blender/release/scripts/ui/properties_world.py
2010-02-12 13:34:04 +00:00

281 lines
8.3 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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 2
# 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
# MERCHANTABILITY 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
narrowui = 180
class WorldButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
class WORLD_PT_preview(WorldButtonsPanel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_context_world(WorldButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
rd = context.scene.render_data
return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
wide_ui = context.region.width > narrowui
if wide_ui:
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
else:
layout.template_ID(scene, "world", new="world.new")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "world"
class WORLD_PT_world(WorldButtonsPanel):
bl_label = "World"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
world = context.world
if wide_ui:
row = layout.row()
row.prop(world, "paper_sky")
row.prop(world, "blend_sky")
row.prop(world, "real_sky")
else:
col = layout.column()
col.prop(world, "paper_sky")
col.prop(world, "blend_sky")
col.prop(world, "real_sky")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.blend_sky
row.column().prop(world, "ambient_color")
class WORLD_PT_mist(WorldButtonsPanel):
bl_label = "Mist"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist, "enabled", text="")
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
world = context.world
layout.active = world.mist.enabled
split = layout.split()
col = split.column()
col.prop(world.mist, "intensity", slider=True)
col.prop(world.mist, "start")
if wide_ui:
col = split.column()
col.prop(world.mist, "depth")
col.prop(world.mist, "height")
layout.prop(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel):
bl_label = "Stars"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.stars, "enabled", text="")
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
world = context.world
layout.active = world.stars.enabled
split = layout.split()
col = split.column()
col.prop(world.stars, "size")
col.prop(world.stars, "color_randomization", text="Colors")
if wide_ui:
col = split.column()
col.prop(world.stars, "min_distance", text="Min. Dist")
col.prop(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.lighting
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_mode", text="")
class WORLD_PT_environment_lighting(WorldButtonsPanel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.lighting
self.layout.prop(light, "use_environment_lighting", text="")
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_environment_lighting
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_indirect_lighting(WorldButtonsPanel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.lighting
self.layout.prop(light, "use_indirect_lighting", text="")
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_indirect_lighting
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
class WORLD_PT_gather(WorldButtonsPanel):
bl_label = "Gather"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_ambient_occlusion or light.use_environment_lighting or light.use_indirect_lighting
layout.prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
col.prop(light, "falloff")
sub = col.row()
sub.active = light.falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
sub.prop(light, "samples")
if light.sample_method == 'ADAPTIVE_QMC':
sub.prop(light, "threshold")
sub.prop(light, "adapt_to_speed", slider=True)
elif light.sample_method == 'CONSTANT_JITTERED':
sub.prop(light, "bias")
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_tolerance", text="Error")
col.prop(light, "pixel_cache")
col.prop(light, "correction")
bpy.types.register(WORLD_PT_context_world)
bpy.types.register(WORLD_PT_preview)
bpy.types.register(WORLD_PT_world)
bpy.types.register(WORLD_PT_ambient_occlusion)
bpy.types.register(WORLD_PT_environment_lighting)
bpy.types.register(WORLD_PT_indirect_lighting)
bpy.types.register(WORLD_PT_gather)
bpy.types.register(WORLD_PT_mist)
bpy.types.register(WORLD_PT_stars)
bpy.types.register(WORLD_PT_custom_props)