# ##### 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 ##### # import bpy from bpy.types import Menu, Panel class RenderLayerButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "render_layer" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): scene = context.scene return scene and (scene.render.engine in cls.COMPAT_ENGINES) class RenderLayerFreestyleButtonsPanel(RenderLayerButtonsPanel): # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): if not super().poll(context): return False rd = context.scene.render return 'FREESTYLE' in bpy.app.build_options and rd.use_freestyle and rd.layers.active class RenderLayerFreestyleEditorButtonsPanel(RenderLayerFreestyleButtonsPanel): # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): if not super().poll(context): return False rl = context.scene.render.layers.active return rl and rl.freestyle_settings.mode == 'EDITOR' class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel): bl_label = "Layers" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render row = layout.row() row.template_list(rd, "layers", rd.layers, "active_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="") row = layout.row() rl = rd.layers.active if rl: row.prop(rl, "name") row.prop(rd, "use_single_layer", text="", icon_only=True) class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel): bl_label = "Layer" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render rl = rd.layers.active split = layout.split() col = split.column() col.prop(scene, "layers", text="Scene") # col.label(text="") col.prop(rl, "light_override", text="Light") col.prop(rl, "material_override", text="Material") col = split.column() col.prop(rl, "layers", text="Layer") col.label(text="Mask Layers:") col.prop(rl, "layers_zmask", text="") layout.separator() layout.label(text="Include:") split = layout.split() col = split.column() row = col.row(align=True) row.prop(rl, "use_zmask") sub = row.row(align=True) sub.prop(rl, "invert_zmask", text="", icon='ZOOMOUT') sub.active = rl.use_zmask col.prop(rl, "use_all_z") col.prop(rl, "use_ztransp") col = split.column() col.prop(rl, "use_solid") col.prop(rl, "use_halo") col.prop(rl, "use_strand") col = split.column() col.prop(rl, "use_sky") col.prop(rl, "use_edge_enhance") if 'FREESTYLE' in bpy.app.build_options: row = col.row() row.prop(rl, "use_freestyle") row.active = rd.use_freestyle class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel): bl_label = "Render Passes" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_pass_type_buttons(self, box, rl, pass_type): # property names use_pass_type = "use_pass_" + pass_type exclude_pass_type = "exclude_" + pass_type # draw pass type buttons row = box.row() row.prop(rl, use_pass_type) row.prop(rl, exclude_pass_type, text="") def draw(self, context): layout = self.layout scene = context.scene rd = scene.render rl = rd.layers.active split = layout.split() col = split.column() col.prop(rl, "use_pass_combined") col.prop(rl, "use_pass_z") col.prop(rl, "use_pass_vector") col.prop(rl, "use_pass_normal") col.prop(rl, "use_pass_uv") col.prop(rl, "use_pass_mist") col.prop(rl, "use_pass_object_index") col.prop(rl, "use_pass_material_index") col.prop(rl, "use_pass_color") col = split.column() col.prop(rl, "use_pass_diffuse") self.draw_pass_type_buttons(col, rl, "specular") self.draw_pass_type_buttons(col, rl, "shadow") self.draw_pass_type_buttons(col, rl, "emit") self.draw_pass_type_buttons(col, rl, "ambient_occlusion") self.draw_pass_type_buttons(col, rl, "environment") self.draw_pass_type_buttons(col, rl, "indirect") self.draw_pass_type_buttons(col, rl, "reflection") self.draw_pass_type_buttons(col, rl, "refraction") class RENDER_MT_lineset_specials(Menu): bl_label = "Lineset Specials" def draw(self, context): layout = self.layout layout.operator("scene.freestyle_lineset_copy", icon='COPYDOWN') layout.operator("scene.freestyle_lineset_paste", icon='PASTEDOWN') class RENDERLAYER_PT_freestyle(RenderLayerFreestyleButtonsPanel, Panel): bl_label = "Freestyle" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): rd = context.scene.render rl = rd.layers.active freestyle = rl.freestyle_settings layout = self.layout layout.active = rl.use_freestyle