forked from bartvdbraak/blender
afe475b55b
This brings back the single bounce indirect diffuse lighting for AAO, it's not integrated well but that will be tackled later as part of shading system refactor and subdivision changes. The caveats are the same as AAO, with one extra thing, the diffuse lighting is sampled once per face, so it will not be accurate unless faces are subdivided. I'm committing this now so we can start testing it for Durian, and since changes need to make it work properly are planned.
234 lines
6.7 KiB
Python
234 lines
6.7 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 WorldButtonsPanel(bpy.types.Panel):
|
|
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
|
|
|
|
def poll(self, context):
|
|
rd = context.scene.render_data
|
|
return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
|
|
|
|
|
|
class WORLD_PT_preview(WorldButtonsPanel):
|
|
bl_label = "Preview"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
self.layout.template_preview(context.world)
|
|
|
|
|
|
class WORLD_PT_context_world(WorldButtonsPanel):
|
|
bl_label = ""
|
|
bl_show_header = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
rd = context.scene.render_data
|
|
return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
scene = context.scene
|
|
world = context.world
|
|
space = context.space_data
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
|
|
if wide_ui:
|
|
split = layout.split(percentage=0.65)
|
|
if scene:
|
|
split.template_ID(scene, "world", new="world.new")
|
|
elif world:
|
|
split.template_ID(space, "pin_id")
|
|
else:
|
|
layout.template_ID(scene, "world", new="world.new")
|
|
|
|
|
|
class WORLD_PT_world(WorldButtonsPanel):
|
|
bl_label = "World"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wide_ui = context.region.width > narrowui
|
|
world = context.world
|
|
|
|
if wide_ui:
|
|
row = layout.row()
|
|
row.prop(world, "paper_sky")
|
|
row.prop(world, "blend_sky")
|
|
row.prop(world, "real_sky")
|
|
else:
|
|
col = layout.column()
|
|
col.prop(world, "paper_sky")
|
|
col.prop(world, "blend_sky")
|
|
col.prop(world, "real_sky")
|
|
|
|
row = layout.row()
|
|
row.column().prop(world, "horizon_color")
|
|
col = row.column()
|
|
col.prop(world, "zenith_color")
|
|
col.active = world.blend_sky
|
|
row.column().prop(world, "ambient_color")
|
|
|
|
|
|
class WORLD_PT_mist(WorldButtonsPanel):
|
|
bl_label = "Mist"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw_header(self, context):
|
|
world = context.world
|
|
|
|
self.layout.prop(world.mist, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wide_ui = context.region.width > narrowui
|
|
world = context.world
|
|
|
|
layout.active = world.mist.enabled
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(world.mist, "intensity", slider=True)
|
|
col.prop(world.mist, "start")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(world.mist, "depth")
|
|
col.prop(world.mist, "height")
|
|
|
|
layout.prop(world.mist, "falloff")
|
|
|
|
|
|
class WORLD_PT_stars(WorldButtonsPanel):
|
|
bl_label = "Stars"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw_header(self, context):
|
|
world = context.world
|
|
|
|
self.layout.prop(world.stars, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wide_ui = context.region.width > narrowui
|
|
world = context.world
|
|
|
|
layout.active = world.stars.enabled
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(world.stars, "size")
|
|
col.prop(world.stars, "color_randomization", text="Colors")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(world.stars, "min_distance", text="Min. Dist")
|
|
col.prop(world.stars, "average_separation", text="Separation")
|
|
|
|
|
|
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
|
|
bl_label = "Ambient Occlusion"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw_header(self, context):
|
|
world = context.world
|
|
|
|
self.layout.prop(world.ambient_occlusion, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
wide_ui = context.region.width > narrowui
|
|
ao = context.world.ambient_occlusion
|
|
|
|
layout.active = ao.enabled
|
|
|
|
layout.prop(ao, "gather_method", expand=True)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Attenuation:")
|
|
if ao.gather_method == 'RAYTRACE':
|
|
col.prop(ao, "distance")
|
|
col.prop(ao, "falloff")
|
|
sub = col.row()
|
|
sub.active = ao.falloff
|
|
sub.prop(ao, "falloff_strength", text="Strength")
|
|
|
|
if ao.gather_method == 'RAYTRACE':
|
|
if wide_ui:
|
|
col = split.column()
|
|
|
|
col.label(text="Sampling:")
|
|
col.prop(ao, "sample_method", text="")
|
|
|
|
sub = col.column()
|
|
sub.prop(ao, "samples")
|
|
|
|
if ao.sample_method == 'ADAPTIVE_QMC':
|
|
sub.prop(ao, "threshold")
|
|
sub.prop(ao, "adapt_to_speed", slider=True)
|
|
elif ao.sample_method == 'CONSTANT_JITTERED':
|
|
sub.prop(ao, "bias")
|
|
|
|
if ao.gather_method == 'APPROXIMATE':
|
|
if wide_ui:
|
|
col = split.column()
|
|
|
|
col.label(text="Sampling:")
|
|
col.prop(ao, "passes")
|
|
col.prop(ao, "error_tolerance", text="Error")
|
|
col.prop(ao, "pixel_cache")
|
|
col.prop(ao, "correction")
|
|
|
|
col = layout.column()
|
|
col.label(text="Influence:")
|
|
|
|
col.row().prop(ao, "blend_mode", expand=True)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(ao, "energy")
|
|
col.prop(ao, "indirect_energy")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(ao, "color")
|
|
|
|
bpy.types.register(WORLD_PT_context_world)
|
|
bpy.types.register(WORLD_PT_preview)
|
|
bpy.types.register(WORLD_PT_world)
|
|
bpy.types.register(WORLD_PT_ambient_occlusion)
|
|
bpy.types.register(WORLD_PT_mist)
|
|
bpy.types.register(WORLD_PT_stars)
|