forked from LeenkxTeam/LNXSDK
480 lines
19 KiB
Python
480 lines
19 KiB
Python
from typing import Callable, Optional
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import os
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import bpy
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import lnx.api
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import lnx.assets as assets
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import lnx.log as log
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import lnx.make_state as state
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import lnx.utils
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if lnx.is_reload(__name__):
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lnx.api = lnx.reload_module(lnx.api)
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assets = lnx.reload_module(assets)
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log = lnx.reload_module(log)
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state = lnx.reload_module(state)
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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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callback: Optional[Callable[[], None]] = None
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def add_world_defs():
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wrd = bpy.data.worlds['Lnx']
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rpdat = lnx.utils.get_rp()
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# Screen-space ray-traced shadows
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if rpdat.lnx_ssrs:
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wrd.world_defs += '_SSRS'
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assets.add_khafile_def('rp_ssrs')
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if rpdat.lnx_micro_shadowing:
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wrd.world_defs += '_MicroShadowing'
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if rpdat.lnx_two_sided_area_light:
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wrd.world_defs += '_TwoSidedAreaLight'
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# Store contexts
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if rpdat.rp_hdr == False:
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wrd.world_defs += '_LDR'
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if wrd.lnx_light_ies_texture != '':
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wrd.world_defs += '_LightIES'
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assets.add_embedded_data('iestexture.png')
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if wrd.lnx_light_clouds_texture != '':
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wrd.world_defs += '_LightClouds'
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assets.add_embedded_data('cloudstexture.png')
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if rpdat.rp_renderer == 'Deferred':
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assets.add_khafile_def('lnx_deferred')
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wrd.world_defs += '_Deferred'
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# Shadows
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if rpdat.rp_shadows:
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wrd.world_defs += '_ShadowMap'
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if rpdat.rp_shadowmap_cascades != '1':
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wrd.world_defs += '_CSM'
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assets.add_khafile_def('lnx_csm')
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if rpdat.rp_shadowmap_atlas:
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assets.add_khafile_def('lnx_shadowmap_atlas')
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wrd.world_defs += '_ShadowMapAtlas'
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if rpdat.rp_shadowmap_atlas_single_map:
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assets.add_khafile_def('lnx_shadowmap_atlas_single_map')
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wrd.world_defs += '_SingleAtlas'
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assets.add_khafile_def('rp_shadowmap_atlas_max_size_point={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_point)))
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assets.add_khafile_def('rp_shadowmap_atlas_max_size_spot={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_spot)))
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assets.add_khafile_def('rp_shadowmap_atlas_max_size_sun={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size_sun)))
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assets.add_khafile_def('rp_shadowmap_atlas_max_size={0}'.format(int(rpdat.rp_shadowmap_atlas_max_size)))
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assets.add_khafile_def('rp_max_lights_cluster={0}'.format(int(rpdat.rp_max_lights_cluster)))
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assets.add_khafile_def('rp_max_lights={0}'.format(int(rpdat.rp_max_lights)))
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if rpdat.rp_shadowmap_atlas_lod:
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assets.add_khafile_def('lnx_shadowmap_atlas_lod')
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assets.add_khafile_def('rp_shadowmap_atlas_lod_subdivisions={0}'.format(int(rpdat.rp_shadowmap_atlas_lod_subdivisions)))
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# SS
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if rpdat.rp_ssgi == 'RTGI' or rpdat.rp_ssgi == 'RTAO':
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if rpdat.rp_ssgi == 'RTGI':
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wrd.world_defs += '_RTGI'
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if rpdat.lnx_ssgi_rays == '9':
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wrd.world_defs += '_SSGICone9'
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if rpdat.rp_autoexposure:
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wrd.world_defs += '_AutoExposure'
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# Light defines
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point_lights = 0
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for bo in bpy.data.objects: # TODO: temp
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if bo.lnx_export and bo.type == 'LIGHT':
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light = bo.data
