forked from LeenkxTeam/LNXSDK
776 lines
42 KiB
Python
776 lines
42 KiB
Python
from typing import Optional
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import bpy
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from bpy.props import *
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import lnx.assets as assets
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import lnx.utils
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if lnx.is_reload(__name__):
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assets = lnx.reload_module(assets)
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lnx.utils = lnx.reload_module(lnx.utils)
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else:
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lnx.enable_reload(__name__)
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atlas_sizes = [ ('256', '256', '256'),
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('512', '512', '512'),
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('1024', '1024', '1024'),
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('2048', '2048', '2048'),
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('4096', '4096', '4096'),
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('8192', '8192', '8192'),
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('16384', '16384', '16384'),
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('32768', '32768', '32768') ]
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def atlas_sizes_from_min(min_size: int) -> list:
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""" Create an enum list of atlas sizes from a minimal size """
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sizes = []
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for i in range(len(atlas_sizes)):
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if int(atlas_sizes[i][0]) > min_size:
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sizes.append(atlas_sizes[i])
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return sizes
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def update_spot_sun_atlas_size_options(scene: bpy.types.Scene, context: bpy.types.Context) -> list:
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wrd = bpy.data.worlds['Lnx']
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if len(wrd.lnx_rplist) <= wrd.lnx_rplist_index:
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return []
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rpdat = wrd.lnx_rplist[wrd.lnx_rplist_index]
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return atlas_sizes_from_min(int(rpdat.rp_shadowmap_cascade))
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def update_point_atlas_size_options(scene: bpy.types.Scene, context: bpy.types.Context) -> list:
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wrd = bpy.data.worlds['Lnx']
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if len(wrd.lnx_rplist) <= wrd.lnx_rplist_index:
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return []
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rpdat = wrd.lnx_rplist[wrd.lnx_rplist_index]
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return atlas_sizes_from_min(int(rpdat.rp_shadowmap_cube) * 2)
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def update_preset(self, context):
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rpdat = self.lnx_rplist[-1]
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if self.rp_preset == 'Desktop':
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rpdat.rp_renderer = 'Deferred'
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rpdat.lnx_material_model = 'Full'
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rpdat.rp_shadows = True
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rpdat.rp_shadowmap_cube = '512'
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rpdat.rp_shadowmap_cascade = '1024'
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rpdat.rp_shadowmap_cascades = '4'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Auto'
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rpdat.rp_depth_texture_state = 'Auto'
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rpdat.rp_draw_order = 'Auto'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_voxelgi_resolution = '32'
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rpdat.lnx_voxelgi_size = 0.25
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rpdat.rp_voxels = 'Voxel AO'
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'SMAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssgi = 'SSAO'
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rpdat.lnx_ssrs = False
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rpdat.lnx_micro_shadowing = False
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rpdat.rp_ssr = False
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rpdat.rp_bloom = False
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rpdat.lnx_bloom_quality = 'medium'
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rpdat.lnx_bloom_anti_flicker = True
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rpdat.rp_autoexposure = False
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rpdat.rp_motionblur = 'Off'
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rpdat.lnx_rp_resolution = 'Display'
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rpdat.lnx_texture_filter = 'Anisotropic'
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rpdat.lnx_irradiance = True
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rpdat.lnx_radiance = True
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rpdat.rp_pp = False
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elif self.rp_preset == 'Mobile':
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rpdat.rp_renderer = 'Forward'
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rpdat.rp_depthprepass = False
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rpdat.lnx_material_model = 'Mobile'
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rpdat.rp_shadows = True
