blender/release/scripts/ui/buttons_world.py
Campbell Barton 2d797f35d8 - removed 2.4x release/scripts
- moved release/io and release/ui into release/scripts/io, ui
- updated scons, cmake, make

When porting 2.4x scripts back, use a command like this so as not to loose the commit history...
 
 svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py
2009-09-28 03:19:52 +00:00

182 lines
4.5 KiB
Python

import bpy
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__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):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_context_world(WorldButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['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
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_world(WorldButtonsPanel):
__label__ = "World"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.itemR(world, "paper_sky")
row.itemR(world, "blend_sky")
row.itemR(world, "real_sky")
row = layout.row()
row.column().itemR(world, "horizon_color")
col = row.column()
col.itemR(world, "zenith_color")
col.active = world.blend_sky
row.column().itemR(world, "ambient_color")
class WORLD_PT_mist(WorldButtonsPanel):
__label__ = "Mist"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.mist, "enabled", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist.enabled
flow = layout.column_flow()
flow.itemR(world.mist, "intensity", slider=True)
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
flow.itemR(world.mist, "height")
layout.itemR(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.stars, "enabled", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.stars.enabled
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "color_randomization", text="Colors")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.itemR(world.ambient_occlusion, "enabled", text="")
def draw(self, context):
layout = self.layout
ao = context.world.ambient_occlusion
layout.active = ao.enabled
layout.itemR(ao, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.itemL(text="Attenuation:")
col.itemR(ao, "distance")
col.itemR(ao, "falloff")
sub = col.row()
sub.active = ao.falloff
sub.itemR(ao, "falloff_strength", text="Strength")
if ao.gather_method == 'RAYTRACE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "sample_method", text="")
sub = col.column()
sub.itemR(ao, "samples")
if ao.sample_method == 'ADAPTIVE_QMC':
sub.itemR(ao, "threshold")
sub.itemR(ao, "adapt_to_speed", slider=True)
elif ao.sample_method == 'CONSTANT_JITTERED':
sub.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
col = split.column()
col.itemL(text="Sampling:")
col.itemR(ao, "error_tolerance", text="Error")
col.itemR(ao, "pixel_cache")
col.itemR(ao, "correction")
col = layout.column()
col.itemL(text="Influence:")
col.row().itemR(ao, "blend_mode", expand=True)
split = layout.split()
col = split.column()
col.itemR(ao, "energy")
col = split.column()
sub = col.split(percentage=0.3)
sub.itemL(text="Color:")
sub.itemR(ao, "color", text="")
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_mist)
bpy.types.register(WORLD_PT_stars)