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__init__.py
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__init__.py
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# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTIBILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
bl_info = {
"name": "Dream Textures",
"author": "Dream Textures contributors",
"description": "Use Stable Diffusion to generate unique textures straight from the shader editor.",
"blender": (3, 1, 0),
"version": (0, 4, 1),
"location": "Image Editor -> Sidebar -> Dream",
"category": "Paint"
}
from multiprocessing import current_process
if current_process().name != "__actor__":
import bpy
from bpy.props import IntProperty, PointerProperty, EnumProperty, BoolProperty, CollectionProperty
import sys
import os
module_name = os.path.basename(os.path.dirname(__file__))
def clear_modules():
for name in list(sys.modules.keys()):
if name.startswith(module_name) and name != module_name:
del sys.modules[name]
clear_modules() # keep before all addon imports
from .render_pass import register_render_pass, unregister_render_pass, pass_inputs
from .prompt_engineering import *
from .operators.open_latest_version import check_for_updates
from .operators.project import framebuffer_arguments
from .classes import CLASSES, PREFERENCE_CLASSES
from .tools import TOOLS
from .operators.dream_texture import DreamTexture, kill_generator
from .property_groups.dream_prompt import DreamPrompt
from .property_groups.seamless_result import SeamlessResult
from .ui.presets import register_default_presets
from . import engine
from .diffusers_backend import DiffusersBackend
requirements_path_items = (
('requirements/win-linux-cuda.txt', 'Linux/Windows (CUDA)', 'Linux or Windows with NVIDIA GPU'),
('requirements/mac-mps-cpu.txt', 'Apple Silicon', 'Apple M1/M2'),
('requirements/linux-rocm.txt', 'Linux (AMD)', 'Linux with AMD GPU'),
('requirements/win-dml.txt', 'Windows (DirectML)', 'Windows with DirectX 12 GPU'),
('requirements/dreamstudio.txt', 'DreamStudio', 'Cloud Compute Service')
)
def register():
dt_op = bpy.ops
for name in DreamTexture.bl_idname.split("."):
dt_op = getattr(dt_op, name)
if hasattr(bpy.types, dt_op.idname()): # objects under bpy.ops are created on the fly, have to check that it actually exists a little differently
raise RuntimeError("Another instance of Dream Textures is already running.")
bpy.types.Scene.dream_textures_requirements_path = EnumProperty(name="Platform", items=requirements_path_items, description="Specifies which set of dependencies to install", default='requirements/mac-mps-cpu.txt' if sys.platform == 'darwin' else 'requirements/win-linux-cuda.txt')
for cls in PREFERENCE_CLASSES:
bpy.utils.register_class(cls)
bpy.types.Scene.dream_textures_history = CollectionProperty(type=DreamPrompt)
check_for_updates()
bpy.types.Scene.dream_textures_prompt = PointerProperty(type=DreamPrompt)
bpy.types.Scene.dream_textures_prompt_file = PointerProperty(type=bpy.types.Text)
bpy.types.Scene.init_img = PointerProperty(name="Init Image", type=bpy.types.Image)
bpy.types.Scene.init_mask = PointerProperty(name="Init Mask", type=bpy.types.Image)
bpy.types.Scene.init_depth = PointerProperty(name="Init Depth", type=bpy.types.Image, description="Use an existing depth map. Leave blank to generate one from the init image")
bpy.types.Scene.seamless_result = PointerProperty(type=SeamlessResult)
def get_selection_preview(self):
history = bpy.context.scene.dream_textures_history
if self.dream_textures_history_selection > 0 and self.dream_textures_history_selection < len(history):
return history[self.dream_textures_history_selection].generate_prompt()
return ""
bpy.types.Scene.dream_textures_history_selection = IntProperty(default=1)
bpy.types.Scene.dream_textures_history_selection_preview = bpy.props.StringProperty(name="", default="", get=get_selection_preview, set=lambda _, __: None)
bpy.types.Scene.dream_textures_progress = bpy.props.IntProperty(name="", default=0, min=0, max=0)
bpy.types.Scene.dream_textures_info = bpy.props.StringProperty(name="Info")
bpy.types.Scene.dream_textures_last_execution_time = bpy.props.StringProperty(name="Last Execution Time", default="")
bpy.types.Scene.dream_textures_viewport_enabled = BoolProperty(name="Viewport Enabled", default=False)
bpy.types.Scene.dream_textures_render_properties_enabled = BoolProperty(default=False)
bpy.types.Scene.dream_textures_render_properties_prompt = PointerProperty(type=DreamPrompt)
bpy.types.Scene.dream_textures_render_properties_pass_inputs = EnumProperty(name="Pass Inputs", items=pass_inputs)
bpy.types.Scene.dream_textures_upscale_prompt = PointerProperty(type=DreamPrompt)
bpy.types.Scene.dream_textures_upscale_tile_size = IntProperty(name="Tile Size", default=128, step=64, min=64, max=512)
bpy.types.Scene.dream_textures_upscale_blend = IntProperty(name="Blend", default=32, step=8, min=0, max=512)
bpy.types.Scene.dream_textures_upscale_seamless_result = PointerProperty(type=SeamlessResult)
bpy.types.Scene.dream_textures_project_prompt = PointerProperty(type=DreamPrompt)
bpy.types.Scene.dream_textures_project_framebuffer_arguments = EnumProperty(name="Inputs", items=framebuffer_arguments)
bpy.types.Scene.dream_textures_project_bake = BoolProperty(name="Bake", default=False, description="Re-maps the generated texture onto the specified UV map")
def project_use_controlnet(self, context):
if self.dream_textures_project_use_control_net:
if len(self.dream_textures_project_prompt.control_nets) < 1:
self.dream_textures_project_prompt.control_nets.add()
else:
self.dream_textures_project_prompt.control_nets.clear()
bpy.types.Scene.dream_textures_project_use_control_net = BoolProperty(name="Use ControlNet", default=False, description="Use a depth ControlNet instead of a depth model", update=project_use_controlnet)
engine.register()
for cls in CLASSES:
bpy.utils.register_class(cls)
for tool in TOOLS:
bpy.utils.register_tool(tool)
bpy.types.Scene.dream_textures_render_engine = PointerProperty(type=engine.DreamTexturesRenderEngineProperties)
bpy.types.RENDER_PT_context.append(engine.draw_device)
# Monkey patch cycles render passes
register_render_pass()
register_default_presets()
# Register the default backend.
bpy.utils.register_class(DiffusersBackend)
def unregister():
for cls in PREFERENCE_CLASSES:
bpy.utils.unregister_class(cls)
for cls in CLASSES:
bpy.utils.unregister_class(cls)
for tool in TOOLS:
bpy.utils.unregister_tool(tool)
bpy.types.RENDER_PT_context.remove(engine.draw_device)
engine.unregister()
unregister_render_pass()
# Unregister the default backend
bpy.utils.unregister_class(DiffusersBackend)
kill_generator()