# SPDX-License-Identifier: GPL-2.0-or-later import bpy from bpy.types import Panel from rna_prop_ui import PropertyPanel from bpy_extras.node_utils import find_node_input 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.engine in cls.COMPAT_ENGINES) class WORLD_PT_context_world(WorldButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout scene = context.scene world = context.world space = context.space_data if scene: layout.template_ID(scene, "world", new="world.new") elif world: layout.template_ID(space, "pin_id") class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel): bl_label = "Mist Pass" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'} @classmethod def poll(cls, context): engine = context.engine return context.world and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout layout.use_property_split = True world = context.world col = layout.column(align=True) col.prop(world.mist_settings, "start") col.prop(world.mist_settings, "depth") col = layout.column() col.prop(world.mist_settings, "falloff") class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} _context_path = "world" _property_type = bpy.types.World class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel): bl_label = "Surface" COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'} @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.prop(world, "use_nodes", icon='NODETREE') layout.separator() layout.use_property_split = True if world.use_nodes: ntree = world.node_tree node = ntree.get_output_node('EEVEE') 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, "color") class EEVEE_WORLD_PT_volume(WorldButtonsPanel, Panel): bl_label = "Volume" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} @classmethod def poll(cls, context): engine = context.engine world = context.world return world and world.use_nodes and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout world = context.world ntree = world.node_tree node = ntree.get_output_node('EEVEE') layout.use_property_split = True if node: input = find_node_input(node, 'Volume') if input: layout.template_node_view(ntree, node, input) else: layout.label(text="Incompatible output node") else: layout.label(text="No output node") class WORLD_PT_viewport_display(WorldButtonsPanel, Panel): bl_label = "Viewport Display" bl_options = {'DEFAULT_CLOSED'} bl_order = 10 @classmethod def poll(cls, context): return context.world def draw(self, context): layout = self.layout layout.use_property_split = True world = context.world layout.prop(world, "color") classes = ( WORLD_PT_context_world, EEVEE_WORLD_PT_surface, EEVEE_WORLD_PT_volume, EEVEE_WORLD_PT_mist, WORLD_PT_viewport_display, WORLD_PT_custom_props, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)