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authorCampbell Barton <ideasman42@gmail.com>2011-03-21 15:35:49 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-03-21 15:35:49 +0300
commit2e6a02438e997f1024f3ba6c332314f09f01a3b4 (patch)
tree7b9427c972858a2b0950b0328bb500f11294161b /release/scripts/startup/bl_ui/properties_world.py
parent28d39473fc65543cbf3adc44964d4a9703d3076a (diff)
move script directories for internal blender scripts.
ui/ --> startup/bl_ui op/ --> startup/bl_operators scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too. ~/.blender/2.56/scripts/startup works for auto-loading scripts too.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_world.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_world.py267
1 files changed, 267 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_world.py b/release/scripts/startup/bl_ui/properties_world.py
new file mode 100644
index 00000000000..1b2dd4e26aa
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_world.py
@@ -0,0 +1,267 @@
+# ##### 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 rna_prop_ui import PropertyPanel
+
+# TODO, "color_range" not in the UI
+
+
+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, bpy.types.Panel):
+ bl_label = ""
+ bl_options = {'HIDE_HEADER'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ rd = context.scene.render
+ return (not rd.use_game_engine) and (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=0.65)
+ 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, bpy.types.Panel):
+ bl_label = "Preview"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ rd = context.scene.render
+ return (context.world) and (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ self.layout.template_preview(context.world)
+
+
+class WORLD_PT_world(WorldButtonsPanel, bpy.types.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")
+
+
+class WORLD_PT_ambient_occlusion(WorldButtonsPanel, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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", slider=True)
+ 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_stars(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Stars"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw_header(self, context):
+ world = context.world
+
+ self.layout.prop(world.star_settings, "use_stars", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ world = context.world
+
+ layout.active = world.star_settings.use_stars
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(world.star_settings, "size")
+ col.prop(world.star_settings, "color_random", text="Colors")
+
+ col = split.column()
+ col.prop(world.star_settings, "distance_min", text="Min. Dist")
+ col.prop(world.star_settings, "average_separation", text="Separation")
+
+
+class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "world"
+ _property_type = bpy.types.World