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blender/release/scripts/startup/bl_ui/properties_render_layer.py

292 lines
11 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, UIList
class RenderLayerButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
class RENDERLAYER_UL_renderlayers(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneLayer)
layer = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
layout.prop(layer, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
bl_label = "Layer List"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
if rd.engine == 'BLENDER_GAME':
layout.label("Not available in the Game Engine")
return
row = layout.row()
col = row.column()
col.template_list("RENDERLAYER_UL_renderlayers", "", scene, "render_layers", scene.render_layers, "active_index", rows=2)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
col.prop(rd, "use_single_layer", icon_only=True)
class RENDERLAYER_UL_renderviews(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.SceneRenderView)
view = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if view.name in {'left', 'right'}:
layout.label(view.name, icon_value=icon + (not view.use))
else:
layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
layout.prop(view, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon + (not view.use))
class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
bl_label = "Views"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = rd.views_format == 'STEREO_3D'
row = layout.row()
row.prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
row.prop(rv, "file_suffix", text="")
else:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
row = layout.row()
row.label(text="Camera Suffix:")
row.prop(rv, "camera_suffix", text="")
class RENDERLAYER_PT_clay_settings(RenderLayerButtonsPanel, Panel):
bl_label = "Render Settings"
COMPAT_ENGINES = {'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_CLAY']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_CLAY']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssao_samples")
class RENDERLAYER_PT_eevee_poststack_settings(RenderLayerButtonsPanel, Panel):
bl_label = "Post Process Stack"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "gtao_enable")
col.template_override_property(layer_props, scene_props, "motion_blur_enable")
col.template_override_property(layer_props, scene_props, "dof_enable")
col.template_override_property(layer_props, scene_props, "bloom_enable")
class RENDERLAYER_PT_eevee_postprocess_settings(RenderLayerButtonsPanel, Panel):
bl_label = "Post Process Settings"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.label("Ambient Occlusion:")
col.template_override_property(layer_props, scene_props, "gtao_use_bent_normals")
col.template_override_property(layer_props, scene_props, "gtao_samples")
col.template_override_property(layer_props, scene_props, "gtao_distance")
col.template_override_property(layer_props, scene_props, "gtao_factor")
col.separator()
col.label("Motion Blur:")
col.template_override_property(layer_props, scene_props, "motion_blur_samples")
col.template_override_property(layer_props, scene_props, "motion_blur_shutter")
col.separator()
col.label("Depth of Field:")
col.template_override_property(layer_props, scene_props, "bokeh_max_size")
col.template_override_property(layer_props, scene_props, "bokeh_threshold")
col.separator()
col.label("Bloom:")
col.template_override_property(layer_props, scene_props, "bloom_threshold")
col.template_override_property(layer_props, scene_props, "bloom_knee")
col.template_override_property(layer_props, scene_props, "bloom_radius")
col.template_override_property(layer_props, scene_props, "bloom_intensity")
class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):
bl_label = "Volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "volumetric_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "volumetric_start")
col.template_override_property(layer_props, scene_props, "volumetric_end")
col.template_override_property(layer_props, scene_props, "volumetric_samples")
col.template_override_property(layer_props, scene_props, "volumetric_sample_distribution")
col.template_override_property(layer_props, scene_props, "volumetric_lights")
col.template_override_property(layer_props, scene_props, "volumetric_light_clamp")
col.template_override_property(layer_props, scene_props, "volumetric_shadows")
col.template_override_property(layer_props, scene_props, "volumetric_shadow_samples")
col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
class RENDERLAYER_PT_eevee_shading(RenderLayerButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
scene = context.scene
return scene and (scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.render_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_enable")
col.template_override_property(layer_props, scene_props, "ssr_halfres")
col.template_override_property(layer_props, scene_props, "ssr_stride")
col.template_override_property(layer_props, scene_props, "ssr_thickness")
classes = (
RENDERLAYER_UL_renderlayers,
RENDERLAYER_PT_layers,
RENDERLAYER_UL_renderviews,
RENDERLAYER_PT_views,
RENDERLAYER_PT_clay_settings,
RENDERLAYER_PT_eevee_poststack_settings,
RENDERLAYER_PT_eevee_postprocess_settings,
RENDERLAYER_PT_eevee_shading,
RENDERLAYER_PT_eevee_volumetric,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)