2009-11-01 15:21:20 +00:00
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# ##### 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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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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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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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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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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2010-02-12 13:34:04 +00:00
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-01 15:21:20 +00:00
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#
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# ##### END GPL LICENSE BLOCK #####
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2009-10-31 20:16:59 +00:00
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2009-10-31 23:35:56 +00:00
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# <pep8 compliant>
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2009-04-27 18:05:58 +00:00
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import bpy
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2011-11-11 03:28:46 +00:00
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from bpy.types import Panel, Menu
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2010-01-08 08:54:41 +00:00
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from rna_prop_ui import PropertyPanel
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2009-11-14 13:35:44 +00:00
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2011-09-20 18:29:19 +00:00
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2015-01-29 15:35:06 +11:00
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class CameraButtonsPanel:
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2009-10-31 19:31:45 +00:00
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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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2010-08-09 01:37:09 +00:00
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return context.camera and (engine in cls.COMPAT_ENGINES)
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2009-10-31 23:35:56 +00:00
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2011-11-11 03:28:46 +00:00
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class CAMERA_MT_presets(Menu):
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2011-11-04 14:36:06 +00:00
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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'}
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2011-11-11 03:28:46 +00:00
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draw = Menu.draw_preset
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2011-11-04 14:36:06 +00:00
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2015-01-19 16:30:35 +11:00
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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'}
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draw = Menu.draw_preset
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2011-08-12 06:57:00 +00:00
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class DATA_PT_context_camera(CameraButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = ""
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2010-08-26 01:05:37 +00:00
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bl_options = {'HIDE_HEADER'}
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2010-04-19 11:24:22 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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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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2010-08-06 15:17:44 +00:00
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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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UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
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2009-10-31 23:35:56 +00:00
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2011-11-04 14:36:06 +00:00
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class DATA_PT_lens(CameraButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Lens"
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2010-04-19 11:24:22 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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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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2010-08-06 15:17:44 +00:00
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layout.prop(cam, "type", expand=True)
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2009-10-31 19:31:45 +00:00
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2009-11-12 21:44:35 +00:00
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split = layout.split()
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2009-11-14 13:35:44 +00:00
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2009-11-12 21:44:35 +00:00
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col = split.column()
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2009-10-31 19:31:45 +00:00
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if cam.type == 'PERSP':
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2011-11-04 14:36:06 +00:00
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row = col.row()
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2009-10-31 19:31:45 +00:00
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if cam.lens_unit == 'MILLIMETERS':
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2011-11-04 14:36:06 +00:00
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row.prop(cam, "lens")
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2012-12-31 14:52:55 +00:00
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elif cam.lens_unit == 'FOV':
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2011-11-04 14:36:06 +00:00
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row.prop(cam, "angle")
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row.prop(cam, "lens_unit", text="")
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2009-10-31 19:31:45 +00:00
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elif cam.type == 'ORTHO':
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2009-11-23 00:27:30 +00:00
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col.prop(cam, "ortho_scale")
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2009-10-31 19:31:45 +00:00
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2012-05-04 16:20:51 +00:00
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elif cam.type == 'PANO':
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2012-11-05 08:19:58 +00:00
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engine = context.scene.render.engine
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if engine == 'CYCLES':
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2012-05-04 16:20:51 +00:00
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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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2015-01-14 23:14:45 +05:00
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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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2015-01-29 15:35:06 +11:00
