File size: 91,562 Bytes
b6a38d7 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 |
function LocalToEarthTime(time)
return time
end
function EarthToLocalTime(time)
return time
end
g_ClassesToHideInCubemaps = { "EditorVisibleObject", "EditorEntityObject", "ShaderBall" }
function SetIceStrength() end
-------------------------------------- Lightmodel Features --------------------------------------
LightmodelFeatureToProperties = false
local function GetFeatureValuesHash(lm, feature)
local prop_ids = LightmodelFeatureToProperties[feature]
if not prop_ids then return 0 end
local values = {}
for _, prop in ipairs(prop_ids) do
values[prop.id] = lm:GetProperty(prop.id)
end
return table.hash(values)
end
function CollectUniqueParts(feature)
local hash_to_lmlist = {}
-- fetch properties
local preset_prop_id = "preset_" .. feature
for _, lm in pairs(LightmodelPresets) do
local part_id = lm:GetProperty(preset_prop_id)
if not part_id or part_id == "" then
local hash = GetFeatureValuesHash(lm, feature)
local lm_list = hash_to_lmlist[hash] or {}
table.insert(lm_list, lm.id)
hash_to_lmlist[hash] = lm_list
end
end
return hash_to_lmlist
end
function LightmodelEquivalenceByValue(lm, feature)
local hash_to_list = CollectUniqueParts(feature)
local current_hash = GetFeatureValuesHash(lm, feature)
return hash_to_list[current_hash] or {}
end
function LightmodelFeatures()
local p = {}
for id in pairs(LightmodelFeatureToProperties) do
if type(id) == "string" then
table.insert(p, id)
end
end
return p
end
DefineClass.LightmodelFeaturePreset = {
__parents = {"Preset"},
PresetClass = "LightmodelFeaturePreset",
properties = {
{id = "Group", category = "Preset", editor = "choice", items = LightmodelFeatures, default = false, },
{category = "Diagnostics", id = "LightmodelRefs", read_only = true, dont_save = true, editor="preset_id_list", preset_class = "LightmodelPreset", default = false, },
{category = "Diagnostics", id = "EquivalentLMs", read_only = true, dont_save = true, editor="number", default = 0, buttons = {
{ name = "List", func = "ListEquivalentLMs"}
} },
},
EditorMenubarName = "Lightmodel features",
EditorMenubar = "Editors.Art",
}
function LightmodelFeaturePreset:GetFeature()
return self.group
end
function LightmodelFeaturePreset:GetProperties()
local group = self.group
if not group then
return self.properties
end
local prop_ids = LightmodelFeatureToProperties[group]
if not prop_ids then
return self.properties
end
local properties = table.copy(self.properties)
table.iappend(properties, prop_ids)
return properties
end
function LightmodelFeaturePreset:GetLightmodelRefs()
local ids = {}
local prop_id = "preset_" .. self:GetFeature()
for lm_id, lm in pairs(LightmodelPresets) do
local referenced = lm:GetProperty(prop_id)
if referenced == self.id then
table.insert(ids, lm_id)
end
end
return ids
end
function LightmodelFeaturePreset:GetEquivalentLMs()
local list = LightmodelEquivalenceByValue(self, self:GetFeature())
return #list
end
function LightmodelFeaturePreset:ListEquivalentLMs(root, prop_id, ged, param)
local list = LightmodelEquivalenceByValue(self, self:GetFeature())
ged:ShowMessage("EquivalentLMs", table.concat(list, "\n"))
end
function LightmodelFeaturePreset:IsLMProperty(prop_id)
local prop = self:GetPropertyMetadata(prop_id)
if prop and prop.feature and prop.feature == self:GetFeature() then
return prop
end
return false
end
function LightmodelFeaturePreset:OnEditorSetProperty(prop_id, old_value, ged, multi)
if not self:IsLMProperty(prop_id) then
return false
end
local value = self:GetProperty(prop_id)
for _, lm_id in ipairs(self:GetLightmodelRefs()) do
local lm = LightmodelPresets[lm_id]
lm:SetProperty(prop_id, value)
ObjModified(lm)
if LightmodelOverride and LightmodelOverride == lm then
lm:OnEditorSetProperty(prop_id, old_value, ged)
end
end
end
DefineClass.LightmodelPart = {
__parents = {"PropertyObject"},
properties = {
},
PresetClass = "LightmodelPart",
}
-------------------------------------- END OF Lightmodel Features --------------------------------------
-- generate migration properties,
RainTypeItems = {
{ value = "RainLight", text = "Light" },
{ value = "RainMedium", text = "Medium" },
{ value = "RainHeavy", text = "Heavy" },
}
DefineClass.LightmodelRain = {
__parents = {"LightmodelPart"},
lightmodel_feature = "rain",
lightmodel_category = "Rain",
group = "LightmodelRain",
properties = {
{ name = "Rain", id = "rain_enable", editor = "bool", default = false, help = "Switches on and off rain." },
{ name = "Rain Type", id = "rain_type", editor = "combo", default = "RainMedium", items = RainTypeItems, no_edit = PropChecker("rain_enable", false) },
{ name = "Rain Color", id = "rain_color", editor = "color", default = RGBA(255, 255, 255, 255), help = "Models the light properties of the comprising liquid." },
{ name = "Drops Count", id = "rain_drops_count", editor = "number", slider = true, min = 1, max = const.RainMaxDropsCount, default = 1, help = "Mean rain drops count per cubic meter." },
{ name = "Drop Radius", id = "rain_drop_radius", editor = "number", slider = true, min = const.RainMinDropRadius, max = const.RainMaxDropRadius, default = const.RainMinDropRadius, help = "Mean radius used to model properties such as terminal velocity, volume, sprey in microns." },
{ name = "Ground Wetness", id = "rain_ground_wetness", editor = "number", slider = true, min = 0, max = 100, default = 50, scale = 100, help = "How much material properties will be changed by rain shaders." },
{ name = "Lightning", id = "lightning_enable", editor = "bool", default = false, blend = const.LightningBlendThreshold },
{ name = "Lightning Delay Start", id = "lightning_delay_start", editor = "number", default = 15000, scale = "sec", slider = true },
{ name = "Lightning Interval Min", id = "lightning_interval_min", editor = "number", default = 3000, scale = "sec", slider = true },
{ name = "Lightning Interval Max", id = "lightning_interval_max", editor = "number", default = 120000, scale = "sec", slider = true },
{ name = "Lightning Chance", id = "lightning_strike_chance", editor = "number", default = 40, scale = "%", min = 0, max = 100, slider = true, help = "out of 100, rest are distant thunder." },
{ name = "Lightning Chance Vertical", id = "lightning_vertical_chance", editor = "number", default = 60, scale = "%", min = 0, max = 100, slider = true, help = "If the lightning strike is vertical, otherwise it's horizontal." },
},
}
function OnMsg.LightmodelSetSceneParams(view, lm_buf, time, start_offset)
SetSceneParam(view, "RainEnable", lm_buf.rain_enable and 1 or 0, 0, start_offset)
SetSceneParamColor(view, "RainColor", lm_buf.rain_color, time, start_offset)
SetSceneParam(view, "RainDropsCount", lm_buf.rain_drops_count, time, start_offset)
SetSceneParam(view, "RainDropRadius", lm_buf.rain_drop_radius, time, start_offset)
SetSceneParam(view, "RainGroundWetness", lm_buf.rain_ground_wetness, time, start_offset)
end
local default_raw_path = insideHG() and ConvertToBenderProjectPath("/DaVinci Resolve/RAW Screenshots/") or ConvertToOSPath("AppData/RAW Screenshots")
DefineClass.LightmodelColorGrading = {
__parents = {"LightmodelPart"},
lightmodel_feature = "color_grading",
lightmodel_category = "Color Grading",
group = "LightmodelColorGrading",
properties = {
{ name = "Gamma", id = "gamma", editor = "color", default = RGB(128, 128, 128), buttons = {{name = "Gray", func = "Gray"}}, help = "Performs nonlinear gamma correction." },
{ name = "Desaturation", id = "desaturation", editor = "number", default = 0, min = -100, max = 100, scale = 100, slider = true, help = "Performs LDR color desaturation as part of tone mapping." },
{ name = "Base Color Desat", id = "base_color_desat", editor = "number", default = 0, min = -1000, max = 1000, scale = 1000, slider = true, help = "Performs color desaturation on the diffuse texture" },
{ name = "LUT", id = "grading_lut", editor = "preset_id", default = "Default", preset_class = "GradingLUTSource", help = string.format("Grading LUT in %s %s.", GetColorSpaceName(hr.ColorGradingLUTColorSpace), GetColorGammaName(hr.ColorGradingLUTColorGamma)) },
{ name = "RAW Screenshot Path", id = "raw_screenshot_path", dont_save = true, editor = "browse", default = default_raw_path, filter = "OpenEXR (*.exr)|*.exr", os_path = true, allow_missing = true, folder = { { default_raw_path, os_path = true } }, buttons = {{name = "Screenshot", func = "CaptureRAWScreenshot"}}},
{ name = "Post Grading LUT Path", id = "post_grading_lut_path", editor = "browse", default = "", filter = "LUT (*.cube)|*.cube", folder = { "svnAssets/Source/Editor/DeVinci Resolve/Viewing LUTs/" }, allow_missing = true},
{ name = "Post Grading LUT Size", id = "post_grading_lut_size", editor = "choice", default = 65, items = { 16, 17, 32, 33, 64, 65 }, buttons = {{name = "Capture", func = "CapturePostGradingLUT"}} },
},
}
function LightmodelColorGrading:CaptureRAWScreenshot(root, prop_id, ged)
hr.PostProcRAWOutputPath = self.raw_screenshot_path
end
function LightmodelColorGrading:CapturePostGradingLUT(root, prop_id, ged)
if self.post_grading_lut_path == "" then
return
end
ExportToneMappingLUT(self.post_grading_lut_size, self.post_grading_lut_path)
end
function LightmodelColorGrading:Setpost_grading_lut_path(value)
self.post_grading_lut_path = AppendDefaultExtension(value, ".cube")
end
function LightmodelColorGrading:Setraw_screenshot_path(value)
self.raw_screenshot_path = AppendDefaultExtension(value, ".exr")
end
function OnMsg.LightmodelSetSceneParams(view, lm_buf, time, start_offset)
SetSceneParamColor(view, "Gamma", lm_buf.gamma, time, start_offset, not "gamma-encoded")
SetSceneParam(view, "Desaturation", lm_buf.desaturation, time, start_offset)
SetSceneParam(view, "BaseColorDesat", lm_buf.base_color_desat, time, start_offset)
local grading_lut_preset_id = lm_buf.grading_lut
if grading_lut_preset_id == "" or not GradingLUTs[lm_buf.grading_lut] then
grading_lut_preset_id = "Default"
end
local grading_lut_resource_id = ResourceManager.GetResourceID(GradingLUTs[grading_lut_preset_id]:GetResourcePath())
SetGradingLUT(view, grading_lut_resource_id, time, start_offset)
end
DefineClass.LightmodelOpticalAnomalies = {
__parents = {"LightmodelPart"},
lightmodel_feature = "optical_anomalies",
lightmodel_category = "Optical Anomalies",
group = "LightmodelOpticalAnomalies",
properties = {
{ category = "Vignette", name = "Tint Color", id = "vignette_tint_color", editor = "color", default = RGBA(0,0,0,0), help = "Vignette tint color." },
{ category = "Vignette", name = "Tint Start", id = "vignette_tint_start", editor = "number", float = true, slider = true, step = 0.001, min = 0.0, max = 1.0, default = 0.7, help = "Start radius of the gradient towards pure color." },
{ category = "Vignette", name = "Tint Feather", id = "vignette_tint_feather", editor = "number", slider = true, float = true, step = 0.001, min = 0.0, max = 1.0, default = 1.0, help = "How large the gradient towards pure color is." },
{ category = "Vignette", name = "Darken Opacity", id = "vignette_darken_opacity", editor = "number", float = true, slider = true, step = 0.001, min = 0, max = 1.0, default = 0.0, help = "The opacity of the vignette layer." },
{ category = "Vignette", name = "Darken Start", id = "vignette_darken_start", editor = "number", float = true, slider = true, step = 0.001, min = 0.0, max = 1.0, default = 0.7, help = "Start radius of the gradient towards black." },
{ category = "Vignette", name = "Darken Feather", id = "vignette_darken_feather", editor = "number", float = true, slider = true, step = 0.001, min = 0.0, max = 1.0, default = 1.0, help = "How large the gradient towards black is." },
{ category = "Vignette", name = "Circularity", id = "vignette_circularity", editor = "number", float = true, slider = true, step = 0.01, min = 0.0, max = 1.0, default = 0.0, help = "Control gradient roundness." },
{ category = "Chromatic Aberration", name = "Intensity", id = "chromatic_aberration_intensity", editor = "number", float = true, slider = true, step = 0.001, min = 0.0, max = 10.0, default = 0.0 },
{ category = "Chromatic Aberration", name = "Start", id = "chromatic_aberration_start", editor = "number", float = true, slider = true, step = 0.001, min = 0.0, max = 1.0, default = 0.0 },
{ category = "Chromatic Aberration", name = "Feather", id = "chromatic_aberration_feather", editor = "number", float = true, slider = true, step = 0.001, min = 0.0, max = 1.0, default = 1.0 },
{ category = "Chromatic Aberration", name = "Circularity", id = "chromatic_aberration_circularity", editor = "number", float = true, slider = true, step = 0.01, min = 0.0, max = 1.0, default = 0.0 },
},
}
function OnMsg.LightmodelSetSceneParams(view, lm_buf, time, start_offset)
local vignette_tint_max = lm_buf:GetPropertyMetadata("vignette_tint_start").max
local vignette_tint_end =
lm_buf.vignette_tint_start + (vignette_tint_max - lm_buf.vignette_tint_start) * lm_buf.vignette_tint_feather
SetSceneParamColor(view, "VignetteTintColor", lm_buf.vignette_tint_color, time, start_offset)
SetSceneParamFloat(view, "VignetteTintStart", lm_buf.vignette_tint_start, time, start_offset)
SetSceneParamFloat(view, "VignetteTintEnd", vignette_tint_end, time, start_offset)
SetSceneParamFloat(view, "VignetteCircularity", lm_buf.vignette_circularity, time, start_offset)
local vignette_darken_max = lm_buf:GetPropertyMetadata("vignette_darken_start").max
local vignette_darken_end =
lm_buf.vignette_darken_start + (vignette_darken_max - lm_buf.vignette_darken_start) * lm_buf.vignette_darken_feather
SetSceneParamFloat(view, "VignetteDarkenOpacity", lm_buf.vignette_darken_opacity, time, start_offset)
SetSceneParamFloat(view, "VignetteDarkenStart", lm_buf.vignette_darken_start, time, start_offset)
SetSceneParamFloat(view, "VignetteDarkenEnd", vignette_darken_end, time, start_offset)
local chromatic_aberration_max = lm_buf:GetPropertyMetadata("chromatic_aberration_start").max
local chromatic_aberration_end =
lm_buf.chromatic_aberration_start + (chromatic_aberration_max - lm_buf.chromatic_aberration_start) * lm_buf.chromatic_aberration_feather
SetSceneParamFloat(view, "ChromaticAberrationIntensity", lm_buf.chromatic_aberration_intensity, time, start_offset)
SetSceneParamFloat(view, "ChromaticAberrationStart", lm_buf.chromatic_aberration_start, time, start_offset)
SetSceneParamFloat(view, "ChromaticAberrationEnd", chromatic_aberration_end, time, start_offset)
SetSceneParamFloat(view, "ChromaticAberrationCircularity", lm_buf.chromatic_aberration_circularity, time, start_offset)
end
DefineClass.LightmodelTranslucency = {
__parents = {"LightmodelPart"},
lightmodel_feature = "translucency",
lightmodel_category = "Translucency",
group = "LightmodelTranslucency",
properties = {
{ name = "Scale", id = "translucency_scale", editor = "number", float = true, slider = true, step = 0.001, default = 0.3, min = 0.0, max = 1.0, help = "Translucency overall scale" },
{ name = "Distort Sun Direction", id = "translucency_distort_sun_dir", editor = "number", float = true, slider = true, default = 0.12, min = 0.0, max = 2.0, help = "How much to distort the sun direction toward the material normal" },
{ name = "Sun Falloff", id = "translucency_sun_falloff", editor = "number", float = true, slider = true, step = 0.001, default = 30.0, min = 0.0, max = 50.0, help = "Power that controls how fast the sun contribution falls off when with the difference of direction between the view and the sun" },
{ name = "Sun Scale", id = "translucency_sun_scale", editor = "number", float = true, slider = true, step = 0.001, default = 0.2, min = 0.0, max = 1.0, help = "Sunlight contribution scale" },
{ name = "Ambient Scale", id = "translucency_ambient_scale", editor = "number", float = true, slider = true, step = 0.001, default = 0.02, min = 0.0, max = 1.0, help = "Ambient contribution scale" },
{ name = "Base Luminance", id = "translucency_base_luminance", editor = "number", float = true, slider = true, step = 0.001, default = 1.335, min = 0.0, max = 3.0, help = "Assumed base light luminance" },
{ name = "Base Color Temperature", id = "translucency_base_k", editor = "number", float = true, slider = true, step = 1.0, default = 3600.0, min = 1000.0, max = 6500.0, help = "Assumed sunlight base temperature in degrees K" },
{ name = "Reduce Color Temperature", id = "translucency_reduce_k", editor = "number", float = true, slider = true, step = 1.0, default = 1000.0, min = 0.0, max = 5000.0, help = "Color reduction temperature in degrees K" },
{ name = "Desaturation", id = "translucency_desaturation", editor = "number", float = true, slider = true, step = 0.001, default = 0.3, min = 0.0, max = 1.0, help = "Amount to desaturate the color of translucent light" },
},
}
function OnMsg.LightmodelSetSceneParams(view, lm_buf, time, start_offset)
SetSceneParamFloat(view, "TranslucencyScale", lm_buf.translucency_scale, time, start_offset)
SetSceneParamFloat(view, "TranslucencySunDirDistort", lm_buf.translucency_distort_sun_dir, time, start_offset)
SetSceneParamFloat(view, "TranslucencySunFalloff", lm_buf.translucency_sun_falloff, time, start_offset)
SetSceneParamFloat(view, "TranslucencySunScale", lm_buf.translucency_sun_scale, time, start_offset)
SetSceneParamFloat(view, "TranslucencyAmbientScale", lm_buf.translucency_ambient_scale, time, start_offset)
SetSceneParamFloat(view, "TranslucencyBaseLuminance", lm_buf.translucency_base_luminance, time, start_offset)
SetSceneParamFloat(view, "TranslucencyBaseK", lm_buf.translucency_base_k, time, start_offset)
SetSceneParamFloat(view, "TranslucencyReduceK", lm_buf.translucency_reduce_k, time, start_offset)
SetSceneParamFloat(view, "TranslucencyDesaturate", lm_buf.translucency_desaturation, time, start_offset)
end
DefineClass.LightmodelClouds = {
__parents = {"LightmodelPart"},
lightmodel_feature = "clouds",
lightmodel_category = "Clouds",
group = "LightmodelClouds",
properties = {
{ category = "Cloud shadows", feature = "clouds", name = "Clouds shadow strength", id = "clouds_strength", default = 0, editor = "number", slider = true, min = 0, max = 1000, scale = 1000, help = "Maximum clouds darkness. Clouds source texture path is CommonAssets/System/clouds.dds." },
{ category = "Cloud shadows", feature = "clouds", name = "Clouds shadow coverage", id = "clouds_coverage", default = 500, editor = "number", slider = true, min = 0, max = 1000, scale = 1000, help = "How much of the surface is covered with clouds." },
{ category = "Cloud shadows", feature = "clouds", name = "Clouds shadow smoothness", id = "clouds_smoothness", default = 300, editor = "number", slider = true, min = 0, max = 1000, scale = 1000, help = "How sharp are the edges of the clouds." },
{ category = "Cloud shadows", feature = "clouds", name = "Clouds shadow scrub", id = "clouds_phase", default = 0, editor = "number", slider = true, min = 0, max = 1000, scale = 1000, help = "Scrub back and forth to see clouds move.", dont_save = true },
{ category = "Cloud shadows", feature = "clouds", name = "Clouds shadow scale", id = "clouds_scale", default = 1000, editor = "number", slider = true, min = 300, max = 10000, scale = 1000, help = "When interpolating lightmodels the clouds scale should be the same, otherwise the clouds will appear to move rapidly." },
{ category = "Cloud shadows", feature = "clouds", name = "Oscillation period", id = "clouds_osci_period", default = 5000, editor = "number", slider = true, min = 2000, max = 3600 * 1000, scale = 1000, },
{ category = "Cloud shadows", feature = "clouds", name = "Oscillation amplitude", id = "clouds_osci_amplitude", default = 0, editor = "number", slider = true, min = 0, max = 2000, scale = 1000, },
{ category = "Cloud shadows", feature = "clouds", name = "Clouds direction", id = "clouds_dir", default = 0, editor = "number", scale = "deg", slider = true, min = 0, max = 360*60, help = "The direction of cloud movement in degrees." },
{ category = "Cloud shadows", feature = "clouds", name = "Wind strength", id = "clouds_wind_strength", default = 0, editor = "number", scale = 1000, slider = true, min = 0, max = 1000, help = "Should clouds be affected by wind?" },
{ category = "Cloud shadows", feature = "clouds", name = "Clouds speed (m/s)", id = "clouds_speed", default = 3000, editor = "number", scale = 1000, slider = true, min = 0, max = 50*guim, help = "Clouds movement in meters per second." },
}
}
function OnMsg.LightmodelSetSceneParams(view, lm_buf, time, start_offset)
if not config.LightModelUnusedFeatures["clouds"] then
SetSceneParam(view, "CloudsStrength", lm_buf.clouds_strength, time, start_offset)
SetSceneParam(view, "CloudsCoverage", lm_buf.clouds_coverage, time, start_offset)
SetSceneParam(view, "CloudsSmoothness", lm_buf.clouds_smoothness, time, start_offset)
SetSceneParam(view, "CloudsSpeed", lm_buf.clouds_speed, time, start_offset)
SetSceneParam(view, "CloudsPhase", lm_buf.clouds_phase, time, start_offset)
SetSceneParam(view, "CloudsDirectionSP", lm_buf.clouds_dir, time, start_offset)
SetSceneParam(view, "CloudsWindStrength", lm_buf.clouds_wind_strength, time, start_offset)
SetSceneParam(view, "CloudsScale", lm_buf.clouds_scale, time, start_offset)
SetSceneParam(view, "CloudsOsciPeriod", lm_buf.clouds_osci_period, time, start_offset)
SetSceneParam(view, "CloudsOsciAmplitude", lm_buf.clouds_osci_amplitude, time, start_offset)
end
end
AutoExposureInstructions =
[[To adjust exposure:
- turn off via button to the right
- view a representative mid-brightness scene
- reset Exposure to default value
- adjust brightness using sun intensity, envmaps exposure, and if all else fails, Exposure
- switch to split mode using button to the right
- adjust Auto Exposure until the two parts of the screen match in brightness
- verify by moving the camera to a dark and to a bright spot]]
CubemapInstructions = [[Usually the sky is fetched from the cubemap, but when capturing the cubemap the sky is unavailable and approximated by a slower method.
- Please use the "Cubemap capture preview" toggle to see the result of the slower method in real time.
- Make sure to use this for "Bake" lightmodels.
