Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
459 lines
14 KiB
Python
459 lines
14 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 bpy.types import (
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Menu,
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Panel,
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UIList,
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)
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from rna_prop_ui import PropertyPanel
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from .properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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class SCENE_MT_units_length_presets(Menu):
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"""Unit of measure for properties that use length values"""
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bl_label = "Unit Presets"
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preset_subdir = "units_length"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class SCENE_UL_keying_set_paths(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.KeyingSetPath)
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kspath = item
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icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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# Do not make this one editable in uiList for now...
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layout.label(text=kspath.data_path, translate=False, icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class SceneButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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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 SCENE_PT_scene(SceneButtonsPanel, Panel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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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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layout.prop(scene, "camera")
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layout.prop(scene, "background_set", text="Background")
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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row = layout.row(align=True)
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row.menu("SCENE_MT_units_length_presets", text=SCENE_MT_units_length_presets.bl_label)
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row.operator("scene.units_length_preset_add", text="", icon='ZOOMIN')
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row.operator("scene.units_length_preset_add", text="", icon='ZOOMOUT').remove_active = True
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layout.separator()
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split = layout.split(percentage=0.35)
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split.label("Length:")
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split.prop(unit, "system", text="")
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split = layout.split(percentage=0.35)
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split.label("Angle:")
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split.prop(unit, "system_rotation", text="")
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col = layout.column()
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col.enabled = unit.system != 'NONE'
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split = col.split(percentage=0.35)
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split.label("Unit Scale:")
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split.prop(unit, "scale_length", text="")
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split = col.split(percentage=0.35)
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split.row()
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split.prop(unit, "use_separate")
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class SceneKeyingSetsPanel:
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@staticmethod
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def draw_keyframing_settings(context, layout, ks, ksp):
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SceneKeyingSetsPanel._draw_keyframing_setting(
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context, layout, ks, ksp, "Needed",
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"use_insertkey_override_needed", "use_insertkey_needed",
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userpref_fallback="use_keyframe_insert_needed")
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SceneKeyingSetsPanel._draw_keyframing_setting(
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context, layout, ks, ksp, "Visual",
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"use_insertkey_override_visual", "use_insertkey_visual",
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userpref_fallback="use_visual_keying")
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SceneKeyingSetsPanel._draw_keyframing_setting(
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context, layout, ks, ksp, "XYZ to RGB",
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"use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb")
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@staticmethod
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def _draw_keyframing_setting(context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
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if ksp:
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item = ksp
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if getattr(ks, toggle_prop):
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owner = ks
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propname = prop
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else:
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owner = context.user_preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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else:
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item = ks
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owner = context.user_preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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row = layout.row(align=True)
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row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
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subrow = row.row()
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subrow.active = getattr(item, toggle_prop)
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if subrow.active:
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subrow.prop(item, prop, text=label)
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else:
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subrow.prop(owner, propname, text=label)
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class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Keying Sets"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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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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row = layout.row()
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col = row.column()
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col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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ks = scene.keying_sets.active
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if ks and ks.is_path_absolute:
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row = layout.row()
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col = row.column()
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col.prop(ks, "bl_description")
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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col = row.column()
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col.label(text="Keyframing Settings:")
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self.draw_keyframing_settings(context, col, ks, None)
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Active Keying Set"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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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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ks = scene.keying_sets.active
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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ksp = ks.paths.active
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = col.row(align=True)
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row.label(text="Array Target:")
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row.prop(ksp, "use_entire_array", text="All Items")
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if ksp.use_entire_array:
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row.label(text=" ") # padding
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else:
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row.prop(ksp, "array_index", text="Index")
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layout.separator()
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row = layout.row()
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "group_method", text="")
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if ksp.group_method == 'NAMED':
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col.prop(ksp, "group")
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col = row.column()
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col.label(text="Keyframing Settings:")
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self.draw_keyframing_settings(context, col, ks, ksp)
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class SCENE_PT_color_management(SceneButtonsPanel, Panel):
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bl_label = "Color Management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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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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col = layout.column()
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col.label(text="Display:")
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col.prop(scene.display_settings, "display_device")
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col = layout.column()
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col.separator()
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col.label(text="Render:")
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col.template_colormanaged_view_settings(scene, "view_settings")
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col = layout.column()
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col.separator()
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col.label(text="Sequencer:")
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col.prop(scene.sequencer_colorspace_settings, "name")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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bl_label = "Audio"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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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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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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col.label("Distance Model:")
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col.prop(scene, "audio_distance_model", text="")
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sub = col.column(align=True)
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sub.prop(scene, "audio_doppler_speed", text="Speed")
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sub.prop(scene, "audio_doppler_factor", text="Doppler")
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col = split.column()
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col.label("Format:")
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col.prop(ffmpeg, "audio_channels", text="")
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col.prop(ffmpeg, "audio_mixrate", text="Rate")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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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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layout.active = scene.use_gravity
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layout.prop(scene, "gravity", text="")
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class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body World"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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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def draw_header(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw is not None:
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self.layout.prop(rbw, "enabled", text="")
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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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rbw = scene.rigidbody_world
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if rbw is None:
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layout.operator("rigidbody.world_add")
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else:
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layout.operator("rigidbody.world_remove")
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col = layout.column()
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col.active = rbw.enabled
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col = col.column()
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col.prop(rbw, "group")
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col.prop(rbw, "constraints")
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split = col.split()
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col = split.column()
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col.prop(rbw, "time_scale", text="Speed")
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col.prop(rbw, "use_split_impulse")
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col = split.column()
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col.prop(rbw, "steps_per_second", text="Steps Per Second")
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col.prop(rbw, "solver_iterations", text="Solver Iterations")
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class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and scene.rigidbody_world and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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point_cache_ui(self, context, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
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class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and scene.rigidbody_world and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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effector_weights_ui(self, context, rbw.effector_weights, 'RIGID_BODY')
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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bl_label = "Simplify"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_simplify", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_simplify
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split = layout.split()
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col = split.column()
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col.label(text="Viewport:")
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col.prop(rd, "simplify_subdivision", text="Subdivision")
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col.prop(rd, "simplify_child_particles", text="Child Particles")
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col = split.column()
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col.label(text="Render:")
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col.prop(rd, "simplify_subdivision_render", text="Subdivision")
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col.prop(rd, "simplify_child_particles_render", text="Child Particles")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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_context_path = "scene"
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_property_type = bpy.types.Scene
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classes = (
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SCENE_MT_units_length_presets,
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SCENE_UL_keying_set_paths,
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SCENE_PT_scene,
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SCENE_PT_unit,
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SCENE_PT_keying_sets,
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SCENE_PT_keying_set_paths,
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SCENE_PT_color_management,
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SCENE_PT_audio,
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SCENE_PT_physics,
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SCENE_PT_rigid_body_world,
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SCENE_PT_rigid_body_cache,
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SCENE_PT_rigid_body_field_weights,
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SCENE_PT_simplify,
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SCENE_PT_custom_props,
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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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