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rpdat.rp_shadowmap_cube = '256'
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rpdat.rp_shadowmap_cascade = '1024'
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rpdat.rp_shadowmap_cascades = '1'
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rpdat.rp_translucency_state = 'Off'
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rpdat.rp_overlays_state = 'Off'
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rpdat.rp_decals_state = 'Off'
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rpdat.rp_sss_state = 'Off'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_depth_texture_state = 'Auto'
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rpdat.rp_draw_order = 'Auto'
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rpdat.rp_hdr = False
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rpdat.rp_background = 'Clear'
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rpdat.rp_stereo = False
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rpdat.rp_voxels = 'Off'
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rpdat.rp_render_to_texture = False
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'Off'
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rpdat.rp_compositornodes = False
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssgi = 'Off'
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rpdat.lnx_ssrs = False
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rpdat.lnx_micro_shadowing = False
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rpdat.rp_ssr = False
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rpdat.rp_bloom = False
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rpdat.lnx_bloom_quality = 'low'
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rpdat.lnx_bloom_anti_flicker = False
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rpdat.rp_autoexposure = False
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rpdat.rp_motionblur = 'Off'
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rpdat.lnx_rp_resolution = 'Display'
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rpdat.lnx_texture_filter = 'Linear'
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rpdat.lnx_irradiance = True
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rpdat.lnx_radiance = False
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rpdat.rp_pp = False
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elif self.rp_preset == 'Max':
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rpdat.rp_renderer = 'Deferred'
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rpdat.rp_shadows = True
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rpdat.rp_shadowmap_cube = '2048'
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rpdat.rp_shadowmap_cascade = '4096'
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rpdat.rp_shadowmap_cascades = '4'
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rpdat.rp_translucency_state = 'Auto'
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rpdat.rp_overlays_state = 'Auto'
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rpdat.rp_decals_state = 'Auto'
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rpdat.rp_sss_state = 'Auto'
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rpdat.rp_blending_state = 'Auto'
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rpdat.rp_depth_texture_state = 'Auto'
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rpdat.rp_draw_order = 'Auto'
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rpdat.rp_hdr = True
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rpdat.rp_background = 'World'
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rpdat.rp_stereo = False
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rpdat.rp_voxels = 'Voxel GI'
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rpdat.rp_voxelgi_resolution = '64'
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rpdat.lnx_voxelgi_size = 0.25
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rpdat.lnx_voxelgi_step = 0.25
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rpdat.lnx_voxelgi_revoxelize = False
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rpdat.lnx_voxelgi_camera = False
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rpdat.rp_voxelgi_emission = False
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rpdat.rp_render_to_texture = True
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'TAA'
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rpdat.rp_compositornodes = True
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssgi = 'RTAO'
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rpdat.lnx_ssrs = False
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rpdat.lnx_micro_shadowing = True
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rpdat.rp_ssr = True
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rpdat.rp_ss_refraction = True
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rpdat.lnx_ssr_half_res = False
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rpdat.rp_bloom = True
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rpdat.lnx_bloom_quality = 'high'
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rpdat.lnx_bloom_anti_flicker = True
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rpdat.rp_autoexposure = False
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rpdat.rp_motionblur = 'Off'
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rpdat.lnx_rp_resolution = 'Display'
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rpdat.lnx_material_model = 'Full'
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rpdat.lnx_texture_filter = 'Anisotropic'
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rpdat.lnx_irradiance = True
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rpdat.lnx_radiance = True
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rpdat.rp_pp = False
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elif self.rp_preset == '2D/Baked':
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rpdat.rp_renderer = 'Forward'
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rpdat.rp_depthprepass = False
