forked from bartvdbraak/blender
Brecht Van Lommel
fab96b5913
It was never the intention to have these separate, and now that we can rename directly in the list there is no more need for them.
167 lines
5.4 KiB
Python
167 lines
5.4 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# 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.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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class RenderLayerButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render_layer"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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class RENDERLAYER_UL_renderlayers(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.SceneRenderLayer)
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layer = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
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layout.prop(layer, "use", text="", index=index)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer List"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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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rd = scene.render
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row = layout.row()
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col = row.column()
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col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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col.prop(rd, "use_single_layer", text="", icon_only=True)
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class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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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rd = scene.render
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rl = rd.layers.active
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split = layout.split()
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col = split.column()
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col.prop(scene, "layers", text="Scene")
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col.label(text="")
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col.prop(rl, "light_override", text="Light")
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col.prop(rl, "material_override", text="Material")
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col = split.column()
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col.prop(rl, "layers", text="Layer")
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col.prop(rl, "layers_zmask", text="Mask Layer")
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layout.separator()
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layout.label(text="Include:")
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split = layout.split()
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col = split.column()
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col.prop(rl, "use_zmask")
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row = col.row()
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row.prop(rl, "invert_zmask", text="Negate")
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row.active = rl.use_zmask
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col.prop(rl, "use_all_z")
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col = split.column()
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col.prop(rl, "use_solid")
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col.prop(rl, "use_halo")
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col.prop(rl, "use_ztransp")
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col = split.column()
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col.prop(rl, "use_sky")
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col.prop(rl, "use_strand")
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if bpy.app.build_options.freestyle:
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row = col.row()
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row.prop(rl, "use_freestyle")
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row.active = rd.use_freestyle
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class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel):
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bl_label = "Passes"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_pass_type_buttons(self, box, rl, pass_type):
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# property names
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use_pass_type = "use_pass_" + pass_type
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exclude_pass_type = "exclude_" + pass_type
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# draw pass type buttons
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row = box.row()
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row.prop(rl, use_pass_type)
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row.prop(rl, exclude_pass_type, text="")
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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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rd = scene.render
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rl = rd.layers.active
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split = layout.split()
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col = split.column()
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col.prop(rl, "use_pass_combined")
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col.prop(rl, "use_pass_z")
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col.prop(rl, "use_pass_vector")
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col.prop(rl, "use_pass_normal")
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col.prop(rl, "use_pass_uv")
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col.prop(rl, "use_pass_mist")
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col.prop(rl, "use_pass_object_index")
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col.prop(rl, "use_pass_material_index")
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col.prop(rl, "use_pass_color")
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col = split.column()
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col.prop(rl, "use_pass_diffuse")
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self.draw_pass_type_buttons(col, rl, "specular")
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self.draw_pass_type_buttons(col, rl, "shadow")
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self.draw_pass_type_buttons(col, rl, "emit")
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self.draw_pass_type_buttons(col, rl, "ambient_occlusion")
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self.draw_pass_type_buttons(col, rl, "environment")
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self.draw_pass_type_buttons(col, rl, "indirect")
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self.draw_pass_type_buttons(col, rl, "reflection")
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self.draw_pass_type_buttons(col, rl, "refraction")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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