Cycles: shuffle addon import statements a bit to try to fix a strange import
error in some builds.
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@ -38,7 +38,6 @@ set(SRC
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set(ADDON_FILES
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addon/__init__.py
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addon/engine.py
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addon/enums.py
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addon/osl.py
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addon/presets.py
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addon/properties.py
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@ -21,7 +21,7 @@
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bl_info = {
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"name": "Cycles Render Engine",
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"author": "",
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"blender": (2, 6, 3),
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"blender": (2, 6, 5),
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"location": "Info header, render engine menu",
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"description": "Cycles Render Engine integration",
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"warning": "",
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@ -31,8 +31,8 @@ bl_info = {
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"category": "Render"}
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import bpy
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from . import ui, properties, engine, presets
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from . import engine
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class CyclesRender(bpy.types.RenderEngine):
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bl_idname = 'CYCLES'
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@ -84,6 +84,10 @@ class CyclesRender(bpy.types.RenderEngine):
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def register():
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from . import ui
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from . import properties
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from . import presets
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properties.register()
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ui.register()
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presets.register()
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@ -91,6 +95,10 @@ def register():
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def unregister():
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from . import ui
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from . import properties
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from . import presets
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ui.unregister()
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properties.unregister()
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presets.unregister()
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@ -18,10 +18,8 @@
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# <pep8 compliant>
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import bpy
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def init():
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import bpy
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import _cycles
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import os.path
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@ -32,6 +30,7 @@ def init():
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def create(engine, data, scene, region=0, v3d=0, rv3d=0):
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import bpy
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import _cycles
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data = data.as_pointer()
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@ -1,63 +0,0 @@
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#
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# Copyright 2011, Blender Foundation.
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# <pep8 compliant>
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from . import engine
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devices = (
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('CPU', "CPU", "Use CPU for rendering"),
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('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in user preferences"))
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feature_set = (
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('SUPPORTED', "Supported", "Only use finished and supported features"),
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('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future"),
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)
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shading_systems = (
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('GPU_COMPATIBLE', "GPU Compatible", "Restricted shading system compatible with GPU rendering"),
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('OSL', "Open Shading Language", "Open Shading Language shading system that only runs on the CPU"),
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)
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displacement_methods = (
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('BUMP', "Bump", "Bump mapping to simulate the appearance of displacement"),
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('TRUE', "True", "Use true displacement only, requires fine subdivision"),
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('BOTH', "Both", "Combination of displacement and bump mapping"),
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)
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bvh_types = (
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('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"),
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('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"),
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)
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filter_types = (
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('BOX', "Box", "Box filter"),
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('GAUSSIAN', "Gaussian", "Gaussian filter"),
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)
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aperture_types = (
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('RADIUS', "Radius", "Directly change the size of the aperture"),
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('FSTOP', "F/stop", "Change the size of the aperture by f/stops"),
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)
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panorama_types = (
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('EQUIRECTANGULAR', "Equirectangular", "Render the scene with a spherical camera, also known as Lat Long panorama"),
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('FISHEYE_EQUIDISTANT', "Fisheye Equidistant", "Ideal for fulldomes, ignore the sensor dimensions"),
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('FISHEYE_EQUISOLID', "Fisheye Equisolid",
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"Similar to most fisheye modern lens, takes sensor dimensions into consideration"),
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)
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@ -25,10 +25,49 @@ from bpy.props import (BoolProperty,
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IntProperty,
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PointerProperty)
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import math
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# enums
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from . import enums
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enum_devices = (
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('CPU', "CPU", "Use CPU for rendering"),
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('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in user preferences"))
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enum_feature_set = (
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('SUPPORTED', "Supported", "Only use finished and supported features"),
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('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future"),
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)
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enum_shading_systems = (
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('GPU_COMPATIBLE', "GPU Compatible", "Restricted shading system compatible with GPU rendering"),
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('OSL', "Open Shading Language", "Open Shading Language shading system that only runs on the CPU"),
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)
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enum_displacement_methods = (
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('BUMP', "Bump", "Bump mapping to simulate the appearance of displacement"),
