Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
355 lines
11 KiB
Python
355 lines
11 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 Panel, Menu
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from rna_prop_ui import PropertyPanel
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class CameraButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.camera and (engine in cls.COMPAT_ENGINES)
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class CAMERA_MT_presets(Menu):
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bl_label = "Camera Presets"
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preset_subdir = "camera"
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preset_operator = "script.execute_preset"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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draw = Menu.draw_preset
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class SAFE_AREAS_MT_presets(Menu):
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bl_label = "Camera Presets"
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preset_subdir = "safe_areas"
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preset_operator = "script.execute_preset"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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draw = Menu.draw_preset
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class DATA_PT_context_camera(CameraButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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cam = context.camera
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space = context.space_data
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "data")
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split.separator()
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elif cam:
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split.template_ID(space, "pin_id")
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split.separator()
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class DATA_PT_lens(CameraButtonsPanel, Panel):
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bl_label = "Lens"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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layout.row().prop(cam, "type", expand=True)
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split = layout.split()
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col = split.column()
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if cam.type == 'PERSP':
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row = col.row()
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if cam.lens_unit == 'MILLIMETERS':
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row.prop(cam, "lens")
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elif cam.lens_unit == 'FOV':
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row.prop(cam, "angle")
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row.prop(cam, "lens_unit", text="")
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elif cam.type == 'ORTHO':
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col.prop(cam, "ortho_scale")
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elif cam.type == 'PANO':
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engine = context.engine
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if engine == 'CYCLES':
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ccam = cam.cycles
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col.prop(ccam, "panorama_type", text="Type")
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if ccam.panorama_type == 'FISHEYE_EQUIDISTANT':
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col.prop(ccam, "fisheye_fov")
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elif ccam.panorama_type == 'FISHEYE_EQUISOLID':
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row = layout.row()
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row.prop(ccam, "fisheye_lens", text="Lens")
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row.prop(ccam, "fisheye_fov")
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elif ccam.panorama_type == 'EQUIRECTANGULAR':
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row = layout.row()
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sub = row.column(align=True)
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sub.prop(ccam, "latitude_min")
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sub.prop(ccam, "latitude_max")
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sub = row.column(align=True)
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sub.prop(ccam, "longitude_min")
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sub.prop(ccam, "longitude_max")
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elif engine in {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}:
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row = col.row()
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if cam.lens_unit == 'MILLIMETERS':
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row.prop(cam, "lens")
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elif cam.lens_unit == 'FOV':
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row.prop(cam, "angle")
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row.prop(cam, "lens_unit", text="")
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Shift:")
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col.prop(cam, "shift_x", text="X")
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col.prop(cam, "shift_y", text="Y")
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col = split.column(align=True)
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col.label(text="Clipping:")
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col.prop(cam, "clip_start", text="Start")
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col.prop(cam, "clip_end", text="End")
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class DATA_PT_camera_stereoscopy(CameraButtonsPanel, Panel):
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bl_label = "Stereoscopy"
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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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render = context.scene.render
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return (super().poll(context) and render.use_multiview and
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render.views_format == 'STEREO_3D')
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def draw(self, context):
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layout = self.layout
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view_render = context.scene.view_render
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st = context.camera.stereo
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cam = context.camera
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is_spherical_stereo = cam.type != 'ORTHO' and view_render.use_spherical_stereo
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use_spherical_stereo = is_spherical_stereo and st.use_spherical_stereo
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col = layout.column()
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col.row().prop(st, "convergence_mode", expand=True)
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sub = col.column()
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sub.active = st.convergence_mode != 'PARALLEL'
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sub.prop(st, "convergence_distance")
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col.prop(st, "interocular_distance")
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if is_spherical_stereo:
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col.separator()
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row = col.row()
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row.prop(st, "use_spherical_stereo")
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sub = row.row()
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sub.active = st.use_spherical_stereo
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sub.prop(st, "use_pole_merge")
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row = col.row(align=True)
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row.active = st.use_pole_merge
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row.prop(st, "pole_merge_angle_from")
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row.prop(st, "pole_merge_angle_to")
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col.label(text="Pivot:")
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row = col.row()
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row.active = not use_spherical_stereo
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row.prop(st, "pivot", expand=True)
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class DATA_PT_camera(CameraButtonsPanel, Panel):
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bl_label = "Camera"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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row = layout.row(align=True)
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row.menu("CAMERA_MT_presets", text=bpy.types.CAMERA_MT_presets.bl_label)