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rpdat.lnx_material_model = 'Solid'
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rpdat.rp_shadows = False
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rpdat.rp_shadowmap_cube = '512'
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rpdat.rp_shadowmap_cascade = '1024'
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rpdat.rp_shadowmap_cascades = '1'
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rpdat.rp_translucency_state = 'Off'
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rpdat.rp_overlays_state = 'Off'
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rpdat.rp_decals_state = 'Off'
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rpdat.rp_sss_state = 'Off'
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rpdat.rp_blending_state = 'Off'
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rpdat.rp_depth_texture_state = 'Off'
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rpdat.rp_draw_order = 'Auto'
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rpdat.rp_hdr = False
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rpdat.rp_background = 'Clear'
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rpdat.rp_stereo = False
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rpdat.rp_voxels = 'Off'
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rpdat.rp_render_to_texture = False
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rpdat.rp_supersampling = '1'
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rpdat.rp_antialiasing = 'Off'
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rpdat.rp_compositornodes = False
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rpdat.rp_volumetriclight = False
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rpdat.rp_ssgi = 'Off'
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rpdat.lnx_ssrs = False
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rpdat.lnx_micro_shadowing = False
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rpdat.rp_ssr = False
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rpdat.rp_bloom = False
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rpdat.lnx_bloom_quality = 'low'
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rpdat.lnx_bloom_anti_flicker = False
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rpdat.rp_autoexposure = False
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rpdat.rp_motionblur = 'Off'
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rpdat.lnx_rp_resolution = 'Display'
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rpdat.lnx_texture_filter = 'Linear'
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rpdat.lnx_irradiance = False
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rpdat.lnx_radiance = False
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rpdat.rp_pp = False
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update_renderpath(self, context)
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def update_renderpath(self, context):
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if not assets.invalidate_enabled:
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return
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assets.invalidate_shader_cache(self, context)
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bpy.data.worlds['Lnx'].lnx_recompile = True
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def udpate_shadowmap_cascades(self, context):
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bpy.data.worlds['Lnx'].lnx_recompile = True
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update_renderpath(self, context)
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def update_material_model(self, context):
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assets.invalidate_shader_cache(self, context)
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update_renderpath(self, context)
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def update_translucency_state(self, context):
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if self.rp_translucency_state == 'On':
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self.rp_translucency = True
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elif self.rp_translucency_state == 'Off':
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self.rp_translucency = False
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else: # Auto - updates rp at build time if translucent mat is used
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return
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update_renderpath(self, context)
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def update_decals_state(self, context):
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if self.rp_decals_state == 'On':
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self.rp_decals = True
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elif self.rp_decals_state == 'Off':
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self.rp_decals = False
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else: # Auto - updates rp at build time if decal mat is used
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return
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update_renderpath(self, context)
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def update_overlays_state(self, context):
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if self.rp_overlays_state == 'On':
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self.rp_overlays = True
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elif self.rp_overlays_state == 'Off':
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self.rp_overlays = False
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else: # Auto - updates rp at build time if x-ray mat is used
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return
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update_renderpath(self, context)
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def update_blending_state(self, context):
