RNA: follow boolean naming conventions

This commit is contained in:
Campbell Barton 2018-05-26 11:54:25 +02:00
parent 6ebcf98943
commit 0d559a6730
8 changed files with 56 additions and 55 deletions

View File

@ -204,7 +204,7 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}:
layout.prop(mat, "transparent_hide_backside")
layout.prop(mat, "show_transparent_backside")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")

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@ -443,17 +443,17 @@ class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "gtao_enable", text="")
self.layout.prop(props, "use_gtao", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.eevee
layout.active = props.gtao_enable
layout.active = props.use_gtao
col = layout.column()
col.prop(props, "gtao_use_bent_normals")
col.prop(props, "gtao_bounce")
col.prop(props, "use_gtao_bent_normals")
col.prop(props, "use_gtao_bounce")
col.prop(props, "gtao_distance")
col.prop(props, "gtao_factor")
col.prop(props, "gtao_quality")
@ -471,14 +471,14 @@ class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "motion_blur_enable", text="")
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.eevee
layout.active = props.motion_blur_enable
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_samples")
col.prop(props, "motion_blur_shutter")
@ -496,14 +496,14 @@ class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "dof_enable", text="")
self.layout.prop(props, "use_dof", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.eevee
layout.active = props.dof_enable
layout.active = props.use_dof
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
@ -521,14 +521,14 @@ class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "bloom_enable", text="")
self.layout.prop(props, "use_bloom", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.eevee
layout.active = props.bloom_enable
layout.active = props.use_bloom
col = layout.column()
col.prop(props, "bloom_threshold")
col.prop(props, "bloom_knee")
@ -550,25 +550,25 @@ class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "volumetric_enable", text="")
self.layout.prop(props, "use_volumetric", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
props = scene.eevee
layout.active = props.volumetric_enable
layout.active = props.use_volumetric
col = layout.column()
col.prop(props, "volumetric_start")
col.prop(props, "volumetric_end")
col.prop(props, "volumetric_tile_size")
col.prop(props, "volumetric_samples")
col.prop(props, "volumetric_sample_distribution")
col.prop(props, "volumetric_lights")
col.prop(props, "use_volumetric_lights")
col.prop(props, "volumetric_light_clamp")
col.prop(props, "volumetric_shadows")
col.prop(props, "use_volumetric_shadows")
col.prop(props, "volumetric_shadow_samples")
col.prop(props, "volumetric_colored_transmittance")
col.prop(props, "use_volumetric_colored_transmittance")
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
@ -583,7 +583,7 @@ class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "sss_enable", text="")
self.layout.prop(props, "use_sss", text="")
def draw(self, context):
layout = self.layout
@ -593,7 +593,7 @@ class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
col = layout.column()
col.prop(props, "sss_samples")
col.prop(props, "sss_jitter_threshold")
col.prop(props, "sss_separate_albedo")
col.prop(props, "use_sss_separate_albedo")
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
@ -608,7 +608,7 @@ class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "ssr_enable", text="")
self.layout.prop(props, "use_ssr", text="")
def draw(self, context):
layout = self.layout
@ -616,9 +616,9 @@ class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
props = scene.eevee
col = layout.column()
col.active = props.ssr_enable
col.prop(props, "ssr_refraction")
col.prop(props, "ssr_halfres")
col.active = props.use_ssr
col.prop(props, "use_ssr_refraction")
col.prop(props, "use_ssr_halfres")
col.prop(props, "ssr_quality")
col.prop(props, "ssr_max_roughness")
col.prop(props, "ssr_thickness")
@ -644,7 +644,7 @@ class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
col.prop(props, "shadow_method")
col.prop(props, "shadow_cube_size")
col.prop(props, "shadow_cascade_size")
col.prop(props, "shadow_high_bitdepth")
col.prop(props, "use_shadow_high_bitdepth")
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
@ -664,7 +664,7 @@ class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
col = layout.column()
col.prop(props, "taa_samples")
col.prop(props, "taa_render_samples")
col.prop(props, "taa_reprojection")
col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):

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@ -3628,7 +3628,7 @@ class VIEW3D_PT_overlay(Panel):
col = layout.column()
col.active = display_all
col.prop(overlay, "transparent_bones")
col.prop(overlay, "show_transparent_bones")
col.prop(overlay, "show_bone_selection")
elif context.mode == 'EDIT_ARMATURE':
@ -3637,7 +3637,7 @@ class VIEW3D_PT_overlay(Panel):
col = layout.column()
col.active = display_all
col.prop(overlay, "transparent_bones")
col.prop(overlay, "show_transparent_bones")
elif context.mode in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
col.separator()

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@ -570,7 +570,7 @@ class VIEW3D_PT_slots_projectpaint(View3DPanel, Panel):
else:
slot = None
if slot and slot.valid:
if slot and slot.is_valid:
col.label("UV Map:")
col.prop_search(slot, "uv_layer", ob.data, "uv_layers", text="")

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@ -372,8 +372,8 @@ void RNA_def_material(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Clip Threshold", "A pixel is rendered only if its alpha value is above this threshold");
RNA_def_property_update(prop, 0, "rna_Material_draw_update");
prop = RNA_def_property(srna, "transparent_hide_backside", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "blend_flag", MA_BL_HIDE_BACKSIDE);
prop = RNA_def_property(srna, "show_transparent_backside", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "blend_flag", MA_BL_HIDE_BACKSIDE);
RNA_def_property_ui_text(prop, "Hide Backside", "Limit transparency to a single layer "
"(avoids transparency sorting problems)");
RNA_def_property_update(prop, 0, "rna_Material_draw_update");
@ -519,7 +519,8 @@ static void rna_def_tex_slot(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "UV Map", "Name of UV map");
RNA_def_property_update(prop, NC_GEOM | ND_DATA, "rna_Material_update");
prop = RNA_def_property(srna, "valid", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "is_valid", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "valid", 1);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Valid", "Slot has a valid image and UV map");
}