]]
local sky_custom_sun_ro = function(self) return not self.sky_custom_sun or self.use_time_of_day end
local shadow_range_ro = function(self) return not self.shadow end
local custom_sun_ro = function(self) return self.use_time_of_day end
local tod_ro = function(self) return not self.use_time_of_day end
DefineClass.Lightmodel = {
__parents = { "PropertyObject" },
properties = {
{ category = "Sun", feature = "phys_sky", name = "Sun diffuse color", id = "sun_diffuse_color", editor = "color", default = RGB(255, 255, 255), help = "The color of sunlight.\nAffects the diffuse contribution of the Sun." },
{ category = "Sun", feature = "phys_sky", name = "Sun diffuse intensity", id = "sun_intensity", editor = "number", slider=true, min = 0, max = 2500, default = 100, help = "The intensity of the sun diffuse contribution." },
{ category = "Sun", feature = "phys_sky", name = "Sun specular intensity", id = "sun_angular_radius", editor = "number", slider=true, min = 0, max = 2500, default = 100, help = "The intensity of the sun specular contribution." },
{ category = "Sun", feature = "shadow", name = "Shadow", id = "shadow", editor = "number", slider = true, min = 0, max = 1000, scale = 1000, default = 1000, help = "Shadow strength." },
{ category = "Sun", feature = "shadow", name = "Shadow range", id = "shadow_range", editor = "number", slider = true, min = 0, max = 10000 * guim, scale = "m", default = 500 * guim, help = "Limits the distance at which the shadows are visible.", read_only = shadow_range_ro },
{ category = "Sun (dev tools)", feature = "sun_path", id = "_help", editor = "help", help = "These are not saved; use to tweak sun parameters for testing." },
{ category = "Sun (dev tools)", feature = "sun_path", name = "Sunrise time", id = "sunrise_time", editor = "number", default = 8*60, help = "", dont_save = true },
{ category = "Sun (dev tools)", feature = "sun_path", name = "Sunset time", id = "sunset_time", editor = "number", default = 20*60, help = "", dont_save = true },
{ category = "Sun (dev tools)", feature = "sun_path", name = "Earth time info", id = "sun_earthtime_info", editor = "text", default = "", help = "", dont_save = true, read_only = true},
{ category = "Sun (dev tools)", feature = "sun_path", name = "Sunrise azi", id = "sunrise_azi", editor = "number", default = 54*60, slider = true, min = 0*60, max = 360*60, scale = "deg", help = "Azimuth is from 0Deg North, 90Deg East ... 360Deg. Sunrise azi + Sunset azi generally should make 360Deg.", dont_save = true },
{ category = "Sun (dev tools)", feature = "sun_path", name = "Sunset azi", id = "sunset_azi", editor = "number", default = 306*60, help = "Azimuth is from 0Deg North, 90Deg East ... 360Deg. Sunrise azi + Sunset azi generally should make 360Deg.", slider = true, min = 0*60, max = 360*60, scale = "deg", dont_save = true },
{ category = "Sun (dev tools)", feature = "sun_path", name = "Sun max elevation", id = "sun_max_elevation", editor = "number", default = 70*60, help = "This is the maximum angle from the horizon to the center of the sun disk (reached at noon).", slider = true, min = 0, max = 89*60, scale = "deg", dont_save = true },
{ category = "Sun (dev tools)", feature = "sun_path", name = "Sun shadow min", id = "sun_shadow_min", editor = "number", default = 15*60, help = "This is the min elevation that the sun will cast shadows from to avoid super long shadows.", slider = true, min = 0, max = 89*60, scale = "deg", dont_save = true },
{ category = "Sun (dev tools)", feature = "sun_path", name = "North rotation", id = "sun_nr", editor = "number", default = 0, help = "Add this angle to all azimuths to effectively rotate where North is on the map.", slider = true, min = 0*60, max = 360*60, scale = "deg", dont_save = true },
{ category = "Sun Pos", feature = "phys_sky", name = "Use time of day", id = "use_time_of_day", editor = "bool", default = true, help = "Sun position is determined by the current time of day setup." },
{ category = "Sun Pos", feature = "phys_sky", name = "Start Time (h)", id = "time", editor = "number", default = 12*60, scale = 60, min = 0, max = 24*60, slider = true, help = "This is the time when the blending to this model will start. View shows it ignoring blending.", read_only = tod_ro, buttons = {{name = "View", func = "PreviewStart"}}},
{ category = "Sun Pos", feature = "phys_sky", name = "End Time", id = "time_next", editor = "text", default = "", help = "This is the time when the blending to next model will start. View shows it ignoring blending.", read_only = true, dont_save = true, buttons = {{name = "View", func = "PreviewEnd"}}},
{ category = "Sun Pos", feature = "phys_sky", name = "Blend Duration (m)", id = "blend_time", editor = "number", default = 60, help = "Controls the duration of the blend. View buttons take into account the blending, i.e. 'Start' shows accurately the end of the previous model.", read_only = tod_ro, buttons = {{name = "Start", func = "PreviewBlendStart"}, {name = "End", func = "PreviewBlendEnd"}, {name = "Preview", func = "PreviewBlend"}}},
{ category = "Sun Pos", feature = "phys_sky", name = "Sun alt", id = "sun_alt", min = -1800, max = 1800, editor = "number", slider = true, scale = 10, default = 250, help = "At what angle (in 1/10 degrees) relative to the horizon (height) is the Sun.", read_only = custom_sun_ro },
{ category = "Sun Pos", feature = "phys_sky", name = "Sun shadow alt", id = "sun_shadow_height", editor = "number", default = 0, slider = true, scale = 10, min = 0, max = 1800, help = "0 = Use sun alt for shadow direction. > 0 forces shadows as if the sun is at this altitutude", read_only = custom_sun_ro},
{ category = "Sun Pos", feature = "phys_sky", name = "Sun azi", id = "sun_azi", min = 0, max = 360, editor = "number" , slider = true, default = 180, help = "The position of the Sun relative to the world, specified as an angle in degrees.", read_only = custom_sun_ro },
{ category = "Sun Pos", feature = "phys_sky", name = "Sky custom sun", id = "sky_custom_sun", editor = "bool" , default = false, help = "If checked allows overriding the disk sun position with a separate custom one for the sun in the sky.", read_only = custom_sun_ro },
{ category = "Sun Pos", feature = "phys_sky", name = "Sky custom sun azi", id = "sky_custom_sun_azi", min = 0, max = 360, editor = "number" , slider = true, default = 180, help = "The azimuth of Sun in the Sky, specified as an angle in degrees." , read_only = sky_custom_sun_ro },
{ category = "Sun Pos", feature = "phys_sky", name = "Sky custom sun alt", id = "sky_custom_sun_alt", min = -1800, max = 1800, editor = "number", slider = true, default = 0, help = "The altitude of Sun in the Sky, specified as an angle in degrees.", read_only = sky_custom_sun_ro},
{ category = "Sky", feature = "phys_sky", id = "__", editor = "help", name = "Cubemap help", help = CubemapInstructions, },
{ category = "Sky", feature = "phys_sky", name = "Mie coefs", id = "mie_coefs", editor = "color", default = RGB(210, 210, 210), help = "Mie coefficients control sun color. It is also affected by the Rayleight param." },
{ category = "Sky", feature = "phys_sky", name = "Rayleigh coefs", id = "ray_coefs", editor = "color", default = RGB(55, 130, 221), help = "Rayleigh coefficient control sky color. It is also affected by the Mie param." },
{ category = "Sky", feature = "phys_sky", name = "Mie scale height", id = "mie_sh", editor = "number", slider = true, min=100, max = 10000, default = 1200, help = "Mie scale height controls the height at which the atmosphere is half dense for this scattering." },
{ category = "Sky", feature = "phys_sky", name = "Rayleigh scale height", id = "ray_sh", editor = "number", slider = true, min=1000, max = 16000, default = 7994, help = "Rayleigh scale height controls the height at which the atmosphere is half dense for this scattering." },
{ category = "Sky", feature = "phys_sky", name = "Mie Shape", id = "mie_mc", editor = "number", slider = true, min=750, max = 999, default = 860, help = "The G param (mean cosine) controls the asymmetry (shape) of the mie phase function." },
{ category = "Sky", feature = "phys_sky", name = "Exposure", id = "sky_exp", min = -1000, max = 1000, default = 0, editor = "number" , slider = true, help = "The exposure control in 1/100 EV. Intensity change is pow(2, E / 100)" },
{ category = "Sky", feature = "phys_sky", name = "Sky IS", id = "sky_is", editor=false, dont_save = true, default = false, help = "Toggles realtime update of sky contribution with importance sampling (for lightmodel tweak only)" },
{ category = "Sky", feature = "phys_sky", name = "Cubemap capture preview", editor = "bool", dont_save = true, id = "cubemap_capture_preview", default = false, help = "Mostly enables Sky importance sampling, among other things" },
{ category = "Cubemap", feature = "phys_sky", name = "Exterior Env map", id = "exterior_envmap", default = "PainterStudioDaylight", editor = "dropdownlist", help = "The current exterior environment map texture.", items = function() return GetEnvMapsList("Exterior") end },
{ category = "Cubemap", feature = "phys_sky", name = "Exterior Env Exposure", id = "ext_env_exposure", min = -1000, max = 1000, default = 0, editor = "number" , slider = true, help = "The exterior env exposure control in 1/100 EV. Intensity change is pow(2, E / 100)" },
{ category = "Cubemap", feature = "phys_sky", name = "Exterior Env Map Image", id = "ExteriorEnvmapImage", editor = "image", default = "", dont_save = true, img_size = 128, img_box = 1 },
{ category = "Cubemap", feature = "phys_sky", name = "Interior Env map", id = "interior_envmap", default = "PainterStudioDaylight", editor = "dropdownlist", help = "The current interior environment map texture.", items = function() return GetEnvMapsList("Interior") end },
{ category = "Cubemap", feature = "phys_sky", name = "Interior Env Exposure", id = "int_env_exposure", min = -1000, max = 1000, default = 0, editor = "number" , slider = true, help = "The interior env exposure control in 1/100 EV. Intensity change is pow(2, E / 100)" },
{ category = "Cubemap", feature = "phys_sky", name = "Interior Env Map Image", id = "InteriorEnvmapImage", editor = "image", default = "", dont_save = true, img_size = 128, img_box = 1 },
{ category = "Night Sky", feature = "phys_sky", name = "Stars Intensity", id = "stars_intensity", min = 0, max = 1000, scale = 1000, editor = "number", slider = true, default = 0, help = "Controls the brightness of the stars." },
{ category = "Night Sky", feature = "phys_sky", name = "Stars Blue tint", id = "stars_blue_tint", min = 0, max = 100, scale = 100, editor = "number", slider = true, default = 30, help = "Faint stars are tinted blue to simulate human perception in low-light conditions." },
{ category = "Night Sky", feature = "phys_sky", name = "MilkyWay Intensity", id = "mw_intensity", min = 0, max = 1000, scale = 1000, editor = "number", slider = true, default = 0, help = "Controls the brightness of the milky way texture." },
{ category = "Night Sky", feature = "phys_sky", name = "MilkyWay Blue tint", id = "mw_blue_tint", min = 0, max = 100, scale = 100, editor = "number", slider = true, default = 30, help = "MilkyWay is tinted blue to simulate human perception in low-light conditions." },
{ category = "Night Sky", feature = "phys_sky", name = "Rotation", id = "stars_rotation", min = 0, max = 3600, editor = "number", slider = true, default = 0, scale = 10, help = "Rotation angle of the stars around the celestial pole" },
{ category = "Night Sky", feature = "phys_sky", name = "Celestial Pole Altitude", id = "stars_pole_alt", min = 0, max = 1800, editor = "number", slider = true, default = 0, scale = 10, help = "Celestial pole altitude in degrees. Approximately equal to the observer's latitude position on Earth." },
