blender/release/ui/buttons_scene.py

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import bpy
class RenderButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
class SCENE_PT_render(RenderButtonsPanel):
__label__ = "Render"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
row = layout.row()
row.itemO("screen.render", text="Image", icon='ICON_RENDER_RESULT')
row.item_booleanO("screen.render", "animation", True, text="Animation", icon='ICON_RENDER_ANIMATION')
layout.itemR(rd, "display_mode", text="Display")
class SCENE_PT_layers(RenderButtonsPanel):
__label__ = "Layers"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
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col.itemO("scene.render_layer_add", icon='ICON_ZOOMIN', text="")
col.itemO("scene.render_layer_remove", icon='ICON_ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
split = layout.split()
col = split.column()
col.itemR(scene, "visible_layers", text="Scene")
col = split.column()
col.itemR(rl, "visible_layers", text="Layer")
layout.itemR(rl, "light_override", text="Light")
layout.itemR(rl, "material_override", text="Material")
layout.itemS()
layout.itemL(text="Include:")
split = layout.split()
col = split.column()
col.itemR(rl, "zmask")
row = col.row()
row.itemR(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.itemR(rl, "all_z")
col = split.column()
col.itemR(rl, "solid")
col.itemR(rl, "halo")
col.itemR(rl, "ztransp")
col = split.column()
col.itemR(rl, "sky")
col.itemR(rl, "edge")
col.itemR(rl, "strand")
if rl.zmask:
split = layout.split()
split.itemL(text="Zmask Layers:")
split.column().itemR(rl, "zmask_layers", text="")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Passes:")
col.itemR(rl, "pass_combined")
col.itemR(rl, "pass_z")
col.itemR(rl, "pass_vector")
col.itemR(rl, "pass_normal")
col.itemR(rl, "pass_uv")
col.itemR(rl, "pass_mist")
col.itemR(rl, "pass_object_index")
col = split.column()
col.itemL()
col.itemR(rl, "pass_color")
col.itemR(rl, "pass_diffuse")
row = col.row()
row.itemR(rl, "pass_specular")
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row.itemR(rl, "pass_specular_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_shadow")
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row.itemR(rl, "pass_shadow_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_ao")
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row.itemR(rl, "pass_ao_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_reflection")
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row.itemR(rl, "pass_reflection_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_refraction")
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row.itemR(rl, "pass_refraction_exclude", text="", icon='ICON_X')
class SCENE_PT_shading(RenderButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
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split = layout.split()
col = split.column()
col.itemR(rd, "render_textures", text="Textures")
col.itemR(rd, "render_shadows", text="Shadows")
col.itemR(rd, "render_sss", text="Subsurface Scattering")
col.itemR(rd, "render_envmaps", text="Environment Map")
col = split.column()
col.itemR(rd, "render_raytracing", text="Ray Tracing")
col.itemR(rd, "color_management")
col.itemR(rd, "alpha_mode", text="Alpha")
class SCENE_PT_performance(RenderButtonsPanel):
__label__ = "Performance"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column(align=True)
col.itemL(text="Threads:")
col.row().itemR(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'THREADS_FIXED'
sub.itemR(rd, "threads")
col.itemL(text="Tiles:")
col.itemR(rd, "parts_x", text="X")
col.itemR(rd, "parts_y", text="Y")
col = split.column()
col.itemL(text="Memory:")
sub = col.column()
sub.itemR(rd, "save_buffers")
sub.enabled = not rd.full_sample
sub = col.column()
sub.active = rd.use_compositing
sub.itemR(rd, "free_image_textures")
sub = col.column()
sub.active = rd.render_raytracing
sub.itemL(text="Ray Tracing Octree:")
sub.itemR(rd, "octree_resolution", text="")
class SCENE_PT_post_processing(RenderButtonsPanel):
__label__ = "Post Processing"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "use_compositing")
col.itemR(rd, "use_sequencer")
col = split.column()
row = col.row()
row.itemR(rd, "fields", text="Fields")
sub = row.row()
sub.active = rd.fields
sub.itemR(rd, "fields_still", text="Still")
sub = col.row()
sub.active = rd.fields
sub.itemR(rd, "field_order", expand=True)
split = layout.split()
split.itemL()
split.itemR(rd, "dither_intensity", text="Dither", slider=True)
class SCENE_PT_output(RenderButtonsPanel):
__label__ = "Output"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.itemR(rd, "file_format", text="")
col.row().itemR(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.itemR(rd, "file_extensions")
