blender/release/scripts/startup/bl_ui/properties_world.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
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
2017-10-16 17:29:04 -02:00

303 lines
8.8 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input, find_output_node
class WorldButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.world and context.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
view_render = context.scene.view_render
return view_render.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
texture_count = world and len(world.texture_slots.keys())
split = layout.split(percentage=0.85)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
if texture_count:
split.label(text=str(texture_count), icon='TEXTURE')
class WORLD_PT_preview(WorldButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
return (context.world) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_world(WorldButtonsPanel, Panel):
bl_label = "World"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
row = layout.row()
row.prop(world, "exposure")
row.prop(world, "color_range")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_type", text="")
class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_indirect_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
if light.gather_method == 'RAYTRACE':
layout.label(text="Only works with Approximate gather method")
class WORLD_PT_gather(WorldButtonsPanel, Panel):
bl_label = "Gather"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
layout.row().prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
col.prop(light, "use_falloff")
sub = col.row()
sub.active = light.use_falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
sub.prop(light, "samples")
if light.sample_method == 'ADAPTIVE_QMC':
sub.prop(light, "threshold")
sub.prop(light, "adapt_to_speed", slider=True)
elif light.sample_method == 'CONSTANT_JITTERED':
sub.prop(light, "bias")
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_threshold", text="Error")
col.prop(light, "use_cache")
col.prop(light, "correction")
class WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
col.prop(world.mist_settings, "start")
col = split.column()
col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
layout.prop(world.mist_settings, "falloff")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_EEVEE'}
_context_path = "world"
_property_type = bpy.types.World
class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "world"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.world and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
layout.prop(world, "use_nodes", icon='NODETREE')
layout.separator()
if world.use_nodes:
ntree = world.node_tree
node = find_output_node(ntree, ('OUTPUT_WORLD',))
if node:
input = find_node_input(node, 'Surface')
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
else:
layout.prop(world, "horizon_color", text="Color")
classes = (
WORLD_PT_context_world,
WORLD_PT_preview,
WORLD_PT_world,
WORLD_PT_ambient_occlusion,
WORLD_PT_environment_lighting,
WORLD_PT_indirect_lighting,
WORLD_PT_gather,
WORLD_PT_mist,
WORLD_PT_custom_props,
EEVEE_WORLD_PT_surface,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)