{ category = "Night Sky", feature = "phys_sky", name = "Celestial Pole Azimuth", id = "stars_pole_azi", min = 0, max = 3600, editor = "number", slider = true, default = 0, scale = 10, help = "Celestial pole azimuth in degrees. Should point to North on Earth. Related to the Sun azimuth." },
{ category = "Env Capture", feature = "phys_sky", name = "Sky Exp Exterior Adjust", id = "env_exterior_capture_sky_exp", editor="number", default = "", min = -1000, max = 1000, default = 0, editor = "number" , slider = true, help = "Adjusts the sky exposure in the captured exterior cubemap"},
{ category = "Env Capture", feature = "phys_sky", name = "Sun Int Exterior Adjust", id = "env_exterior_capture_sun_int", editor="number", default = "", min = -2500, max = 2500, default = 0, editor = "number" , slider = true, help = "Adjusts the sun intensity in the captured exterior cubemap"},
{ category = "Env Capture", feature = "phys_sky", name = "Exterior Capture Pos", id = "env_exterior_capture_pos", editor="point", default = InvalidPos(), helper = "absolute_pos", help = "The position to capture the exterior env map from.", buttons = {{name = "View", func = "ViewExteriorEnvPos" }, {name ="Use Shaderball", func = "UseSelectionAsExteriorEnvPos"}}, scale = "m"},
{ category = "Env Capture", feature = "phys_sky", name = "Sky Exp Interior Adjust", id = "env_interior_capture_sky_exp", editor="number", default = "", min = -1000, max = 1000, default = 0, editor = "number" , slider = true, help = "Adjusts the sky exposure in the captured interior cubemap"},
{ category = "Env Capture", feature = "phys_sky", name = "Sun Int Interior Adjust", id = "env_interior_capture_sun_int", editor="number", default = "", min = -2500, max = 2500, default = 0, editor = "number" , slider = true, help = "Adjusts the sun intensity in the captured interior cubemap"},
{ category = "Env Capture", feature = "phys_sky", name = "Interior Capture Pos", id = "env_interior_capture_pos", editor="point", default = InvalidPos(), helper = "absolute_pos", help = "The position to capture the interior env map from.", buttons = {{name = "View", func = "ViewInteriorEnvPos" }, {name ="Use Shaderball", func = "UseSelectionAsInteriorEnvPos"}}, scale = "m"},
{ category = "Env Capture", feature = "phys_sky", name = "Map for Cubemaps", id = "env_capture_map", editor="text", default = "", read_only=true, help = "The map name on which the position of the last capture is"},
{ category = "Env Capture", feature = "phys_sky", name = "Capture", id = "env_capture", editor="text", default = "", read_only=true, help = "Click to capture cubemaps", buttons = {{name = "Exterior", func = "CaptureExteriorEnvmap"}, {name = "Interior", func = "CaptureInteriorEnvmap"}, {name = "Both", func = "CaptureBothEnvmaps"}}},
{ category = "Env Capture", feature = "phys_sky", name = "View Map", id = "env_view_site", editor = "dropdownlist", items = {"Exterior", "Interior"}, default = "Exterior", dont_save = true, buttons = {{name = "View", func = "ViewEnv"}, {name = "Hide", func = "HideEnv"}}},
{ category = "Env Capture", feature = "phys_sky", name = "Convert HDR Pano", id = "hdr_pano", editor = "browse", default = false, filter = "Radiance HDR File|*.hdr", default = "", dont_save = true, buttons = {{name = "Exterior", func = "ConvertExteriorEnvmap"}, {name = "Interior", func = "ConvertInteriorEnvmap"}}},
{ category = "Env Capture", feature = "phys_sky", name = "Lightmodel for Capture", id = "lm_capture", editor = "preset_id", preset_class = "LightmodelPreset", default = "", help = "Indicates which light model should be used for the baking.", no_validate = true, },
{ category = "Fog", feature = "fog", name = "Fog color", id = "fog_color", default = RGB(180, 180, 180), editor = "color", help = "The default color of the fog." },
{ category = "Fog", feature = "fog", name = "Fog density", id = "fog_density", default = 20, min = 0, max = 2000, scale = 100, editor = "number", slider = true, help = "The fog thickness." },
{ category = "Fog", feature = "fog", name = "Fog height falloff", id = "fog_height_falloff" , default = 1500, min = 1, max = 2500, editor = "number", slider = true, help = "The fog thickness change with height" },
{ category = "Fog", feature = "fog", name = "Fog start (m)", id = "fog_start", default = 0, min = 0, max = 1000 * 1000, scale = 1000, editor = "number" , slider = true, help = "The distance to fog start, in meters."},
{ category = "Water", feature = "water", name = "Water Color", id = "water_color", editor = "color", default = RGB(127, 127, 127), help = "The color of the terrain water" },
{ category = "Water", feature = "water", name = "Opacity Modifier", id = "absorption_coef", min = 0, max = 100, default = 100, scale = 100, editor = "number", slider = true, help = "How much light does the water absorb" },
{ category = "Water", feature = "water", name = "Reflection Modifier", id = "minimum_depth", min = 0, max = 200, default = 100, scale = 100, editor = "number", slider = true, help = "How deep will the water appear minimally" },
{ category = "Ice", feature = "ice", name = "Ice color", id = "ice_color", editor = "color", default = RGB(255, 255, 255), help = "The color of the ice that will affect the buildings and rocks" },
{ category = "Ice", feature = "ice", name = "Ice strength", id = "ice_strength", min = 0, max = 100, default = 0, scale = 100, editor = "number", slider = true, help = "How strong will be ice get" },
{ category = "Snow", feature = "snow", name = "Snow color", id = "snow_color", editor = "color", default = RGB(167, 167, 167), help = "The color of the snow of the terrain" },
{ category = "Snow", feature = "snow", name = "Snow direction X", id = "snow_dir_x", editor = "number", slider = true, default = 0, min = -1000, max = 1000, scale = 1000, help = "Snowfall direction X" },
{ category = "Snow", feature = "snow", name = "Snow direction Y", id = "snow_dir_y", editor = "number", slider = true, default = 0, min = -1000, max = 1000, scale = 1000, help = "Snowfall direction Y" },
{ category = "Snow", feature = "snow", name = "Snow direction Z", id = "snow_dir_z", editor = "number", slider = true, default = 1000, min = -1000, max = 1000, scale = 1000, help = "Snowfall direction Z" },
{ category = "Snow", feature = "snow", name = "Snow strength", id = "snow_str", editor = "number", slider = true, default = 0, min = 0, max = 1000, scale = 1000, help = "The constant snow strength" },
{ category = "Snow", feature = "snow", name = "Snow", id = "snow_enable", editor = "bool", default = false, },
{ category = "Wind", id = "wind", name = "Wind", editor = "preset_id", default = false, preset_class = "WindDef" },
{ category = "Heat Haze", id = "enable_heat_haze", name = "Enable Heat Haze", editor = "bool", default = false },
{ category = "Distance Blur and Desaturation", feature = "dist_blur_desat", name = "Blur", id = "pp_blur", min = 0, max = 100, default = 0, editor = "number",slider = true, help = "The intensity of the blur effect for distant objects." },
{ category = "Distance Blur and Desaturation", feature = "dist_blur_desat", name = "Blur distance", id = "pp_blur_distance", min = 0, max = 600, default = 0, editor = "number", slider = true, help = "The distance at which the distant objects start to get blurry." },
{ category = "Distance Blur and Desaturation", feature = "dist_blur_desat", name = "Desaturation", id = "pp_desaturation", min = 0, max = 100, default = 0, editor = "number", slider = true, help = "How intense is the desaturation of colors of the distant objects." },
{ category = "Distance Blur and Desaturation", feature = "dist_blur_desat", name = "Desaturation distance", id = "pp_desaturation_distance", min = 0, max = 600, default = 0, editor = "number", slider = true, help = "The distance at which the distant objects' colors get desaturated." },
{ category = "Exposure", feature = "autoexposure", id="_", editor="help", default=false, help = AutoExposureInstructions, buttons = {{name = "[On]", func = "AutoExposureOn"},{name = "[Off]", func = "AutoExposureOff"}, {name = "[Split]", func = "AutoExposureSplit"}, {name="[Debug]", func="AutoExposureDebugToggle"}} },
{ category = "Exposure", feature = "autoexposure", name = "Exposure", id = "exposure", min = -200, max = 200, default = 0, editor = "number" , slider = true, help = "The global exposure control in 1/100 EV. Intensity change is pow(2, E / 100)" },
{ category = "Exposure", feature = "autoexposure", name = "Auto Exposure (AE)", id="ae_key_bias", min = -3000000, max = 3000000, default = 0, scale = 1000000, editor = "number" , slider = true, help = "Exposure key value multiplier." },
{ category = "Exposure", feature = "autoexposure", name = "Scene lum min", id="ae_lum_min", min = -14*10000, max = 20*10000, default = -14*10000, scale = 10000, editor = "number" , slider = true, help = "Clamps average scene luminance.", no_edit = true },
{ category = "Exposure", feature = "autoexposure", name = "Scene lum max", id="ae_lum_max", min = -14*10000, max = 20*10000, default = 20*10000, scale = 10000, editor = "number" , slider = true, help = "Clamps average scene luminance.", no_edit = true },
{ category = "Exposure", feature = "autoexposure", name = "Adaptation speed bright",id="ae_adapt_speed_bright", min = 1, max = 1500, default = 500, scale = 100, editor = "number" , slider = true, help = "How fast the eye adapts to brighter scenes.", no_edit = true },
{ category = "Exposure", feature = "autoexposure", name = "Adaptation speed dark", id="ae_adapt_speed_dark", min = 1, max = 1500, default = 500, scale = 100, editor = "number" , slider = true, help = "How fast the eye adapts to darker scenes.", no_edit = true },
{ category = "Exposure", feature = "autoexposure", name = "AE Lum Min", id="ae_darkness_ign", min = 0, max = 99, default = 20, scale = "%", editor = "number" , slider = true, help = "From what percentage of the luminance of the scene to consider." },
{ category = "Exposure", feature = "autoexposure", name = "AE Lum Max", id="ae_brightness_ign", min = 1, max = 100, default = 95, scale = "%", editor = "number" , slider = true, help = "Until what percentage of the luminance of the scene to consider." },
{ category = "Exposure", feature = "autoexposure", name = "Use Constant Exposure", id="ae_disable", editor="bool", default=false, help = "Turn autoexposure on/off", },
{ category = "Bloom", feature = "hdr bloom", name = "Strength", id = "pp_bloom_strength", min = 0, max = 100, default = 0, scale = 100, editor = "number", slider = true, help = "How much Bloom affects the resulting picture." },
{ category = "Bloom", feature = "hdr bloom", name = "Threshold", id = "pp_bloom_threshold", min = 0, max = 100, default = 100, scale = 100, editor = "number", slider = true, help = "The luminance threshold after which colours bloom." },
{ category = "Bloom", feature = "hdr bloom", name = "Contrast", id = "pp_bloom_contrast", min = 0, max = 100, default = 0, scale = 100, editor = "number", slider = true, help = "The contrast of the final Bloom effect." },
{ category = "Bloom", feature = "hdr bloom", name = "Bloom colorization", id = "pp_bloom_colorization", min = 0, max = 100, scale = 100, default = 30, editor = "number", slider = true, help = "The mixing ratio between the original Bloom color and the tint." },
{ category = "Bloom", feature = "hdr bloom", name = "Inner tint", id = "pp_bloom_inner_tint", default = RGB(180, 180, 180), editor = "color", help = "Bloom effect's inner tint." },
{ category = "Bloom", feature = "hdr bloom", name = "Outer tint", id = "pp_bloom_outer_tint", default = RGB(180, 180, 180), editor = "color", help = "Bloom effect's outer tint." },
{ category = "Bloom", feature = "hdr bloom", name = "Mip2 radius", id = "pp_bloom_mip2_radius" , min = 1, max = 64, default = 16, editor = "number", slider = true, help = "Gauss blur radius for mip2." },
{ category = "Bloom", feature = "hdr bloom", name = "Mip3 radius", id = "pp_bloom_mip3_radius" , min = 4, max = 64, default = 16, editor = "number", slider = true, help = "Gauss blur radius for mip3." },
{ category = "Bloom", feature = "hdr bloom", name = "Mip4 radius", id = "pp_bloom_mip4_radius" , min = 8, max = 64, default = 32, editor = "number", slider = true, help = "Gauss blur radius for mip4." },
{ category = "Bloom", feature = "hdr bloom", name = "Mip5 radius", id = "pp_bloom_mip5_radius" , min = 8, max = 64, default = 32, editor = "number", slider = true, help = "Gauss blur radius for mip5." },
{ category = "Bloom", feature = "hdr bloom", name = "Mip6 radius", id = "pp_bloom_mip6_radius" , min = 8, max = 64, default = 32, editor = "number", slider = true, help = "Gauss blur radius for mip6." },
{ category = "Exposure", name = "Emissive Boost", id = "emissive_boost", min = 100, max = 10000, default = 100, scale = 10000, editor = "number", slider = true },
{ category = "Exposure", name = "Particle Exposure Additive", id = "ps_exposure", min = -1000, max = 1000, default = 0, editor = "number" , slider = true, help = "EV Control in 1/100 EV to adjust particle brightness when blending. Intensity change is pow(2, E / 100)" },
{ category = "Other", name = "AO texture darkness", id = "ao_lower_limit", editor = "number", slider = true, min = 0, max = 255, default = 0, scale = 255, help = "Fits the values of the Ambient Occlusion Map of all meshes in a new range that has the specified minimum value." },
{ category = "Other", name = "SSAO strength", id = "pp_ssao_strength", min = 0, max = 200, editor = "number" , slider = true, default = 0, scale = 100, help = "The intensity of Screen-Space Ambient Occlusion in percents." },
{ category = "Other", feature = "three_point_lighting", name = "Three Point Lighting", id = "three_point_lighting", editor = "preset_id", default = "", preset_class = "ThreePointLighting" },
{ category = "Other", feature = "Unit_Lighting", name = "Unit Lighting Strength", id = "unit_lighting_strength", editor = "number", slider = true, min = 0, max = 100, default = 50, scale = 100, help = "The intensity of the Unit Lighting effect." },
{ category = "Other", feature = "Unit_Lighting", name = "Unit Lighting Contrast", id = "unit_lighting_contrast", editor = "number", slider = true, min = 0, max = 100, default = 0, scale = 100, help = "The contrast strength of the Unit Lighting effect." },
{ category = "Lights", name = "Light Shadows", id = "light_shadows", editor = "number", slider = true, min = 0, max = 1000, scale = 1000, default = 1000, feature = "shadow", help = "Shadows from lights strength." },
{ category = "Lights", name = "LightColorA", id = "lightcolor1", editor = "color", default = RGB(255, 255, 255), alpha = false, help = "This color can be used by point&spot lights." },
{ category = "Lights", name = "LightColorB", id = "lightcolor2", editor = "color", default = RGB(255, 255, 255), alpha = false, help = "This color can be used by point&spot lights." },
{ category = "Lights", name = "LightColorC", id = "lightcolor3", editor = "color", default = RGB(255, 255, 255), alpha = false, help = "This color can be used by point&spot lights." },
{ category = "Lights", name = "LightColorD", id = "lightcolor4", editor = "color", default = RGB(255, 255, 255), alpha = false, help = "This color can be used by point&spot lights." },
{ category = "Lights", feature = "night", name = "Night Lights", id = "night", blend = const.NightBlendThreshold, editor = "bool", default = false, help = "Determines whether the lights should be switched on or off." },
},
}
DefineClass.LightmodelPreset = {
__parents = { "Preset", "Lightmodel" },
GlobalMap = "LightmodelPresets",
GedEditor = "LightmodelEditor",
EditorMenubarName = "Lightmodels",
EditorMenubar = "Editors.Art",
EditorShortcut = "Ctrl-M",
EditorIcon = "CommonAssets/UI/Icons/bulb ecology energy lamp light power.png",
ValidateAfterSave = true,
PropertyTabs = {
{ TabName = "Preset", Categories = { Preset = true }, },
{ TabName = "Sun", Categories = { Sun = true, ["Sun Path"] = true, ["Sun Pos"] = true, } },
{ TabName = "Sky", Categories = { Sky = true, ["Night Sky"] = true, ["Env Capture"] = true, ["Cubemap"] = true, } },
{ TabName = "Weather", Categories = { Fog = true, Rain = true, Clouds = true, ["Cloud shadows"] = true, ["Wind"] = true, } },
{ TabName = "Environment", Categories = { Water = true, Snow = true, Ice = true, Frost = true, } },
{ TabName = "Effects", Categories = { Exposure = true, Bloom = true, Other = true, Vignette = true, ["Chromatic Aberration"] = true, ["Color Grading"] = true, Lights = true, } },
}
}
DefineClass.SHDiffuseIrradiance = {
__parents = { "Preset" },
properties = {
{ name = "SH9 Coefficients", id = "sh9_coefficients", editor = "text", default = "", read_only = true },
},
EditorMenubarName = "",
EditorMenubar = false,
}
function DoSetLightmodel(view, lm_buf, time, start_offset)
if view < 1 or view > camera.GetViewCount() then return end
start_offset = start_offset or 0
SetSceneParam(view, "UseTimeOfDay", lm_buf.use_time_of_day and 1 or 0, 0, start_offset)
if not lm_buf.use_time_of_day then
local prev_azi = (GetSceneParam(view, "SunWidth") / 1000 + 360) % 360
local azi = (lm_buf.sun_azi + mapdata.MapOrientation) % 360
if abs(azi - prev_azi) > 180 then -- we better interpolate through 360
if azi > 180 then
prev_azi = prev_azi + 360
else
azi = azi + 360
end
end
SetSceneParam(view, "SunWidth", prev_azi * 1000, 0, start_offset)
SetSceneParam(view, "SunWidth", azi * 1000, time, start_offset)
SetSceneParam(view, "SunHeight", lm_buf.sun_alt * 100, time, start_offset)
if lm_buf.sky_custom_sun then
SetSceneParam(view, "SkySunAzi", lm_buf.sky_custom_sun_azi * 1000, time, start_offset)
SetSceneParam(view, "SkySunAlt", lm_buf.sky_custom_sun_alt * 100, time, start_offset)
else
SetSceneParam(view, "SkySunAzi", -1, 0, 0)
SetSceneParam(view, "SkySunAlt", -1, 0, 0)
end
SetSceneParam(view, "SunShadowHeight", lm_buf.sun_shadow_height * 100, time, start_offset)
end
SetSceneParam(view, "Shadow", lm_buf.shadow, time, start_offset)
if lm_buf.shadow then
SetSceneParam(view, "ShadowRange", lm_buf.shadow_range, time, start_offset)
end
SetSceneParamColor(view, "MieCoefs", lm_buf.mie_coefs, time, start_offset)
SetSceneParamColor(view, "RayCoefs", lm_buf.ray_coefs, time, start_offset)
SetSceneParam(view, "MieSH", lm_buf.mie_sh, time, start_offset)
SetSceneParam(view, "RaySH", lm_buf.ray_sh, time, start_offset)
SetSceneParam(view, "MieMC", lm_buf.mie_mc, time, start_offset)
SetSceneParam(view, "SkyExp", lm_buf.sky_exp, time, start_offset)
SetSceneParamColor(view, "SunDiffuseColor", lm_buf.sun_diffuse_color, time, start_offset, false)
SetSceneParam(view, "SunIntensity", lm_buf.sun_intensity, time, start_offset)
SetSceneParam(view, "StarsIntensity", lm_buf.stars_intensity, time, start_offset)
SetSceneParam(view, "StarsBlueTint", lm_buf.stars_blue_tint, time, start_offset)
SetSceneParam(view, "StarsRotation", lm_buf.stars_rotation, time, start_offset)
SetSceneParam(view, "StarsPoleAlt", lm_buf.stars_pole_alt, time, start_offset)
SetSceneParam(view, "StarsPoleAzi", lm_buf.stars_pole_azi, time, start_offset)
SetSceneParam(view, "MilkyWayIntensity", lm_buf.mw_intensity, time, start_offset)
SetSceneParam(view, "MilkyWayBlueTint", lm_buf.mw_blue_tint, time, start_offset)
SetSceneParam(view, "SunAngularRadius", lm_buf.sun_angular_radius, time, start_offset)
SetSceneParam(view, "GlobalExposure", lm_buf.exposure, time, start_offset)
SetSceneParam(view, "EmissiveBoost", lm_buf.emissive_boost, time, start_offset)
SetSceneParam(view, "ExtEnvExposure", lm_buf.ext_env_exposure, time, start_offset)
SetSceneParam(view, "IntEnvExposure", lm_buf.int_env_exposure, time, start_offset)
SetSceneParam(view, "ParticleExposure", lm_buf.ps_exposure, time, start_offset)
SetSceneParamColor(view, "FogColor", lm_buf.fog_color, time, start_offset)
SetSceneParam(view, "FogGlobalDensity", lm_buf.fog_density, time, start_offset)
SetSceneParam(view, "FogHeightFalloff", lm_buf.fog_height_falloff, time, start_offset)
SetSceneParam(view, "FogStart", lm_buf.fog_start, time, start_offset)
SetIceStrength(lm_buf.ice_strength, "Lightmodel", view, time, start_offset)
SetSceneParamColor(view, "IceColor", lm_buf.ice_color, time, start_offset)
SetSceneParamColor(view, "SnowColor", lm_buf.snow_color, time, start_offset)
SetSceneParam(view, "SnowDirX", lm_buf.snow_dir_x, time, start_offset)
SetSceneParam(view, "SnowDirY", lm_buf.snow_dir_y, time, start_offset)
SetSceneParam(view, "SnowDirZ", lm_buf.snow_dir_z, time, start_offset)
SetSceneParam(view, "SnowStr", lm_buf.snow_str, time, start_offset)
SetSceneParamColor(view, "WaterColor", lm_buf.water_color, time, start_offset)
SetSceneParam(view, "AbsorptionCoef", lm_buf.absorption_coef, time, start_offset)
SetSceneParam(view, "MinimumDepth", lm_buf.minimum_depth, time, start_offset)
SetSceneParam(view, "AutoExposureKeyBias", lm_buf.ae_key_bias, time, start_offset)
SetSceneParam(view, "AutoExposureLumMin", lm_buf.ae_lum_min, time, start_offset)
SetSceneParam(view, "AutoExposureLumMax", lm_buf.ae_lum_max, time, start_offset)
SetSceneParam(view, "AutoExposureAdaptSpeedBright", lm_buf.ae_adapt_speed_bright, time, start_offset)
SetSceneParam(view, "AutoExposureAdaptSpeedDark", lm_buf.ae_adapt_speed_dark, time, start_offset)
SetSceneParam(view, "AutoExposureBrightnessIgnorance", 100 - lm_buf.ae_brightness_ign, time, start_offset)
SetSceneParam(view, "AutoExposureDarknessIgnorance", lm_buf.ae_darkness_ign, time, start_offset)
SetSceneParam(view, "AutoExposureDisable", lm_buf.ae_disable and 1 or 0, time, start_offset)
if not config.LightModelUnusedFeatures["dist_blur_desat"] then
SetSceneParamVector(view, "PostProc", 0, lm_buf.pp_blur, time, start_offset)
SetSceneParamVector(view, "PostProc", 1, lm_buf.pp_desaturation, time, start_offset)
SetSceneParamVector(view, "PostProc", 2, lm_buf.pp_blur_distance, time, start_offset)
SetSceneParamVector(view, "PostProc", 3, lm_buf.pp_desaturation_distance, time, start_offset)
end
SetSceneParamColor(view, "BloomInnerTint", lm_buf.pp_bloom_inner_tint, time, start_offset)
SetSceneParamColor(view, "BloomOuterTint", lm_buf.pp_bloom_outer_tint, time, start_offset)
SetSceneParamVector(view, "Bloom", 0, lm_buf.pp_bloom_strength, time, start_offset)
SetSceneParamVector(view, "Bloom", 1, lm_buf.pp_bloom_threshold, time, start_offset)
SetSceneParamVector(view, "Bloom", 2, lm_buf.pp_bloom_contrast, time, start_offset)
SetSceneParamVector(view, "Bloom", 3, lm_buf.pp_bloom_colorization, time, start_offset)
SetSceneParamVector(view, "BloomRadii", 0, lm_buf.pp_bloom_mip2_radius, time, start_offset)
SetSceneParamVector(view, "BloomRadii", 1, lm_buf.pp_bloom_mip3_radius, time, start_offset)
SetSceneParamVector(view, "BloomRadii", 2, lm_buf.pp_bloom_mip4_radius, time, start_offset)
SetSceneParamVector(view, "BloomRadii", 3, lm_buf.pp_bloom_mip5_radius, time, start_offset)
SetSceneParamVector(view, "BloomRadii", 4, lm_buf.pp_bloom_mip6_radius, time, start_offset)
SetSceneParamVector(view, "AOLowerLimit", 0, lm_buf.ao_lower_limit, time, start_offset)
SetSceneParamVector(view, "SSAO", 0, lm_buf.pp_ssao_strength, time, start_offset)
SetPostProcPredicate("heat_haze", lm_buf.enable_heat_haze)
if not config.LightModelUnusedFeatures["three_point_lighting"] then
if lm_buf.three_point_lighting ~= "" then
Presets.ThreePointLighting.ThreePointLightingRenderVars[lm_buf.three_point_lighting]:Apply()
table.change_base(hr, { EnableThreePointLighting = 1 })
else
table.change_base(hr, { EnableThreePointLighting = 0 })
end
end
-- set up the cube map for the env mapped objects
if lm_buf.exterior_envmap and lm_buf.exterior_envmap ~= "" then
local exterior_sh = Presets.SHDiffuseIrradiance.Default[lm_buf.exterior_envmap .. "Exterior"]
if not exterior_sh then print("once", "Lightmodel", lm_buf.exterior_envmap .. "Exterior", "needs to be recaptured!") end
local err = SetCubemap(view, string.format("Textures/Cubemaps/%sExterior", lm_buf.exterior_envmap), exterior_sh and Decode64(exterior_sh.sh9_coefficients) or "", 0, time, start_offset)
