diff options
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_render_layer.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_render_layer.py | 242 |
1 files changed, 0 insertions, 242 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render_layer.py b/release/scripts/startup/bl_ui/properties_render_layer.py deleted file mode 100644 index 084bc387822..00000000000 --- a/release/scripts/startup/bl_ui/properties_render_layer.py +++ /dev/null @@ -1,242 +0,0 @@ -# ##### 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.SceneRenderLayer) - 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'} - - 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", "", rd, "layers", rd.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_PT_layer_options(RenderLayerButtonsPanel, Panel): - bl_label = "Layer" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - scene = context.scene - rd = scene.render - rl = rd.layers.active - - split = layout.split() - - col = split.column() - col.prop(scene, "layers", text="Scene") - col.label(text="") - col.prop(rl, "light_override", text="Lights") - col.prop(rl, "material_override", text="Material") - - col = split.column() - col.prop(rl, "layers", text="Layer") - col.prop(rl, "layers_zmask", text="Mask Layer") - - layout.separator() - layout.label(text="Include:") - - split = layout.split() - - col = split.column() - col.prop(rl, "use_zmask") - row = col.row() - row.prop(rl, "invert_zmask", text="Negate") - row.active = rl.use_zmask - col.prop(rl, "use_all_z") - - col = split.column() - col.prop(rl, "use_solid") - col.prop(rl, "use_halo") - col.prop(rl, "use_ztransp") - - col = split.column() - col.prop(rl, "use_sky") - col.prop(rl, "use_edge_enhance") - col.prop(rl, "use_strand") - if bpy.app.build_options.freestyle: - row = col.row() - row.prop(rl, "use_freestyle") - row.active = rd.use_freestyle - - -class RENDERLAYER_PT_layer_passes(RenderLayerButtonsPanel, Panel): - bl_label = "Passes" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @staticmethod - def draw_pass_type_buttons(box, rl, pass_type): - # property names - use_pass_type = "use_pass_" + pass_type - exclude_pass_type = "exclude_" + pass_type - # draw pass type buttons - row = box.row() - row.prop(rl, use_pass_type) - row.prop(rl, exclude_pass_type, text="") - - def draw(self, context): - layout = self.layout - - scene = context.scene - rd = scene.render - rl = rd.layers.active - - split = layout.split() - - col = split.column() - col.prop(rl, "use_pass_combined") - col.prop(rl, "use_pass_z") - col.prop(rl, "use_pass_vector") - col.prop(rl, "use_pass_normal") - col.prop(rl, "use_pass_uv") - col.prop(rl, "use_pass_mist") - col.prop(rl, "use_pass_object_index") - col.prop(rl, "use_pass_material_index") - col.prop(rl, "use_pass_color") - - col = split.column() - col.prop(rl, "use_pass_diffuse") - self.draw_pass_type_buttons(col, rl, "specular") - self.draw_pass_type_buttons(col, rl, "shadow") - self.draw_pass_type_buttons(col, rl, "emit") - self.draw_pass_type_buttons(col, rl, "ambient_occlusion") - self.draw_pass_type_buttons(col, rl, "environment") - self.draw_pass_type_buttons(col, rl, "indirect") - self.draw_pass_type_buttons(col, rl, "reflection") - self.draw_pass_type_buttons(col, rl, "refraction") - - -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'} - 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="") - - -classes = ( - RENDERLAYER_UL_renderlayers, - RENDERLAYER_PT_layers, - RENDERLAYER_PT_layer_options, - RENDERLAYER_PT_layer_passes, - RENDERLAYER_UL_renderviews, - RENDERLAYER_PT_views, -) - -if __name__ == "__main__": # only for live edit. - from bpy.utils import register_class - for cls in classes: - register_class(cls) |