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('TRUE', "True", "Use true displacement only, requires fine subdivision"),
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('BOTH', "Both", "Combination of displacement and bump mapping"),
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)
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enum_bvh_types = (
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('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"),
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('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"),
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)
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enum_filter_types = (
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('BOX', "Box", "Box filter"),
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('GAUSSIAN', "Gaussian", "Gaussian filter"),
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)
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enum_aperture_types = (
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('RADIUS', "Radius", "Directly change the size of the aperture"),
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('FSTOP', "F/stop", "Change the size of the aperture by f/stops"),
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)
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enum_panorama_types = (
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('EQUIRECTANGULAR', "Equirectangular", "Render the scene with a spherical camera, also known as Lat Long panorama"),
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('FISHEYE_EQUIDISTANT', "Fisheye Equidistant", "Ideal for fulldomes, ignore the sensor dimensions"),
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('FISHEYE_EQUISOLID', "Fisheye Equisolid",
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"Similar to most fisheye modern lens, takes sensor dimensions into consideration"),
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)
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class CyclesRenderSettings(bpy.types.PropertyGroup):
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@classmethod
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@ -41,19 +80,19 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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cls.device = EnumProperty(
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name="Device",
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description="Device to use for rendering",
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items=enums.devices,
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items=enum_devices,
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default='CPU',
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)
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cls.feature_set = EnumProperty(
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name="Feature Set",
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description="Feature set to use for rendering",
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items=enums.feature_set,
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items=enum_feature_set,
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default='SUPPORTED',
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)
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cls.shading_system = EnumProperty(
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name="Shading System",
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description="Shading system to use for rendering",
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items=enums.shading_systems,
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items=enum_shading_systems,
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default='GPU_COMPATIBLE',
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)
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@ -212,7 +251,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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cls.filter_type = EnumProperty(
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name="Filter Type",
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description="Pixel filter type",
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items=enums.filter_types,
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items=enum_filter_types,
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default='GAUSSIAN',
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)
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cls.filter_width = FloatProperty(
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@ -275,7 +314,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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cls.debug_bvh_type = EnumProperty(
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name="Viewport BVH Type",
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description="Choose between faster updates, or faster render",
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items=enums.bvh_types,
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items=enum_bvh_types,
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default='DYNAMIC_BVH',
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)
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cls.debug_use_spatial_splits = BoolProperty(
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@ -305,6 +344,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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class CyclesCameraSettings(bpy.types.PropertyGroup):
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@classmethod
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def register(cls):
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import math
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bpy.types.Camera.cycles = PointerProperty(
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name="Cycles Camera Settings",
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description="Cycles camera settings",
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@ -314,7 +355,7 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
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cls.aperture_type = EnumProperty(
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name="Aperture Type",
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description="Use F/stop number or aperture radius",
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items=enums.aperture_types,
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items=enum_aperture_types,
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default='RADIUS',
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)
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cls.aperture_fstop = FloatProperty(
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@ -349,7 +390,7 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
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cls.panorama_type = EnumProperty(
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name="Panorama Type",
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description="Distortion to use for the calculation",
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items=enums.panorama_types,
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items=enum_panorama_types,
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default='FISHEYE_EQUISOLID',
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)
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cls.fisheye_fov = FloatProperty(
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@ -518,7 +559,7 @@ class CyclesMeshSettings(bpy.types.PropertyGroup):
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cls.displacement_method = EnumProperty(
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name="Displacement Method",
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description="Method to use for the displacement",
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items=enums.displacement_methods,
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items=enum_displacement_methods,
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default='BUMP',
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)
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cls.use_subdivision = BoolProperty(
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@ -22,8 +22,6 @@ import bpy
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from bpy.types import Panel, Menu
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from . import enums, engine
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class CYCLES_MT_integrator_presets(Menu):
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bl_label = "Integrator Presets"
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@ -947,6 +945,7 @@ def draw_device(self, context):
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layout = self.layout
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if scene.render.engine == 'CYCLES':
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from . import engine
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cscene = scene.cycles
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layout.prop(cscene, "feature_set")
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