forked from bartvdbraak/blender
e4f2b2be26
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
303 lines
8.8 KiB
Python
303 lines
8.8 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 bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input, find_output_node
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class WorldButtonsPanel:
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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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@classmethod
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def poll(cls, context):
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return (context.world and context.engine in cls.COMPAT_ENGINES)
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class WORLD_PT_context_world(WorldButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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view_render = context.scene.view_render
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return view_render.engine in cls.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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texture_count = world and len(world.texture_slots.keys())
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split = layout.split(percentage=0.85)
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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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if texture_count:
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split.label(text=str(texture_count), icon='TEXTURE')
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class WORLD_PT_preview(WorldButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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return (context.world) and (context.engine in cls.COMPAT_ENGINES)
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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_world(WorldButtonsPanel, Panel):
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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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world = context.world
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row = layout.row()
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row.prop(world, "use_sky_paper")
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row.prop(world, "use_sky_blend")
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row.prop(world, "use_sky_real")
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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.use_sky_blend
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row.column().prop(world, "ambient_color")
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row = layout.row()
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row.prop(world, "exposure")
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row.prop(world, "color_range")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
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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.light_settings
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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.light_settings
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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_type", text="")
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class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
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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.light_settings
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self.layout.prop(light, "use_environment_light", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.light_settings
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layout.active = light.use_environment_light
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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, Panel):
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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.light_settings
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self.layout.prop(light, "use_indirect_light", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.light_settings
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layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
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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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if light.gather_method == 'RAYTRACE':
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layout.label(text="Only works with Approximate gather method")
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class WORLD_PT_gather(WorldButtonsPanel, Panel):
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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.light_settings
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layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
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layout.row().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, "use_falloff")
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sub = col.row()
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sub.active = light.use_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_threshold", text="Error")
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col.prop(light, "use_cache")
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col.prop(light, "correction")
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class WORLD_PT_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist"
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bl_options = {'DEFAULT_CLOSED'}
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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_settings, "use_mist", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.active = world.mist_settings.use_mist
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split = layout.split()
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col = split.column()
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col.prop(world.mist_settings, "intensity")
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col.prop(world.mist_settings, "start")
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col = split.column()
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col.prop(world.mist_settings, "depth")
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col.prop(world.mist_settings, "height")
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layout.prop(world.mist_settings, "falloff")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
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_context_path = "world"
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_property_type = bpy.types.World
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class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "world"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.world and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.prop(world, "use_nodes", icon='NODETREE')
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layout.separator()
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if world.use_nodes:
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ntree = world.node_tree
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node = find_output_node(ntree, ('OUTPUT_WORLD',))
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if node:
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input = find_node_input(node, 'Surface')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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else:
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layout.prop(world, "horizon_color", text="Color")
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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_custom_props,
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EEVEE_WORLD_PT_surface,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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