blender/release/ui/buttons_scene.py
Brecht Van Lommel 366a64959c 2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
  render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
  only properties that work in the game engine, and similarly for
  the render engine.
* Moved panels from the logic space and game tabs to the physics,
  scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
  specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00

424 lines
11 KiB
Python

import bpy
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "scene"
def poll(self, context):
rd = context.scene.render_data
return (not rd.use_game_engine)
class SCENE_PT_render(RenderButtonsPanel):
__label__ = "Render"
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
row = layout.row()
row.itemO("screen.render", text="Image", icon='ICON_IMAGE_COL')
row.item_booleanO("screen.render", "animation", True, text="Animation", icon='ICON_SEQUENCE')
layout.itemR(rd, "display_mode", text="Display")
class SCENE_PT_layers(RenderButtonsPanel):
__label__ = "Layers"
__default_closed__ = True
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
col.itemO("scene.render_layer_add", icon="ICON_ZOOMIN", text="")
col.itemO("scene.render_layer_remove", icon="ICON_ZOOMOUT", text="")
rl = rd.layers[rd.active_layer_index]
split = layout.split()
col = split.column()
col.itemR(scene, "visible_layers", text="Scene")
col = split.column()
col.itemR(rl, "visible_layers", text="Layer")
layout.itemR(rl, "light_override", text="Light")
layout.itemR(rl, "material_override", text="Material")
layout.itemS()
layout.itemL(text="Include:")
split = layout.split()
col = split.column()
col.itemR(rl, "zmask")
row = col.row()
row.itemR(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.itemR(rl, "all_z")
col = split.column()
col.itemR(rl, "solid")
col.itemR(rl, "halo")
col.itemR(rl, "ztransp")
col = split.column()
col.itemR(rl, "sky")
col.itemR(rl, "edge")
col.itemR(rl, "strand")
if rl.zmask:
split = layout.split()
split.itemL(text="Zmask Layers:")
split.column().itemR(rl, "zmask_layers", text="")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Passes:")
col.itemR(rl, "pass_combined")
col.itemR(rl, "pass_z")
col.itemR(rl, "pass_vector")
col.itemR(rl, "pass_normal")
col.itemR(rl, "pass_uv")
col.itemR(rl, "pass_mist")
col.itemR(rl, "pass_object_index")
col = split.column()
col.itemL()
col.itemR(rl, "pass_color")
col.itemR(rl, "pass_diffuse")
row = col.row()
row.itemR(rl, "pass_specular")
row.itemR(rl, "pass_specular_exclude", text="", icon="ICON_X")
row = col.row()
row.itemR(rl, "pass_shadow")
row.itemR(rl, "pass_shadow_exclude", text="", icon="ICON_X")
row = col.row()
row.itemR(rl, "pass_ao")
row.itemR(rl, "pass_ao_exclude", text="", icon="ICON_X")
row = col.row()
row.itemR(rl, "pass_reflection")
row.itemR(rl, "pass_reflection_exclude", text="", icon="ICON_X")
row = col.row()
row.itemR(rl, "pass_refraction")
row.itemR(rl, "pass_refraction_exclude", text="", icon="ICON_X")
class SCENE_PT_shading(RenderButtonsPanel):
__label__ = "Shading"
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "render_textures", text="Textures")
col.itemR(rd, "render_shadows", text="Shadows")
col.itemR(rd, "render_sss", text="Subsurface Scattering")
col.itemR(rd, "render_envmaps", text="Environment Map")
col = split.column()
col.itemR(rd, "render_raytracing", text="Ray Tracing")
col.itemR(rd, "color_management")
col.itemR(rd, "alpha_mode", text="Alpha")
class SCENE_PT_performance(RenderButtonsPanel):
__label__ = "Performance"
__default_closed__ = True
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column(align=True)
col.itemL(text="Threads:")
col.row().itemR(rd, "threads_mode", expand=True)
colsub = col.column()
colsub.enabled = rd.threads_mode == 'THREADS_FIXED'
colsub.itemR(rd, "threads")
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Tiles:")
sub.itemR(rd, "parts_x", text="X")
sub.itemR(rd, "parts_y", text="Y")
split = layout.split()
col = split.column()
col.itemL(text="Memory:")
row = col.row()
row.itemR(rd, "save_buffers")
row.enabled = not rd.full_sample
col = split.column()
col.itemL()
col.itemR(rd, "free_image_textures")
col.active = rd.use_compositing
row = layout.row()
row.active = rd.render_raytracing
row.itemR(rd, "octree_resolution", text="Ray Tracing Octree")
class SCENE_PT_post_processing(RenderButtonsPanel):
__label__ = "Post Processing"
__default_closed__ = True
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "use_compositing")
col.itemR(rd, "use_sequencer")
col = split.column()
row = col.row()
row.itemR(rd, "fields", text="Fields")
rowsub = row.row()
rowsub.active = rd.fields
rowsub.itemR(rd, "fields_still", text="Still")
rowsub = col.row()
rowsub.active = rd.fields
rowsub.itemR(rd, "field_order", expand=True)
