# ##### 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from rna_prop_ui import PropertyPanel narrowui = 180 class WorldButtonsPanel(bpy.types.Panel): 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_data return (context.world) and (not rd.use_game_engine) and (rd.engine in self.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): bl_label = "" bl_show_header = False COMPAT_ENGINES = {'BLENDER_RENDER'} def poll(self, context): rd = context.scene.render_data return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout 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") class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel): COMPAT_ENGINES = {'BLENDER_RENDER'} _context_path = "world" class WORLD_PT_world(WorldButtonsPanel): 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.column().prop(world, "horizon_color") col = row.column() col.prop(world, "zenith_color") col.active = world.blend_sky row.column().prop(world, "ambient_color") class WORLD_PT_mist(WorldButtonsPanel): bl_label = "Mist" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): world = context.world self.layout.prop(world.mist, "enabled", text="") def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui world = context.world layout.active = world.mist.enabled 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" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): world = context.world self.layout.prop(world.stars, "enabled", text="") def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui world = context.world layout.active = world.stars.enabled 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): bl_label = "Ambient Occlusion" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): world = context.world self.layout.prop(world.ambient_occlusion, "enabled", text="") def draw(self, context): layout = self.layout wide_ui = context.region.width > narrowui ao = context.world.ambient_occlusion layout.active = ao.enabled layout.prop(ao, "gather_method", expand=True) split = layout.split() col = split.column() col.label(text="Attenuation:") if ao.gather_method == 'RAYTRACE': col.prop(ao, "distance") col.prop(ao, "falloff") sub = col.row() sub.active = ao.falloff sub.prop(ao, "falloff_strength", text="Strength") if ao.gather_method == 'RAYTRACE': if wide_ui: col = split.column() col.label(text="Sampling:") col.prop(ao, "sample_method", text="") sub = col.column() sub.prop(ao, "samples") if ao.sample_method == 'ADAPTIVE_QMC': sub.prop(ao, "threshold") sub.prop(ao, "adapt_to_speed", slider=True) elif ao.sample_method == 'CONSTANT_JITTERED': sub.prop(ao, "bias") if ao.gather_method == 'APPROXIMATE': if wide_ui: col = split.column() col.label(text="Sampling:") col.prop(ao, "passes") col.prop(ao, "error_tolerance", text="Error") col.prop(ao, "pixel_cache") col.prop(ao, "correction") col = layout.column() col.label(text="Influence:") col.row().prop(ao, "blend_mode", expand=True) split = layout.split() col = split.column() col.prop(ao, "energy") col.prop(ao, "indirect_energy") if wide_ui: col = split.column() col.prop(ao, "color") col.prop(ao, "indirect_bounces") bpy.types.register(WORLD_PT_context_world) bpy.types.register(WORLD_PT_preview) bpy.types.register(WORLD_PT_world) bpy.types.register(WORLD_PT_ambient_occlusion) bpy.types.register(WORLD_PT_mist) bpy.types.register(WORLD_PT_stars) bpy.types.register(WORLD_PT_custom_props)