blender/release/scripts/startup/bl_ui/properties_render.py
Sergey Sharybin 0eda51f2ea Fixing issues with i18n stuff:
- Make gettext stuff draw-time. so switching between languages
  can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
  and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
  collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
  (it was codepage issue).
- Added operator "Get Messages" which generates new text block with
  with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
  messages collected from rna to automatically gathered messages.
  To update .pot you have to re-generate messages.txt using "Get Messages"
  operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
  wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
  gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.

TODO:
- Custom fonts and font size.
  Current font isn't nice at least for russian locale, it's
  difficult to read it.
- Put references to messages.txt so gettext can merge translation when
  name/description of some property changes.
2011-09-15 13:20:18 +00:00

654 lines
20 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 bpy.types import Menu, Panel
from blf import gettext as _
class RENDER_MT_presets(Menu):
bl_label = "Render Presets"
preset_subdir = "render"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RENDER_MT_ffmpeg_presets(Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = Menu.draw_preset
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.scene and rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel, Panel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
row = layout.row()
row.operator("render.render", text=_("Image"), icon='RENDER_STILL')
row.operator("render.render", text=_("Animation"), icon='RENDER_ANIMATION').animation = True
layout.prop(rd, "display_mode", text=_("Display"))
class RENDER_PT_layers(RenderButtonsPanel, Panel):
bl_label = "Layers"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.template_list(rd, "layers", rd.layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
rl = rd.layers.active
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
split = layout.split()
col = split.column()
col.prop(scene, "layers", text=_("Scene"))
col.label(text="")
col.prop(rl, "light_override", text=_("Light"))
col.prop(rl, "material_override", text=_("Material"))
col = split.column()
col.prop(rl, "layers", text=_("Layer"))
col.label(text=_("Mask Layers:"))
col.prop(rl, "layers_zmask", text="")
layout.separator()
layout.label(text=_("Include:"))
split = layout.split()
col = split.column()
col.prop(rl, "use_zmask")
row = col.row()
row.prop(rl, "invert_zmask", text=_("Negate"))
row.active = rl.use_zmask
col.prop(rl, "use_all_z")
col = split.column()
col.prop(rl, "use_solid")
col.prop(rl, "use_halo")
col.prop(rl, "use_ztransp")
col = split.column()
col.prop(rl, "use_sky")
col.prop(rl, "use_edge_enhance")
col.prop(rl, "use_strand")
layout.separator()
split = layout.split()
col = split.column()
col.label(text=_("Passes:"))
col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
col.prop(rl, "use_pass_color")
col = split.column()
col.label()
col.prop(rl, "use_pass_diffuse")
row = col.row()
row.prop(rl, "use_pass_specular")
row.prop(rl, "exclude_specular", text="")
row = col.row()
row.prop(rl, "use_pass_shadow")
row.prop(rl, "exclude_shadow", text="")
row = col.row()
row.prop(rl, "use_pass_emit")
row.prop(rl, "exclude_emit", text="")
row = col.row()
row.prop(rl, "use_pass_ambient_occlusion")
row.prop(rl, "exclude_ambient_occlusion", text="")
row = col.row()
row.prop(rl, "use_pass_environment")
row.prop(rl, "exclude_environment", text="")
row = col.row()
row.prop(rl, "use_pass_indirect")
row.prop(rl, "exclude_indirect", text="")
row = col.row()
row.prop(rl, "use_pass_reflection")
row.prop(rl, "exclude_reflection", text="")
row = col.row()
row.prop(rl, "use_pass_refraction")
row.prop(rl, "exclude_refraction", text="")
class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row(align=True)
row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
row.operator("render.preset_add", text="", icon="ZOOMIN")
row.operator("render.preset_add", text="", icon="ZOOMOUT").remove_active = True
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text=_("Resolution:"))
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text=_("Aspect Ratio:"))
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.prop(rd, "use_border", text=_("Border"))
sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border", text=_("Crop"))
col = split.column()
sub = col.column(align=True)
sub.label(text=_("Frame Range:"))
sub.prop(scene, "frame_start")
sub.prop(scene, "frame_end")
sub.prop(scene, "frame_step")
sub.label(text=_("Frame Rate:"))
if rd.fps_base == 1:
fps_rate = round(rd.fps / rd.fps_base)
else:
fps_rate = round(rd.fps / rd.fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
if custom_framerate == True:
fps_label_text = _("Custom (") + str(fps_rate) + " fps)"
else:
fps_label_text = str(fps_rate) + " fps"
sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"):
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
subrow = sub.row(align=True)
subrow.label(text=_("Time Remapping:"))
subrow = sub.row(align=True)
subrow.prop(rd, "frame_map_old", text=_("Old"))
subrow.prop(rd, "frame_map_new", text=_("New"))
class RENDER_PT_antialiasing(RenderButtonsPanel, Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "use_full_sample")
col = split.column()
col.prop(rd, "pixel_filter_type", text="")
col.prop(rd, "filter_size", text=_("Size"))
class RENDER_PT_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Sampled Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
row.prop(rd, "motion_blur_shutter")
class RENDER_PT_shading(RenderButtonsPanel, Panel):
bl_label = "Shading"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_textures", text=_("Textures"))
col.prop(rd, "use_shadows", text=_("Shadows"))
col.prop(rd, "use_sss", text=_("Subsurface Scattering"))
col.prop(rd, "use_envmaps", text=_("Environment Map"))
col = split.column()
col.prop(rd, "use_raytrace", text=_("Ray Tracing"))
col.prop(rd, "use_color_management")
col.prop(rd, "alpha_mode", text=_("Alpha"))
class RENDER_PT_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.label(text=_("Threads:"))
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text=_("Tiles:"))
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
col = split.column()
col.label(text=_("Memory:"))
sub = col.column()
sub.enabled = not (rd.use_border or rd.use_full_sample)
sub.prop(rd, "use_save_buffers")
sub = col.column()
sub.active = rd.use_compositing
sub.prop(rd, "use_free_image_textures")
sub.prop(rd, "use_free_unused_nodes")
sub = col.column()
sub.active = rd.use_raytrace
sub.label(text=_("Acceleration structure:"))
sub.prop(rd, "raytrace_method", text="")
if rd.raytrace_method == 'OCTREE':
sub.prop(rd, "octree_resolution", text=_("Resolution"))
else:
sub.prop(rd, "use_instances", text=_("Instances"))
sub.prop(rd, "use_local_coords", text=_("Local Coordinates"))
class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
split.prop(rd, "dither_intensity", text=_("Dither"), slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_fields", text=_("Fields"))
sub = col.column()
sub.active = rd.use_fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "use_fields_still", text=_("Still"))
col = split.column()
col.prop(rd, "use_edge_enhance")
sub = col.column()
sub.active = rd.use_edge_enhance
sub.prop(rd, "edge_threshold", text=_("Threshold"), slider=True)
sub.prop(rd, "edge_color", text="")
class RENDER_PT_stamp(RenderButtonsPanel, Panel):
bl_label = "Stamp"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_stamp
split = layout.split()
col = split.column()
col.prop(rd, "use_stamp_time", text=_("Time"))
col.prop(rd, "use_stamp_date", text=_("Date"))
col.prop(rd, "use_stamp_render_time", text=_("RenderTime"))
col.prop(rd, "use_stamp_frame", text=_("Frame"))
col.prop(rd, "use_stamp_scene", text=_("Scene"))
col.prop(rd, "use_stamp_camera", text=_("Camera"))
col.prop(rd, "use_stamp_lens", text=_("Lens"))
col.prop(rd, "use_stamp_filename", text=_("Filename"))
col.prop(rd, "use_stamp_marker", text=_("Marker"))
col.prop(rd, "use_stamp_sequencer_strip", text=_("Seq. Strip"))
col = split.column()
col.active = rd.use_stamp
col.prop(rd, "stamp_foreground", slider=True)
col.prop(rd, "stamp_background", slider=True)
col.separator()
col.prop(rd, "stamp_font_size", text=_("Font Size"))
row = layout.split(percentage=0.2)
row.prop(rd, "use_stamp_note", text=_("Note"))
sub = row.row()
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_output(RenderButtonsPanel, Panel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
