forked from bartvdbraak/blender
190 lines
4.6 KiB
Python
190 lines
4.6 KiB
Python
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import bpy
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class WorldButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
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__region_type__ = 'WINDOW'
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__context__ = "world"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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def poll(self, context):
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rd = context.scene.render_data
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return (context.world != None) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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class WORLD_PT_preview(WorldButtonsPanel):
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__label__ = "Preview"
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COMPAT_ENGINES = set(['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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layout.template_preview(world)
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class WORLD_PT_context_world(WorldButtonsPanel):
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__show_header__ = False
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def poll(self, context):
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rd = context.scene.render_data
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return (not rd.use_game_engine) and (rd.engine in self.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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split = layout.split(percentage=0.65)
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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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class WORLD_PT_world(WorldButtonsPanel):
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__label__ = "World"
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COMPAT_ENGINES = set(['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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if world:
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row = layout.row()
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row.itemR(world, "paper_sky")
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row.itemR(world, "blend_sky")
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row.itemR(world, "real_sky")
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row = layout.row()
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row.column().itemR(world, "horizon_color")
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col = row.column()
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col.itemR(world, "zenith_color")
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col.active = world.blend_sky
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row.column().itemR(world, "ambient_color")
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class WORLD_PT_mist(WorldButtonsPanel):
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__label__ = "Mist"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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layout = self.layout
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world = context.world
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layout.itemR(world.mist, "enabled", 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.enabled
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flow = layout.column_flow()
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flow.itemR(world.mist, "intensity", slider=True)
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flow.itemR(world.mist, "start")
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flow.itemR(world.mist, "depth")
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flow.itemR(world.mist, "height")
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layout.itemR(world.mist, "falloff")
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class WORLD_PT_stars(WorldButtonsPanel):
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__label__ = "Stars"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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layout = self.layout
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world = context.world
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layout.itemR(world.stars, "enabled", 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.stars.enabled
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flow = layout.column_flow()
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flow.itemR(world.stars, "size")
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flow.itemR(world.stars, "color_randomization", text="Colors")
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flow.itemR(world.stars, "min_distance", text="Min. Dist")
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flow.itemR(world.stars, "average_separation", text="Separation")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
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__label__ = "Ambient Occlusion"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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layout = self.layout
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world = context.world
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layout.itemR(world.ambient_occlusion, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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ao = context.world.ambient_occlusion
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layout.active = ao.enabled
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layout.itemR(ao, "gather_method", expand=True)
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split = layout.split()
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col = split.column()
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col.itemL(text="Attenuation:")
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col.itemR(ao, "distance")
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col.itemR(ao, "falloff")
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sub = col.row()
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sub.active = ao.falloff
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sub.itemR(ao, "falloff_strength", text="Strength")
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if ao.gather_method == 'RAYTRACE':
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col = split.column()
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col.itemL(text="Sampling:")
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col.itemR(ao, "sample_method", text="")
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sub = col.column()
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sub.itemR(ao, "samples")
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if ao.sample_method == 'ADAPTIVE_QMC':
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sub.itemR(ao, "threshold")
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sub.itemR(ao, "adapt_to_speed", slider=True)
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elif ao.sample_method == 'CONSTANT_JITTERED':
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sub.itemR(ao, "bias")
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if ao.gather_method == 'APPROXIMATE':
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col = split.column()
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col.itemL(text="Sampling:")
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col.itemR(ao, "error_tolerance", text="Error")
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col.itemR(ao, "pixel_cache")
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col.itemR(ao, "correction")
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col = layout.column()
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col.itemL(text="Influence:")
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col.row().itemR(ao, "blend_mode", expand=True)
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split = layout.split()
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col = split.column()
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col.itemR(ao, "energy")
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col = split.column()
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colsub = col.split(percentage=0.3)
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colsub.itemL(text="Color:")
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colsub.itemR(ao, "color", text="")
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bpy.types.register(WORLD_PT_context_world)
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bpy.types.register(WORLD_PT_preview)
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bpy.types.register(WORLD_PT_world)
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bpy.types.register(WORLD_PT_ambient_occlusion)
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bpy.types.register(WORLD_PT_mist)
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bpy.types.register(WORLD_PT_stars)
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