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if light.type == 'AREA' and '_LTC' not in wrd.world_defs:
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point_lights += 1
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wrd.world_defs += '_LTC'
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assets.add_khafile_def('lnx_ltc')
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if light.type == 'SUN' and '_Sun' not in wrd.world_defs:
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wrd.world_defs += '_Sun'
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if light.type == 'POINT' or light.type == 'SPOT':
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point_lights += 1
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if light.type == 'SPOT' and '_Spot' not in wrd.world_defs:
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wrd.world_defs += '_Spot'
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assets.add_khafile_def('lnx_spot')
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# GI
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voxelgi = False
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voxelao = False
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has_voxels = lnx.utils.voxel_support()
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if has_voxels and rpdat.lnx_material_model == 'Full':
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if rpdat.rp_voxels == 'Voxel GI':
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voxelgi = True
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elif rpdat.rp_voxels == 'Voxel AO':
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voxelao = True
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if voxelgi or voxelao:
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_offsetprev/voxel_offsetprev.comp.glsl')
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_temporal/voxel_temporal.comp.glsl')
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_sdf_jumpflood/voxel_sdf_jumpflood.comp.glsl')
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#wrd.world_defs += "_VoxelCones" + rpdat.lnx_voxelgi_cones
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if rpdat.lnx_voxelgi_shadows and (point_lights > 0 or '_Sun' in wrd.world_defs):
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wrd.world_defs += '_VoxelShadow'
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assets.add_khafile_def('lnx_voxelgi_shadows')
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#assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_shadows/voxel_resolve_shadows.comp.glsl')
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if voxelgi:
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_light/voxel_light.comp.glsl')
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_diffuse/voxel_resolve_diffuse.comp.glsl')
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_specular/voxel_resolve_specular.comp.glsl')
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wrd.world_defs += '_VoxelGI'
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if rpdat.lnx_voxelgi_refract:
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wrd.world_defs += '_VoxelRefract'
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assets.add_khafile_def('lnx_voxelgi_refract')
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#assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_refraction/voxel_resolve_refraction.comp.glsl')
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elif voxelao:
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assets.add_shader_external(lnx.utils.get_sdk_path() + '/leenkx/Shaders/voxel_resolve_ao/voxel_resolve_ao.comp.glsl')
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wrd.world_defs += '_VoxelAOvar' # Write a shader variant
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if rpdat.lnx_voxelgi_occ == 0.0:
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wrd.world_defs += '_VoxelAONoTrace'
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if lnx.utils.get_legacy_shaders() or 'ios' in state.target:
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wrd.world_defs += '_Legacy'
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assets.add_khafile_def('lnx_legacy')
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if not rpdat.rp_shadowmap_atlas:
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if point_lights == 1:
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wrd.world_defs += '_SinglePoint'
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elif point_lights > 1:
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wrd.world_defs += '_Clusters'
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assets.add_khafile_def('lnx_clusters')
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# we don't reach this point if atlas is on and shadowmap off, TODO: check shadowmap
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else:
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wrd.world_defs += '_SMSizeUniform'
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wrd.world_defs += '_Clusters'
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assets.add_khafile_def('lnx_clusters')
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if '_Rad' in wrd.world_defs and '_Brdf' not in wrd.world_defs:
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wrd.world_defs += '_Brdf'
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assets.add_khafile_def("lnx_brdf")
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def build():
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rpdat = lnx.utils.get_rp()
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project_path = lnx.utils.get_fp()
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if rpdat.rp_driver != 'Leenkx' and lnx.api.drivers[rpdat.rp_driver]['make_rpath'] != None:
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lnx.api.drivers[rpdat.rp_driver]['make_rpath']()
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return
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assets_path = lnx.utils.get_sdk_path() + '/leenkx/Assets/'
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wrd = bpy.data.worlds['Lnx']
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wrd.compo_defs = ''
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add_world_defs()
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mobile_mat = rpdat.lnx_material_model == 'Mobile' or rpdat.lnx_material_model == 'Solid'
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if not mobile_mat:
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# Always include
