
Use the automatic property split layout (hence, change to the new 40/60% split ratio) and add decorator buttons for animatable properties. This actually applies to all node input buttons in the properties, e.g. world shading, light shading, texture nodes. Doing this makes the layout more consistent with other layouts in the properties. But the decorators are also a useful hint for users that these options can be animated. Previously using decorators and the automatic split layout wasn't possible, I've done a number of changes now to have it supported. Before I moved the socket icons to the left side, the decorators also looked weird (two circle icons next to each other). {F8497704} With nested items: {F8497708} Reviewed By: William Reynish, Pablo Vazquez Differential Revision: https://developer.blender.org/D7544
185 lines
5.2 KiB
Python
185 lines
5.2 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
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input
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class WorldButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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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.world and context.engine in cls.COMPAT_ENGINES)
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class WORLD_PT_context_world(WorldButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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def draw(self, context):
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layout = self.layout
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scene = context.scene
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world = context.world
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space = context.space_data
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if scene:
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layout.template_ID(scene, "world", new="world.new")
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elif world:
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layout.template_ID(space, "pin_id")
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class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist Pass"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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if context.world and (engine in cls.COMPAT_ENGINES):
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for view_layer in context.scene.view_layers:
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if view_layer.use_pass_mist:
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return True
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return False
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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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world = context.world
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layout.prop(world.mist_settings, "start")
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layout.prop(world.mist_settings, "depth")
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layout.prop(world.mist_settings, "falloff")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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_context_path = "world"
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_property_type = bpy.types.World
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class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
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bl_label = "Surface"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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.world and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.prop(world, "use_nodes", icon='NODETREE')
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layout.separator()
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layout.use_property_split = True
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if world.use_nodes:
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ntree = world.node_tree
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, 'Surface')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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else:
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layout.prop(world, "color")
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class EEVEE_WORLD_PT_volume(WorldButtonsPanel, Panel):
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bl_label = "Volume"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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world = context.world
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return world and world.use_nodes and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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world = context.world
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ntree = world.node_tree
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node = ntree.get_output_node('EEVEE')
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layout.use_property_split = True
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if node:
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input = find_node_input(node, 'Volume')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class WORLD_PT_viewport_display(WorldButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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return context.world
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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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world = context.world
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layout.prop(world, "color")
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classes = (
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WORLD_PT_context_world,
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EEVEE_WORLD_PT_surface,
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EEVEE_WORLD_PT_volume,
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EEVEE_WORLD_PT_mist,
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WORLD_PT_viewport_display,
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WORLD_PT_custom_props,
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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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