forked from bartvdbraak/blender
e22c52af16
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around). Also fix similar issue in main list of render layers (Py UI code! :P ).
172 lines
5.5 KiB
Python
172 lines
5.5 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.label(layer.name, icon_value=icon, translate=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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row.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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rl = rd.layers.active
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if rl:
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row.prop(rl, "name")
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row.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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bl_options = {'DEFAULT_CLOSED'}
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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_edge_enhance")
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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 = "Render 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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