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assets.add(assets_path + 'brdf.png')
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assets.add_embedded_data('brdf.png')
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if rpdat.rp_hdr:
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assets.add_khafile_def('rp_hdr')
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assets.add_khafile_def('rp_renderer={0}'.format(rpdat.rp_renderer))
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if rpdat.rp_depthprepass:
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assets.add_khafile_def('rp_depthprepass')
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if rpdat.rp_shadows:
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assets.add_khafile_def('rp_shadowmap')
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assets.add_khafile_def('rp_shadowmap_cascade={0}'.format(lnx.utils.get_cascade_size(rpdat)))
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assets.add_khafile_def('rp_shadowmap_cube={0}'.format(rpdat.rp_shadowmap_cube))
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if lnx.utils.get_gapi() == 'metal':
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assets.add_shader_pass('clear_color_depth_pass')
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assets.add_shader_pass('clear_color_pass')
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assets.add_shader_pass('clear_depth_pass')
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assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background))
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if rpdat.rp_background == 'World':
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if '_EnvClouds' in wrd.world_defs:
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assets.add(assets_path + 'clouds_base.raw')
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assets.add_embedded_data('clouds_base.raw')
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assets.add(assets_path + 'clouds_detail.raw')
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assets.add_embedded_data('clouds_detail.raw')
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assets.add(assets_path + 'clouds_map.png')
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assets.add_embedded_data('clouds_map.png')
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if rpdat.rp_renderer == 'Deferred':
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_render_to_texture:
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assets.add_khafile_def('rp_render_to_texture')
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if rpdat.rp_renderer == 'Forward' and not rpdat.rp_compositornodes:
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_compositornodes:
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assets.add_khafile_def('rp_compositornodes')
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compo_depth = False
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if rpdat.lnx_tonemap != 'Off':
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wrd.compo_defs = '_CTone' + rpdat.lnx_tonemap
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if rpdat.rp_antialiasing == 'FXAA':
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wrd.compo_defs += '_CFXAA'
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if rpdat.lnx_letterbox:
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wrd.compo_defs += '_CLetterbox'
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if rpdat.lnx_distort:
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wrd.compo_defs += '_CDistort'
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if rpdat.lnx_grain:
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wrd.compo_defs += '_CGrain'
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if rpdat.lnx_sharpen:
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wrd.compo_defs += '_CSharpen'
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if bpy.data.scenes[0].view_settings.exposure != 0.0:
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wrd.compo_defs += '_CExposure'
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if rpdat.lnx_fog:
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wrd.compo_defs += '_CFog'
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compo_depth = True
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focus_distance = 0.0
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if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof.use_dof:
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focus_distance = bpy.data.cameras[0].dof.focus_distance
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if focus_distance > 0.0:
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wrd.compo_defs += '_CDOF'
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compo_depth = True
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if rpdat.lnx_fisheye:
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wrd.compo_defs += '_CFishEye'
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if rpdat.lnx_vignette:
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wrd.compo_defs += '_CVignette'
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if rpdat.lnx_lensflare:
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wrd.compo_defs += '_CGlare'
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compo_depth = True
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if rpdat.lnx_lens:
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if os.path.isfile(project_path + '/Bundled/' + rpdat.lnx_lens_texture):
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wrd.compo_defs += '_CLensTex'
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assets.add_embedded_data(rpdat.lnx_lens_texture)
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if rpdat.lnx_lens_texture_masking:
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wrd.compo_defs += '_CLensTexMasking'
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else:
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log.warn('Filepath for Lens texture is invalid.')
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if rpdat.lnx_lut:
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if os.path.isfile(project_path + '/Bundled/' + rpdat.lnx_lut_texture):
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wrd.compo_defs += '_CLUT'
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assets.add_embedded_data(rpdat.lnx_lut_texture)
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else:
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log.warn('Filepath for LUT texture is invalid.')
