blender/release/scripts/ui/properties_render.py
Matt Ebb 25a14bad61 Fix [#21351] PROPERTIES: Resolution changes based solely on changing
encoding format

Bypassed existing hardcoded ffmpeg presets that executed when changing
format, replaced with bpy presets.

Leaving old code there for now, haven't got python/rna access to the ffmpeg
id properties.. Anyone know how to do this? 
Code snippets here: http://www.pasteall.org/11657/c
2010-03-13 00:17:52 +00:00

667 lines
19 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
narrowui = 180
class RENDER_MT_presets(bpy.types.Menu):
bl_label = "Render Presets"
preset_subdir = "render"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
class RENDER_MT_ffmpeg_presets(bpy.types.Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
class RenderButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render
return (context.scene and rd.use_game_engine is False) and (rd.engine in self.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.operator("render.render", text="Image", icon='RENDER_STILL')
if wide_ui:
col = split.column()
col.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
layout.prop(rd, "display_mode", text="Display")
class RENDER_PT_layers(RenderButtonsPanel):
bl_label = "Layers"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
wide_ui = context.region.width > narrowui
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
if rl:
layout.prop(rl, "name")
split = layout.split()
col = split.column()
col.prop(scene, "visible_layers", text="Scene")
if wide_ui:
col = split.column()
col.prop(rl, "visible_layers", text="Layer")
layout.prop(rl, "light_override", text="Light")
layout.prop(rl, "material_override", text="Material")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
col.prop(rl, "zmask")
row = col.row()
row.prop(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.prop(rl, "all_z")
col = split.column()
col.prop(rl, "solid")
col.prop(rl, "halo")
col.prop(rl, "ztransp")
col = split.column()
col.prop(rl, "sky")
col.prop(rl, "edge")
col.prop(rl, "strand")
if rl.zmask:
split = layout.split()
split.label(text="Zmask Layers:")
split.column().prop(rl, "zmask_layers", text="")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Passes:")
col.prop(rl, "pass_combined")
col.prop(rl, "pass_z")
col.prop(rl, "pass_vector")
col.prop(rl, "pass_normal")
col.prop(rl, "pass_uv")
col.prop(rl, "pass_mist")
col.prop(rl, "pass_object_index")
col.prop(rl, "pass_color")
if wide_ui:
col = split.column()
col.label()
col.prop(rl, "pass_diffuse")
row = col.row()
row.prop(rl, "pass_specular")
row.prop(rl, "pass_specular_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_shadow")
row.prop(rl, "pass_shadow_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_emit")
row.prop(rl, "pass_emit_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_ao")
row.prop(rl, "pass_ao_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_environment")
row.prop(rl, "pass_environment_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_indirect")
row.prop(rl, "pass_indirect_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_reflection")
row.prop(rl, "pass_reflection_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_refraction")
row.prop(rl, "pass_refraction_exclude", text="", icon='X')
class RENDER_PT_shading(RenderButtonsPanel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "render_textures", text="Textures")
col.prop(rd, "render_shadows", text="Shadows")
col.prop(rd, "render_sss", text="Subsurface Scattering")
col.prop(rd, "render_envmaps", text="Environment Map")
if wide_ui:
col = split.column()
col.prop(rd, "render_raytracing", text="Ray Tracing")
col.prop(rd, "color_management")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_performance(RenderButtonsPanel):
bl_label = "Performance"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'THREADS_FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
if wide_ui:
col = split.column()
col.label(text="Memory:")
sub = col.column()
sub.enabled = not (rd.use_border or rd.full_sample)
sub.prop(rd, "save_buffers")
sub = col.column()
sub.active = rd.use_compositing
sub.prop(rd, "free_image_textures")
sub = col.column()
sub.active = rd.render_raytracing
sub.label(text="Acceleration structure:")
sub.prop(rd, "raytrace_structure", text="")
if rd.raytrace_structure == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
else:
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
class RENDER_PT_post_processing(RenderButtonsPanel):
bl_label = "Post Processing"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
if wide_ui:
col = split.column()
col.prop(rd, "dither_intensity", text="Dither", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "fields", text="Fields")
sub = col.column()
sub.active = rd.fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "fields_still", text="Still")
if wide_ui:
col = split.column()
else:
col.separator()
col.prop(rd, "edge")
sub = col.column()
sub.active = rd.edge
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
class RENDER_PT_output(RenderButtonsPanel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.prop(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text="Color", expand=True)
if wide_ui:
col = split.column()
col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.prop(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.label(text="Codec:")
col.prop(rd, "exr_codec", text="")