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sub.prop(ccam, "latitude_min")
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sub.prop(ccam, "latitude_max")
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2015-01-14 23:14:45 +05:00
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sub = row.column(align=True)
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2015-01-29 15:35:06 +11:00
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sub.prop(ccam, "longitude_min")
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sub.prop(ccam, "longitude_max")
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2012-11-05 08:19:58 +00:00
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elif engine == 'BLENDER_RENDER':
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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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2014-03-10 19:42:10 +09:00
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elif cam.lens_unit == 'FOV':
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2012-11-05 08:19:58 +00:00
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row.prop(cam, "angle")
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row.prop(cam, "lens_unit", text="")
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2009-10-31 19:31:45 +00:00
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split = layout.split()
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col = split.column(align=True)
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2011-09-21 15:18:38 +00:00
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col.label(text="Shift:")
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2009-11-23 00:27:30 +00:00
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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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2009-10-31 19:31:45 +00:00
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2011-11-04 18:10:50 +00:00
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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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2009-10-31 19:31:45 +00:00
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2011-11-08 01:32:34 +00:00
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2015-04-06 10:40:12 -03:00
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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'}
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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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2015-04-22 16:26:00 +10:00
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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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2015-04-06 10:40:12 -03:00
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def draw(self, context):
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layout = self.layout
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Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
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render = context.scene.render
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2015-04-06 10:40:12 -03:00
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st = context.camera.stereo
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Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
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cam = context.camera
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is_spherical_stereo = cam.type != 'ORTHO' and render.use_spherical_stereo
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use_spherical_stereo = is_spherical_stereo and st.use_spherical_stereo
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2015-04-06 10:40:12 -03:00
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col = layout.column()
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col.row().prop(st, "convergence_mode", expand=True)
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2015-06-29 10:24:25 -03:00
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sub = col.column()
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2015-07-03 01:10:56 -03:00
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sub.active = st.convergence_mode != 'PARALLEL'
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2015-06-29 10:24:25 -03:00
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sub.prop(st, "convergence_distance")
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2015-04-06 10:40:12 -03:00
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col.prop(st, "interocular_distance")
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|
Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
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if is_spherical_stereo:
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col.separator()
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col.prop(st, "use_spherical_stereo")
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2015-04-06 10:40:12 -03:00
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col.label(text="Pivot:")
|
Multi-View: Cycles - Spherical Stereo support (VR Panoramas)
This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
2016-03-10 09:28:29 -03:00
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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)
|
2015-04-06 10:40:12 -03:00
|
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2011-11-04 14:36:06 +00:00
|
|
|
class DATA_PT_camera(CameraButtonsPanel, Panel):
|
|
|
|
bl_label = "Camera"
|
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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2011-11-08 01:32:34 +00:00
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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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2011-11-04 14:36:06 +00:00
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layout.label(text="Sensor:")
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2009-10-31 19:31:45 +00:00
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2009-11-12 21:44:35 +00:00
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split = layout.split()
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2009-11-14 13:35:44 +00:00
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2011-11-04 14:36:06 +00:00
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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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2013-08-23 20:41:21 +00:00
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sub = col.column(align=True)
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2012-11-21 19:08:27 +00:00
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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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2013-08-23 20:41:21 +00:00
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sub = col.column(align=True)
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2012-11-21 19:08:27 +00:00
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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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2010-08-06 15:17:44 +00:00
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2011-11-04 14:36:06 +00:00
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col = split.column(align=True)