layout.prop(freestyle, "mode", text="Control mode") col = layout.column() col.label(text="Edge Detection Options:") split = col.split() sub = split.column() sub.prop(freestyle, "crease_angle") sub.prop(freestyle, "use_culling") sub = split.column() sub.prop(freestyle, "use_smoothness") sub.prop(freestyle, "use_material_boundaries") col.prop(freestyle, "use_advanced_options") # Advanced options are hidden by default to warn new users if freestyle.use_advanced_options: split = col.split() sub = split.column() sub.active = freestyle.use_advanced_options if freestyle.mode == 'SCRIPT': sub.prop(freestyle, "use_ridges_and_valleys") sub.prop(freestyle, "sphere_radius") sub = split.column() sub.active = freestyle.use_advanced_options if freestyle.mode == 'SCRIPT': sub.prop(freestyle, "use_suggestive_contours") sub.prop(freestyle, "kr_derivative_epsilon") if freestyle.mode == 'SCRIPT': split = layout.split() split.label("Style modules:") split.operator("scene.freestyle_module_add", text="Add") for i, module in enumerate(freestyle.modules): box = layout.box() box.context_pointer_set("freestyle_module", module) row = box.row(align=True) row.prop(module, "use", text="") row.prop(module, "module_path", text="") row.operator("scene.freestyle_module_remove", icon='X', text="") row.operator("scene.freestyle_module_move", icon='TRIA_UP', text="").direction = 'UP' row.operator("scene.freestyle_module_move", icon='TRIA_DOWN', text="").direction = 'DOWN' class RENDERLAYER_PT_freestyle_lineset(RenderLayerFreestyleEditorButtonsPanel, Panel): bl_label = "Freestyle Line Set" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_edge_type_buttons(self, box, lineset, edge_type): # property names select_edge_type = "select_" + edge_type exclude_edge_type = "exclude_" + edge_type # draw edge type buttons row = box.row(align=True) row.prop(lineset, select_edge_type) sub = row.column() sub.prop(lineset, exclude_edge_type, text="") sub.active = getattr(lineset, select_edge_type) def draw(self, context): rd = context.scene.render rl = rd.layers.active freestyle = rl.freestyle_settings lineset = freestyle.linesets.active layout = self.layout layout.active = rl.use_freestyle col = layout.column() row = col.row() rows = 5 if lineset else 2 row.template_list(freestyle, "linesets", freestyle.linesets, "active_index", rows=rows) sub = row.column() subsub = sub.column(align=True) subsub.operator("scene.freestyle_lineset_add", icon='ZOOMIN', text="") subsub.operator("scene.freestyle_lineset_remove", icon='ZOOMOUT', text="") subsub.menu("RENDER_MT_lineset_specials", icon='DOWNARROW_HLT', text="") if lineset: sub.separator() subsub = sub.column(align=True) subsub.operator("scene.freestyle_lineset_move", icon='TRIA_UP', text="").direction = 'UP' subsub.operator("scene.freestyle_lineset_move", icon='TRIA_DOWN', text="").direction = 'DOWN' col.prop(lineset, "name") col = layout.column() col.label(text="Selection By:") row = col.row(align=True) row.prop(lineset, "select_by_visibility", text="Visibility", toggle=True) row.prop(lineset, "select_by_edge_types", text="Edge Types", toggle=True) row.prop(lineset, "select_by_face_marks", text="Face Marks", toggle=True) row.prop(lineset, "select_by_group", text="Group", toggle=True) row.prop(lineset, "select_by_image_border", text="Image Border", toggle=True) if lineset.select_by_visibility: col.label(text="Visibility:") row = col.row(align=True) row.prop(lineset, "visibility", expand=True) if lineset.visibility == 'RANGE': row = col.row(align=True) row.prop(lineset, "qi_start") row.prop(lineset, "qi_end") if lineset.select_by_edge_types: col.label(text="Edge Types:") row = col.row() row.prop(lineset, "edge_type_negation", expand=True) row.prop(lineset, "edge_type_combination", expand=True) split = col.split() sub = split.column() self.draw_edge_type_buttons(sub, lineset, "silhouette") self.draw_edge_type_buttons(sub, lineset, "border") self.draw_edge_type_buttons(sub, lineset, "contour") self.draw_edge_type_buttons(sub, lineset, "suggestive_contour") self.draw_edge_type_buttons(sub, lineset, "ridge_valley") sub = split.column() self.draw_edge_type_buttons(sub, lineset, "crease") self.draw_edge_type_buttons(sub, lineset, "edge_mark") self.draw_edge_type_buttons(sub, lineset, "external_contour") self.draw_edge_type_buttons(sub, lineset, "material_boundary") if lineset.select_by_face_marks: col.label(text="Face Marks:") row = col.row() row.prop(lineset, "face_mark_negation", expand=True) row.prop(lineset, "face_mark_condition", expand=True) if lineset.select_by_group: col.label(text="Group:") row = col.row() row.prop(lineset, "group", text="") row.prop(lineset, "group_negation", expand=True) class RENDERLAYER_PT_freestyle_linestyle(RenderLayerFreestyleEditorButtonsPanel, Panel): bl_label = "Freestyle Line Style" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_modifier_box_header(self, box, modifier): row = box.row() row.context_pointer_set("modifier", modifier) if modifier.expanded: icon = 'TRIA_DOWN' else: icon = 'TRIA_RIGHT' row.prop(modifier, "expanded", text="", icon=icon, emboss=False) # TODO: Use icons rather than text label, would save some room! row.label(text=modifier.rna_type.name) row.prop(modifier, "name", text="") if modifier.use: icon = 'RESTRICT_RENDER_OFF' else: icon = 'RESTRICT_RENDER_ON' row.prop(modifier, "use", text="", icon=icon) sub = row.row(align=True) sub.operator("scene.freestyle_modifier_copy", icon='NONE', text="Copy") sub.operator("scene.freestyle_modifier_move", icon='TRIA_UP', text="").direction = 'UP' sub.operator("scene.freestyle_modifier_move", icon='TRIA_DOWN', text="").direction = 'DOWN' sub.operator("scene.freestyle_modifier_remove", icon='X', text="") def draw_modifier_common(self, box, modifier): row = box.row() row.prop(modifier, "blend", text="") row.prop(modifier, "influence") def draw_modifier_color_ramp_common(self, box, modifier, has_range): box.template_color_ramp(modifier, "color_ramp", expand=True) if has_range: row = box.row(align=True) row.prop(modifier, "range_min") row.prop(modifier, "range_max") def draw_modifier_curve_common(self, box, modifier, has_range, has_value): row = box.row() row.prop(modifier, "mapping", text="") sub = row.column() sub.prop(modifier, "invert") if modifier.mapping == 'CURVE': sub.active = False box.template_curve_mapping(modifier, "curve") if has_range: row = box.row(align=True) row.prop(modifier, "range_min") row.prop(modifier, "range_max") if has_value: row = box.row(align=True) row.prop(modifier, "value_min") row.prop(modifier, "value_max") def draw_color_modifier(self, context, modifier): layout = self.layout col = layout.column(align=True) self.draw_modifier_box_header(col.box(), modifier) if modifier.expanded: box = col.box() self.draw_modifier_common(box, modifier) if modifier.type == 'ALONG_STROKE': self.draw_modifier_color_ramp_common(box, modifier, False) elif modifier.type == 'DISTANCE_FROM_OBJECT': box.prop(modifier, "target") self.draw_modifier_color_ramp_common(box, modifier, True) prop = box.operator("scene.freestyle_fill_range_by_selection") prop.type = 'COLOR' prop.name = modifier.name elif modifier.type == 'DISTANCE_FROM_CAMERA': self.draw_modifier_color_ramp_common(box, modifier, True) prop = box.operator("scene.freestyle_fill_range_by_selection") prop.type = 'COLOR' prop.name = modifier.name elif modifier.type == 'MATERIAL': row = box.row() row.prop(modifier, "material_attr", text="") sub = row.column() sub.prop(modifier, "use_ramp") if modifier.material_attr in {'DIFF', 'SPEC'}: sub.active = True show_ramp = modifier.use_ramp else: sub.active = False show_ramp = True if show_ramp: self.draw_modifier_color_ramp_common(box, modifier, False) def draw_alpha_modifier(self, context, modifier): layout = self.layout col = layout.column(align=True) self.draw_modifier_box_header(col.box(), modifier) if modifier.expanded: box = col.box() self.draw_modifier_common(box, modifier) if modifier.type == 'ALONG_STROKE': self.draw_modifier_curve_common(box, modifier, False, False) elif modifier.type == 'DISTANCE_FROM_OBJECT': box.prop(modifier, "target") self.draw_modifier_curve_common(box, modifier, True, False) prop = box.operator("scene.freestyle_fill_range_by_selection") prop.type = 'ALPHA' prop.name = modifier.name elif modifier.type == 'DISTANCE_FROM_CAMERA': self.draw_modifier_curve_common(box, modifier, True, False) prop = box.operator("scene.freestyle_fill_range_by_selection") prop.type = 'ALPHA' prop.name = modifier.name elif modifier.type == 'MATERIAL': box.prop(modifier, "material_attr", text="") self.draw_modifier_curve_common(box, modifier, False, False) def draw_thickness_modifier(self, context, modifier): layout = self.layout col = layout.column(align=True) self.draw_modifier_box_header(col.box(), modifier) if modifier.expanded: box = col.box() self.draw_modifier_common(box, modifier) if modifier.type == 'ALONG_STROKE': self.draw_modifier_curve_common(box, modifier, False, True) elif modifier.type == 'DISTANCE_FROM_OBJECT': box.prop(modifier, "target") self.draw_modifier_curve_common(box, modifier, True, True) prop = box.operator("scene.freestyle_fill_range_by_selection") prop.type = 'THICKNESS' prop.name = modifier.name elif modifier.type == 'DISTANCE_FROM_CAMERA': self.draw_modifier_curve_common(box, modifier, True, True) prop = box.operator("scene.freestyle_fill_range_by_selection") prop.type = 'THICKNESS' prop.name = modifier.name elif modifier.type == 'MATERIAL': box.prop(modifier, "material_attr", text="") self.draw_modifier_curve_common(box, modifier, False, True) elif modifier.type == 'CALLIGRAPHY': box.prop(modifier, "orientation") row = box.row(align=True) row.prop(modifier, "min_thickness") row.prop(modifier, "max_thickness") def draw_geometry_modifier(self, context, modifier): layout = self.layout col = layout.column(align=True) self.draw_modifier_box_header(col.box(), modifier) if modifier.expanded: box = col.box() if modifier.type == 'SAMPLING': box.prop(modifier, "sampling") elif modifier.type == 'BEZIER_CURVE': box.prop(modifier, "error") elif modifier.type == 'SINUS_DISPLACEMENT': split = box.split() col = split.column() col.prop(modifier, "wavelength") col.prop(modifier, "amplitude") col = split.column() col.prop(modifier, "phase") elif modifier.type == 'SPATIAL_NOISE': split = box.split() col = split.column() col.prop(modifier, "amplitude") col.prop(modifier, "scale") col.prop(modifier, "octaves") col = split.column() col.prop(modifier, "smooth") col.prop(modifier, "pure_random") elif modifier.type == 'PERLIN_NOISE_1D': split = box.split() col = split.column() col.prop(modifier, "frequency") col.prop(modifier, "amplitude") col.prop(modifier, "seed") col = split.column() col.prop(modifier, "octaves") col.prop(modifier, "angle") elif modifier.type == 'PERLIN_NOISE_2D': split = box.split() col = split.column() col.prop(modifier, "frequency") col.prop(modifier, "amplitude") col.prop(modifier, "seed") col = split.column() col.prop(modifier, "octaves") col.prop(modifier, "angle") elif modifier.type == 'BACKBONE_STRETCHER': box.prop(modifier, "backbone_length") elif modifier.type == 'TIP_REMOVER': box.prop(modifier, "tip_length") elif modifier.type == 'POLYGONIZATION': box.prop(modifier, "error") elif modifier.type == 'GUIDING_LINES': box.prop(modifier, "offset") elif modifier.type == 'BLUEPRINT': row = box.row() row.prop(modifier, "shape", expand=True) box.prop(modifier, "rounds") row = box.row() if modifier.shape in {'CIRCLES', 'ELLIPSES'}: row.prop(modifier, "random_radius") row.prop(modifier, "random_center") elif modifier.shape == 'SQUARES': row.prop(modifier, "backbone_length") row.prop(modifier, "random_backbone") elif modifier.type == '2D_OFFSET': row = box.row(align=True) row.prop(modifier, "start") row.prop(modifier, "end") row = box.row(align=True) row.prop(modifier, "x") row.prop(modifier, "y") elif modifier.type == '2D_TRANSFORM': box.prop(modifier, "pivot") if modifier.pivot == 'PARAM': box.prop(modifier, "pivot_u") elif modifier.pivot == 'ABSOLUTE': row = box.row(align=True) row.prop(modifier, "pivot_x") row.prop(modifier, "pivot_y") row = box.row(align=True) row.prop(modifier, "scale_x") row.prop(modifier, "scale_y") box.prop(modifier, "angle") def draw(self, context): rd = context.scene.render rl = rd.layers.active lineset = rl.freestyle_settings.linesets.active layout = self.layout layout.active = rl.use_freestyle if lineset is None: return linestyle = lineset.linestyle layout.