import bpy class WorldButtonsPanel(bpy.types.Panel): __space_type__ = "BUTTONS_WINDOW" __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 != None) 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): layout = self.layout world = context.world layout.template_preview(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 if world: row = layout.row() row.itemR(world, "blend_sky") row.itemR(world, "paper_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): layout = self.layout world = context.world 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, "start") flow.itemR(world.mist, "depth") flow.itemR(world.mist, "height") flow.itemR(world.mist, "intensity", slider=True) layout.itemR(world.mist, "falloff") class WORLD_PT_stars(WorldButtonsPanel): __label__ = "Stars" COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw_header(self, context): layout = self.layout world = context.world 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): layout = self.layout world = context.world 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(align=True) sub.itemR(ao, "samples") if ao.sample_method == 'ADAPTIVE_QMC': sub.itemR(ao, "threshold") sub.itemR(ao, "adapt_to_speed") 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() colsub = col.split(percentage=0.3) colsub.itemL(text="Color:") colsub.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)