- re-arranged UI in a way that gave far too much vert scrolling. - was added all over for simple things like making text="", layout engine should handle this. - Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
269 lines
7.7 KiB
Python
269 lines
7.7 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 rna_prop_ui import PropertyPanel
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class WorldButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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class WORLD_PT_preview(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.world) and (not rd.use_game_engine) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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self.layout.template_preview(context.world)
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class WORLD_PT_context_world(WorldButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_show_header = False
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (not rd.use_game_engine) and (rd.engine in __class__.COMPAT_ENGINES)
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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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world = context.world
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space = context.space_data
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, bpy.types.Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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_context_path = "world"
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class WORLD_PT_world(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "World"
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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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world = context.world
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row = layout.row()
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row.prop(world, "paper_sky")
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row.prop(world, "blend_sky")
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row.prop(world, "real_sky")
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row = layout.row()
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row.column().prop(world, "horizon_color")
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col = row.column()
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col.prop(world, "zenith_color")
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col.active = world.blend_sky
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row.column().prop(world, "ambient_color")
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class WORLD_PT_mist(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Mist"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.mist, "use_mist", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.active = world.mist.use_mist
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split = layout.split()
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col = split.column()
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col.prop(world.mist, "intensity", slider=True)
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col.prop(world.mist, "start")
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col = split.column()
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col.prop(world.mist, "depth")
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col.prop(world.mist, "height")
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layout.prop(world.mist, "falloff")
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class WORLD_PT_stars(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Stars"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.stars, "use_stars", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.active = world.stars.use_stars
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split = layout.split()
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col = split.column()
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col.prop(world.stars, "size")
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col.prop(world.stars, "color_randomization", text="Colors")
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col = split.column()
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col.prop(world.stars, "min_distance", text="Min. Dist")
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col.prop(world.stars, "average_separation", text="Separation")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Ambient Occlusion"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.lighting
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self.layout.prop(light, "use_ambient_occlusion", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_ambient_occlusion
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split = layout.split()
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split.prop(light, "ao_factor", text="Factor")
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split.prop(light, "ao_blend_mode", text="")
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class WORLD_PT_environment_lighting(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Environment Lighting"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.lighting
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self.layout.prop(light, "use_environment_lighting", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_environment_lighting
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split = layout.split()
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split.prop(light, "environment_energy", text="Energy")
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split.prop(light, "environment_color", text="")
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class WORLD_PT_indirect_lighting(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Indirect Lighting"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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light = context.world.lighting
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return light.gather_method == 'APPROXIMATE'
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def draw_header(self, context):
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light = context.world.lighting
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self.layout.prop(light, "use_indirect_lighting", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.lighting
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layout.active = light.use_indirect_lighting
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split = layout.split()
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split.prop(light, "indirect_factor", text="Factor")
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split.prop(light, "indirect_bounces", text="Bounces")
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class WORLD_PT_gather(WorldButtonsPanel, bpy.types.Panel):
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bl_label = "Gather"
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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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light = context.world.lighting
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layout.active = light.use_ambient_occlusion or light.use_environment_lighting or light.use_indirect_lighting
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layout.prop(light, "gather_method", expand=True)
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split = layout.split()
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col = split.column()
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col.label(text="Attenuation:")
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if light.gather_method == 'RAYTRACE':
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col.prop(light, "distance")
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col.prop(light, "falloff")
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sub = col.row()
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sub.active = light.falloff
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sub.prop(light, "falloff_strength", text="Strength")
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if light.gather_method == 'RAYTRACE':
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col = split.column()
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col.label(text="Sampling:")
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col.prop(light, "sample_method", text="")
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sub = col.column()
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sub.prop(light, "samples")
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if light.sample_method == 'ADAPTIVE_QMC':
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sub.prop(light, "threshold")
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sub.prop(light, "adapt_to_speed", slider=True)
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elif light.sample_method == 'CONSTANT_JITTERED':
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sub.prop(light, "bias")
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if light.gather_method == 'APPROXIMATE':
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col = split.column()
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col.label(text="Sampling:")
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col.prop(light, "passes")
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col.prop(light, "error_tolerance", text="Error")
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col.prop(light, "pixel_cache")
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col.prop(light, "correction")
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def register():
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pass
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def unregister():
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pass
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if __name__ == "__main__":
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register()
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