Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'release/scripts/ui/properties_world.py')
-rw-r--r--release/scripts/ui/properties_world.py255
1 files changed, 116 insertions, 139 deletions
diff --git a/release/scripts/ui/properties_world.py b/release/scripts/ui/properties_world.py
index e63d513a4b5..a42516a63b4 100644
--- a/release/scripts/ui/properties_world.py
+++ b/release/scripts/ui/properties_world.py
@@ -20,36 +20,29 @@
import bpy
from rna_prop_ui import PropertyPanel
-narrowui = bpy.context.user_preferences.view.properties_width_check
+# TODO, "color_range" not in the UI
-class WorldButtonsPanel(bpy.types.Panel):
+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
- def poll(self, context):
- rd = context.scene.render
- return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
-
+ @classmethod
+ def poll(cls, context):
+ return (context.world and context.scene.render.engine in cls.COMPAT_ENGINES)
-class WORLD_PT_preview(WorldButtonsPanel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw(self, context):
- self.layout.template_preview(context.world)
-
-class WORLD_PT_context_world(WorldButtonsPanel):
+class WORLD_PT_context_world(WorldButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER'}
- def poll(self, context):
+ @classmethod
+ def poll(cls, context):
rd = context.scene.render
- return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
+ return (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
@@ -57,178 +50,119 @@ class WORLD_PT_context_world(WorldButtonsPanel):
scene = context.scene
world = context.world
space = context.space_data
- wide_ui = context.region.width > narrowui
-
- if wide_ui:
- split = layout.split(percentage=0.65)
- if scene:
- split.template_ID(scene, "world", new="world.new")
- elif world:
- split.template_ID(space, "pin_id")
- else:
- layout.template_ID(scene, "world", new="world.new")
+ split = layout.split(percentage=0.65)
+ if scene:
+ split.template_ID(scene, "world", new="world.new")
+ elif world:
+ split.template_ID(space, "pin_id")
-class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel):
+class WORLD_PT_preview(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
- _context_path = "world"
+ @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)
-class WORLD_PT_world(WorldButtonsPanel):
+ 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
- wide_ui = context.region.width > narrowui
world = context.world
- if wide_ui:
- row = layout.row()
- row.prop(world, "paper_sky")
- row.prop(world, "blend_sky")
- row.prop(world, "real_sky")
- else:
- col = layout.column()
- col.prop(world, "paper_sky")
- col.prop(world, "blend_sky")
- col.prop(world, "real_sky")
+ 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.blend_sky
+ col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
-class WORLD_PT_mist(WorldButtonsPanel):
- bl_label = "Mist"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw_header(self, context):
- world = context.world
-
- self.layout.prop(world.mist, "use_mist", text="")
-
- def draw(self, context):
- layout = self.layout
- wide_ui = context.region.width > narrowui
- world = context.world
-
- layout.active = world.mist.use_mist
-
- split = layout.split()
-
- col = split.column()
- col.prop(world.mist, "intensity", slider=True)
- col.prop(world.mist, "start")
-
- if wide_ui:
- col = split.column()
- col.prop(world.mist, "depth")
- col.prop(world.mist, "height")
-
- layout.prop(world.mist, "falloff")
-
-
-class WORLD_PT_stars(WorldButtonsPanel):
- bl_label = "Stars"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw_header(self, context):
- world = context.world
-
- self.layout.prop(world.stars, "use_stars", text="")
-
- def draw(self, context):
- layout = self.layout
- wide_ui = context.region.width > narrowui
- world = context.world
-
- layout.active = world.stars.use_stars
-
- split = layout.split()
-
- col = split.column()
- col.prop(world.stars, "size")
- col.prop(world.stars, "color_randomization", text="Colors")
-
- if wide_ui:
- col = split.column()
- col.prop(world.stars, "min_distance", text="Min. Dist")
- col.prop(world.stars, "average_separation", text="Separation")
-
-
-class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
+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.lighting
+ light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
- light = context.world.lighting
+ 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_mode", text="")
+ split.prop(light, "ao_blend_type", text="")
-class WORLD_PT_environment_lighting(WorldButtonsPanel):
+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.lighting
- self.layout.prop(light, "use_environment_lighting", text="")
+ light = context.world.light_settings
+ self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
- light = context.world.lighting
+ light = context.world.light_settings
- layout.active = light.use_environment_lighting
+ 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):
+class WORLD_PT_indirect_lighting(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
+ @classmethod
+ def poll(cls, context):
+ light = getattr(context.world, "light_settings", None)
+ return light and light.gather_method == 'APPROXIMATE'
+
def draw_header(self, context):
- light = context.world.lighting
- self.layout.prop(light, "use_indirect_lighting", text="")
+ light = context.world.light_settings
+ self.layout.prop(light, "use_indirect_light", text="")
def draw(self, context):
layout = self.layout
- light = context.world.lighting
+ light = context.world.light_settings
- layout.active = light.use_indirect_lighting
+ layout.active = light.use_indirect_light
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
-class WORLD_PT_gather(WorldButtonsPanel):
+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.lighting
+ light = context.world.light_settings
- layout.active = light.use_ambient_occlusion or light.use_environment_lighting or light.use_indirect_lighting
+ layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
layout.prop(light, "gather_method", expand=True)
@@ -238,9 +172,9 @@ class WORLD_PT_gather(WorldButtonsPanel):
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
- col.prop(light, "falloff")
+ col.prop(light, "use_falloff")
sub = col.row()
- sub.active = light.falloff
+ sub.active = light.use_falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
@@ -263,35 +197,78 @@ class WORLD_PT_gather(WorldButtonsPanel):
col.label(text="Sampling:")
col.prop(light, "passes")
- col.prop(light, "error_tolerance", text="Error")
- col.prop(light, "pixel_cache")
+ col.prop(light, "error_threshold", text="Error")
+ col.prop(light, "use_cache")
col.prop(light, "correction")
-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_stars,
+class WORLD_PT_mist(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Mist"
+ bl_default_closed = True
+ 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")
+
- WORLD_PT_custom_props]
+class WORLD_PT_stars(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Stars"
+ bl_default_closed = True
+ 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"
def register():
- register = bpy.types.register
- for cls in classes:
- register(cls)
+ pass
def unregister():
- unregister = bpy.types.unregister
- for cls in classes:
- unregister(cls)
+ pass
if __name__ == "__main__":
register()