blender/release/ui/buttons_world.py
2009-05-20 13:56:22 +00:00

132 lines
3.2 KiB
Python

import bpy
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "world"
def poll(self, context):
return (context.scene.world != None)
class WORLD_PT_world(WorldButtonsPanel):
__label__ = "World"
def draw(self, context):
world = context.scene.world
layout = self.layout
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")
row.column().itemR(world, "zenith_color")
row.column().itemR(world, "ambient_color")
class WORLD_PT_color_correction(WorldButtonsPanel):
__label__ = "Color Correction"
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world, "exposure")
row.itemR(world, "range")
class WORLD_PT_mist(WorldButtonsPanel):
__label__ = "Mist"
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world.mist, "enabled", text="Enable")
flow = layout.column_flow()
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
flow.itemR(world.mist, "height")
flow.itemR(world.mist, "intensity")
col = layout.column()
col.itemL(text="Fallof:")
col.row().itemR(world.mist, "falloff", expand=True)
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world.stars, "enabled", text="Enable")
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
flow.itemR(world.stars, "color_randomization", text="Random:")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
def draw(self, context):
world = context.scene.world
layout = self.layout
ao = world.ambient_occlusion
row = layout.row()
row.itemR(ao, "enabled", text="Enable")
row = layout.row()
row.itemR(ao, "gather_method", expand=True)
if ao.gather_method == 'RAYTRACE':
row = layout.row()
row.itemR(ao, "samples")
row.itemR(ao, "distance")
row = layout.row()
row.itemR(ao, "sample_method")
if ao.sample_method == 'ADAPTIVE_QMC':
row = layout.row()
row.itemR(ao, "threshold")
row.itemR(ao, "adapt_to_speed")
if ao.sample_method == 'CONSTANT_JITTERED':
row = layout.row()
row.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
row = layout.row()
row.itemR(ao, "passes")
row.itemR(ao, "error_tolerance", text="Error")
row = layout.row()
row.itemR(ao, "correction")
row.itemR(ao, "pixel_cache")
row = layout.row()
row.itemS()
row = layout.row()
row.itemR(ao, "falloff")
row.itemR(ao, "strength")
col = layout.column()
col.row().itemR(ao, "blend_mode", expand=True)
col.row().itemR(ao, "color", expand=True)
col.itemR(ao, "energy")
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)
bpy.types.register(WORLD_PT_color_correction)