blender/release/scripts/ui/properties_render.py
2009-12-13 16:20:18 +00:00

562 lines
17 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 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_data
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_data
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.operator("screen.render", text="Image", icon='RENDER_STILL')
if wide_ui:
col = split.column()
col.operator("screen.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_data
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")
if wide_ui:
col = split.column()
col.label()
col.prop(rl, "pass_color")
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_ao")
row.prop(rl, "pass_ao_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_data
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_data
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.prop(rd, "save_buffers")
sub.enabled = not rd.full_sample
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_data
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_data
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, "file_extensions")
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_data_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_data
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
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:
layout.prop(rd, "ffmpeg_multiplex_audio", text="Audio")
sub = layout.column()
sub.active = rd.ffmpeg_multiplex_audio
sub.prop(rd, "ffmpeg_audio_codec", text="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_data
self.layout.prop(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
col.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_dimensions(RenderButtonsPanel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
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_data
self.layout.prop(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
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="")
bpy.types.register(RENDER_MT_presets)
bpy.types.register(RENDER_PT_render)
bpy.types.register(RENDER_PT_layers)
bpy.types.register(RENDER_PT_dimensions)
bpy.types.register(RENDER_PT_antialiasing)
bpy.types.register(RENDER_PT_shading)
bpy.types.register(RENDER_PT_output)
bpy.types.register(RENDER_PT_encoding)
bpy.types.register(RENDER_PT_performance)
bpy.types.register(RENDER_PT_post_processing)
bpy.types.register(RENDER_PT_stamp)