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Diffstat (limited to 'render_povray/ui.py')
-rw-r--r--render_povray/ui.py634
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diff --git a/render_povray/ui.py b/render_povray/ui.py
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+# ##### 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
+
+# Use some of the existing buttons.
+from bl_ui import properties_render
+properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
+# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_render
+
+# Use only a subset of the world panels
+from bl_ui import properties_world
+properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_world
+
+# Example of wrapping every class 'as is'
+from bl_ui import properties_material
+for member in dir(properties_material):
+ subclass = getattr(properties_material, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_material
+
+from bl_ui import properties_data_mesh
+for member in dir(properties_data_mesh):
+ subclass = getattr(properties_data_mesh, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_data_mesh
+
+from bl_ui import properties_texture
+for member in dir(properties_texture):
+ subclass = getattr(properties_texture, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_texture
+
+from bl_ui import properties_data_camera
+for member in dir(properties_data_camera):
+ subclass = getattr(properties_data_camera, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_data_camera
+
+from bl_ui import properties_data_lamp
+for member in dir(properties_data_lamp):
+ subclass = getattr(properties_data_lamp, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_data_lamp
+
+
+class RenderButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "render"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ rd = context.scene.render
+ return (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
+
+class MaterialButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "material"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ rd = context.scene.render
+ return mat and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
+
+class TextureButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "texture"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ tex = context.texture
+ rd = context.scene.render
+ return tex and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
+
+class ObjectButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "object"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ obj = context.object
+ rd = context.scene.render
+ return obj and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
+
+class CameraDataButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "data"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ cam = context.camera
+ rd = context.scene.render
+ return cam and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
+
+class TextButtonsPanel():
+ bl_space_type = 'TEXT_EDITOR'
+ bl_region_type = 'UI'
+ bl_label = "P.O.V-Ray"
+ # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
+
+ @classmethod
+ def poll(cls, context):
+ text = context.space_data
+ rd = context.scene.render
+ return text and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
+
+
+class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Export Settings"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.active = scene.pov.max_trace_level
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Command line switches:")
+ col.prop(scene.pov, "command_line_switches", text="")
+ split = layout.split()
+ col = split.column()
+ col.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
+ if not scene.pov.tempfiles_enable:
+ col = split.column()
+ col.prop(scene.pov, "deletefiles_enable", text="Delete files")
+ else:
+ col = split.column()
+
+ split = layout.split()
+ if not scene.pov.tempfiles_enable:
+ col = split.column()
+ col.prop(scene.pov, "scene_name", text="Name")
+ split = layout.split()
+ col = split.column()
+ col.prop(scene.pov, "scene_path", text="Path to files")
+ #col.prop(scene.pov, "scene_path", text="Path to POV-file")
+ split = layout.split()
+ #col = split.column() # Bug in POV-Ray RC3
+ #col.prop(scene.pov, "renderimage_path", text="Path to image")
+ #split = layout.split()
+
+ col = split.column()
+ col.prop(scene.pov, "indentation_character", text="Indent")
+ col = split.column()
+ if scene.pov.indentation_character == "2":
+ col.prop(scene.pov, "indentation_spaces", text="Spaces")
+ row = layout.row()
+ row.prop(scene.pov, "comments_enable", text="Comments")
+ row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
+
+
+class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Render Settings"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.active = scene.pov.max_trace_level
+
+ split = layout.split()
+ col = split.column()
+
+ col.label(text="Global Settings")
+ col.prop(scene.pov, "max_trace_level", text="Ray Depth")
+
+ col.label(text="Global Photons")
+ col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
+
+ split = layout.split()
+ col = split.column()
+ col.prop(scene.pov, "photon_spacing", text="Spacing")
+ col.prop(scene.pov, "photon_gather_min")
+
+ col = split.column()
+
+ col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
+ col.prop(scene.pov, "photon_gather_max")
+
+
+class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Anti-Aliasing"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ scene = context.scene
+
+ self.layout.prop(scene.pov, "antialias_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.active = scene.pov.antialias_enable
+
+ row = layout.row()
+ row.prop(scene.pov, "antialias_method", text="")
+ row.prop(scene.pov, "jitter_enable", text="Jitter")
+
+ split = layout.split()
+ col = split.column()
+ col.prop(scene.pov, "antialias_depth", text="AA Depth")
+ sub = split.column()
+ sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
+ if scene.pov.jitter_enable:
+ sub.enabled = True
+ else:
+ sub.enabled = False
+
+ row = layout.row()
+ row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
+ row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
+
+
+class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Radiosity"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ scene = context.scene
+
+ self.layout.prop(scene.pov, "radio_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.active = scene.pov.radio_enable
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(scene.pov, "radio_count", text="Rays")
+ col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
+
+ split.prop(scene.pov, "radio_error_bound", text="Error Bound")
+
+ layout.prop(scene.pov, "radio_display_advanced")
+
+ if scene.pov.radio_display_advanced:
+ split = layout.split()
+
+ col = split.column()
+ col.prop(scene.pov, "radio_adc_bailout", slider=True)
+ col.prop(scene.pov, "radio_gray_threshold", slider=True)
+ col.prop(scene.pov, "radio_low_error_factor", slider=True)
+ col.prop(scene.pov, "radio_pretrace_start", slider=True)
+
+ col = split.column()