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if self.rp_blending_state == 'On':
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self.rp_blending = True
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elif self.rp_blending_state == 'Off':
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self.rp_blending = False
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else: # Auto - updates rp at build time if blending mat is used
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return
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update_renderpath(self, context)
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def update_depth_texture_state(self, context):
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if self.rp_depth_texture_state == 'On':
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self.rp_depth_texture = True
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elif self.rp_depth_texture_state == 'Off':
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self.rp_depth_texture = False
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else: # Auto - updates rp at build time if depth texture mat is used
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return
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update_renderpath(self, context)
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def update_sss_state(self, context):
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if self.rp_sss_state == 'On':
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self.rp_sss = True
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elif self.rp_sss_state == 'Off':
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self.rp_sss = False
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else: # Auto - updates rp at build time if sss mat is used
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return
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update_renderpath(self, context)
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class LnxRPListItem(bpy.types.PropertyGroup):
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name: StringProperty(
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name="Name",
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description="A name for this item",
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default="Desktop")
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rp_driver: StringProperty(name="Driver", default="Leenkx", update=assets.invalidate_compiled_data)
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rp_renderer: EnumProperty(
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items=[('Forward', 'Forward Clustered', 'Forward'),
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('Deferred', 'Deferred Clustered', 'Deferred'),
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# ('Raytracer', 'Raytracer', 'Raytracer (Direct3D 12)', 'ERROR', 2),
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],
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name="Renderer", description="Renderer type", default='Deferred', update=update_renderpath)
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rp_depthprepass: BoolProperty(name="Depth Prepass", description="Depth Prepass for mesh context", default=False, update=update_renderpath)
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rp_hdr: BoolProperty(name="HDR", description="Render in HDR Space", default=True, update=update_renderpath)
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rp_render_to_texture: BoolProperty(name="Post Process", description="Render scene to texture for further processing", default=True, update=update_renderpath)
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rp_background: EnumProperty(
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items=[('World', 'World', 'World'),
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('Clear', 'Clear', 'Clear'),
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('Off', 'No Clear', 'Off'),
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],
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name="Background", description="Background type", default='World', update=update_renderpath)
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lnx_irradiance: BoolProperty(name="Irradiance", description="Generate spherical harmonics", default=True, update=assets.invalidate_shader_cache)
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lnx_radiance: BoolProperty(name="Radiance", description="Generate radiance textures", default=True, update=assets.invalidate_shader_cache)
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lnx_radiance_size: EnumProperty(
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items=[('512', '512', '512'),
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('1024', '1024', '1024'),
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('2048', '2048', '2048')],
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name="Map Size", description="Prefiltered map size", default='1024', update=assets.invalidate_envmap_data)
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rp_autoexposure: BoolProperty(name="Auto Exposure", description="Adjust exposure based on luminance", default=False, update=update_renderpath)
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rp_compositornodes: BoolProperty(name="Compositor", description="Draw compositor nodes", default=True, update=update_renderpath)
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rp_shadows: BoolProperty(name="Shadows", description="Enable shadow casting", default=True, update=update_renderpath)
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rp_max_lights: EnumProperty(
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items=[('4', '4', '4'),
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('8', '8', '8'),
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('16', '16', '16'),
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('24', '24', '24'),
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('32', '32', '32'),
