
Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
243 lines
7.9 KiB
Python
243 lines
7.9 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, UIList
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class RenderLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render_layer"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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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.render.engine in cls.COMPAT_ENGINES)
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class RENDERLAYER_UL_renderlayers(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.SceneRenderLayer)
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layer = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
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layout.prop(layer, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer List"
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bl_options = {'HIDE_HEADER'}
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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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scene = context.scene
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rd = scene.render
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if rd.engine == 'BLENDER_GAME':
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layout.label("Not available in the Game Engine")
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return
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row = layout.row()
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col = row.column()
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col.template_list("RENDERLAYER_UL_renderlayers", "", rd, "layers", rd.layers, "active_index", rows=2)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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col.prop(rd, "use_single_layer", icon_only=True)
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class RENDERLAYER_PT_layer_options(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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rl = rd.layers.active
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split = layout.split()
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col = split.column()
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col.prop(scene, "layers", text="Scene")
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col.label(text="")
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col.prop(rl, "light_override", text="Lights")
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col.prop(rl, "material_override", text="Material")
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col = split.column()
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col.prop(rl, "layers", text="Layer")
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col.prop(rl, "layers_zmask", text="Mask Layer")
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layout.separator()
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layout.label(text="Include:")
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split = layout.split()
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col = split.column()
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col.prop(rl, "use_zmask")
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row = col.row()
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row.prop(rl, "invert_zmask", text="Negate")
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row.active = rl.use_zmask
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col.prop(rl, "use_all_z")
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col = split.column()
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col.prop(rl, "use_solid")
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col.prop(rl, "use_halo")
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col.prop(rl, "use_ztransp")
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col = split.column()
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col.prop(rl, "use_sky")
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col.prop(rl, "use_edge_enhance")
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col.prop(rl, "use_strand")
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if bpy.app.build_options.freestyle:
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row = col.row()
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row.prop(rl, "use_freestyle")
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row.active = rd.use_freestyle
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class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel):
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bl_label = "Passes"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def draw_pass_type_buttons(box, rl, pass_type):
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# property names
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use_pass_type = "use_pass_" + pass_type
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exclude_pass_type = "exclude_" + pass_type
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# draw pass type buttons
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row = box.row()
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row.prop(rl, use_pass_type)
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row.prop(rl, exclude_pass_type, 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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rd = scene.render
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rl = rd.layers.active
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split = layout.split()
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col = split.column()
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col.prop(rl, "use_pass_combined")
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col.prop(rl, "use_pass_z")
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col.prop(rl, "use_pass_vector")
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col.prop(rl, "use_pass_normal")
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col.prop(rl, "use_pass_uv")
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col.prop(rl, "use_pass_mist")
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col.prop(rl, "use_pass_object_index")
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col.prop(rl, "use_pass_material_index")
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col.prop(rl, "use_pass_color")
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col = split.column()
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col.prop(rl, "use_pass_diffuse")
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self.draw_pass_type_buttons(col, rl, "specular")
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self.draw_pass_type_buttons(col, rl, "shadow")
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self.draw_pass_type_buttons(col, rl, "emit")
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self.draw_pass_type_buttons(col, rl, "ambient_occlusion")
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self.draw_pass_type_buttons(col, rl, "environment")
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self.draw_pass_type_buttons(col, rl, "indirect")
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self.draw_pass_type_buttons(col, rl, "reflection")
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self.draw_pass_type_buttons(col, rl, "refraction")
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class RENDERLAYER_UL_renderviews(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.SceneRenderView)
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view = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if view.name in {'left', 'right'}:
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layout.label(view.name, icon_value=icon + (not view.use))
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else:
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layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
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layout.prop(view, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon + (not view.use))
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class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
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bl_label = "Views"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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bl_options = {'DEFAULT_CLOSED'}
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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_multiview", 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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rd = scene.render
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rv = rd.views.active
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layout.active = rd.use_multiview
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basic_stereo = rd.views_format == 'STEREO_3D'
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row = layout.row()
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row.prop(rd, "views_format", expand=True)
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if basic_stereo:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
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row = layout.row()
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row.label(text="File Suffix:")
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row.prop(rv, "file_suffix", text="")
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else:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_view_add", icon='ZOOMIN', text="")
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col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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row.label(text="Camera Suffix:")
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row.prop(rv, "camera_suffix", text="")
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classes = (
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RENDERLAYER_UL_renderlayers,
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RENDERLAYER_PT_layers,
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RENDERLAYER_PT_layer_options,
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RENDERLAYER_PT_layer_passes,
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RENDERLAYER_UL_renderviews,
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RENDERLAYER_PT_views,
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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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