+ col.prop(scene.pov, "radio_brightness")
+ col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
+ col.prop(scene.pov, "radio_nearest_count")
+ col.prop(scene.pov, "radio_pretrace_end", slider=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Estimation Influence:")
+ col.prop(scene.pov, "radio_media")
+ col.prop(scene.pov, "radio_normal")
+
+ split.prop(scene.pov, "radio_always_sample")
+
+
+class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Atmosphere Media"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ scene = context.scene
+
+ self.layout.prop(scene.pov, "media_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.active = scene.pov.media_enable
+
+ row = layout.row()
+ row.prop(scene.pov, "media_samples", text="Samples")
+ row.prop(scene.pov, "media_color", text="")
+
+##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
+## bl_label = "Baking"
+## COMPAT_ENGINES = {'POVRAY_RENDER'}
+##
+## def draw_header(self, context):
+## scene = context.scene
+##
+## self.layout.prop(scene.pov, "baking_enable", text="")
+##
+## def draw(self, context):
+## layout = self.layout
+##
+## scene = context.scene
+## rd = scene.render
+##
+## layout.active = scene.pov.baking_enable
+
+
+class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "IOR Mirror"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ scene = context.material
+
+ self.layout.prop(scene.pov, "mirror_use_IOR", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ layout.active = mat.pov.mirror_use_IOR
+
+ if mat.pov.mirror_use_IOR:
+ split = layout.split()
+ col = split.column()
+ row = col.row()
+ row.alignment = 'CENTER'
+ row.label(text="The current Raytrace ")
+ row = col.row()
+ row.alignment = 'CENTER'
+ row.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior))
+
+
+class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "metallic Mirror"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ scene = context.material
+
+ self.layout.prop(scene.pov, "mirror_metallic", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ layout.active = mat.pov.mirror_metallic
+
+
+class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Interior Fade Color"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ mat = context.material
+
+ self.layout.prop(mat.pov, "interior_fade_color", text="")
+
+ def draw(self, context):
+ # layout = self.layout
+ # mat = context.material
+ # layout.active = mat.pov.interior_fade_color
+ pass
+
+
+class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "conserve energy"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ mat = context.material
+
+ self.layout.prop(mat.pov, "conserve_energy", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ layout.active = mat.pov.conserve_energy
+
+
+class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "iridescence"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ mat = context.material
+
+ self.layout.prop(mat.pov, "irid_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+ layout.active = mat.pov.irid_enable
+
+ if mat.pov.irid_enable:
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat.pov, "irid_amount", slider=True)
+ col.prop(mat.pov, "irid_thickness", slider=True)
+ col.prop(mat.pov, "irid_turbulence", slider=True)
+
+
+class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Caustics"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ mat = context.material
+
+ self.layout.prop(mat.pov, "caustics_enable", text="")
+
+ def draw(self, context):
+
+ layout = self.layout
+
+ mat = context.material
+ layout.active = mat.pov.caustics_enable
+
+ if mat.pov.caustics_enable:
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat.pov, "refraction_type")
+
+ if mat.pov.refraction_type == "1":
+ col.prop(mat.pov, "fake_caustics_power", slider=True)
+ elif mat.pov.refraction_type == "2":
+ col.prop(mat.pov, "photons_dispersion", slider=True)
+ col.prop(mat.pov, "photons_dispersion_samples", slider=True)
+ col.prop(mat.pov, "photons_reflection")
+
+ if mat.pov.refraction_type == "0" and not mat.pov.photons_reflection:
+ split = layout.split()
+ col = split.column()
+ row = col.row()
+ row.alignment = 'CENTER'
+ row.label(text="Caustics override is on, ")
+ row = col.row()
+ row.alignment = 'CENTER'
+ row.label(text="but you didn't chose any !")
+
+
+class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Custom POV Code"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material
+
+ col = layout.column()
+ col.label(text="Replace properties with:")
+ col.prop(mat.pov, "replacement_text", text="")
+
+
+class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Image Gamma"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ tex = context.texture
+
+ self.layout.prop(tex.pov, "tex_gamma_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ layout.active = tex.pov.tex_gamma_enable
+ layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
+
+
+class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Custom POV Code"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+
+ col = layout.column()
+ col.label(text="Replace properties with:")
+ col.prop(tex.pov, "replacement_text", text="")
+
+
+class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
+ bl_label = "POV-Ray"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ obj = context.object
+
+ col = layout.column()
+ col.label(text="Radiosity:")
+ col.prop(obj.pov, "importance_value", text="Importance")
+ col.label(text="Photons:")
+ col.prop(obj.pov, "collect_photons", text="Receive Photon Caustics")
+ if obj.pov.collect_photons:
+ col.prop(obj.pov, "spacing_multiplier", text="Photons Spacing Multiplier")
+
+
+class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, bpy.types.Panel):
+ bl_label = "Custom POV Code"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ obj = context.object
+
+ col = layout.column()
+ col.label(text="Replace properties with:")
+ col.prop(obj.pov, "replacement_text", text="")
+
+
+class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel):
+ bl_label = "POV-Ray Depth Of Field"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ cam = context.camera
+
+ self.layout.prop(cam.pov, "dof_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ cam = context.camera
+
+ layout.active = cam.pov.dof_enable
+
+ layout.prop(cam.pov, "dof_aperture")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(cam.pov, "dof_samples_min")
+ col.prop(cam.pov, "dof_variance")
+
+ col = split.column()
+ col.prop(cam.pov, "dof_samples_max")
+ col.prop(cam.pov, "dof_confidence")
+
+
+class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.Panel):
+ bl_label = "Custom POV Code"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ cam = context.camera
+
+ col = layout.column()
+ col.label(text="Replace properties with:")
+ col.prop(cam.pov, "replacement_text", text="")
+
+
+class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel):
+ bl_label = "P.O.V-Ray"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ text = context.space_data.text
+ if text:
+ layout.prop(text.pov, "custom_code", text="Add as POV code")