if wide_ui:
subsplit = split.split()
col = subsplit.column()
col.prop(rd, "exr_half")
col.prop(rd, "exr_zbuf")
if wide_ui:
col = subsplit.column()
col.prop(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text="Depth:")
col.row().prop(rd, "jpeg2k_depth", expand=True)
if wide_ui:
col = split.column()
col.prop(rd, "jpeg2k_preset", text="")
col.prop(rd, "jpeg2k_ycc")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.prop(rd, "cineon_log", text="Convert to Log")
if wide_ui:
col = split.column(align=True)
col.active = rd.cineon_log
col.prop(rd, "cineon_black", text="Black")
col.prop(rd, "cineon_white", text="White")
col.prop(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
split.prop(rd, "tiff_bit")
elif rd.file_format == 'QUICKTIME_CARBON':
split = layout.split()
split.operator("scene.render_set_quicktime_codec")
elif rd.file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type")
col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
class RENDER_PT_encoding(RenderButtonsPanel):
bl_label = "Encoding"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
rd = context.scene.render
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_codec")
else:
if wide_ui:
split.label()
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_video_bitrate")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_gopsize")
split = layout.split()
col = split.column()
col.label(text="Rate:")
col.prop(rd, "ffmpeg_minrate", text="Minimum")
col.prop(rd, "ffmpeg_maxrate", text="Maximum")
col.prop(rd, "ffmpeg_buffersize", text="Buffer")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_autosplit")
col.label(text="Mux:")
col.prop(rd, "ffmpeg_muxrate", text="Rate")
col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
# Audio:
sub = layout.column()
if rd.ffmpeg_format not in ('MP3'):
sub.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
sub.separator()
split = sub.split()
col = split.column()
col.prop(rd, "ffmpeg_audio_bitrate")
col.prop(rd, "ffmpeg_audio_mixrate")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_audio_volume", slider=True)
class RENDER_PT_antialiasing(RenderButtonsPanel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "full_sample")
if wide_ui:
col = split.column()
col.prop(rd, "pixel_filter", text="")
col.prop(rd, "filter_size", text="Size")
class RENDER_PT_motion_blur(RenderButtonsPanel):
bl_label = "Full Sample Motion Blur"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
class RENDER_PT_dimensions(RenderButtonsPanel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
wide_ui = context.region.width > narrowui
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("RENDER_MT_presets", text="Presets")
sub.operator("render.preset_add", text="Add")
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Resolution:")
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text="Aspect Ratio:")
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.prop(rd, "use_border", text="Border")
sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "crop_to_border", text="Crop")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.label(text="Frame Range:")
sub.prop(scene, "start_frame", text="Start")
sub.prop(scene, "end_frame", text="End")
sub.prop(scene, "frame_step", text="Step")
sub.label(text="Frame Rate:")
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
class RENDER_PT_stamp(RenderButtonsPanel):
bl_label = "Stamp"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.prop(rd, "stamp_time", text="Time")
col.prop(rd, "stamp_date", text="Date")
col.prop(rd, "stamp_render_time", text="RenderTime")
col.prop(rd, "stamp_frame", text="Frame")
col.prop(rd, "stamp_scene", text="Scene")
col.prop(rd, "stamp_camera", text="Camera")
col.prop(rd, "stamp_filename", text="Filename")
col.prop(rd, "stamp_marker", text="Marker")
col.prop(rd, "stamp_sequencer_strip", text="Seq. Strip")
if wide_ui:
col = split.column()
col.active = rd.render_stamp
col.prop(rd, "stamp_foreground", slider=True)
col.prop(rd, "stamp_background", slider=True)
col.separator()
col.prop(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.prop(rd, "stamp_note", text="Note")
sub = row.row()
sub.active = rd.stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_bake(RenderButtonsPanel):
bl_label = "Bake"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.operator("object.bake_image", icon='RENDER_STILL')
if wide_ui:
layout.prop(rd, "bake_type")
else:
layout.prop(rd, "bake_type", text="")
if rd.bake_type == 'NORMALS':
if wide_ui:
layout.prop(rd, "bake_normal_space")
else:
layout.prop(rd, "bake_normal_space", text="")
elif rd.bake_type in ('DISPLACEMENT', 'AO'):
layout.prop(rd, "bake_normalized")
# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "bake_enable_aa")
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "bake_clear")
col.prop(rd, "bake_margin")
col.prop(rd, "bake_quad_split", text="Split")
if wide_ui:
col = split.column()
col.prop(rd, "bake_active")
sub = col.column()
sub.active = rd.bake_active
sub.prop(rd, "bake_distance")
sub.prop(rd, "bake_bias")
classes = [
RENDER_MT_presets,
RENDER_MT_ffmpeg_presets,
RENDER_PT_render,
RENDER_PT_layers,
RENDER_PT_dimensions,
RENDER_PT_antialiasing,
RENDER_PT_motion_blur,
RENDER_PT_shading,
RENDER_PT_output,
RENDER_PT_encoding,
RENDER_PT_performance,
RENDER_PT_post_processing,
RENDER_PT_stamp,
RENDER_PT_bake]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()