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if '_CDOF' in wrd.compo_defs or '_CFXAA' in wrd.compo_defs or '_CSharpen' in wrd.compo_defs:
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wrd.compo_defs += '_CTexStep'
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if '_CDOF' in wrd.compo_defs or '_CFog' in wrd.compo_defs or '_CGlare' in wrd.compo_defs:
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wrd.compo_defs += '_CCameraProj'
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if compo_depth:
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wrd.compo_defs += '_CDepth'
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assets.add_khafile_def('rp_compositordepth')
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if rpdat.rp_pp:
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wrd.compo_defs += '_CPostprocess'
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assets.add_shader_pass('compositor_pass')
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assets.add_khafile_def('rp_antialiasing={0}'.format(rpdat.rp_antialiasing))
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if rpdat.rp_antialiasing == 'SMAA' or rpdat.rp_antialiasing == 'TAA':
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assets.add_shader_pass('smaa_edge_detect')
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assets.add_shader_pass('smaa_blend_weight')
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assets.add_shader_pass('smaa_neighborhood_blend')
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assets.add(assets_path + 'smaa_area.png')
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assets.add(assets_path + 'smaa_search.png')
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assets.add_embedded_data('smaa_area.png')
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assets.add_embedded_data('smaa_search.png')
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wrd.world_defs += '_SMAA'
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if rpdat.rp_antialiasing == 'TAA':
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assets.add_shader_pass('taa_pass')
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_antialiasing == 'TAA' or rpdat.rp_motionblur == 'Object':
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assets.add_khafile_def('lnx_veloc')
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wrd.world_defs += '_Veloc'
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if rpdat.rp_antialiasing == 'TAA':
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assets.add_khafile_def('lnx_taa')
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assets.add_khafile_def('rp_supersampling={0}'.format(rpdat.rp_supersampling))
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if rpdat.rp_supersampling == '4':
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assets.add_shader_pass('supersample_resolve')
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assets.add_khafile_def('rp_ssgi={0}'.format(rpdat.rp_ssgi))
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if rpdat.rp_ssgi != 'Off':
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wrd.world_defs += '_SSAO'
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if rpdat.rp_ssgi == 'SSAO':
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assets.add_shader_pass('ssao_pass')
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assets.add_shader_pass('blur_edge_pass')
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else:
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assets.add_shader_pass('ssgi_pass')
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assets.add_shader_pass('blur_edge_pass')
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if rpdat.lnx_ssgi_half_res:
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assets.add_khafile_def('rp_ssgi_half')
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if rpdat.rp_bloom:
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assets.add_khafile_def('rp_bloom')
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assets.add_shader_pass('bloom_pass')
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if rpdat.lnx_bloom_quality == 'low':
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wrd.compo_defs += '_BloomQualityLow'
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elif rpdat.lnx_bloom_quality == 'medium':
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wrd.compo_defs += '_BloomQualityMedium'
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else:
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wrd.compo_defs += '_BloomQualityHigh'
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if rpdat.lnx_bloom_anti_flicker:
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wrd.compo_defs += '_BloomAntiFlicker'
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if rpdat.rp_ssr:
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wrd.world_defs += '_SSR'
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assets.add_khafile_def('rp_ssr')
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assets.add_shader_pass('ssr_pass')
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assets.add_shader_pass('blur_adaptive_pass')
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if rpdat.lnx_ssr_half_res:
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assets.add_khafile_def('rp_ssr_half')
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if rpdat.rp_ss_refraction:
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wrd.world_defs += '_SSRefraction'
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assets.add_khafile_def('rp_ssrefr')
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assets.add_shader_pass('ssrefr_pass')
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if rpdat.rp_renderer == "Forward":
