2009-04-27 18:05:58 +00:00
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import bpy
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class WorldButtonsPanel(bpy.types.Panel):
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2009-08-22 08:48:01 +00:00
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__space_type__ = 'PROPERTIES'
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__region_type__ = 'WINDOW'
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2009-04-27 18:05:58 +00:00
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__context__ = "world"
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2009-07-30 08:10:10 +00:00
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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2009-04-27 18:05:58 +00:00
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def poll(self, context):
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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rd = context.scene.render_data
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2009-09-01 00:33:39 +00:00
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return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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2009-05-28 23:45:50 +00:00
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class WORLD_PT_preview(WorldButtonsPanel):
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__label__ = "Preview"
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2009-07-30 08:10:10 +00:00
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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2009-05-28 23:45:50 +00:00
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def draw(self, context):
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2009-09-01 00:33:39 +00:00
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self.layout.template_preview(context.world)
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2009-04-27 18:05:58 +00:00
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2009-07-09 09:42:34 +00:00
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class WORLD_PT_context_world(WorldButtonsPanel):
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2009-07-26 03:54:17 +00:00
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__show_header__ = False
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2009-07-30 08:10:10 +00:00
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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2009-04-27 18:05:58 +00:00
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2009-06-07 13:36:12 +00:00
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def poll(self, context):
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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rd = context.scene.render_data
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2009-07-30 08:10:10 +00:00
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return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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2009-06-07 13:36:12 +00:00
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2009-04-27 18:05:58 +00:00
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def draw(self, context):
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2009-06-13 21:22:21 +00:00
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layout = self.layout
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2009-06-07 13:36:12 +00:00
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scene = context.scene
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2009-06-03 00:17:35 +00:00
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world = context.world
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2009-06-07 13:36:12 +00:00
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space = context.space_data
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split = layout.split(percentage=0.65)
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if scene:
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2009-07-17 12:26:40 +00:00
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split.template_ID(scene, "world", new="world.new")
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2009-06-07 13:36:12 +00:00
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elif world:
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2009-06-23 00:19:10 +00:00
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split.template_ID(space, "pin_id")
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2009-06-07 13:36:12 +00:00
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2009-07-09 09:07:25 +00:00
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class WORLD_PT_world(WorldButtonsPanel):
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__label__ = "World"
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2009-07-30 08:10:10 +00:00
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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2009-07-09 09:07:25 +00:00
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def draw(self, context):
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layout = self.layout
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2009-07-09 16:09:44 +00:00
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world = context.world
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2009-06-07 13:36:12 +00:00
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2009-09-01 00:33:39 +00:00
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row = layout.row()
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row.itemR(world, "paper_sky")
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row.itemR(world, "blend_sky")
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row.itemR(world, "real_sky")
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2009-06-07 13:36:12 +00:00
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2009-09-01 00:33:39 +00:00
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row = layout.row()
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row.column().itemR(world, "horizon_color")
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col = row.column()
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col.itemR(world, "zenith_color")
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col.active = world.blend_sky
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row.column().itemR(world, "ambient_color")
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2009-04-27 18:05:58 +00:00
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class WORLD_PT_mist(WorldButtonsPanel):
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__label__ = "Mist"
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2009-07-30 08:10:10 +00:00
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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2009-04-27 18:05:58 +00:00
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2009-05-20 14:46:49 +00:00
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def draw_header(self, context):
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2009-06-03 00:17:35 +00:00
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world = context.world
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2009-05-20 14:46:49 +00:00
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2009-09-01 00:33:39 +00:00
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self.layout.itemR(world.mist, "enabled", text="")
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2009-04-27 18:05:58 +00:00
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2009-05-20 14:46:49 +00:00
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def draw(self, context):
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layout = self.layout
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2009-09-01 00:33:39 +00:00
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2009-06-13 21:22:21 +00:00
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world = context.world
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2009-05-28 23:45:50 +00:00
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layout.active = world.mist.enabled
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2009-05-20 13:56:22 +00:00
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flow = layout.column_flow()
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2009-08-12 22:16:47 +00:00
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flow.itemR(world.mist, "intensity", slider=True)
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2009-05-20 13:56:22 +00:00
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flow.itemR(world.mist, "start")
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flow.itemR(world.mist, "depth")
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flow.itemR(world.mist, "height")
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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layout.itemR(world.mist, "falloff")
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2009-04-27 18:05:58 +00:00
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class WORLD_PT_stars(WorldButtonsPanel):
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__label__ = "Stars"
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2009-07-30 08:10:10 +00:00
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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2009-04-27 18:05:58 +00:00
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2009-05-20 14:46:49 +00:00
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def draw_header(self, context):