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('64', '64', '64'),],
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name="Max Lights", description="Max number of lights that can be visible in the screen", default='16')
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rp_max_lights_cluster: EnumProperty(
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items=[('4', '4', '4'),
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('8', '8', '8'),
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('16', '16', '16'),
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('24', '24', '24'),
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('32', '32', '32'),
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('64', '64', '64'),],
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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')
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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)
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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)
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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)
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rp_shadowmap_atlas_lod_subdivisions: EnumProperty(
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items=[('2', '2', '2'),
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('3', '3', '3'),
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('4', '4', '4'),
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('5', '5', '5'),
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('6', '6', '6'),
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('7', '7', '7'),
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('8', '8', '8'),],
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name="LOD Subdivisions", description="Number of subdivisions of the default tile size for LOD", default='2', update=update_renderpath)
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rp_shadowmap_atlas_max_size_point: EnumProperty(
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items=update_point_atlas_size_options,
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name="Max Atlas Texture Size Points", description="Sets the limit of the size of the texture.", update=update_renderpath)
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rp_shadowmap_atlas_max_size_spot: EnumProperty(
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items=update_spot_sun_atlas_size_options,
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name="Max Atlas Texture Size Spots", description="Sets the limit of the size of the texture.", update=update_renderpath)
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rp_shadowmap_atlas_max_size_sun: EnumProperty(
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items=update_spot_sun_atlas_size_options,
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name="Max Atlas Texture Size Sun", description="Sets the limit of the size of the texture.", update=update_renderpath)
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rp_shadowmap_atlas_max_size: EnumProperty(
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items=update_spot_sun_atlas_size_options,
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name="Max Atlas Texture Size", description="Sets the limit of the size of the texture.", update=update_renderpath)
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rp_shadowmap_cube: EnumProperty(
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items=[('256', '256', '256'),
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('512', '512', '512'),
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('1024', '1024', '1024'),
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('2048', '2048', '2048'),
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('4096', '4096', '4096'),],
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name="Cube Size", description="Cube map resolution", default='512', update=update_renderpath)
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rp_shadowmap_cascade: EnumProperty(
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items=[('256', '256', '256'),
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('512', '512', '512'),
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('1024', '1024', '1024'),
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('2048', '2048', '2048'),
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('4096', '4096', '4096'),
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('8192', '8192', '8192'),
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('16384', '16384', '16384'),],
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name="Cascade Size", description="Shadow map resolution", default='1024', update=update_renderpath)
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rp_shadowmap_cascades: EnumProperty(
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items=[('1', '1', '1'),
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('2', '2', '2'),
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('4', '4', '4')],
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name="Cascades", description="Shadow map cascades", default='4', update=udpate_shadowmap_cascades)
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lnx_pcfsize: FloatProperty(name="PCF Size", description="Filter size", default=1.0)
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rp_supersampling: EnumProperty(
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items=[('1', '1', '1'),
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('1.5', '1.5', '1.5'),
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('2', '2', '2'),
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('4', '4', '4')],
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name="Super Sampling", description="Screen resolution multiplier", default='1', update=update_renderpath)
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rp_antialiasing: EnumProperty(
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items=[('Off', 'No AA', 'Off'),