split = layout.split()
split.itemL()
split.itemR(rd, "dither_intensity", text="Dither", slider=True)
class SCENE_PT_output(RenderButtonsPanel):
__label__ = "Output"
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.itemR(rd, "file_format", text="")
col.row().itemR(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.itemR(rd, "file_extensions")
col.itemR(rd, "placeholders")
col.itemR(rd, "no_overwrite")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.itemR(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.itemR(rd, "exr_codec")
subsplit = split.split()
col = subsplit.column()
col.itemR(rd, "exr_half")
col.itemR(rd, "exr_zbuf")
col = subsplit.column()
col.itemR(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.itemL(text="Depth:")
col.row().itemR(rd, "jpeg_depth", expand=True)
col = split.column()
col.itemR(rd, "jpeg_preset", text="")
col.itemR(rd, "jpeg_ycc")
col.itemR(rd, "exr_preview")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.itemR(rd, "cineon_log", text="Convert to Log")
col = split.column(align=True)
col.active = rd.cineon_log
col.itemR(rd, "cineon_black", text="Black")
col.itemR(rd, "cineon_white", text="White")
col.itemR(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
split.itemR(rd, "tiff_bit")
class SCENE_PT_encoding(RenderButtonsPanel):
__label__ = "Encoding"
__default_closed__ = True
def poll(self, context):
rd = context.scene.render_data
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
split.itemR(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
split.itemR(rd, "ffmpeg_codec")
else:
split.itemL()
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_video_bitrate")
col.itemL(text="Rate:")
col.itemR(rd, "ffmpeg_minrate", text="Minimum")
col.itemR(rd, "ffmpeg_maxrate", text="Maximum")
col.itemR(rd, "ffmpeg_buffersize", text="Buffer")
col = split.column()
col.itemR(rd, "ffmpeg_gopsize")
col.itemR(rd, "ffmpeg_autosplit")
col.itemL(text="Mux:")
col.itemR(rd, "ffmpeg_muxrate", text="Rate")
col.itemR(rd, "ffmpeg_packetsize", text="Packet Size")
row = layout.row()
row.itemL(text="Audio:")
row = layout.row()
row.itemR(rd, "ffmpeg_audio_codec")
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_audio_bitrate")
col = split.column()
col.itemR(rd, "ffmpeg_multiplex_audio")
class SCENE_PT_antialiasing(RenderButtonsPanel):
__label__ = "Anti-Aliasing"
def draw_header(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().itemR(rd, "antialiasing_samples", expand=True)
col.itemR(rd, "full_sample")
col = split.column()
col.itemR(rd, "pixel_filter", text="")
col.itemR(rd, "filter_size", text="Size", slider=True)
class SCENE_PT_dimensions(RenderButtonsPanel):
__label__ = "Dimensions"
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Resolution:")
sub.itemR(rd, "resolution_x", text="X")
sub.itemR(rd, "resolution_y", text="Y")
sub.itemR(rd, "resolution_percentage", text="")
sub.itemL(text="Aspect Ratio:")
sub.itemR(rd, "pixel_aspect_x", text="X")
sub.itemR(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.itemR(rd, "border", text="Border")
rowsub = row.row()
rowsub.active = rd.border
rowsub.itemR(rd, "crop_to_border", text="Crop")
col = split.column(align=True)
col.itemL(text="Frame Range:")
col.itemR(scene, "start_frame", text="Start")
col.itemR(scene, "end_frame", text="End")
col.itemR(scene, "frame_step", text="Step")
col.itemL(text="Frame Rate:")
col.itemR(rd, "fps")
col.itemR(rd, "fps_base",text="/")
class SCENE_PT_stamp(RenderButtonsPanel):
__label__ = "Stamp"
__default_closed__ = True
def draw_header(self, context):
rd = context.scene.render_data
layout = self.layout
layout.itemR(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.itemR(rd, "stamp_time", text="Time")
col.itemR(rd, "stamp_date", text="Date")
col.itemR(rd, "stamp_frame", text="Frame")
col.itemR(rd, "stamp_scene", text="Scene")
col.itemR(rd, "stamp_camera", text="Camera")
col.itemR(rd, "stamp_filename", text="Filename")
col.itemR(rd, "stamp_marker", text="Marker")
col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip")
sub = split.column()
sub.active = rd.render_stamp
sub.itemR(rd, "stamp_foreground", slider=True)
sub.itemR(rd, "stamp_background", slider=True)
sub.itemR(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.itemR(rd, "stamp_note", text="Note")
rowsub = row.row()
rowsub.active = rd.stamp_note
rowsub.itemR(rd, "stamp_note_text", text="")
bpy.types.register(SCENE_PT_render)
bpy.types.register(SCENE_PT_layers)
bpy.types.register(SCENE_PT_dimensions)
bpy.types.register(SCENE_PT_antialiasing)
bpy.types.register(SCENE_PT_shading)
bpy.types.register(SCENE_PT_output)
bpy.types.register(SCENE_PT_encoding)
bpy.types.register(SCENE_PT_performance)
bpy.types.register(SCENE_PT_post_processing)
bpy.types.register(SCENE_PT_stamp)