file_format = rd.file_format
layout.prop(rd, "filepath", text="")
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text=_("Color"), expand=True)
col = split.column()
col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if file_format in {'AVI_JPEG', 'JPEG'}:
layout.prop(rd, "file_quality", slider=True)
if file_format == 'PNG':
layout.prop(rd, "file_quality", slider=True, text=_("Compression"))
if file_format in {'OPEN_EXR', 'MULTILAYER'}:
row = layout.row()
row.prop(rd, "exr_codec", text=_("Codec"))
if file_format == 'OPEN_EXR':
row = layout.row()
row.prop(rd, "use_exr_half")
row.prop(rd, "exr_zbuf")
row.prop(rd, "exr_preview")
elif file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text=_("Depth:"))
col.row().prop(rd, "jpeg2k_depth", expand=True)
col = split.column()
col.prop(rd, "jpeg2k_preset", text="")
col.prop(rd, "jpeg2k_ycc")
elif file_format in {'CINEON', 'DPX'}:
split = layout.split()
split.label("FIXME: hard coded Non-Linear, Gamma:1.0")
'''
col = split.column()
col.prop(rd, "use_cineon_log", text=_("Convert to Log"))
col = split.column(align=True)
col.active = rd.use_cineon_log
col.prop(rd, "cineon_black", text=_("Black"))
col.prop(rd, "cineon_white", text=_("White"))
col.prop(rd, "cineon_gamma", text=_("Gamma"))
'''
elif file_format == 'TIFF':
layout.prop(rd, "use_tiff_16bit")
elif file_format == 'QUICKTIME_CARBON':
layout.operator("scene.render_data_set_quicktime_codec")
elif file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type", text=_("Video Codec"))
col.prop(rd, "quicktime_codec_spatial_quality", text=_("Quality"))
# Audio
col.prop(rd, "quicktime_audiocodec_type", text=_("Audio Codec"))
if rd.quicktime_audiocodec_type != 'No audio':
split = layout.split()
if rd.quicktime_audiocodec_type == 'LPCM':
split.prop(rd, "quicktime_audio_bitdepth", text="")
split.prop(rd, "quicktime_audio_samplerate", text="")
split = layout.split()
col = split.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_bitrate")
subsplit = split.split()
col = subsplit.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_codec_isvbr")
col = subsplit.column()
col.prop(rd, "quicktime_audio_resampling_hq")
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
bl_label = "Encoding"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.menu("RENDER_MT_ffmpeg_presets", text=_("Presets"))
split = layout.split()
split.prop(rd, "ffmpeg_format")
if rd.ffmpeg_format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
split.prop(rd, "ffmpeg_codec")
else:
split.label()
row = layout.row()
row.prop(rd, "ffmpeg_video_bitrate")
row.prop(rd, "ffmpeg_gopsize")
split = layout.split()
col = split.column()
col.label(text=_("Rate:"))
col.prop(rd, "ffmpeg_minrate", text=_("Minimum"))
col.prop(rd, "ffmpeg_maxrate", text=_("Maximum"))
col.prop(rd, "ffmpeg_buffersize", text=_("Buffer"))
col = split.column()
col.prop(rd, "ffmpeg_autosplit")
col.label(text=_("Mux:"))
col.prop(rd, "ffmpeg_muxrate", text=_("Rate"))
col.prop(rd, "ffmpeg_packetsize", text=_("Packet Size"))
layout.separator()
# Audio:
if rd.ffmpeg_format not in {'MP3'}:
layout.prop(rd, "ffmpeg_audio_codec", text=_("Audio Codec"))
row = layout.row()
row.prop(rd, "ffmpeg_audio_bitrate")
row.prop(rd, "ffmpeg_audio_volume", slider=True)
class RENDER_PT_bake(RenderButtonsPanel, Panel):
bl_label = "Bake"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.operator("object.bake_image", icon='RENDER_STILL')
layout.prop(rd, "bake_type")
multires_bake = False
if rd.bake_type in ['NORMALS', 'DISPLACEMENT']:
layout.prop(rd, 'use_bake_multires')
multires_bake = rd.use_bake_multires
if not multires_bake:
if rd.bake_type == 'NORMALS':
layout.prop(rd, "bake_normal_space")
elif rd.bake_type in {'DISPLACEMENT', 'AO'}:
layout.prop(rd, "use_bake_normalize")
# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "use_bake_antialiasing")
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_bake_clear")
col.prop(rd, "bake_margin")
col.prop(rd, "bake_quad_split", text=_("Split"))
col = split.column()
col.prop(rd, "use_bake_selected_to_active")
sub = col.column()
sub.active = rd.use_bake_selected_to_active
sub.prop(rd, "bake_distance")
sub.prop(rd, "bake_bias")
else:
if rd.bake_type == 'DISPLACEMENT':
layout.prop(rd, "use_bake_lores_mesh")
layout.prop(rd, "use_bake_clear")
layout.prop(rd, "bake_margin")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)