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('FXAA', 'FXAA', 'FXAA'),
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('SMAA', 'SMAA', 'SMAA'),
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('TAA', 'TAA', 'TAA')],
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name="Anti Aliasing", description="Post-process anti aliasing technique", default='SMAA', update=update_renderpath)
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rp_volumetriclight: BoolProperty(name="Volumetric Light", description="Use volumetric lighting", default=False, update=update_renderpath)
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rp_ssr: BoolProperty(name="SSR", description="Screen space reflections", default=False, update=update_renderpath)
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rp_ss_refraction: BoolProperty(name="SSRefraction", description="Screen space refractions", default=False, update=update_renderpath)
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rp_ssgi: EnumProperty(
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items=[('Off', 'No AO', 'Off'),
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('SSAO', 'SSAO', 'Screen space ambient occlusion'),
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('RTAO', 'RTAO', 'Ray-traced ambient occlusion')
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# ('RTGI', 'RTGI', 'Ray-traced global illumination')
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],
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name="SSGI", description="Screen space global illumination", default='SSAO', update=update_renderpath)
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rp_bloom: BoolProperty(name="Bloom", description="Bloom processing", default=False, update=update_renderpath)
|
|
lnx_bloom_follow_blender: BoolProperty(name="Use Blender Settings", description="Use Blender settings instead of Leenkx settings", default=True)
|
|
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_depth_texture: BoolProperty(name="Depth Texture", description="Current render-path state", default=False)
|
|
rp_depth_texture_state: EnumProperty(
|
|
items=[('On', 'On', 'On'),
|
|
('Off', 'Off', 'Off'),
|
|
('Auto', 'Auto', 'Auto')],
|
|
name='Depth Texture', description='Whether materials can read from a depth texture', default='Auto', update=update_depth_texture_state)
|
|
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)
|
|
lnx_clouds: BoolProperty(name="Clouds", description="Enable clouds pass", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_ssrs: BoolProperty(name="SSRS", description="Screen-space ray-traced shadows", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_micro_shadowing: BoolProperty(name="Micro Shadowing", description="Use the shaders' occlusion parameter to compute micro shadowing for the scene's sun lamp. This option is not available for render paths using mobile or solid material models", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_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')
|
|
lnx_material_model: EnumProperty(
|
|
items=[('Full', 'Full', 'Full'),
|
|
('Mobile', 'Mobile', 'Mobile'),
|
|
('Solid', 'Solid', 'Solid'),
|
|
],
|
|
name="Materials", description="Material builder", default='Full', update=update_material_model)
|
|
lnx_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)
|
|
lnx_tess_mesh_inner: IntProperty(name="Inner", description="Inner tessellation level", default=7)
|
|
lnx_tess_mesh_outer: IntProperty(name="Outer", description="Outer tessellation level", default=7)
|
|
lnx_tess_shadows_inner: IntProperty(name="Inner", description="Inner tessellation level", default=7)
|
|
lnx_tess_shadows_outer: IntProperty(name="Outer", description="Outer tessellation level", default=7)
|
|
lnx_rp_resolution: EnumProperty(
|
|
items=[('Display', 'Display', 'Display'),
|
|
('Custom', 'Custom', 'Custom')],
|
|
name="Resolution", description="Resolution to perform rendering at", default='Display', update=update_renderpath)
|
|
lnx_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)
|
|
lnx_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)
|
|
lnx_ssr_half_res: BoolProperty(name="Half Res", description="Trace in half resolution", default=True, update=update_renderpath)
|
|
rp_voxels: EnumProperty(
|
|
items=[('Off', 'Off', 'Off'),
|
|
('Voxel GI', 'Voxel GI', 'Voxel GI'),
|
|
('Voxel AO', 'Voxel AO', 'Voxel AO')
|
|
],
|
|
name="Voxels", description="Dynamic global illumination", default='Off', update=update_renderpath)
|
|
rp_voxelgi_resolution: EnumProperty(
|
|
items=[('16', '16', '16'),
|
|
('32', '32', '32'),
|
|
('64', '64', '64'),
|
|
('128', '128', '128'),
|
|
('256', '256', '256'),
|
|
],
|
|
name="Resolution", description="3D texture resolution", default='32', 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)
|
|
lnx_voxelgi_refract: BoolProperty(name="Trace Refraction", description="Use voxels to render refraction", default=False, update=update_renderpath)
|
|
lnx_voxelgi_bounces: EnumProperty(
|
|
items=[
|
|
('1', '1', '1'),
|
|
('2', '2', '2')],
|
|
name="Bounces", description="Trace multiple light bounces", default='1', update=update_renderpath)
|
|
lnx_voxelgi_clipmap_count: IntProperty(name="Clipmap count", description="Number of clipmaps", default=3, update=assets.invalidate_compiled_data)
|
|
lnx_voxelgi_temporal: BoolProperty(name="Temporal Filter", description="Use temporal filtering to stabilize voxels", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_shadows: BoolProperty(name="Shadows", description="Use voxels to render shadows", default=False, update=update_renderpath)
|
|
lnx_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')
|
|
|
|
lnx_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)
|
|
lnx_voxelgi_diff: FloatProperty(name="Diffuse", description="", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_spec: FloatProperty(name="Reflection", description="", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_refr: FloatProperty(name="Refraction", description="", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_shad: FloatProperty(name="Shadows", description="Contrast for voxels shadows", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_occ: FloatProperty(name="Occlusion", description="", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_size: FloatProperty(name="Size", description="Voxel size", default=0.25, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_step: FloatProperty(name="Step", description="Step size", default=0.25, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_range: FloatProperty(name="Range", description="Maximum range", default=100.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_offset: FloatProperty(name="Offset", description="Multiplicative Offset for dealing with self occlusion", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_voxelgi_aperture: FloatProperty(name="Aperture", description="Cone aperture for shadow trace", default=0.0, update=assets.invalidate_shader_cache)
|
|
lnx_sss_width: FloatProperty(name="Width", description="SSS blur strength", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_color: FloatVectorProperty(name="Color", size=3, default=[1, 1, 1], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
|
|
lnx_water_level: FloatProperty(name="Level", default=0.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_displace: FloatProperty(name="Displace", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_speed: FloatProperty(name="Speed", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_freq: FloatProperty(name="Freq", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_density: FloatProperty(name="Density", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_refract: FloatProperty(name="Refract", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_water_reflect: FloatProperty(name="Reflect", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssgi_strength: FloatProperty(name="Strength", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssgi_radius: FloatProperty(name="Radius", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssgi_step: FloatProperty(name="Step", default=2.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssgi_max_steps: IntProperty(name="Max Steps", default=8, update=assets.invalidate_shader_cache)
|
|
lnx_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)
|
|
lnx_ssgi_half_res: BoolProperty(name="Half Res", description="Trace in half resolution", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_bloom_threshold: FloatProperty(name="Threshold", description="Brightness above which a pixel is contributing to the bloom effect", min=0, default=0.8, update=assets.invalidate_shader_cache)
|
|
lnx_bloom_knee: FloatProperty(name="Knee", description="Smoothen transition around the threshold (higher values = smoother transition)", min=0, max=1, default=0.5, update=assets.invalidate_shader_cache)
|
|
lnx_bloom_strength: FloatProperty(name="Strength", description="Strength of the bloom effect", min=0, default=0.05, update=assets.invalidate_shader_cache)
|
|
lnx_bloom_radius: FloatProperty(name="Radius", description="Glow radius (screen-size independent)", min=0, default=6.5, update=assets.invalidate_shader_cache)
|
|
lnx_bloom_anti_flicker: BoolProperty(name="Anti-Flicker Filter", description="Apply a filter to reduce flickering caused by fireflies (single very bright pixels)", default=True, update=assets.invalidate_shader_cache)
|
|
lnx_bloom_quality: EnumProperty(
|
|
name="Quality",
|
|
description="Resampling quality of the bloom pass",
|
|
items=[
|
|
("low", "Low", "Lowest visual quality but best performance"),
|
|
("medium", "Medium", "Compromise between quality and performance"),
|
|
("high", "High", "Best quality, but slowest")
|
|
],
|
|
default="medium",
|
|
update=assets.invalidate_shader_cache
|
|
)
|
|
lnx_motion_blur_intensity: FloatProperty(name="Intensity", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssr_ray_step: FloatProperty(name="Step", default=0.03, update=assets.invalidate_shader_cache)
|
|
lnx_ssr_search_dist: FloatProperty(name="Search", default=5.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssr_falloff_exp: FloatProperty(name="Falloff", default=5.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssr_jitter: FloatProperty(name="Jitter", default=0.6, update=assets.invalidate_shader_cache)
|
|
lnx_ss_refraction_ray_step: FloatProperty(name="Step", default=0.05, update=assets.invalidate_shader_cache)
|
|
lnx_ss_refraction_search_dist: FloatProperty(name="Search", default=5.0, update=assets.invalidate_shader_cache)
|
|
lnx_ss_refraction_falloff_exp: FloatProperty(name="Falloff", default=5.0, update=assets.invalidate_shader_cache)
|
|
lnx_ss_refraction_jitter: FloatProperty(name="Jitter", default=0.6, update=assets.invalidate_shader_cache)
|
|
lnx_volumetric_light_air_turbidity: FloatProperty(name="Air Turbidity", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_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)
|
|
lnx_volumetric_light_steps: IntProperty(name="Steps", default=20, min=0, update=assets.invalidate_shader_cache)
|
|
lnx_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)
|
|
lnx_shadowmap_bounds: FloatProperty(name="Cascade Bounds", description="Multiply cascade bounds to capture bigger area", default=1.0, update=assets.invalidate_compiled_data)
|
|
lnx_autoexposure_strength: FloatProperty(name="Auto Exposure Strength", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_autoexposure_speed: FloatProperty(name="Auto Exposure Speed", default=1.0, update=assets.invalidate_shader_cache)
|
|
lnx_ssrs_ray_step: FloatProperty(name="Step", default=0.01, update=assets.invalidate_shader_cache)
|
|
lnx_chromatic_aberration_type: EnumProperty(
|
|
items=[('Simple', 'Simple', 'Simple'),
|
|
('Spectral', 'Spectral', 'Spectral'),
|
|
],
|
|
name="Aberration type", description="Aberration type", default='Simple', update=assets.invalidate_shader_cache)
|
|
lnx_chromatic_aberration_strength: FloatProperty(name="Strength", default=2.00, update=assets.invalidate_shader_cache)
|
|
lnx_chromatic_aberration_samples: IntProperty(name="Samples", default=32, min=8, update=assets.invalidate_shader_cache)
|
|
# Compositor
|
|