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2009-06-03 00:17:35 +00:00
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world = context.world
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2009-05-20 14:46:49 +00:00
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2009-09-01 00:33:39 +00:00
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self.layout.itemR(world.stars, "enabled", text="")
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2009-04-27 18:05:58 +00:00
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2009-05-20 14:46:49 +00:00
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def draw(self, context):
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layout = self.layout
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2009-09-01 00:33:39 +00:00
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2009-06-13 21:22:21 +00:00
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world = context.world
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2009-05-28 23:45:50 +00:00
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layout.active = world.stars.enabled
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2009-04-27 18:05:58 +00:00
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2009-05-20 13:56:22 +00:00
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flow = layout.column_flow()
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flow.itemR(world.stars, "size")
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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flow.itemR(world.stars, "color_randomization", text="Colors")
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2009-05-20 13:56:22 +00:00
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flow.itemR(world.stars, "min_distance", text="Min. Dist")
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flow.itemR(world.stars, "average_separation", text="Separation")
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2009-04-27 18:05:58 +00:00
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
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__label__ = "Ambient Occlusion"
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2009-07-30 08:10:10 +00:00
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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2009-04-27 18:05:58 +00:00
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2009-05-20 14:46:49 +00:00
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def draw_header(self, context):
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2009-06-03 00:17:35 +00:00
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world = context.world
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2009-05-20 14:46:49 +00:00
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2009-09-01 00:33:39 +00:00
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self.layout.itemR(world.ambient_occlusion, "enabled", text="")
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2009-05-20 14:46:49 +00:00
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2009-04-27 18:05:58 +00:00
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def draw(self, context):
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2009-05-28 23:45:50 +00:00
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layout = self.layout
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2009-09-01 00:33:39 +00:00
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2009-06-13 21:22:21 +00:00
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ao = context.world.ambient_occlusion
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2009-05-28 23:45:50 +00:00
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layout.active = ao.enabled
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2009-04-27 18:05:58 +00:00
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2009-05-24 12:37:55 +00:00
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layout.itemR(ao, "gather_method", expand=True)
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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split = layout.split()
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2009-05-20 13:56:22 +00:00
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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col = split.column()
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col.itemL(text="Attenuation:")
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col.itemR(ao, "distance")
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col.itemR(ao, "falloff")
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sub = col.row()
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sub.active = ao.falloff
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sub.itemR(ao, "falloff_strength", text="Strength")
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2009-05-20 13:56:22 +00:00
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if ao.gather_method == 'RAYTRACE':
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2009-05-31 16:40:28 +00:00
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col = split.column()
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2009-06-13 21:22:21 +00:00
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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col.itemL(text="Sampling:")
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col.itemR(ao, "sample_method", text="")
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2009-08-12 22:16:47 +00:00
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sub = col.column()
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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sub.itemR(ao, "samples")
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2009-05-20 13:56:22 +00:00
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if ao.sample_method == 'ADAPTIVE_QMC':
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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sub.itemR(ao, "threshold")
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2009-08-12 22:16:47 +00:00
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sub.itemR(ao, "adapt_to_speed", slider=True)
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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elif ao.sample_method == 'CONSTANT_JITTERED':
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sub.itemR(ao, "bias")
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2009-05-20 13:56:22 +00:00
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if ao.gather_method == 'APPROXIMATE':
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2009-05-31 16:40:28 +00:00
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col = split.column()
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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col.itemL(text="Sampling:")
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2009-05-24 12:37:55 +00:00
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col.itemR(ao, "error_tolerance", text="Error")
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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col.itemR(ao, "pixel_cache")
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2009-05-24 12:37:55 +00:00
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col.itemR(ao, "correction")
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2009-06-13 21:22:21 +00:00
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2009-07-30 08:30:57 +00:00
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col = layout.column()
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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col.itemL(text="Influence:")
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2009-07-30 08:30:57 +00:00
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col.row().itemR(ao, "blend_mode", expand=True)
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split = layout.split()
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col = split.column()
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col.itemR(ao, "energy")
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col = split.column()
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colsub = col.split(percentage=0.3)
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colsub.itemL(text="Color:")
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colsub.itemR(ao, "color", text="")
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2009-07-09 09:07:25 +00:00
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2009-07-09 09:42:34 +00:00
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bpy.types.register(WORLD_PT_context_world)
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2009-05-28 23:45:50 +00:00
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bpy.types.register(WORLD_PT_preview)
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2009-04-27 18:05:58 +00:00
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|
|
bpy.types.register(WORLD_PT_world)
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2009-05-20 13:56:22 +00:00
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|
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bpy.types.register(WORLD_PT_ambient_occlusion)
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2009-04-27 18:05:58 +00:00
|
|
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bpy.types.register(WORLD_PT_mist)
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|
|
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bpy.types.register(WORLD_PT_stars)
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