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@ -5850,7 +5850,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_range(prop, 1, INT_MAX);
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "taa_reprojection", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_taa_reprojection", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_TAA_REPROJECTION);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Viewport Denoising", "Denoise image using temporal reprojection "
@ -5858,7 +5858,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Screen Space Subsurface Scattering */
prop = RNA_def_property(srna, "sss_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_sss", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSS_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Subsurface Scattering", "Enable screen space subsurface scattering");
@ -5876,7 +5876,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "sss_separate_albedo", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_sss_separate_albedo", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSS_SEPARATE_ALBEDO);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Separate Albedo", "Avoid albedo being blured by the subsurface scattering "
@ -5884,19 +5884,19 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Screen Space Reflection */
prop = RNA_def_property(srna, "ssr_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_ssr", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Screen Space Reflections", "Enable screen space reflection");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "ssr_refraction", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_ssr_refraction", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_REFRACTION);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Screen Space Refractions", "Enable screen space Refractions");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "ssr_halfres", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_ssr_halfres", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SSR_HALF_RESOLUTION);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Half Res Trace", "Raytrace at a lower resolution");
@ -5934,7 +5934,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Volumetrics */
prop = RNA_def_property(srna, "volumetric_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_volumetric", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Volumetrics", "Enable scattering and absorbance of volumetric material");
@ -5972,7 +5972,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Exponential Sampling", "Distribute more samples closer to the camera");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "volumetric_lights", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_volumetric_lights", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_LIGHTS);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Volumetric Lighting", "Enable scene lamps interactions with volumetrics");
@ -5984,7 +5984,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Clamp", "Maximum light contribution, reducing noise");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "volumetric_shadows", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_volumetric_shadows", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_SHADOWS);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Volumetric Shadows", "Generate shadows from volumetric material (Very expensive)");
@ -5996,26 +5996,26 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Volumetric Shadow Samples", "Number of samples to compute volumetric shadowing");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "volumetric_colored_transmittance", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_volumetric_colored_transmittance", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_VOLUMETRIC_COLORED);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Colored Transmittance", "Enable wavelength dependent volumetric transmittance");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Ambient Occlusion */
prop = RNA_def_property(srna, "gtao_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_gtao", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Ambient Occlusion", "Enable ambient occlusion to simulate medium scale indirect shadowing");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "gtao_use_bent_normals", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_gtao_bent_normals", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_BENT_NORMALS);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Bent Normals", "Compute main non occluded direction to sample the environment");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "gtao_bounce", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_gtao_bounce", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_GTAO_BOUNCE);
RNA_def_property_boolean_default(prop, 1);
RNA_def_property_ui_text(prop, "Bounces Approximation", "An approximation to simulate light bounces "
@ -6043,7 +6043,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Depth of Field */
prop = RNA_def_property(srna, "dof_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_dof", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_DOF_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Depth of Field", "Enable depth of field using the values from the active camera");
@ -6064,7 +6064,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Bloom */
prop = RNA_def_property(srna, "bloom_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_bloom", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_BLOOM_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Bloom", "High brighness pixels generate a glowing effect");
@ -6111,7 +6111,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
/* Motion blur */
prop = RNA_def_property(srna, "motion_blur_enable", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_motion_blur", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_MOTION_BLUR_ENABLED);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "Motion Blur", "Enable motion blur effect (only in camera view)");
@ -6148,7 +6148,7 @@ static void rna_def_scene_eevee(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Directional Shadows Resolution", "Size of sun lamps shadow maps");
RNA_def_property_flag(prop, PROP_OVERRIDABLE_STATIC);
prop = RNA_def_property(srna, "shadow_high_bitdepth", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "use_shadow_high_bitdepth", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SCE_EEVEE_SHADOW_HIGH_BITDEPTH);
RNA_def_property_boolean_default(prop, 0);
RNA_def_property_ui_text(prop, "High Bitdepth", "Use 32bit shadows");

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@ -2475,7 +2475,7 @@ static void rna_def_space_view3d_overlay(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
prop = RNA_def_property(srna, "transparent_bones", PROP_BOOLEAN, PROP_NONE);
prop = RNA_def_property(srna, "show_transparent_bones", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "overlay.arm_flag", V3D_OVERLAY_ARM_TRANSP_BONES);
RNA_def_property_ui_text(prop, "Transparent Bones", "Display bones as transparent");
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);

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@ -15,14 +15,14 @@ def setup():
scene = bpy.context.scene
eevee = scene.eevee
eevee.sss_enable = True
eevee.ssr_enable = True
eevee.ssr_refraction = True
eevee.gtao_enable = True
eevee.dof_enable = True
eevee.use_sss = True
eevee.use_ssr = True
eevee.use_ssr_refraction = True
eevee.use_gtao = True
eevee.use_dof = True
eevee.volumetric_enable = True
eevee.volumetric_shadows = True
eevee.use_volumetric = True
eevee.use_volumetric_shadows = True
eevee.volumetric_tile_size = '2'
for mat in bpy.data.materials: