Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).
This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.
This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.
Implemented Features
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* Clay Render Engine, following the new API, to be used as reference for
future engines
* A more complete Matcap customization with more options
* Per-Collection render engine settings
* New Ground Truth AO - not enabled
Missing Features
----------------
* Finish object edit mode
- Fix shaders to use new matrix
- Fix artifacts when edge does off screen
- Fix depth issue
- Selection sillhouette
- Mesh wires
- Use mesh normals (for higher quality matcap)
- Non-Mesh objects drawing
- Widget drawing
- Performance issues
* Finish mesh edit mode
- Derived-Mesh-less edit mode API (mesh_rende.c)
* General edit mode
- Per-collection edit mode settings
* General engines
- Per-collection engine settings
(they are their, but they still need to be flushed by depsgraph, and
used by the drawing code)
129 lines
4.3 KiB
Python
129 lines
4.3 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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class CollectionButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "collection"
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class COLLECTION_PT_context_collection(CollectionButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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space = context.space_data
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collection = context.layer_collection
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name = collection.name
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if name == 'Master Collection':
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layout.label(text=name, icon='COLLAPSEMENU')
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else:
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layout.prop(collection, "name", text="", icon='COLLAPSEMENU')
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class COLLECTION_UL_objects(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.Object)
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ob = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.label(ob.name, icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class COLLECTION_PT_objects(CollectionButtonsPanel, Panel):
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bl_label = "Objects"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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collection = context.scene_collection
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row = layout.row()
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row.template_list("COLLECTION_UL_objects", "name", collection, "objects", collection.objects, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("collections.objects_add", icon='ZOOMIN', text="")
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col.operator("collections.objects_remove", icon='ZOOMOUT', text="")
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row = layout.row(align=True)
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row.operator("collections.objects_select", text="Select")
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row.operator("collections.objects_deselect", text="Deselect")
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def template_engine_settings(col, settings, name, use_icon_view=False):
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icons = {
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False: 'ZOOMIN',
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True: 'X',
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}
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use_name = "{0}_use".format(name)
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use = getattr(settings, use_name)
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row = col.row()
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col = row.column()
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col.active = use
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if use_icon_view:
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col.template_icon_view(settings, name)
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else:
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col.prop(settings, name)
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row.prop(settings, "{}_use".format(name), text="", icon=icons[use], emboss=False)
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class COLLECTION_PT_clay_settings(CollectionButtonsPanel, Panel):
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bl_label = "Render Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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collection = context.layer_collection
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settings = collection.get_engine_settings()
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col = layout.column()
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template_engine_settings(col, settings, "type")
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template_engine_settings(col, settings, "matcap_icon", use_icon_view=True)
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template_engine_settings(col, settings, "matcap_rotation")
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template_engine_settings(col, settings, "matcap_hue")
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template_engine_settings(col, settings, "matcap_saturation")
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template_engine_settings(col, settings, "matcap_value")
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template_engine_settings(col, settings, "ssao_factor_cavity")
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template_engine_settings(col, settings, "ssao_factor_edge")
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template_engine_settings(col, settings, "ssao_distance")
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template_engine_settings(col, settings, "ssao_attenuation")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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