Files
blender/release/scripts/startup/bl_ui/properties_world.py
Campbell Barton 19d493ee10 Moving classes to separate listing broke panel order
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.
2017-03-20 02:37:55 +11:00

268 lines
7.7 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
from rna_prop_ui import PropertyPanel
class WorldButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.world and context.scene.render.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
texture_count = world and len(world.texture_slots.keys())
split = layout.split(percentage=0.85)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
if texture_count:
split.label(text=str(texture_count), icon='TEXTURE')
class WORLD_PT_preview(WorldButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.world) and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_world(WorldButtonsPanel, Panel):
bl_label = "World"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
row = layout.row()
row.prop(world, "exposure")
row.prop(world, "color_range")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_type", text="")
class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_indirect_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
if light.gather_method == 'RAYTRACE':
layout.label(text="Only works with Approximate gather method")
class WORLD_PT_gather(WorldButtonsPanel, Panel):
bl_label = "Gather"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
layout.prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
col.prop(light, "use_falloff")
sub = col.row()
sub.active = light.use_falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
sub.prop(light, "samples")
if light.sample_method == 'ADAPTIVE_QMC':
sub.prop(light, "threshold")
sub.prop(light, "adapt_to_speed", slider=True)
elif light.sample_method == 'CONSTANT_JITTERED':
sub.prop(light, "bias")
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_threshold", text="Error")
col.prop(light, "use_cache")
col.prop(light, "correction")
class WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
col.prop(world.mist_settings, "start")
col = split.column()
col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
layout.prop(world.mist_settings, "falloff")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "world"
_property_type = bpy.types.World
classes = (
WORLD_PT_context_world,
WORLD_PT_preview,
WORLD_PT_world,
WORLD_PT_ambient_occlusion,
WORLD_PT_environment_lighting,
WORLD_PT_indirect_lighting,
WORLD_PT_gather,
WORLD_PT_mist,
WORLD_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)