if err then
print("SetCubemap failed", err)
end
end
if lm_buf.interior_envmap and lm_buf.interior_envmap ~= "" then
local interior_sh = Presets.SHDiffuseIrradiance.Default[lm_buf.interior_envmap .. "Interior"]
if not interior_sh then print("once", "Lightmodel", lm_buf.interior_envmap .. "Interior", "needs to be recaptured!") end
local err = SetCubemap(view, string.format("Textures/Cubemaps/%sInterior", lm_buf.interior_envmap), interior_sh and Decode64(interior_sh.sh9_coefficients) or "", 1, time, start_offset)
if err then
print("SetCubemap failed", err)
end
end
SetSceneParam(view, "LightShadows", lm_buf.light_shadows, time, start_offset)
SetSceneParam(view, "GameSpecificData0", lm_buf.unit_lighting_strength, time, start_offset)
SetSceneParam(view, "GameSpecificData1", lm_buf.unit_lighting_contrast, time, start_offset)
for i = 1, 4 do
SetSceneParamColor(view, "LightColor" .. i, lm_buf["lightcolor" .. i], time, start_offset)
end
Msg("LightmodelSetSceneParams", view, lm_buf, time, start_offset)
end
MapVar("CurrentLightmodel", {})
MapVar("LastSetLightmodel", {})
if FirstLoad then
LightmodelOverride = false
end
function GetEnvMapsList(site)
local maps = { "" }
for _,v in ipairs(io.listfiles("Textures/Cubemaps")) do
local map = string.match(v, "Textures/Cubemaps/(.*)" .. site .. "Env%.dds")
if map then
maps[#maps + 1] = map
end
end
table.sort(maps)
return maps
end
function PreloadLightmodelCubemaps(lightmodel)
if not lightmodel or lightmodel == "" then
return
end
local lm_buf = LightmodelPresets[lightmodel]
if not lm_buf then
return
end
local function preload_path(path)
local image_id = ResourceManager.GetResourceID(path)
if image_id == const.InvalidResourceID then
printf("once", "Could not load image %s!", path or "")
return
end
local image = AsyncGetResource(image_id)
return image
end
local exterior_map = string.format("Textures/Cubemaps/%sExterior", lm_buf.exterior_envmap)
local interior_map = string.format("Textures/Cubemaps/%sInterior", lm_buf.interior_envmap)
local result = {
Done = function(self)
if self.exterior_specular then self.exterior_specular:ReleaseRef() end
if self.interior_specular then self.interior_specular:ReleaseRef() end
end,
exterior_specular = preload_path(exterior_map .. "Specular"),
interior_specular = preload_path(interior_map .. "Specular"),
}
return result
end
function SetLightmodelOverride(view, lightmodel)
view = view or 1
lightmodel = LightmodelPresets[lightmodel] or lightmodel
lightmodel = type(lightmodel) == "table" and lightmodel or false
if LightmodelOverride ~= lightmodel then
LightmodelOverride = lightmodel
SetLightmodel(view, LastSetLightmodel and LastSetLightmodel[1] or lightmodel, 0, "from_override")
end
end
function SetLightmodel(view, lightmodel, time, from_override)
if not CurrentLightmodel then return end --not on map
view = view or 1
time = time or 0
lightmodel = LightmodelPresets[lightmodel] or lightmodel
if type(lightmodel) ~= "table" then
if type(lightmodel) == "string" then
assert(false, "lightmodel not found: " .. tostring(lightmodel))
end
lightmodel = LightmodelPresets.ArtPreview
end
if view < 1 or view > camera.GetViewCount() then return end
if LastSetLightmodel then
LastSetLightmodel[view] = lightmodel
end
lightmodel = LightmodelOverride or lightmodel
local prev_lm = CurrentLightmodel[view]
if prev_lm and not IsKindOf(prev_lm, "LightmodelPreset") then
setmetatable(prev_lm, LightmodelPreset) -- !!! backwards compatibility
end
CurrentLightmodel[view] = lightmodel
hr.TODForceTime = -1
local override = LightmodelOverride == lightmodel
if override then
if lightmodel.use_time_of_day then
hr.TODForceTime = LocalToEarthTime(lightmodel.time*1000)
end
end
--override is true when overriding and false when restoring
--from_override is true for both calls
Msg("LightmodelChange", view, lightmodel, time, prev_lm, from_override)
DoSetLightmodel(view, lightmodel, time)
Msg("AfterLightmodelChange", view, lightmodel, time, prev_lm, from_override)
end
do
local unused_features = config.LightModelUnusedFeatures or empty_table
for _, prop in ipairs(Lightmodel.properties) do
if prop.feature and unused_features[prop.feature] then
prop.no_edit = true
end
end
end
function LightmodelPreset:ListEquivalentLMs(root, prop_id, ged, param)
local feature = string.match(prop_id, "preset_(.+)")
local list = LightmodelEquivalenceByValue(self, feature)
ged:ShowMessage("Equivalent Lightmodels", table.concat(list, "\n"))
end
function LightmodelPreset:SetFeaturePreset(ref_preset)
if not ref_preset then return end
local feature = ref_preset.group
if not feature then return end
local feature_data = LightmodelFeatureToProperties[feature]
for _, prop in ipairs(feature_data) do
self:SetProperty(prop.id, ref_preset:GetProperty(prop.id))
end
end
function LightmodelPreset:SetFeaturePresetId(feature, feature_preset_id)
local presets = Presets.LightmodelFeaturePreset or empty_table
local feature_group = presets[feature] or empty_table
self:SetFeaturePreset(feature_group[feature_preset_id])
end
local function EarlyClassDescendants(classdefs, target_class, callback)
local cache = {}
local function EarlyIsKindOf(obj_class, target_class)
local cache_hit = cache[obj_class]
if cache_hit ~= nil then
return cache_hit
end
if obj_class == target_class then
cache[obj_class] = true
return true
end
local class = classdefs[obj_class]
for _, parent in ipairs(class and class.__parents) do
if(EarlyIsKindOf(parent, target_class)) then
return true
end
end
cache[obj_class] = false
return false
end
for class_name in pairs(classdefs) do
if EarlyIsKindOf(class_name, target_class) then
callback(class_name, classdefs[class_name])
end
end
end
function OnMsg.ClassesGenerate(classdefs)
LightmodelFeatureToProperties = {}
local properties = {}
EarlyClassDescendants(classdefs, "LightmodelPart", function(class_name, classdef)
local classProperties = {}
if classdef.GetLightmodelProperties then
classdef:GetLightmodelProperties(classProperties)
else
table.iappend(classProperties, classdef.properties)
end
local uses_preset = function(chain_func)
return function(self, ...)
local preset_id = "preset_" .. classdef.lightmodel_feature
local uses_preset = self[preset_id] and self[preset_id] ~= ""
if uses_preset then return uses_preset end
if type(chain_func) == "function" then return chain_func(self, ...) end
if chain_func then return chain_func end
return false
end
end
for k, prop in ipairs(classProperties) do
if not prop.category then
prop.category = classdef.lightmodel_category
end
if not prop.feature then
prop.feature = classdef.lightmodel_feature
end
local lm_prop = table.copy(prop)
lm_prop.dont_save = uses_preset(lm_prop.dont_save)
lm_prop.read_only = uses_preset(lm_prop.read_only)
properties[#properties + 1] = lm_prop
for _,button in ipairs(lm_prop.buttons or empty_table) do
if not Lightmodel[button.func] and classdef[button.func] then
Lightmodel[button.func] = classdef[button.func]
elseif Lightmodel[button.func] and not classdef[button.func] then
classdef[button.func] = Lightmodel[button.func]
end
end
end
end)
for _, prop in ipairs(properties) do
local feature = prop.feature
if feature then
local feature_list = LightmodelFeatureToProperties[feature]
if not feature_list then
feature_list = {}
LightmodelFeatureToProperties[feature] = feature_list
end
table.insert(feature_list, prop)
end
end
-- Generate Additional LM properties
for feature, feature_data in pairs(LightmodelFeatureToProperties) do
local preset_feature_prop_id = "preset_" .. feature
feature_data.preset_feature_prop_id = preset_feature_prop_id
table.insert(Lightmodel.properties, {
id = preset_feature_prop_id,
editor = "preset_id",
preset_class = "LightmodelFeaturePreset",
preset_group = feature,
default = "",
category = (feature_data[1] or empty_table).category,
buttons = {{ name = "List", func = "ListEquivalentLMs"}}
})
table.iappend(Lightmodel.properties, feature_data)
end
end
function OnMsg.DataLoaded()
for _, lm in pairs(LightmodelPresets) do
for feature, data in pairs(LightmodelFeatureToProperties) do
local preset_id = lm:GetProperty(data.preset_feature_prop_id)
lm:SetFeaturePresetId(feature, preset_id)
end
end
end
local lightmodel_properties
function OnMsg.ClassesBuilt()
lightmodel_properties = {}
local preset = LightmodelPreset
for _, prop_meta in ipairs(preset:GetProperties()) do
if prop_meta.category ~= "Preset" and not prop_eval(prop_meta.no_edit, preset, prop_meta) and not prop_eval(prop_meta.read_only, preset, prop_meta)then
lightmodel_properties[#lightmodel_properties + 1] = prop_meta
end
end
end
function BlendLightmodels(result, lm1, lm2, num, denom)
SuspendObjModified("BlendLightmodels")
local firstHalf = 2*num < denom
for _, prop_meta in ipairs(lightmodel_properties) do
local prop_id = prop_meta.id
local v1 = lm1:GetProperty(prop_id)
local v2 = lm2:GetProperty(prop_id)
local value
local prop_blend = prop_meta.blend
if num >= denom or v1 == v2 or prop_blend == "set" then
value = v2
elseif num <= 0 or prop_blend == "suppress" then
value = v1
else
value = v2
local prop_editor = prop_meta.editor
if prop_editor == "number" or prop_editor == "point" then
value = Lerp(v1, v2, num, denom)
elseif prop_editor == "color" then
value = InterpolateRGB(v1, v2, num, denom)
elseif type(prop_blend) == "number" and prop_blend ~= 50 then
-- "blend" here is a number indicating the descrete value change threshold
if prop_editor == "bool" then
value = v1 and 100 * num < prop_blend * denom or v2 and 100 * num >= (100 - prop_blend) * denom
elseif 100 * num < prop_blend * denom then
value = v1
end
elseif firstHalf then
value = v1
end
end
result:SetProperty(prop_id, value)
end
ResumeObjModified("BlendLightmodels")
end
function LightmodelPreset:GetInteriorEnvmapImage()
return "Textures/Cubemaps/Thumbnails/" .. self.interior_envmap .. "Interior.jpg"
end
function LightmodelPreset:GetExteriorEnvmapImage()
return "Textures/Cubemaps/Thumbnails/" .. self.exterior_envmap .. "Exterior.jpg"
end
function LightmodelPreset:Sethdr_pano(value)
self.hdr_pano = value
end
local function AppendDefaultExtension(path, default_extension)
if path and path ~= "" then
local _, _, extension = SplitPath(path)
if not extension or extension == "" then
path = path .. default_extension
end
end
return path
end
if Platform.developer then
function LightmodelPreset:Setsky_custom_sun(b)
self.sky_custom_sun = b
if b then
self.sky_custom_sun_alt = self.sun_alt
self.sky_custom_sun_azi = self.sun_azi
else
self.sky_custom_sun_alt = 0
self.sky_custom_sun_azi = 180
end
ObjModified(self)
end
end
function LightmodelPreset:Setuse_time_of_day(b)
self.use_time_of_day = b
ObjModified(self)
end
function LightmodelPreset:Setshadow(b)
self.shadow = b
ObjModified(self)
end
function LightmodelPreset:Setae_brightness_ign(b)
self.ae_brightness_ign = b
if (self.ae_brightness_ign - self.ae_darkness_ign <= 1) then
self.ae_darkness_ign = self.ae_brightness_ign - 1
end
end
function LightmodelPreset:Setae_darkness_ign(b)
self.ae_darkness_ign = b
if (self.ae_brightness_ign - self.ae_darkness_ign <= 1) then
self.ae_brightness_ign = self.ae_darkness_ign + 1
end
end
function LightmodelPreset:Getsun_earthtime_info()
local sunrise = hr.TODSunriseTime
local sunset = hr.TODSunsetTime
local noon = sunrise + (sunset - sunrise) / 2
return string.format("Sunrise %02d:%02d Noon %02d:%02d Sunset %02d:%02d",
sunrise / 60, sunrise % 60,
noon / 60, noon % 60,
sunset / 60, sunset % 60
)
end
function LightmodelPreset:Getsunrise_time() return EarthToLocalTime(hr.TODSunriseTime) end
function LightmodelPreset:Getsunrise_azi() return hr.TODSunriseAzi end
function LightmodelPreset:Getsunset_time() return EarthToLocalTime(hr.TODSunsetTime) end
function LightmodelPreset:Getsunset_azi() return hr.TODSunsetAzi end
function LightmodelPreset:Getsun_max_elevation() return hr.TODSunMaxElevation end
function LightmodelPreset:Getsun_shadow_min() return hr.TODSunShadowMinAltitude end
