blender/release/scripts/startup/bl_ui/properties_world.py

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# ##### 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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
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class WorldButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.world and context.scene.render.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
rd = context.scene.render
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texture_count = world and len(world.texture_slots.keys())
split = layout.split(percentage=0.85)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
if texture_count:
split.label(text=str(texture_count), icon='TEXTURE')
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class WORLD_PT_preview(WorldButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.world) and (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_world(WorldButtonsPanel, Panel):
bl_label = "World"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
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world = context.world
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
row = layout.row()
row.prop(world, "exposure")
row.prop(world, "color_range")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
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light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
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light = context.world.light_settings
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_type", text="")
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class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
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light = context.world.light_settings
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
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light = context.world.light_settings
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
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class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
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light = context.world.light_settings
self.layout.prop(light, "use_indirect_light", text="")
def draw(self, context):
layout = self.layout
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light = context.world.light_settings
layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
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if light.gather_method == 'RAYTRACE':
layout.label(text="Only works with Approximate gather method")
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class WORLD_PT_gather(WorldButtonsPanel, Panel):
bl_label = "Gather"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
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light = context.world.light_settings
layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
layout.prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
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col.prop(light, "use_falloff")
sub = col.row()
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sub.active = light.use_falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
sub.prop(light, "samples")
if light.sample_method == 'ADAPTIVE_QMC':
sub.prop(light, "threshold")
sub.prop(light, "adapt_to_speed", slider=True)
elif light.sample_method == 'CONSTANT_JITTERED':
sub.prop(light, "bias")
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_threshold", text="Error")
col.prop(light, "use_cache")
col.prop(light, "correction")
class WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
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self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
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world = context.world
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layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
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col.prop(world.mist_settings, "start")
col = split.column()
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col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
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layout.prop(world.mist_settings, "falloff")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "world"
_property_type = bpy.types.World
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)