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_overlays:
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assets.add_khafile_def('rp_overlays')
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if rpdat.rp_translucency:
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assets.add_khafile_def('rp_translucency')
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assets.add_shader_pass('translucent_resolve')
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if rpdat.rp_stereo:
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assets.add_khafile_def('rp_stereo')
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assets.add_khafile_def('lnx_vr')
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wrd.world_defs += '_VR'
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has_voxels = lnx.utils.voxel_support()
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if rpdat.rp_voxels != "Off" and has_voxels and rpdat.lnx_material_model == 'Full':
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assets.add_khafile_def('rp_voxels={0}'.format(rpdat.rp_voxels))
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assets.add_khafile_def('rp_voxelgi_resolution={0}'.format(rpdat.rp_voxelgi_resolution))
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assets.add_khafile_def('rp_voxelgi_resolution_z={0}'.format(rpdat.rp_voxelgi_resolution_z))
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if rpdat.lnx_rp_resolution == 'Custom':
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assets.add_khafile_def('rp_resolution_filter={0}'.format(rpdat.lnx_rp_resolution_filter))
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if rpdat.rp_renderer == 'Deferred':
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if rpdat.lnx_material_model == 'Full':
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assets.add_shader_pass('deferred_light')
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else: # mobile, solid
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assets.add_shader_pass('deferred_light_' + rpdat.lnx_material_model.lower())
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assets.add_khafile_def('rp_material_' + rpdat.lnx_material_model.lower())
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if len(bpy.data.lightprobes) > 0:
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wrd.world_defs += '_Probes'
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assets.add_khafile_def('rp_probes')
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assets.add_shader_pass('probe_planar')
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assets.add_shader_pass('probe_cubemap')
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_volumetriclight:
|
|
assets.add_khafile_def('rp_volumetriclight')
|
|
assets.add_shader_pass('volumetric_light')
|
|
assets.add_shader_pass('blur_bilat_pass')
|
|
assets.add_shader_pass('blur_bilat_blend_pass')
|
|
assets.add(assets_path + 'blue_noise64.png')
|
|
assets.add_embedded_data('blue_noise64.png')
|
|
|
|
if rpdat.rp_decals:
|
|
assets.add_khafile_def('rp_decals')
|
|
|
|
if rpdat.rp_water:
|
|
assets.add_khafile_def('rp_water')
|
|
assets.add_shader_pass('water_pass')
|
|
assets.add_shader_pass('copy_pass')
|
|
assets.add(assets_path + 'water_base.png')
|
|
assets.add_embedded_data('water_base.png')
|
|
assets.add(assets_path + 'water_detail.png')
|
|
assets.add_embedded_data('water_detail.png')
|
|
assets.add(assets_path + 'water_foam.png')
|
|
assets.add_embedded_data('water_foam.png')
|
|
|
|
if rpdat.rp_blending:
|
|
assets.add_khafile_def('rp_blending')
|
|
|
|
if rpdat.rp_depth_texture:
|
|
assets.add_khafile_def('rp_depth_texture')
|
|
assets.add_shader_pass('copy_pass')
|
|
|
|
if rpdat.rp_sss:
|
|
assets.add_khafile_def('rp_sss')
|
|
wrd.world_defs += '_SSS'
|
|
assets.add_shader_pass('sss_pass')
|
|
|
|
if (rpdat.rp_ssr and rpdat.lnx_ssr_half_res) or (rpdat.rp_ssgi != 'Off' and rpdat.lnx_ssgi_half_res) or rpdat.rp_voxels != "Off":
|
|
assets.add_shader_pass('downsample_depth')
|
|
|
|
if rpdat.rp_motionblur != 'Off':
|
|
assets.add_khafile_def('rp_motionblur={0}'.format(rpdat.rp_motionblur))
|
|
assets.add_shader_pass('copy_pass')
|
|
if rpdat.rp_motionblur == 'Camera':
|
|
assets.add_shader_pass('motion_blur_pass')
|
|
else:
|
|
assets.add_shader_pass('motion_blur_veloc_pass')
|
|
|
|
if rpdat.rp_compositornodes and rpdat.rp_autoexposure:
|
|
assets.add_khafile_def('rp_autoexposure')
|
|
assets.add_shader_pass('histogram_pass')
|
|
|
|
if rpdat.rp_dynres:
|
|
assets.add_khafile_def('rp_dynres')
|
|
|
|
if rpdat.rp_pp:
|
|
assets.add_khafile_def('rp_pp')
|
|
|
|
if rpdat.rp_chromatic_aberration:
|
|
assets.add_shader_pass('copy_pass')
|
|
assets.add_khafile_def('rp_chromatic_aberration')
|
|
assets.add_shader_pass('chromatic_aberration_pass')
|
|
|
|
ignoreIrr = False
|
|
|
|
for obj in bpy.data.objects:
|
|
if obj.type == "MESH":
|
|
for slot in obj.material_slots:
|
|
mat = slot.material
|
|
|
|
if mat: #Check if not NoneType
|
|
|
|
if mat.lnx_ignore_irradiance:
|
|
ignoreIrr = True
|
|
|
|
if ignoreIrr:
|
|
wrd.world_defs += '_IgnoreIrr'
|
|
|
|
gbuffer2 = '_Veloc' in wrd.world_defs or '_IgnoreIrr' in wrd.world_defs
|
|
if gbuffer2:
|
|
assets.add_khafile_def('rp_gbuffer2')
|
|
wrd.world_defs += '_gbuffer2'
|
|
|
|
if callback is not None:
|
|
callback()
|
|
|
|
|
|
def get_num_gbuffer_rts_deferred()-> int:
|
|
"""Return the number of render targets required for the G-Buffer."""
|
|
wrd = bpy.data.worlds['Lnx']
|
|
|
|
num = 2
|
|
refraction_flags = {'_SSRefraction', '_VoxelRefract'}
|
|
found_refraction_flag = False
|
|
|
|
for flag in ('_gbuffer2', '_EmissionShaded', '_SSRefraction', '_VoxelRefract'):
|
|
if flag in wrd.world_defs:
|
|
if flag in refraction_flags and not found_refraction_flag:
|
|
num += 1
|
|
found_refraction_flag = True
|
|
else:
|
|
num += 1
|
|
return num
|