function LightmodelPreset:Setsun_shadow_min(v) hr.TODSunShadowMinAltitude = v end
function LightmodelPreset:Getsun_nr() return hr.TODNorthRotation end
function LightmodelPreset:Setsun_nr(v) hr.TODNorthRotation = v end
function LightmodelPreset:Setsunrise_time(v)
hr.TODSunriseTime = LocalToEarthTime(v)
ObjModified(self)
end
function LightmodelPreset:Setsunrise_azi(v)
hr.TODSunriseAzi = v
ObjModified(self)
end
function LightmodelPreset:Setsunset_time(v)
hr.TODSunsetTime = LocalToEarthTime(v)
ObjModified(self)
end
function LightmodelPreset:Setsunset_azi(v)
hr.TODSunsetAzi = v
ObjModified(self)
end
function LightmodelPreset:Setsun_max_elevation(v)
hr.TODSunMaxElevation = v
ObjModified(self)
end
function LightmodelPreset:Settime(v)
self.time = v
if hr.TODForceTime >= 0 then
hr.TODForceTime = LocalToEarthTime(self.time*1000)
end
end
function LightmodelPreset:GetListName()
return self.group --string.match(self.id, "(%w+)_") or "*"
end
function LightmodelPreset:Gettime_next(v)
local list_name = self:GetListName()
local next_lm = FindNextLightmodel(list_name, self.time+1)
if not next_lm then return "" end
return string.format("%02d:%02d (%s)", next_lm.time / 60, next_lm.time % 60, next_lm.id)
end
function LightmodelPreset:PreviewStart()
if not self:EditorCheck(true) then return end
SetLightmodelOverride(1, self.id)
hr.TODForceTime = LocalToEarthTime(self.time*1000)
end
function LightmodelPreset:PreviewEnd()
if not self:EditorCheck(true) then return end
local list_name = self:GetListName()
local next_lm = FindNextLightmodel(list_name, self.time+1)
SetLightmodelOverride(1, self.id)
hr.TODForceTime = LocalToEarthTime(next_lm.time*1000)
end
function LightmodelPreset:PreviewBlendStart()
if not self:EditorCheck(true) then return end
local list_name = self:GetListName()
local prev_lm = FindPrevLightmodel(list_name, self.time - 1)
SetLightmodelOverride(1, prev_lm.id)
hr.TODForceTime = LocalToEarthTime(self.time*1000)
end
function LightmodelPreset:PreviewBlendEnd()
if not self:EditorCheck(true) then return end
SetLightmodelOverride(1, self.id)
hr.TODForceTime = LocalToEarthTime((self.time + self.blend_time)*1000)
end
function LightmodelPreset:PreviewBlend()
if IsEditorActive() then
print("Lightmodel blending preview works only outside the in-game editor!")
return
end
if not self:EditorCheck(true) then return end
CreateRealTimeThread(function()
local list_name = self:GetListName()
local prev_lm = FindPrevLightmodel(list_name, self.time - 1)
CancelRendering()
SetLightmodelOverride(1, false)
SetLightmodel(1, prev_lm.id, 0)
Sleep(50)
ResumeRendering()
local start_time = LocalToEarthTime(self.time*1000)
local end_time = LocalToEarthTime((self.time+self.blend_time)*1000)
hr.TODForceTime = start_time
Sleep(1000)
local blend_time = MulDivRound(self.blend_time, const.HourDuration, 60)
SetLightmodel(1, self.id, blend_time)
local step = MulDivRound(60*1000, 10, const.HourDuration)
CreateGameTimeThread(function()
for time = start_time, end_time, step do
hr.TODForceTime = time
Sleep(10)
end
self:PreviewBlendEnd(self)
end)
end)
end
function LightmodelsCombo()
return table.keys2(LightmodelPresets, true, "")
end
DefineConstInt("Disaster", "LightningHorizontalMaxDistance", 600, "m")
DefineConstInt("Disaster", "LightningHorizontalMinDistance", 300, "m")
DefineConstInt("Disaster", "LightningVerticalMaxDistance", 600, "m")
DefineConstInt("Disaster", "LightningVerticalMinDistance", 300, "m")
function WaitLightingStrike(view)
local lm = CurrentLightmodel[view]
if not lm or not lm.lightning_enable then
return
end
Sleep(AsyncRand(lm.lightning_interval_min, lm.lightning_interval_max))
lm = CurrentLightmodel[view]
if not lm or not lm.lightning_enable then
return
end
local eye, lookat, _, _, _, fov = GetCamera()
if AsyncRand(100) < lm.lightning_strike_chance then
local disaster = const.Disaster
local min, max, lightning_fx
if AsyncRand(100) < lm.lightning_vertical_chance then
min, max, lightning_fx = disaster.LightningVerticalMinDistance, disaster.LightningVerticalMaxDistance, "LightningFarVertical"
else
min, max, lightning_fx = disaster.LightningHorizontalMinDistance, disaster.LightningHorizontalMaxDistance, "LightningFarHorizontal"
end
local fov_safe_area = 20 * 60
fov = Max(Min(fov + fov_safe_area, 360 * 60), 0)
local rot_angle_in_frustum = AsyncRand(fov) - DivRound(fov, 2) + camera.GetYaw()
local rot_radius = AsyncRand(min, max)
local pos = RotateRadius(rot_radius, rot_angle_in_frustum, lookat):SetTerrainZ()
PlayFX(lightning_fx, "start", pos, pos, pos)
else
local pos = RotateRadius(100 * guim, AsyncRand(60 * 360), eye)
PlayFX("LightningThunderAround", "start", pos)
end
return true
end
if FirstLoad then
LightningThreads = false
end
function UpdateLightingThread(view)
local lm = CurrentLightmodel[view]
local lightning_thread = LightningThreads and LightningThreads[view]
if not lm or not lm.lightning_enable then
DeleteThread(lightning_thread)
if LightningThreads then LightningThreads[view] = nil end
return
end
if IsValidThread(lightning_thread) then
return
end
LightningThreads = LightningThreads or {}
LightningThreads[view] = CreateMapRealTimeThread(function(view)
local lm = CurrentLightmodel[view]
Sleep(lm and lm.lightning_delay_start or 0)
while WaitLightingStrike(view) do end
LightningThreads[view] = nil
end, view)
end
function OnMsg.DoneMap()
for view, thread in pairs(LightningThreads) do
DeleteThread(thread)
end
LightningThreads = false
end
function OnMsg.LoadGame()
for view in pairs(CurrentLightmodel) do
UpdateLightingThread(view)
end
end
function OnMsg.LightmodelChange(view, lm, time, prev_lm)
local target_fx_class = "View" .. view
PlayFX("SetLightmodel", "end", prev_lm and prev_lm.id or "", target_fx_class)
PlayFX("SetLightmodel", "start", lm.id, target_fx_class)
UpdateLightingThread(view)
end
function OnMsg.DoneMap()
if not CurrentLightmodel then
return
end
for view = 1, 1 do
local target_fx_class = "View" .. view
local lm = CurrentLightmodel[view]
if lm then
if lm.night then
PlayFX("Day", "end", lm.id or "", target_fx_class)
else
PlayFX("Night", "end", lm.id or "", target_fx_class)
end
PlayFX("Rain", "end", lm.id or "", target_fx_class)
PlayFX("Stormy", "end", lm.id or "", target_fx_class)
PlayFX("SetLightmodel", "end", lm.id or "", target_fx_class)
end
end
end
function OnMsg.GedClosing(id)
local app = GedConnections[id]
if app.app_template == "LightmodelEditor" then
hr.AutoExposureMode = EngineOptions.EyeAdaptation == "On" and 1 or 0
hr.EnablePostProcExposureSplit = 0
end
end
function OnMsg.GatherFXActions(list)
list[#list+1] = "Day"
list[#list+1] = "Night"
list[#list+1] = "Rain"
list[#list+1] = "SetLightmodel"
end
if FirstLoad then
LightmodelLists = false
end
function UpdateLightmodelLists()
local lists = {}
ForEachPreset(LightmodelPreset, function(lm, group_list)
if lm.use_time_of_day then
local list_name = lm:GetListName()
local list = lists[list_name] or {}
local entry = { time = lm.time, blend_time = lm.blend_time, id = lm.id }
list[#list+1] = entry
lists[list_name] = list
end
end)
for list_name, list in pairs(lists) do
table.sort(list, function(lm1, lm2) return lm1.time < lm2.time end)
end
LightmodelLists = lists
end
OnMsg.BinAssetsLoaded = UpdateLightmodelLists
function FindNextLightmodel(list_name, time_of_day)
local list = LightmodelLists and LightmodelLists[list_name]
if not list then return end
assert(time_of_day >= -24*60 and time_of_day < 2*24*60) -- time of
time_of_day = (time_of_day + 2*24*60) % (24*60)
for i = 1, #list do
local lm = list[i]
if lm.time >= time_of_day then
return LightmodelPresets[lm.id]
end
end
return list[1]
end
function FindPrevLightmodel(list_name, time_of_day)
local list = LightmodelLists and LightmodelLists[list_name]
if not list then return end
assert(time_of_day >= -24*60 and time_of_day < 2*24*60) -- time of
time_of_day = (time_of_day + 2*24*60) % (24*60)
for i = #list, 1, -1 do
local lm = list[i]
if lm.time <= time_of_day then
return LightmodelPresets[lm.id]
end
end
return list[#list]
end
------------- Editor only actions -----------------
function OnMsg.GedOpened(ged_id)
local conn = GedConnections[ged_id]
if conn and conn.app_template == "LightmodelEditor" then
local root = conn:ResolveObj("root")
local active_lightmodel = LightmodelPreset.GetInitialSelection()
if active_lightmodel then
local selection = {
table.find(root, root[active_lightmodel.group]),
table.find(root[active_lightmodel.group], active_lightmodel),
}
conn:Send("rfnApp", "SetSelection", "root", selection)
end
end
end
function LightmodelPreset.GetInitialSelection()
local id, val = next(LightmodelPresets)
if not id then return end
return LightmodelPresets[CurrentLightmodel and CurrentLightmodel[1] and CurrentLightmodel[1].id] or val
end
if FirstLoad then
ChangeLightmodelOverrideThread = false
CelestialPoleDebugThread = false
end
function SetLightmodelOverrideDelay(view, lm)
if ChangeLightmodelOverrideThread then
DeleteThread(ChangeLightmodelOverrideThread)
end
ChangeLightmodelOverrideThread = CreateRealTimeThread(function()
Sleep(100)
SetLightmodelOverride(view, lm)
ChangeLightmodelOverrideThread = false
end)
end
function LightmodelPreset:OnEditorSelect(selection, ged)
if not self:EditorCheck() then return end
if IsKindOf(ged:ResolveObj("SelectedPreset"), "GedMultiSelectAdapter") then
return
end
if selection then
SetLightmodelOverrideDelay(1, self)
FXCache = false
else
SetLightmodelOverrideDelay(1, false)
end
end
local function AdjustColor(obj, prop, brightness)
local h, s, v = UIL.RGBtoHSV(GetRGB(obj[prop]))
obj[prop] = RGB(UIL.HSVtoRGB(h, s, MulDivRound(v, brightness, 100)))
end
local function DebugMarkPole()
hr.SkyCelestialPoleDebug = 1
DeleteThread(CelestialPoleDebugThread)
CelestialPoleDebugThread = CreateRealTimeThread(function()
Sleep(60000)
hr.SkyCelestialPoleDebug = 0
end)
end
function LightmodelPreset:Getcubemap_capture_preview()
return table.changed(hr, "CubemapCapturePreview") and true
end
function LightmodelPreset:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "env_view_site" then
if table.changed(hr, "ViewEnv") then
self:ViewEnv()
end
return
elseif prop_id == "sky_is" then
if self[prop_id] then
hr.DeferFlags = hr.DeferFlags | const.DeferFlagSkyIS
else
hr.DeferFlags = hr.DeferMode & ~const.DeferFlagSkyIS
end
return
elseif prop_id == "cubemap_capture_preview" then
if self[prop_id] then
CubemapCaptureMode(true, "CubemapCapturePreview")
else
CubemapCaptureMode(false, "CubemapCapturePreview")
end
elseif prop_id == "env_exterior_capture_pos" or prop_id == "env_interior_capture_pos" then
self.env_capture_map = GetMapName()
ObjModified(self)
elseif prop_id == "stars_rotation" or prop_id == "stars_pole_alt" or prop_id == "stars_pole_azi" then
DelayedCall(50, DebugMarkPole)
elseif prop_id == "Group" or prop_id == "use_time_of_day" or prop_id == "time" or prop_id == "blend_time" then
UpdateLightmodelLists()
end
for feature, feature_data in pairs(LightmodelFeatureToProperties) do
if prop_id == feature_data.preset_feature_prop_id then
self:SetFeaturePresetId(feature, self:GetProperty(prop_id))
end
end
if self:EditorCheck() then
DoSetLightmodel(1, self, 0)
DelayedCall(300, function(object)
Msg("LightmodelChange", 1, object, 0, object)
end, self)
end
end
function LightmodelPreset:Gray(root, prop, ged)
local r, g, b = GetRGB( self[prop] )
local gray = (33 * r + 50 * g + 17 * b) / 100
return GedSetProperty(ged, self, prop, RGB(gray, gray, gray)) -- a call to the Ged Op for undo support
end
function LightmodelPreset:ViewExteriorEnvPos()
editor.ClearSelWithUndoRedo()
ViewPos(self.env_exterior_capture_pos, 20*guim)
end
function LightmodelPreset:ViewInteriorEnvPos()
editor.ClearSelWithUndoRedo()
ViewPos(self.env_interior_capture_pos, 20*guim)
end
if FirstLoad then
g_LightmodelViewEnvLastCam = false
end
function LightmodelPreset:ViewEnv()
local envmap_name = self.id .. self.env_view_site
local envmap_path = "Textures/Cubemaps/" .. envmap_name
if not io.exists(envmap_path .. "Env.dds") then
assert(not "Env map must be captured before viewed!")
