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blender-archive/release/scripts/startup/bl_ui/properties_world.py
Clément Foucault 814f360c83 UI: Unhide the world mist panel if the mist pass is not enabled
This makes no sense to hide it since we can nowadays preview it inside the
viewport even if the render pass is not enabled.
2022-06-28 18:48:39 +02:00

165 lines
4.4 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input
class WorldButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.world and context.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
if scene:
layout.template_ID(scene, "world", new="world.new")
elif world:
layout.template_ID(space, "pin_id")
class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.world and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
world = context.world
col = layout.column(align=True)
col.prop(world.mist_settings, "start")
col.prop(world.mist_settings, "depth")
col = layout.column()
col.prop(world.mist_settings, "falloff")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "world"
_property_type = bpy.types.World
class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
bl_label = "Surface"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.world and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
layout.prop(world, "use_nodes", icon='NODETREE')
layout.separator()
layout.use_property_split = True
if world.use_nodes:
ntree = world.node_tree
node = ntree.get_output_node('EEVEE')
if node:
input = find_node_input(node, 'Surface')
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
else:
layout.prop(world, "color")
class EEVEE_WORLD_PT_volume(WorldButtonsPanel, Panel):
bl_label = "Volume"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
world = context.world
return world and world.use_nodes and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
ntree = world.node_tree
node = ntree.get_output_node('EEVEE')
layout.use_property_split = True
if node:
input = find_node_input(node, 'Volume')
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
class WORLD_PT_viewport_display(WorldButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
return context.world
def draw(self, context):
layout = self.layout
layout.use_property_split = True
world = context.world
layout.prop(world, "color")
classes = (
WORLD_PT_context_world,
EEVEE_WORLD_PT_surface,
EEVEE_WORLD_PT_volume,
EEVEE_WORLD_PT_mist,
WORLD_PT_viewport_display,
WORLD_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)