendering in Leenkx", default=1.0)
# Actions
bpy.types.Action.lnx_root_motion_pos = BoolProperty(name="Root Motion Position", description="Enable position root motion", default=False)
bpy.types.Action.lnx_root_motion_rot = BoolProperty(name="Root Motion Rotation", description="Enable rotation root motion", default=False)

View File

@ -608,6 +608,8 @@ class LnxRPListItem(bpy.types.PropertyGroup):
lnx_grain: BoolProperty(name="Film Grain", default=False, update=assets.invalidate_shader_cache)
lnx_grain_strength: FloatProperty(name="Strength", default=2.0, update=assets.invalidate_shader_cache)
lnx_sharpen: BoolProperty(name="Sharpen", default=False, update=assets.invalidate_shader_cache)
lnx_sharpen_color: FloatVectorProperty(name="Color", size=3, default=[0, 0, 0], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
lnx_sharpen_size: FloatProperty(name="Size", default=2.5, update=assets.invalidate_shader_cache)
lnx_sharpen_strength: FloatProperty(name="Strength", default=0.25, update=assets.invalidate_shader_cache)
lnx_fog: BoolProperty(name="Volumetric Fog", default=False, update=assets.invalidate_shader_cache)
lnx_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)

View File

@ -205,6 +205,8 @@ class LNX_PT_ParticlesPropsPanel(bpy.types.Panel):
if obj == None:
return
layout.prop(obj.settings, 'lnx_auto_start')
layout.prop(obj.settings, 'lnx_is_unique')
layout.prop(obj.settings, 'lnx_loop')
layout.prop(obj.settings, 'lnx_count_mult')
@ -240,6 +242,7 @@ class LNX_PT_PhysicsPropsPanel(bpy.types.Panel):
layout.prop(obj, 'lnx_rb_angular_friction')
layout.prop(obj, 'lnx_rb_trigger')
layout.prop(obj, 'lnx_rb_ccd')
layout.prop(obj, 'lnx_rb_interpolate')
if obj.soft_body is not None:
layout.prop(obj, 'lnx_soft_body_margin')
@ -303,8 +306,6 @@ class LNX_PT_DataPropsPanel(bpy.types.Panel):
layout.prop(obj.data, 'lnx_clip_end')
layout.prop(obj.data, 'lnx_fov')
layout.prop(obj.data, 'lnx_shadows_bias')
layout.prop(wrd, 'lnx_light_ies_texture')
layout.prop(wrd, 'lnx_light_clouds_texture')
elif obj.type == 'SPEAKER':
layout.prop(obj.data, 'lnx_play_on_start')
layout.prop(obj.data, 'lnx_loop')
@ -332,6 +333,8 @@ class LNX_PT_WorldPropsPanel(bpy.types.Panel):
if world is None:
return
layout.prop(world, 'lnx_light_ies_texture')
layout.prop(world, 'lnx_light_clouds_texture')
layout.prop(world, 'lnx_use_clouds')
col = layout.column(align=True)
col.enabled = world.lnx_use_clouds
@ -1991,10 +1994,18 @@ class LNX_PT_RenderPathCompositorPanel(bpy.types.Panel):
col.prop(rpdat, 'lnx_letterbox_size')
layout.separator()
col = layout.column()
col.prop(rpdat, 'lnx_sharpen')
col = col.column(align=True)
col.enabled = rpdat.lnx_sharpen
col.prop(rpdat, 'lnx_sharpen_color')
col.prop(rpdat, 'lnx_sharpen_size')
col.prop(rpdat, 'lnx_sharpen_strength')
layout.separator()
col = layout.column()
draw_conditional_prop(col, 'Distort', rpdat, 'lnx_distort', 'lnx_distort_strength')
draw_conditional_prop(col, 'Film Grain', rpdat, 'lnx_grain', 'lnx_grain_strength')
draw_conditional_prop(col, 'Sharpen', rpdat, 'lnx_sharpen', 'lnx_sharpen_strength')
draw_conditional_prop(col, 'Vignette', rpdat, 'lnx_vignette', 'lnx_vignette_strength')
layout.separator()
@ -2732,8 +2743,33 @@ class LeenkxUpdateListInstalledVSButton(bpy.types.Operator):
return {'FINISHED'}
class LNX_PT_PhysicsProps(bpy.types.Panel):
bl_label = "Leenkx Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "SCENE_PT_rigid_body_world"
class LNX_PT_BulletDebugDrawingPanel(bpy.types.Panel):
@classmethod
def poll(cls, context):
return context.scene.rigidbody_world is not None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
wrd = bpy.data.worlds['Lnx']
if wrd.lnx_physics_engine != 'Bullet' and wrd.lnx_physics_engine != 'Oimo':
row = layout.row()
row.alert = True
row.label(text="Physics debug drawing is only supported for the Bullet and Oimo physics engines")
col = layout.column(align=False)
col.prop(wrd, "lnx_physics_fixed_step")
class LNX_PT_PhysicsDebugDrawingPanel(bpy.types.Panel):
bl_label = "Leenkx Debug Drawing"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
@ -2899,7 +2935,8 @@ __REG_CLASSES = (
LeenkxUpdateListAndroidEmulatorButton,
LeenkxUpdateListAndroidEmulatorRunButton,
LeenkxUpdateListInstalledVSButton,
LNX_PT_BulletDebugDrawingPanel,
LNX_PT_PhysicsProps,
LNX_PT_PhysicsDebugDrawingPanel,
LNX_OT_AddArmatureRootMotion,
scene.TLM_PT_Settings,
scene.TLM_PT_Denoise,

View File

@ -453,6 +453,7 @@ def write_config(resx, resy):
'rp_ssr': rpdat.rp_ssr != 'Off',
'rp_ss_refraction': rpdat.rp_ss_refraction != 'Off',
'rp_bloom': rpdat.rp_bloom != 'Off',
'rp_chromatic_aberration': rpdat.rp_chromatic_aberration != 'Off',
'rp_motionblur': rpdat.rp_motionblur != 'Off',
'rp_gi': rpdat.rp_voxels != "Off",
'rp_dynres': rpdat.rp_dynres
@ -772,6 +773,8 @@ const vec3 compoLetterboxColor = vec3(""" + str(round(rpdat.lnx_letterbox_color[
if lnx.utils.get_active_scene().view_settings.exposure != 0.0:
f.write(
"""const float compoExposureStrength = """ + str(round(lnx.utils.get_active_scene().view_settings.exposure * 100) / 100) + """;
const float compoSharpenSize = """ + str(round(rpdat.lnx_sharpen_size * 100) / 100) + """;
const vec3 compoSharpenColor = vec3(""" + str(round(rpdat.lnx_sharpen_color[0] * 100) / 100) + """, """ + str(round(rpdat.lnx_sharpen_color[1] * 100) / 100) + """, """ + str(round(rpdat.lnx_sharpen_color[2] * 100) / 100) + """);
""")
if rpdat.lnx_fog: