forked from bartvdbraak/blender
78bb45931c
bpy.types.SceneRenderData -> bpy.types.RenderSettings better do these changes before there are too many scripts out.
298 lines
8.4 KiB
Python
298 lines
8.4 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from rna_prop_ui import PropertyPanel
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narrowui = 180
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class WorldButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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def poll(self, context):
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rd = context.scene.render
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return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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class WORLD_PT_preview(WorldButtonsPanel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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self.layout.template_preview(context.world)
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class WORLD_PT_context_world(WorldButtonsPanel):
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bl_label = ""
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bl_show_header = False
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def poll(self, context):
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rd = context.scene.render
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return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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world = context.world
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space = context.space_data
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wide_ui = context.region.width > narrowui
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if wide_ui:
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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else:
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layout.template_ID(scene, "world", new="world.new")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel):
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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_context_path = "world"
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class WORLD_PT_world(WorldButtonsPanel):
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bl_label = "World"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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world = context.world
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if wide_ui:
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row = layout.row()
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row.prop(world, "paper_sky")
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row.prop(world, "blend_sky")
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row.prop(world, "real_sky")
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else:
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col = layout.column()
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col.prop(world, "paper_sky")
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col.prop(world, "blend_sky")
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col.prop(world, "real_sky")
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row = layout.row()
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row.column().prop(world, "horizon_color")
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col = row.column()
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col.prop(world, "zenith_color")
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col.active = world.blend_sky
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row.column().prop(world, "ambient_color")
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class WORLD_PT_mist(WorldButtonsPanel):
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bl_label = "Mist"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.mist, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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world = context.world
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layout.active = world.mist.enabled
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split = layout.split()
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col = split.column()
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col.prop(world.mist, "intensity", slider=True)
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col.prop(world.mist, "start")
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if wide_ui:
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col = split.column()
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col.prop(world.mist, "depth")
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col.prop(world.mist, "height")
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layout.prop(world.mist, "falloff")
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class WORLD_PT_stars(WorldButtonsPanel):
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bl_label = "Stars"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.stars, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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world = context.world
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layout.active = world.stars.enabled
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split = layout.split()
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col = split.column()
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col.prop(world.stars, "size")
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col.prop(world.stars, "color_randomization", text="Colors")
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if wide_ui:
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col = split.column()
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col.prop(world.stars, "min_distance", text="Min. Dist")
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col.prop(world.stars, "average_separation", text="Separation")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
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bl_label = "Ambient Occlusion"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.lighting
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self.layout.prop(light, "use_ambient_occlusion", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_ambient_occlusion
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split = layout.split()
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split.prop(light, "ao_factor", text="Factor")
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split.prop(light, "ao_blend_mode", text="")
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class WORLD_PT_environment_lighting(WorldButtonsPanel):
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bl_label = "Environment Lighting"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.lighting
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self.layout.prop(light, "use_environment_lighting", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_environment_lighting
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split = layout.split()
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split.prop(light, "environment_energy", text="Energy")
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split.prop(light, "environment_color", text="")
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class WORLD_PT_indirect_lighting(WorldButtonsPanel):
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bl_label = "Indirect Lighting"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.lighting
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self.layout.prop(light, "use_indirect_lighting", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_indirect_lighting
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split = layout.split()
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split.prop(light, "indirect_factor", text="Factor")
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split.prop(light, "indirect_bounces", text="Bounces")
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class WORLD_PT_gather(WorldButtonsPanel):
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bl_label = "Gather"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_ambient_occlusion or light.use_environment_lighting or light.use_indirect_lighting
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layout.prop(light, "gather_method", expand=True)
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split = layout.split()
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col = split.column()
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col.label(text="Attenuation:")
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if light.gather_method == 'RAYTRACE':
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col.prop(light, "distance")
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col.prop(light, "falloff")
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sub = col.row()
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sub.active = light.falloff
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sub.prop(light, "falloff_strength", text="Strength")
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if light.gather_method == 'RAYTRACE':
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col = split.column()
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col.label(text="Sampling:")
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col.prop(light, "sample_method", text="")
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sub = col.column()
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sub.prop(light, "samples")
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if light.sample_method == 'ADAPTIVE_QMC':
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sub.prop(light, "threshold")
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sub.prop(light, "adapt_to_speed", slider=True)
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elif light.sample_method == 'CONSTANT_JITTERED':
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sub.prop(light, "bias")
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if light.gather_method == 'APPROXIMATE':
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col = split.column()
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col.label(text="Sampling:")
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col.prop(light, "passes")
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col.prop(light, "error_tolerance", text="Error")
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col.prop(light, "pixel_cache")
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col.prop(light, "correction")
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classes = [
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WORLD_PT_context_world,
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WORLD_PT_preview,
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WORLD_PT_world,
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WORLD_PT_ambient_occlusion,
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WORLD_PT_environment_lighting,
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WORLD_PT_indirect_lighting,
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WORLD_PT_gather,
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WORLD_PT_mist,
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WORLD_PT_stars,
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WORLD_PT_custom_props]
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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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