lnx_letterbox: BoolProperty(name="Letterbox", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_letterbox_color: FloatVectorProperty(name="Color", size=3, default=[0, 0, 0], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
|
|
lnx_letterbox_size: FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
|
|
lnx_distort: BoolProperty(name="Distort", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_distort_strength: FloatProperty(name="Strength", default=2.0, update=assets.invalidate_shader_cache)
|
|
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_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)
|
|
lnx_fog_amounta: FloatProperty(name="Amount A", default=0.25, update=assets.invalidate_shader_cache)
|
|
lnx_fog_amountb: FloatProperty(name="Amount B", default=0.5, update=assets.invalidate_shader_cache)
|
|
lnx_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)
|
|
lnx_fisheye: BoolProperty(name="Fish Eye", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_vignette: BoolProperty(name="Vignette", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_vignette_strength: FloatProperty(name="Strength", default=0.7, update=assets.invalidate_shader_cache)
|
|
lnx_lensflare: BoolProperty(name="Lens Flare", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_lens: BoolProperty(name="Lens Texture", description="Grime Overlay", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture: StringProperty(name="Texture", description="Lens filepath", default="lenstexture.jpg", update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture_masking: BoolProperty(name="Luminance Masking", description="Luminance masking", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture_masking_centerMinClip : FloatProperty(name="Center Min Clip", default=0.5, update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture_masking_centerMaxClip : FloatProperty(name="Center Max Clip", default=0.1, update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture_masking_luminanceMax : FloatProperty(name="Luminance Min", default=0.1, update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture_masking_luminanceMin : FloatProperty(name="Luminance Max", default=2.5, update=assets.invalidate_shader_cache)
|
|
lnx_lens_texture_masking_brightnessExp : FloatProperty(name="Brightness Exponent", default=2.0, update=assets.invalidate_shader_cache)
|
|
lnx_lut: BoolProperty(name="LUT Colorgrading", description="Colorgrading", default=False, update=assets.invalidate_shader_cache)
|
|
lnx_lut_texture: StringProperty(name="Texture", description="LUT filepath", default="luttexture.jpg", update=assets.invalidate_shader_cache)
|
|
lnx_skin: EnumProperty(
|
|
items=[('On', 'On', 'On'),
|
|
('Off', 'Off', 'Off')],
|
|
name='Skinning', description='Enable skinning', default='On', update=assets.invalidate_shader_cache)
|
|
lnx_use_armature_deform_only: BoolProperty(name="Only Deform Bones", description="Only write deforming bones (and non-deforming ones when they have deforming children)", default=False, update=assets.invalidate_compiled_data)
|
|
lnx_skin_max_bones_auto: BoolProperty(name="Auto Bones", description="Calculate amount of maximum bones based on armatures", default=True, update=assets.invalidate_compiled_data)
|
|
lnx_skin_max_bones: IntProperty(name="Max Bones", default=50, min=1, max=3000, update=assets.invalidate_shader_cache)
|
|
lnx_morph_target: EnumProperty(
|
|
items=[('On', 'On', 'On'),
|
|
('Off', 'Off', 'Off')],
|
|
name='Shape key', description='Enable shape keys', default='On', update=assets.invalidate_shader_cache)
|
|
lnx_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
|
|
lnx_culling: BoolProperty(name="Culling", default=True)
|
|
lnx_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['LnxRPListItem']:
|
|
wrd = bpy.data.worlds['Lnx']
|
|
# Assume unique rp names
|
|
for i in range(len(wrd.lnx_rplist)):
|
|
if wrd.lnx_rplist[i].name == name:
|
|
return wrd.lnx_rplist[i]
|
|
return None
|
|
|
|
|
|
class LNX_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'
|
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layout.label(text="", icon = custom_icon)
|
|
|
|
class LnxRPListNewItem(bpy.types.Operator):
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|
# Add a new item to the list
|
|
bl_idname = "lnx_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['Lnx'], 'rp_preset', expand=True)
|
|
|
|
def execute(self, context):
|
|
wrd = bpy.data.worlds['Lnx']
|
|
wrd.lnx_rplist.add()
|
|
wrd.lnx_rplist_index = len(wrd.lnx_rplist) - 1
|
|
wrd.lnx_rplist[wrd.lnx_rplist_index].name = bpy.data.worlds['Lnx'].rp_preset
|
|
update_preset(wrd, context)
|
|
return{'FINISHED'}
|
|
|
|
class LnxRPListDeleteItem(bpy.types.Operator):
|
|
# Delete the selected item from the list
|
|
bl_idname = "lnx_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['Lnx']
|
|
return len(mdata.lnx_rplist) > 0
|
|
|
|
def execute(self, context):
|
|
mdata = bpy.data.worlds['Lnx']
|
|
list = mdata.lnx_rplist
|
|
index = mdata.lnx_rplist_index
|
|
|
|
list.remove(index)
|
|
|
|
if index > 0:
|
|
index = index - 1
|
|
|
|
mdata.lnx_rplist_index = index
|
|
return{'FINISHED'}
|
|
|
|
class LnxRPListMoveItem(bpy.types.Operator):
|
|
# Move an item in the list
|
|
bl_idname = "lnx_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['Lnx']
|
|
index = mdata.lnx_rplist_index
|
|
list_length = len(mdata.lnx_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.lnx_rplist.move(index, new_index)
|
|
mdata.lnx_rplist_index = new_index
|
|
|
|
def execute(self, context):
|
|
mdata = bpy.data.worlds['Lnx']
|
|
list = mdata.lnx_rplist
|
|
index = mdata.lnx_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'}
|
|
|
|
|
|
__REG_CLASSES = (
|
|
LnxRPListItem,
|
|
LNX_UL_RPList,
|
|
LnxRPListNewItem,
|
|
LnxRPListDeleteItem,
|
|
LnxRPListMoveItem,
|
|
)
|
|
__reg_classes, unregister = bpy.utils.register_classes_factory(__REG_CLASSES)
|
|
|
|
|
|
def register():
|
|
__reg_classes()
|
|
|
|
bpy.types.World.lnx_rplist = CollectionProperty(type=LnxRPListItem)
|
|
bpy.types.World.rp_driver_list = CollectionProperty(type=bpy.types.PropertyGroup)
|
|
bpy.types.World.lnx_rplist_index = IntProperty(name="Index for my_list", default=0, update=update_renderpath)
|