forked from bartvdbraak/blender
366a64959c
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.
173 lines
4.1 KiB
Python
173 lines
4.1 KiB
Python
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import bpy
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class WorldButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "world"
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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)
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class WORLD_PT_preview(WorldButtonsPanel):
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__label__ = "Preview"
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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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__no_header__ = True
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def poll(self, context):
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rd = context.scene.render_data
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return (context.scene != None) and (not rd.use_game_engine)
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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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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, "blend_sky")
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row.itemR(world, "paper_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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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, "start")
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flow.itemR(world.mist, "depth")
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flow.itemR(world.mist, "height")
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flow.itemR(world.mist, "intensity")
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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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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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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(align=True)
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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")
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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(align=True)
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col.itemL(text="Influence:")
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row = col.row()
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row.itemR(ao, "blend_mode", text="")
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row.itemR(ao, "color", text="")
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row.itemR(ao, "energy", 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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