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new") row = layout.row(align=True) row.prop(linestyle, "panel", expand=True) if linestyle.panel == 'STROKES': ## Chaining layout.label(text="Chaining:") split = layout.split(align=True) # First column col = split.column() col.prop(linestyle, "use_chaining", text="Enable Chaining") sub = col.row() sub.active = linestyle.use_chaining sub.prop(linestyle, "same_object") # Second column col = split.column() col.active = linestyle.use_chaining col.prop(linestyle, "chaining", text="") if linestyle.chaining == 'SKETCHY': col.prop(linestyle, "rounds") ## Splitting layout.label(text="Splitting:") split = layout.split(align=True) # First column col = split.column() row = col.row(align=True) row.prop(linestyle, "use_min_angle", text="") sub = row.row() sub.active = linestyle.use_min_angle sub.prop(linestyle, "min_angle") row = col.row(align=True) row.prop(linestyle, "use_max_angle", text="") sub = row.row() sub.active = linestyle.use_max_angle sub.prop(linestyle, "max_angle") # Second column col = split.column() row = col.row(align=True) row.prop(linestyle, "use_split_length", text="") sub = row.row() sub.active = linestyle.use_split_length sub.prop(linestyle, "split_length", text="2D Length") row = col.row(align=True) row.prop(linestyle, "material_boundary") # End of columns row = layout.row(align=True) row.prop(linestyle, "use_split_pattern", text="") sub = row.row() sub.active = linestyle.use_split_pattern sub.prop(linestyle, "split_dash1", text="D1") sub.prop(linestyle, "split_gap1", text="G1") sub.prop(linestyle, "split_dash2", text="D2") sub.prop(linestyle, "split_gap2", text="G2") sub.prop(linestyle, "split_dash3", text="D3") sub.prop(linestyle, "split_gap3", text="G3") ## Selection layout.label(text="Selection:") split = layout.split(align=True) # First column col = split.column() row = col.row(align=True) row.prop(linestyle, "use_min_length", text="") sub = row.row() sub.active = linestyle.use_min_length sub.prop(linestyle, "min_length") # Second column col = split.column() row = col.row(align=True) row.prop(linestyle, "use_max_length", text="") sub = row.row() sub.active = linestyle.use_max_length sub.prop(linestyle, "max_length") ## Caps layout.label(text="Caps:") row = layout.row(align=True) row.prop(linestyle, "caps", expand=True) ## Dashed lines layout.label(text="Dashed Line:") row = layout.row(align=True) row.prop(linestyle, "use_dashed_line", text="") sub = row.row() sub.active = linestyle.use_dashed_line sub.prop(linestyle, "dash1", text="D1") sub.prop(linestyle, "gap1", text="G1") sub.prop(linestyle, "dash2", text="D2") sub.prop(linestyle, "gap2", text="G2") sub.prop(linestyle, "dash3", text="D3") sub.prop(linestyle, "gap3", text="G3") elif linestyle.panel == 'COLOR': col = layout.column() row = col.row() row.label(text="Base Color:") row.prop(linestyle, "color", text="") col.label(text="Modifiers:") col.operator_menu_enum("scene.freestyle_color_modifier_add", "type", text="Add Modifier") for modifier in linestyle.color_modifiers: self.draw_color_modifier(context, modifier) elif linestyle.panel == 'ALPHA': col = layout.column() row = col.row() row.label(text="Base Transparency:") row.prop(linestyle, "alpha") col.label(text="Modifiers:") col.operator_menu_enum("scene.freestyle_alpha_modifier_add", "type", text="Add Modifier") for modifier in linestyle.alpha_modifiers: self.draw_alpha_modifier(context, modifier) elif linestyle.panel == 'THICKNESS': col = layout.column() row = col.row() row.label(text="Base Thickness:") row.prop(linestyle, "thickness") row = col.row() row.prop(linestyle, "thickness_position", expand=True) row = col.row() row.prop(linestyle, "thickness_ratio") row.active = (linestyle.thickness_position == 'RELATIVE') col = layout.column() col.label(text="Modifiers:") col.operator_menu_enum("scene.freestyle_thickness_modifier_add", "type", text="Add Modifier") for modifier in linestyle.thickness_modifiers: self.draw_thickness_modifier(context, modifier) elif linestyle.panel == 'GEOMETRY': col = layout.column() col.label(text="Modifiers:") col.operator_menu_enum("scene.freestyle_geometry_modifier_add", "type", text="Add Modifier") for modifier in linestyle.geometry_modifiers: self.draw_geometry_modifier(context, modifier) elif linestyle.panel == 'MISC': pass if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)