172 lines
5.8 KiB
Python
172 lines
5.8 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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from bpy.types import Panel
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class ViewLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "view_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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return (context.engine in cls.COMPAT_ENGINES)
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class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
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bl_label = "View Layer"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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layout.use_property_split = True
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scene = context.scene
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rd = scene.render
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layer = context.view_layer
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col = flow.column()
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col.prop(layer, "use", text="Use for Rendering")
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col = flow.column()
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col.prop(rd, "use_single_layer", text="Render Single Layer")
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class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
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bl_label = "Passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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pass
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class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
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bl_label = "Data"
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bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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rd = scene.render
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view_layer = context.view_layer
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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col = flow.column()
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col.prop(view_layer, "use_pass_combined")
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col = flow.column()
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col.prop(view_layer, "use_pass_z")
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col = flow.column()
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col.prop(view_layer, "use_pass_mist")
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col = flow.column()
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col.prop(view_layer, "use_pass_normal")
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class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
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bl_label = "Light"
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bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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split = layout.split(factor=0.35)
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split.use_property_split = False
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split.label(text="Diffuse")
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row = split.row(align=True)
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row.prop(view_layer, "use_pass_diffuse_direct", text="Light", toggle=True)
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row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
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split = layout.split(factor=0.35)
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split.use_property_split = False
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split.label(text="Specular")
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row = split.row(align=True)
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row.prop(view_layer, "use_pass_glossy_direct", text="Light", toggle=True)
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row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
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split = layout.split(factor=0.35)
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split.use_property_split = False
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split.label(text="Volume")
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row = split.row(align=True)
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row.prop(view_layer_eevee, "use_pass_volume_transmittance", text="Transmittance", toggle=True)
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row.prop(view_layer_eevee, "use_pass_volume_scatter", text="Scatter", toggle=True)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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col = layout.column(align=True)
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col.prop(view_layer, "use_pass_emit", text="Emission")
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col.prop(view_layer, "use_pass_environment")
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col.prop(view_layer, "use_pass_shadow")
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row = col.row()
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row.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
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row.active = scene_eevee.use_gtao
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class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
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bl_label = "Effects"
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bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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col = flow.column()
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col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
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col.active = scene_eevee.use_bloom
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classes = (
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VIEWLAYER_PT_layer,
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VIEWLAYER_PT_eevee_layer_passes,
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VIEWLAYER_PT_eevee_layer_passes_data,
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VIEWLAYER_PT_eevee_layer_passes_light,
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VIEWLAYER_PT_eevee_layer_passes_effects,
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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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