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blender-archive/release/scripts/startup/bl_ui/properties_view_layer.py
Lukas Stockner 2e77a8f974 Render: Add operators to add all used or remove all unused lightgroups
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
2022-04-10 18:45:16 +02:00

246 lines
7.8 KiB
Python

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