forked from bartvdbraak/blender
486796ce31
This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
438 lines
14 KiB
Python
438 lines
14 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 rna_prop_ui import PropertyPanel
|
|
|
|
narrowui = 180
|
|
|
|
|
|
class LAMP_MT_sunsky_presets(bpy.types.Menu):
|
|
bl_label = "Render Presets"
|
|
preset_subdir = "sunsky"
|
|
preset_operator = "script.execute_preset"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
draw = bpy.types.Menu.draw_preset
|
|
|
|
|
|
class DataButtonsPanel(bpy.types.Panel):
|
|
bl_space_type = 'PROPERTIES'
|
|
bl_region_type = 'WINDOW'
|
|
bl_context = "data"
|
|
|
|
def poll(self, context):
|
|
engine = context.scene.render.engine
|
|
return context.lamp and (engine in self.COMPAT_ENGINES)
|
|
|
|
|
|
class DATA_PT_preview(DataButtonsPanel):
|
|
bl_label = "Preview"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def draw(self, context):
|
|
self.layout.template_preview(context.lamp)
|
|
|
|
|
|
class DATA_PT_context_lamp(DataButtonsPanel):
|
|
bl_label = ""
|
|
bl_show_header = False
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
ob = context.object
|
|
lamp = context.lamp
|
|
space = context.space_data
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
if wide_ui:
|
|
split = layout.split(percentage=0.65)
|
|
if ob:
|
|
split.template_ID(ob, "data")
|
|
split.separator()
|
|
elif lamp:
|
|
split.template_ID(space, "pin_id")
|
|
split.separator()
|
|
else:
|
|
if ob:
|
|
layout.template_ID(ob, "data")
|
|
elif lamp:
|
|
layout.template_ID(space, "pin_id")
|
|
|
|
|
|
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel):
|
|
_context_path = "object.data"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
|
|
class DATA_PT_lamp(DataButtonsPanel):
|
|
bl_label = "Lamp"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
lamp = context.lamp
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
if wide_ui:
|
|
layout.prop(lamp, "type", expand=True)
|
|
else:
|
|
layout.prop(lamp, "type", text="")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
sub = col.column()
|
|
sub.prop(lamp, "color", text="")
|
|
sub.prop(lamp, "energy")
|
|
|
|
if lamp.type in ('POINT', 'SPOT'):
|
|
sub.label(text="Falloff:")
|
|
sub.prop(lamp, "falloff_type", text="")
|
|
sub.prop(lamp, "distance")
|
|
|
|
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
|
|
col.label(text="Attenuation Factors:")
|
|
sub = col.column(align=True)
|
|
sub.prop(lamp, "linear_attenuation", slider=True, text="Linear")
|
|
sub.prop(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
|
|
|
|
col.prop(lamp, "sphere")
|
|
|
|
if lamp.type == 'AREA':
|
|
col.prop(lamp, "distance")
|
|
col.prop(lamp, "gamma")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(lamp, "negative")
|
|
col.prop(lamp, "layer", text="This Layer Only")
|
|
col.prop(lamp, "specular")
|
|
col.prop(lamp, "diffuse")
|
|
|
|
|
|
class DATA_PT_sunsky(DataButtonsPanel):
|
|
bl_label = "Sky & Atmosphere"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def poll(self, context):
|
|
lamp = context.lamp
|
|
engine = context.scene.render.engine
|
|
return (lamp and lamp.type == 'SUN') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
lamp = context.lamp.sky
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
row = layout.row(align=True)
|
|
row.prop(lamp, "use_sky")
|
|
row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label)
|
|
row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMIN")
|
|
|
|
row = layout.row()
|
|
row.active = lamp.use_sky or lamp.use_atmosphere
|
|
row.prop(lamp, "atmosphere_turbidity", text="Turbidity")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.active = lamp.use_sky
|
|