col.itemR(rd, "use_overwrite")
col.itemR(rd, "use_placeholder")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.itemR(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.itemR(rd, "exr_codec")
subsplit = split.split()
col = subsplit.column()
col.itemR(rd, "exr_half")
col.itemR(rd, "exr_zbuf")
col = subsplit.column()
col.itemR(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.itemL(text="Depth:")
col.row().itemR(rd, "jpeg_depth", expand=True)
col = split.column()
col.itemR(rd, "jpeg_preset", text="")
col.itemR(rd, "jpeg_ycc")
col.itemR(rd, "exr_preview")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.itemR(rd, "cineon_log", text="Convert to Log")
col = split.column(align=True)
col.active = rd.cineon_log
col.itemR(rd, "cineon_black", text="Black")
col.itemR(rd, "cineon_white", text="White")
col.itemR(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
split.itemR(rd, "tiff_bit")
class SCENE_PT_encoding(RenderButtonsPanel):
__label__ = "Encoding"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
split.itemR(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
split.itemR(rd, "ffmpeg_codec")
else:
split.itemL()
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_video_bitrate")
col.itemL(text="Rate:")
col.itemR(rd, "ffmpeg_minrate", text="Minimum")
col.itemR(rd, "ffmpeg_maxrate", text="Maximum")
col.itemR(rd, "ffmpeg_buffersize", text="Buffer")
col = split.column()
col.itemR(rd, "ffmpeg_gopsize")
col.itemR(rd, "ffmpeg_autosplit")
col.itemL(text="Mux:")
col.itemR(rd, "ffmpeg_muxrate", text="Rate")
col.itemR(rd, "ffmpeg_packetsize", text="Packet Size")
row = layout.row()
row.itemL(text="Audio:")
row = layout.row()
row.itemR(rd, "ffmpeg_audio_codec")
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_audio_bitrate")
col = split.column()
col.itemR(rd, "ffmpeg_multiplex_audio")
class SCENE_PT_antialiasing(RenderButtonsPanel):
__label__ = "Anti-Aliasing"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().itemR(rd, "antialiasing_samples", expand=True)
col.itemR(rd, "full_sample")
col = split.column()
col.itemR(rd, "pixel_filter", text="")
col.itemR(rd, "filter_size", text="Size", slider=True)
class SCENE_PT_dimensions(RenderButtonsPanel):
__label__ = "Dimensions"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
split = layout.split()
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col = split.column()
sub = col.column(align=True)
sub.itemL(text="Resolution:")
sub.itemR(rd, "resolution_x", text="X")
sub.itemR(rd, "resolution_y", text="Y")
sub.itemR(rd, "resolution_percentage", text="")
sub.itemL(text="Aspect Ratio:")
sub.itemR(rd, "pixel_aspect_x", text="X")
sub.itemR(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.itemR(rd, "use_border", text="Border")
rowsub = row.row()
rowsub.active = rd.use_border
rowsub.itemR(rd, "crop_to_border", text="Crop")
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col = split.column(align=True)
col.itemL(text="Frame Range:")
col.itemR(scene, "start_frame", text="Start")
col.itemR(scene, "end_frame", text="End")
col.itemR(scene, "frame_step", text="Step")
col.itemL(text="Frame Rate:")
col.itemR(rd, "fps")
col.itemR(rd, "fps_base",text="/")
class SCENE_PT_stamp(RenderButtonsPanel):
__label__ = "Stamp"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.itemR(rd, "stamp_time", text="Time")
col.itemR(rd, "stamp_date", text="Date")
col.itemR(rd, "stamp_frame", text="Frame")
col.itemR(rd, "stamp_scene", text="Scene")
col.itemR(rd, "stamp_camera", text="Camera")
col.itemR(rd, "stamp_filename", text="Filename")
col.itemR(rd, "stamp_marker", text="Marker")
col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip")
col = split.column()
col.active = rd.render_stamp
col.itemR(rd, "stamp_foreground", slider=True)
col.itemR(rd, "stamp_background", slider=True)
col.itemR(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.itemR(rd, "stamp_note", text="Note")
sub = row.row()
sub.active = rd.stamp_note
sub.itemR(rd, "stamp_note_text", text="")
class SCENE_PT_unit(RenderButtonsPanel):
__label__ = "Units"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
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col.row().itemR(unit, "system", expand=True)
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row = layout.row()
row.active = (unit.system != 'NONE')
row.itemR(unit, "scale_length", text="Scale")
row.itemR(unit, "use_separate")
bpy.types.register(SCENE_PT_render)
bpy.types.register(SCENE_PT_layers)
bpy.types.register(SCENE_PT_dimensions)
bpy.types.register(SCENE_PT_antialiasing)
bpy.types.register(SCENE_PT_shading)
bpy.types.register(SCENE_PT_output)
bpy.types.register(SCENE_PT_encoding)
bpy.types.register(SCENE_PT_performance)
bpy.types.register(SCENE_PT_post_processing)
bpy.types.register(SCENE_PT_stamp)
bpy.types.register(SCENE_PT_unit)