blender/release/scripts/startup/bl_ui/properties_render_layer.py
Sergey Sharybin cc0bbc28e2 Collapse multiview panel in render layers by default
This is not so much common panel to access to and having it fully
visible just adds clutterness in cases when one only need to work
with render passes.
2015-08-08 20:55:51 +02:00

232 lines
7.6 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 Panel, UIList
class RenderLayerButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
class RENDERLAYER_UL_renderlayers(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneRenderLayer)
layer = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
layout.prop(layer, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
if rd.engine == 'BLENDER_GAME':
layout.label("Not available in the Game Engine")
return
row = layout.row()
col = row.column()
col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
col.prop(rd, "use_single_layer", icon_only=True)
class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):
bl_label = "Layer"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Lights")
col.prop(rl, "material_override", text="Material")
col = split.column()
col.prop(rl, "layers", text="Layer")
col.prop(rl, "layers_zmask", text="Mask Layer")
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")
if bpy.app.build_options.freestyle:
row = col.row()
row.prop(rl, "use_freestyle")
row.active = rd.use_freestyle
class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel):
bl_label = "Passes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@staticmethod
def draw_pass_type_buttons(box, rl, pass_type):
# property names
use_pass_type = "use_pass_" + pass_type
exclude_pass_type = "exclude_" + pass_type
# draw pass type buttons
row = box.row()
row.prop(rl, use_pass_type)
row.prop(rl, exclude_pass_type, text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
split = layout.split()
col = split.column()
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.prop(rl, "use_pass_diffuse")
self.draw_pass_type_buttons(col, rl, "specular")
self.draw_pass_type_buttons(col, rl, "shadow")
self.draw_pass_type_buttons(col, rl, "emit")
self.draw_pass_type_buttons(col, rl, "ambient_occlusion")
self.draw_pass_type_buttons(col, rl, "environment")
self.draw_pass_type_buttons(col, rl, "indirect")
self.draw_pass_type_buttons(col, rl, "reflection")
self.draw_pass_type_buttons(col, rl, "refraction")
class RENDERLAYER_UL_renderviews(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneRenderView)
view = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if view.name in {'left', 'right'}:
layout.label(view.name, icon_value=icon + (not view.use))
else:
layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
layout.prop(view, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon + (not view.use))
class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
bl_label = "Views"
COMPAT_ENGINES = {'BLENDER_RENDER'}
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = rd.views_format == 'STEREO_3D'
row = layout.row()
row.prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
row.prop(rv, "file_suffix", text="")
else:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
row = layout.row()
row.label(text="Camera Suffix:")
row.prop(rv, "camera_suffix", text="")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)