col.label(text="Blending:")
|
|
sub = col.column()
|
|
sub.prop(lamp, "sky_blend_type", text="")
|
|
sub.prop(lamp, "sky_blend", text="Factor")
|
|
|
|
col.label(text="Color Space:")
|
|
sub = col.column()
|
|
sub.row().prop(lamp, "sky_color_space", expand=True)
|
|
sub.prop(lamp, "sky_exposure", text="Exposure")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.active = lamp.use_sky
|
|
col.label(text="Horizon:")
|
|
sub = col.column()
|
|
sub.prop(lamp, "horizon_brightness", text="Brightness")
|
|
sub.prop(lamp, "spread", text="Spread")
|
|
|
|
col.label(text="Sun:")
|
|
sub = col.column()
|
|
sub.prop(lamp, "sun_brightness", text="Brightness")
|
|
sub.prop(lamp, "sun_size", text="Size")
|
|
sub.prop(lamp, "backscattered_light", slider=True, text="Back Light")
|
|
|
|
layout.separator()
|
|
|
|
layout.prop(lamp, "use_atmosphere")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.active = lamp.use_atmosphere
|
|
col.label(text="Intensity:")
|
|
col.prop(lamp, "sun_intensity", text="Sun")
|
|
col.prop(lamp, "atmosphere_distance_factor", text="Distance")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.active = lamp.use_atmosphere
|
|
col.label(text="Scattering:")
|
|
sub = col.column(align=True)
|
|
sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
|
|
sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
|
|
|
|
|
|
class DATA_PT_shadow(DataButtonsPanel):
|
|
bl_label = "Shadow"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def poll(self, context):
|
|
lamp = context.lamp
|
|
engine = context.scene.render.engine
|
|
return (lamp and lamp.type in ('POINT', 'SUN', 'SPOT', 'AREA')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
lamp = context.lamp
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
if wide_ui:
|
|
layout.prop(lamp, "shadow_method", expand=True)
|
|
else:
|
|
layout.prop(lamp, "shadow_method", text="")
|
|
|
|
if lamp.shadow_method != 'NOSHADOW':
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(lamp, "shadow_color", text="")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(lamp, "shadow_layer", text="This Layer Only")
|
|
col.prop(lamp, "only_shadow")
|
|
|
|
if lamp.shadow_method == 'RAY_SHADOW':
|
|
col = layout.column()
|
|
col.label(text="Sampling:")
|
|
if wide_ui:
|
|
col.row().prop(lamp, "shadow_ray_sampling_method", expand=True)
|
|
else:
|
|
col.prop(lamp, "shadow_ray_sampling_method", text="")
|
|
|
|
if lamp.type in ('POINT', 'SUN', 'SPOT'):
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(lamp, "shadow_soft_size", text="Soft Size")
|
|
|
|
col.prop(lamp, "shadow_ray_samples", text="Samples")
|
|
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
|
|
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
|
|
if wide_ui:
|
|
col = split.column()
|
|
|
|
elif lamp.type == 'AREA':
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
|
|
if lamp.shape == 'SQUARE':
|
|
col.prop(lamp, "shadow_ray_samples_x", text="Samples")
|
|
elif lamp.shape == 'RECTANGLE':
|
|
col.prop(lamp, "shadow_ray_samples_x", text="Samples X")
|
|
col.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
|
|
|
|
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
|
|
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
|
|
if wide_ui:
|
|
col = split.column()
|
|
|
|
elif lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(lamp, "umbra")
|
|
col.prop(lamp, "dither")
|
|
col.prop(lamp, "jitter")
|
|
else:
|
|
if wide_ui:
|
|
col = split.column()
|
|
|
|
|
|
elif lamp.shadow_method == 'BUFFER_SHADOW':
|
|
col = layout.column()
|
|
col.label(text="Buffer Type:")
|
|
if wide_ui:
|
|
col.row().prop(lamp, "shadow_buffer_type", expand=True)
|
|
else:
|
|
col.row().prop(lamp, "shadow_buffer_type", text="")
|
|
|
|
