blender/release/scripts/ui/properties_world.py
Brecht Van Lommel afe475b55b Approximate AO: Diffuse Bounce Hack
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.
2009-11-30 18:42:13 +00:00

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)