These operators build a list of all lightgroups that are used by the view layer's scene and either add all used lightgroups that are not part of the view layer yet or remove all lightgroups in the view layer that are not being used. Differential Revision: https://developer.blender.org/D14596
246 lines
7.8 KiB
Python
246 lines
7.8 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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# <pep8 compliant>
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from bpy.types import Menu, Panel, UIList
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class VIEWLAYER_UL_aov(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname):
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row = layout.row()
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split = row.split(factor=0.65)
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icon = 'NONE' if item.is_valid else 'ERROR'
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split.row().prop(item, "name", text="", icon=icon, emboss=False)
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split.row().prop(item, "type", text="", emboss=False)
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class ViewLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "view_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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return (context.engine in cls.COMPAT_ENGINES)
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class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
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bl_label = "View Layer"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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rd = scene.render
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layer = context.view_layer
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col = layout.column()
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col.prop(layer, "use", text="Use for Rendering")
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col.prop(rd, "use_single_layer", text="Render Single Layer")
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class VIEWLAYER_PT_layer_passes(ViewLayerButtonsPanel, Panel):
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bl_label = "Passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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pass
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class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
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bl_label = "Data"
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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col = layout.column()
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col.prop(view_layer, "use_pass_combined")
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col.prop(view_layer, "use_pass_z")
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col.prop(view_layer, "use_pass_mist")
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col.prop(view_layer, "use_pass_normal")
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class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
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bl_label = "Light"
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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col = layout.column(heading="Diffuse", align=True)
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col.prop(view_layer, "use_pass_diffuse_direct", text="Light")
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col.prop(view_layer, "use_pass_diffuse_color", text="Color")
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col = layout.column(heading="Specular", align=True)
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col.prop(view_layer, "use_pass_glossy_direct", text="Light")
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col.prop(view_layer, "use_pass_glossy_color", text="Color")
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col = layout.column(heading="Volume", align=True)
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col.prop(view_layer_eevee, "use_pass_volume_direct", text="Light")
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col = layout.column(heading="Other", align=True)
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col.prop(view_layer, "use_pass_emit", text="Emission")
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col.prop(view_layer, "use_pass_environment")
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col.prop(view_layer, "use_pass_shadow")
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col.prop(view_layer, "use_pass_ambient_occlusion",
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text="Ambient Occlusion")
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class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
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bl_label = "Effects"
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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col = layout.column()
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col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
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col.active = scene_eevee.use_bloom
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class ViewLayerAOVPanel(ViewLayerButtonsPanel, Panel):
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bl_label = "Shader AOV"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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row = layout.row()
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col = row.column()
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col.template_list("VIEWLAYER_UL_aov", "aovs", view_layer,
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"aovs", view_layer, "active_aov_index", rows=3)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.view_layer_add_aov", icon='ADD', text="")
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sub.operator("scene.view_layer_remove_aov", icon='REMOVE', text="")
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aov = view_layer.active_aov
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if aov and not aov.is_valid:
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layout.label(
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text="Conflicts with another render pass with the same name", icon='ERROR')
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class VIEWLAYER_PT_layer_passes_aov(ViewLayerAOVPanel):
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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class ViewLayerCryptomattePanel(ViewLayerButtonsPanel, Panel):
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bl_label = "Cryptomatte"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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col = layout.column()
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col.prop(view_layer, "use_pass_cryptomatte_object", text="Object")
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col.prop(view_layer, "use_pass_cryptomatte_material", text="Material")
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col.prop(view_layer, "use_pass_cryptomatte_asset", text="Asset")
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col = layout.column()
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col.active = any((view_layer.use_pass_cryptomatte_object,
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view_layer.use_pass_cryptomatte_material,
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view_layer.use_pass_cryptomatte_asset))
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col.prop(view_layer, "pass_cryptomatte_depth", text="Levels")
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if context.engine == 'BLENDER_EEVEE':
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col.prop(view_layer, "use_pass_cryptomatte_accurate",
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text="Accurate Mode")
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class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanel, Panel):
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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class VIEWLAYER_MT_lightgroup_sync(Menu):
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bl_label = "Lightgroup Sync"
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def draw(self, _context):
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layout = self.layout
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layout.operator("scene.view_layer_add_used_lightgroups", icon='ADD')
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layout.operator("scene.view_layer_remove_unused_lightgroups", icon='REMOVE')
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class ViewLayerLightgroupsPanel(ViewLayerButtonsPanel, Panel):
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bl_label = "Light Groups"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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row = layout.row()
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col = row.column()
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col.template_list("UI_UL_list", "lightgroups", view_layer,
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"lightgroups", view_layer, "active_lightgroup_index", rows=3)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.view_layer_add_lightgroup", icon='ADD', text="")
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sub.operator("scene.view_layer_remove_lightgroup", icon='REMOVE', text="")
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sub.separator()
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sub.menu("VIEWLAYER_MT_lightgroup_sync", icon='DOWNARROW_HLT', text="")
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class VIEWLAYER_PT_layer_passes_lightgroups(ViewLayerLightgroupsPanel):
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'CYCLES'}
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classes = (
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VIEWLAYER_MT_lightgroup_sync,
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VIEWLAYER_PT_layer,
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VIEWLAYER_PT_layer_passes,
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VIEWLAYER_PT_eevee_layer_passes_data,
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VIEWLAYER_PT_eevee_layer_passes_light,
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VIEWLAYER_PT_eevee_layer_passes_effects,
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VIEWLAYER_PT_layer_passes_cryptomatte,
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VIEWLAYER_PT_layer_passes_aov,
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VIEWLAYER_PT_layer_passes_lightgroups,
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VIEWLAYER_UL_aov,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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