return
end
local envmap_sh = Presets.SHDiffuseIrradiance.Default[envmap_name]
envmap_sh = envmap_sh and Decode64(envmap_sh.sh9_coefficients)
DoSetLightmodel(1, LightmodelPresets.ArtPreview, 0)
SetCubemap(1, envmap_path, envmap_sh, 0, 0, 0)
SetCubemap(1, envmap_path, envmap_sh, 1, 0, 0)
if not table.changed(hr, "ViewEnv") then
table.change(hr, "ViewEnv", {
DeferFlags = const.DeferFlagEnvMapOnly,
RenderCodeRenderables = 0,
RenderTransparent = 0,
RenderParticles = 0,
RenderLights = 0,
EnableScreenSpaceReflections = 0,
})
if not g_LightmodelViewEnvLastCam then
g_LightmodelViewEnvLastCam = { GetCamera() }
cameraFly.Activate(1)
end
end
end
function LightmodelPreset:HideEnv()
if table.changed(hr, "ViewEnv") then
table.restore(hr, "ViewEnv")
DoSetLightmodel(0, self, 0)
if g_LightmodelViewEnvLastCam then
SetCamera(table.unpack(g_LightmodelViewEnvLastCam))
g_LightmodelViewEnvLastCam = false
end
end
end
function LightmodelPreset:UseSelectionAsExteriorEnvPos()
if IsEditorActive() and #editor.GetSel() > 0 then
if IsKindOf(editor.GetSel()[1], "ShaderBall") then
self.env_exterior_capture_pos = editor.GetSel()[1]:GetBSphere()
self.env_capture_map = GetMapName()
ObjModified(self)
else
print("Please use a Shaderball object to mark the desired environment capture position")
end
end
end
function LightmodelPreset:UseSelectionAsInteriorEnvPos()
if IsEditorActive() and #editor.GetSel() > 0 then
if IsKindOf(editor.GetSel()[1], "ShaderBall") then
self.env_interior_capture_pos = editor.GetSel()[1]:GetBSphere()
self.env_capture_map = GetMapName()
ObjModified(self)
else
print("Please use a Shaderball object to mark the desired environment capture position")
end
end
end
if FirstLoad then
g_LMCaptureQueue = {}
g_LMCaptureThread = false
end
function LightmodelPreset:CaptureEnvmap(site, ged)
if self.env_capture_map ~= GetMapName() then
if MapData[self.env_capture_map] then
ChangeMap(self.env_capture_map)
else
assert(false, "Capture map doesn't exist")
return "Capture map doesn't exist: " .. self.env_capture_map
end
end
local env_capture_pos = site == "Interior" and self.env_interior_capture_pos or self.env_exterior_capture_pos
if not env_capture_pos:IsValidZ() then
return "Capture position must not be a 2D position (on the terrain)"
end
local map_x, map_y = terrain.GetMapSize()
if env_capture_pos:x() > map_x or
env_capture_pos:y() > map_y or
env_capture_pos:x() < 0 or
env_capture_pos:y() < 0 then
assert(false, "Camera is out of map!")
g_CapturingLightmodel = false
return "Camera is out of map!"
end
local lightmodel_for_capture = LightmodelPresets[self.lm_capture] or self
local sky_exp = GetSceneParam("SkyExp")
local sun_int = GetSceneParam("SunIntensity")
DoSetLightmodel(1, lightmodel_for_capture, 0)
SetSceneParam(1, "RainEnable", 0, 0, 0)
if site == "Exterior" then
SetSceneParam(1, "SkyExp", lightmodel_for_capture.sky_exp + lightmodel_for_capture.env_exterior_capture_sky_exp, 0, 0)
SetSceneParam(1, "SunIntensity", lightmodel_for_capture.sun_intensity + lightmodel_for_capture.env_exterior_capture_sun_int , 0, 0)
else
SetSceneParam(1, "SkyExp", lightmodel_for_capture.sky_exp + lightmodel_for_capture.env_interior_capture_sky_exp, 0, 0)
SetSceneParam(1, "SunIntensity", lightmodel_for_capture.sun_intensity + lightmodel_for_capture.env_interior_capture_sun_int, 0, 0)
end
-- hide undesired objects from environment
local objs_to_restore = {}
MapForEach("map", g_ClassesToHideInCubemaps or "EditorVisibleObject", function(object)
if object:GetEnumFlags(const.efVisible) > 0 then
table.insert(objs_to_restore, object)
object:ClearEnumFlags(const.efVisible)
end
end)
WaitNextFrame(10)
HDRCubemapExportAll("Textures/Cubemaps/", self.id, site, env_capture_pos)
WaitNextFrame(10)
-- return hidden objects in environment if needed
for _, object in pairs(objs_to_restore) do
if IsValid(object) then
object:SetEnumFlags(const.efVisible)
end
end
self:SetProperty("sky_is", false)
self:SetProperty(site:lower() .. "_envmap", self.id)
SetSceneParam(1, "SkyExp", sky_exp, 0, 0)
SetSceneParam(1, "SunIntensity", sun_int, 0, 0)
WaitNextFrame(10)
ObjModified(self)
DoSetLightmodel(1, self, 0)
if ged then
local result = ged:Send("rfnApp", "ReloadImage", ConvertToOSPath("Textures/Cubemaps/Thumbnails/" .. self.id .. site .. ".jpg"))
assert(not result)
end
end
function LMCaptureThread()
while g_LMCaptureQueue[1] do
local lm, site, ged = table.unpack(g_LMCaptureQueue[1])
table.remove(g_LMCaptureQueue, 1)
lm:CaptureEnvmap(site, ged)
print(lm.id)
end
g_LMCaptureThread = false
end
function AddLMCapture(lm, site, ged)
table.insert(g_LMCaptureQueue, {lm, site, ged})
if not g_LMCaptureThread then
g_LMCaptureThread = CreateRealTimeThread( LMCaptureThread )
end
end
function LightmodelPreset:CaptureExteriorEnvmap(root, prop_id, ged)
if not self:EditorCheck(true) then return end
AddLMCapture(self, "Exterior", ged)
end
function LightmodelPreset:CaptureInteriorEnvmap(root, prop_id, ged)
if not self:EditorCheck(true) then return end
AddLMCapture(self, "Interior", ged)
end
function LightmodelPreset:CaptureBothEnvmaps(root, prop_id, ged)
if not self:EditorCheck(true) then return end
AddLMCapture(self, "Exterior", ged)
AddLMCapture(self, "Interior", ged)
end
function LightmodelPreset:ConvertHDRPano(site, ged)
if not self:EditorCheck(true) or self.hdr_pano == "" then
return
end
local _, base_name, _ = SplitPath(pano_path)
HDRCubemapFromPano("Textures/Cubemaps/", base_name, site, self.hdr_pano)
if ged then
local result = ged:Send("rfnApp", "ReloadImage", ConvertToOSPath("Textures/Cubemaps/Thumbnails/" .. base_name .. site .. ".jpg"))
assert(not result)
end
end
function LightmodelPreset:ConvertExteriorEnvmap(root, prop_id, ged)
self:ConvertHDRPano("Exterior", ged)
end
function LightmodelPreset:ConvertInteriorEnvmap(root, prop_id, ged)
self:ConvertHDRPano("Interior", ged)
end
function LightmodelPreset:EditorCheck(print_err)
if CurrentMap == "" then
if print_err then
print("Load a map to access this Lightmodel action.")
end
return false
end
return true
end
function LightmodelPreset:GetCubemapWarning()
if not MapData[self.env_capture_map] then
return string.format("Map for capturing cubemaps doesn't exist: %s", self.env_capture_map)
end
end
function LightmodelPreset:GetWarning()
local cubemap_warning = self:GetCubemapWarning()
if cubemap_warning then
return cubemap_warning
end
end
function LightmodelPreset:AutoExposureOn()
hr.AutoExposureMode = 1
hr.EnablePostProcExposureSplit = 0
end
function LightmodelPreset:AutoExposureOff()
hr.AutoExposureMode = 0
hr.EnablePostProcExposureSplit = 0
end
function LightmodelPreset:AutoExposureSplit()
hr.EnablePostProcExposureSplit = 1
end
function LightmodelPreset:AutoExposureDebugToggle()
ToggleHR "AutoExposureDebug"
end
function LightmodelEditorTakeScreenshots(ged, obj)
local lightmodels = obj:IsKindOf("GedMultiSelectAdapter") and obj.__objects or { obj }
local prefix = os.date("%Y%m%d_%H%M%S_", os.time())
local items = {}
AsyncCreatePath("AppData/LightmodelScreenshots")
for i, lm in ipairs(lightmodels) do
DoSetLightmodel(1, lm, 0)
WaitNextFrame(3)
LockCamera("Screenshot")
local filename = string.format("AppData/LightmodelScreenshots/%s_%s.png", prefix, lm.id)
MovieWriteScreenshot(filename, 0, 16, false)
items[#items+1] = ScreenshotItem:new{ display_name = lm.id, file_path = filename }
UnlockCamera("Screenshot")
WaitNextFrame(1)
end
local sdv = OpenGedApp("ScreenshotDiffViewer", items)
for _, s in ipairs(items) do
sdv:Send("rfnApp", "rfnSetSelectedFilePath", s.file_path, true)
end
end |