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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_world.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_world.py224
1 files changed, 47 insertions, 177 deletions
diff --git a/release/scripts/startup/bl_ui/properties_world.py b/release/scripts/startup/bl_ui/properties_world.py
index 107c31567b3..1ec2d4774e8 100644
--- a/release/scripts/startup/bl_ui/properties_world.py
+++ b/release/scripts/startup/bl_ui/properties_world.py
@@ -20,6 +20,7 @@
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
+from bpy_extras.node_utils import find_node_input, find_output_node
class WorldButtonsPanel:
@@ -30,18 +31,17 @@ class WorldButtonsPanel:
@classmethod
def poll(cls, context):
- return (context.world and context.scene.render.engine in cls.COMPAT_ENGINES)
+ return (context.world and context.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
- COMPAT_ENGINES = {'BLENDER_RENDER'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
- rd = context.scene.render
- return rd.engine in cls.COMPAT_ENGINES
+ return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
@@ -50,215 +50,85 @@ class WORLD_PT_context_world(WorldButtonsPanel, Panel):
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'}
+class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
+ bl_label = "Mist Pass"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
@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)
+ engine = context.engine
+ if context.world and (engine in cls.COMPAT_ENGINES):
+ for view_layer in context.scene.view_layers:
+ if view_layer.use_pass_mist:
+ return True
-
-class WORLD_PT_world(WorldButtonsPanel, Panel):
- bl_label = "World"
- COMPAT_ENGINES = {'BLENDER_RENDER'}
+ return False
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(align=True)
+ split.prop(world.mist_settings, "start")
+ split.prop(world.mist_settings, "depth")
- 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.row().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()
+ layout.prop(world.mist_settings, "falloff")
- 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_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
+ _context_path = "world"
+ _property_type = bpy.types.World
-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
+class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
+ bl_label = "Surface"
+ bl_context = "world"
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
- self.layout.prop(world.mist_settings, "use_mist", text="")
+ @classmethod
+ def poll(cls, context):
+ engine = context.engine
+ return context.world and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
- layout.active = world.mist_settings.use_mist
+ layout.prop(world, "use_nodes", icon='NODETREE')
+ layout.separator()
- split = layout.split()
+ if world.use_nodes:
+ ntree = world.node_tree
+ node = find_output_node(ntree, ('OUTPUT_WORLD',))
- 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
+ if node:
+ input = find_node_input(node, 'Surface')
+ if input:
+ layout.template_node_view(ntree, node, input)
+ else:
+ layout.label(text="Incompatible output node")
+ else:
+ layout.label(text="No output node")
+ else:
+ layout.prop(world, "horizon_color", text="Color")
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,
+ EEVEE_WORLD_PT_surface,
+ EEVEE_WORLD_PT_mist,
)
if __name__ == "__main__": # only for live edit.