if lamp.shadow_buffer_type in ('REGULAR', 'HALFWAY', 'DEEP'):
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Filter Type:")
|
|
col.prop(lamp, "shadow_filter_type", text="")
|
|
sub = col.column(align=True)
|
|
sub.prop(lamp, "shadow_buffer_soft", text="Soft")
|
|
sub.prop(lamp, "shadow_buffer_bias", text="Bias")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.label(text="Sample Buffers:")
|
|
col.prop(lamp, "shadow_sample_buffers", text="")
|
|
sub = col.column(align=True)
|
|
sub.prop(lamp, "shadow_buffer_size", text="Size")
|
|
sub.prop(lamp, "shadow_buffer_samples", text="Samples")
|
|
if lamp.shadow_buffer_type == 'DEEP':
|
|
col.prop(lamp, "compression_threshold")
|
|
|
|
elif lamp.shadow_buffer_type == 'IRREGULAR':
|
|
layout.prop(lamp, "shadow_buffer_bias", text="Bias")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(lamp, "auto_clip_start", text="Autoclip Start")
|
|
sub = col.column()
|
|
sub.active = not lamp.auto_clip_start
|
|
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(lamp, "auto_clip_end", text="Autoclip End")
|
|
sub = col.column()
|
|
sub.active = not lamp.auto_clip_end
|
|
sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
|
|
|
|
|
|
class DATA_PT_area(DataButtonsPanel):
|
|
bl_label = "Area Shape"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def poll(self, context):
|
|
lamp = context.lamp
|
|
engine = context.scene.render.engine
|
|
return (lamp and lamp.type == 'AREA') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
lamp = context.lamp
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.row().prop(lamp, "shape", expand=True)
|
|
|
|
sub = col.column(align=True)
|
|
if (lamp.shape == 'SQUARE'):
|
|
sub.prop(lamp, "size")
|
|
elif (lamp.shape == 'RECTANGLE'):
|
|
sub.prop(lamp, "size", text="Size X")
|
|
sub.prop(lamp, "size_y", text="Size Y")
|
|
|
|
|
|
class DATA_PT_spot(DataButtonsPanel):
|
|
bl_label = "Spot Shape"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def poll(self, context):
|
|
lamp = context.lamp
|
|
engine = context.scene.render.engine
|
|
return (lamp and lamp.type == 'SPOT') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
lamp = context.lamp
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
sub = col.column()
|
|
sub.prop(lamp, "spot_size", text="Size")
|
|
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
|
|
col.prop(lamp, "square")
|
|
col.prop(lamp, "show_cone")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
else:
|
|
col.separator()
|
|
col.prop(lamp, "halo")
|
|
sub = col.column(align=True)
|
|
sub.active = lamp.halo
|
|
sub.prop(lamp, "halo_intensity", text="Intensity")
|
|
if lamp.shadow_method == 'BUFFER_SHADOW':
|
|
sub.prop(lamp, "halo_step", text="Step")
|
|
|
|
|
|
class DATA_PT_falloff_curve(DataButtonsPanel):
|
|
bl_label = "Falloff Curve"
|
|
bl_default_closed = True
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def poll(self, context):
|
|
lamp = context.lamp
|
|
engine = context.scene.render.engine
|
|
|
|
return (lamp and lamp.type in ('POINT', 'SPOT') and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
lamp = context.lamp
|
|
|
|
self.layout.template_curve_mapping(lamp, "falloff_curve")
|
|
|
|
|
|
classes = [
|
|
LAMP_MT_sunsky_presets,
|
|
|
|
DATA_PT_context_lamp,
|
|
DATA_PT_preview,
|
|
DATA_PT_lamp,
|
|
DATA_PT_falloff_curve,
|
|
DATA_PT_area,
|
|
DATA_PT_spot,
|
|
DATA_PT_shadow,
|
|
DATA_PT_sunsky,
|
|
|
|
DATA_PT_custom_props_lamp]
|
|
|
|
|
|
def register():
|
|
register = bpy.types.register
|
|
for cls in classes:
|
|
register(cls)
|
|
|
|
|
|
def unregister():
|
|
unregister = bpy.types.unregister
|
|
for cls in classes:
|
|
unregister(cls)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|