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col.prop(cam, "sensor_fit", text="")
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2011-11-04 15:21:34 +00:00
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2011-11-08 01:32:34 +00:00
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2011-11-04 18:10:50 +00:00
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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'}
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2009-10-31 19:31:45 +00:00
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2011-11-04 18:10:50 +00:00
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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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2015-02-12 18:54:41 +01:00
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dof_options = cam.gpu_dof
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2011-11-04 18:10:50 +00:00
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split = layout.split()
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col = split.column()
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2015-02-28 17:26:05 +11:00
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col.label(text="Focus:")
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col.prop(cam, "dof_object", text="")
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2015-02-12 19:35:32 +01:00
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sub = col.column()
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2015-03-20 04:00:05 +11:00
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sub.active = (cam.dof_object is None)
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2015-02-12 19:35:32 +01:00
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sub.prop(cam, "dof_distance", text="Distance")
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2009-10-31 23:35:56 +00:00
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2015-03-30 12:47:37 +02:00
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hq_support = dof_options.is_hq_supported
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2015-03-23 12:48:09 +01:00
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col = split.column(align=True)
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col.label("Viewport:")
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2015-03-30 12:47:37 +02:00
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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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2015-03-23 12:48:09 +01:00
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col.prop(dof_options, "fstop")
|
2015-03-30 12:47:37 +02:00
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if dof_options.use_high_quality and hq_support:
|
2015-03-20 04:00:05 +11:00
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col.prop(dof_options, "blades")
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|
2011-11-08 01:32:34 +00:00
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2011-08-12 06:57:00 +00:00
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class DATA_PT_camera_display(CameraButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
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bl_label = "Display"
|
2010-04-19 11:24:22 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
2009-10-31 19:31:45 +00:00
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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()
|
2011-09-21 15:18:38 +00:00
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col.prop(cam, "show_limits", text="Limits")
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col.prop(cam, "show_mist", text="Mist")
|
2015-01-19 16:30:35 +11:00
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|
2011-11-04 14:36:06 +00:00
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col.prop(cam, "show_sensor", text="Sensor")
|
2011-09-21 15:18:38 +00:00
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col.prop(cam, "show_name", text="Name")
|
2009-10-31 19:31:45 +00:00
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|
2010-08-06 15:17:44 +00:00
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|
|
col = split.column()
|
2011-11-04 14:36:06 +00:00
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col.prop_menu_enum(cam, "show_guide")
|
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|
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col.separator()
|
2011-09-21 15:18:38 +00:00
|
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col.prop(cam, "draw_size", text="Size")
|
2009-11-23 00:27:30 +00:00
|
|
|
col.separator()
|
2011-09-21 15:18:38 +00:00
|
|
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col.prop(cam, "show_passepartout", text="Passepartout")
|
2009-10-31 19:31:45 +00:00
|
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|
sub = col.column()
|
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|
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sub.active = cam.show_passepartout
|
2011-09-21 15:18:38 +00:00
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sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True)
|
2009-09-27 11:00:35 +00:00
|
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|
2010-01-08 08:54:41 +00:00
|
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|
2015-01-19 16:30:35 +11:00
|
|
|
class DATA_PT_camera_safe_areas(CameraButtonsPanel, Panel):
|
|
|
|
bl_label = "Safe Areas"
|
|
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
|
|
|
|
def draw_header(self, context):
|
|
|
|
cam = context.camera
|
|
|
|
|
|
|
|
self.layout.prop(cam, "show_safe_areas", text="")
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
2015-01-27 17:46:07 +11:00
|
|
|
safe_data = context.scene.safe_areas
|
|
|
|
camera = context.camera
|
2015-01-19 16:30:35 +11:00
|
|
|
|
2015-01-27 17:46:07 +11:00
|
|
|
draw_display_safe_settings(layout, safe_data, camera)
|
2015-01-19 16:30:35 +11:00
|
|
|
|
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
|
2010-08-12 19:36:10 +00:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
_context_path = "object.data"
|
2010-12-17 10:33:28 +00:00
|
|
|
_property_type = bpy.types.Camera
|
2011-04-04 10:13:04 +00:00
|
|
|
|
2015-01-19 16:30:35 +11:00
|
|
|
|
2015-01-27 17:46:07 +11:00
|
|
|
def draw_display_safe_settings(layout, safe_data, settings):
|
2015-01-19 16:30:35 +11:00
|
|
|
show_safe_areas = settings.show_safe_areas
|
|
|
|
show_safe_center = settings.show_safe_center
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
row = col.row(align=True)
|
|
|
|
row.menu("SAFE_AREAS_MT_presets", text=bpy.types.SAFE_AREAS_MT_presets.bl_label)
|
|
|
|
row.operator("safe_areas.preset_add", text="", icon='ZOOMIN')
|
|
|
|
row.operator("safe_areas.preset_add", text="", icon='ZOOMOUT').remove_active = True
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.prop(settings, "show_safe_center", text="Center-Cut Safe Areas")
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
|
|
col.active = show_safe_areas
|
|
|
|
col.prop(safe_data, "title", slider=True)
|
|
|
|
col.prop(safe_data, "action", slider=True)
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.active = show_safe_areas and show_safe_center
|
|
|
|
col.prop(safe_data, "title_center", slider=True)
|
|
|
|
col.prop(safe_data, "action_center", slider=True)
|
|
|
|
|
|
|
|
|
2011-04-04 10:13:04 +00:00
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
|
|
bpy.utils.register_module(__name__)
|