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row.operator("camera.preset_add", text="", icon='ZOOMIN')
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row.operator("camera.preset_add", text="", icon='ZOOMOUT').remove_active = True
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layout.label(text="Sensor:")
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split = layout.split()
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col = split.column(align=True)
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if cam.sensor_fit == 'AUTO':
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col.prop(cam, "sensor_width", text="Size")
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else:
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sub = col.column(align=True)
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sub.active = cam.sensor_fit == 'HORIZONTAL'
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sub.prop(cam, "sensor_width", text="Width")
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sub = col.column(align=True)
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sub.active = cam.sensor_fit == 'VERTICAL'
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sub.prop(cam, "sensor_height", text="Height")
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col = split.column(align=True)
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col.prop(cam, "sensor_fit", text="")
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class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
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bl_label = "Depth of Field"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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dof_options = cam.gpu_dof
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split = layout.split()
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col = split.column()
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col.label(text="Focus:")
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col.prop(cam, "dof_object", text="")
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sub = col.column()
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sub.active = (cam.dof_object is None)
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sub.prop(cam, "dof_distance", text="Distance")
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if context.engine == 'BLENDER_EEVEE':
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col = split.column(align=True)
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col.label("Aperture:")
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engine = context.engine
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sub = col.column(align=True)
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sub.prop(dof_options, "fstop")
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sub.prop(dof_options, "blades")
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sub.prop(dof_options, "rotation")
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sub.prop(dof_options, "ratio")
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else:
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hq_support = dof_options.is_hq_supported
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col = split.column(align=True)
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col.label("Viewport:")
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sub = col.column()
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sub.active = hq_support
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sub.prop(dof_options, "use_high_quality")
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col.prop(dof_options, "fstop")
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if dof_options.use_high_quality and hq_support:
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col.prop(dof_options, "blades")
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class DATA_PT_camera_display(CameraButtonsPanel, Panel):
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bl_label = "Display"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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split = layout.split()
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col = split.column()
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col.prop(cam, "show_limits", text="Limits")
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col.prop(cam, "show_mist", text="Mist")
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col.prop(cam, "show_sensor", text="Sensor")
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col.prop(cam, "show_name", text="Name")
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col = split.column()
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col.prop_menu_enum(cam, "show_guide")
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col.separator()
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col.prop(cam, "draw_size", text="Size")
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col.separator()
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col.prop(cam, "show_passepartout", text="Passepartout")
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sub = col.column()
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sub.active = cam.show_passepartout
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sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True)
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class DATA_PT_camera_safe_areas(CameraButtonsPanel, Panel):
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bl_label = "Safe Areas"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw_header(self, context):
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cam = context.camera
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self.layout.prop(cam, "show_safe_areas", text="")
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def draw(self, context):
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layout = self.layout
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safe_data = context.scene.safe_areas
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camera = context.camera
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draw_display_safe_settings(layout, safe_data, camera)
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class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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_context_path = "object.data"
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_property_type = bpy.types.Camera
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def draw_display_safe_settings(layout, safe_data, settings):
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show_safe_areas = settings.show_safe_areas
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show_safe_center = settings.show_safe_center
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split = layout.split()
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col = split.column()
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row = col.row(align=True)
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row.menu("SAFE_AREAS_MT_presets", text=bpy.types.SAFE_AREAS_MT_presets.bl_label)
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row.operator("safe_areas.preset_add", text="", icon='ZOOMIN')
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row.operator("safe_areas.preset_add", text="", icon='ZOOMOUT').remove_active = True
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col = split.column()
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col.prop(settings, "show_safe_center", text="Center-Cut Safe Areas")
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split = layout.split()
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col = split.column()
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col.active = show_safe_areas
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col.prop(safe_data, "title", slider=True)
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col.prop(safe_data, "action", slider=True)
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col = split.column()
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col.active = show_safe_areas and show_safe_center
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col.prop(safe_data, "title_center", slider=True)
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col.prop(safe_data, "action_center", slider=True)
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classes = (
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CAMERA_MT_presets,
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SAFE_AREAS_MT_presets,
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DATA_PT_context_camera,
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DATA_PT_lens,
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DATA_PT_camera,
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DATA_PT_camera_stereoscopy,
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DATA_PT_camera_dof,
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DATA_PT_camera_display,
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DATA_PT_camera_safe_areas,
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DATA_PT_custom_props_camera,
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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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