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# ##### 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>
from bpy.types import Panel
class ViewLayerButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "view_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
bl_label = "View Layer"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
layout.use_property_split = True
scene = context.scene
rd = scene.render
layer = context.view_layer
col = flow.column()
col.prop(layer, "use", text="Use for Rendering")
col = flow.column()
col.prop(rd, "use_single_layer", text="Render Single Layer")
class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
bl_label = "Passes"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
pass
class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
bl_label = "Data"
bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
view_layer = context.view_layer
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(view_layer, "use_pass_combined")
col = flow.column()
col.prop(view_layer, "use_pass_z")
col = flow.column()
col.prop(view_layer, "use_pass_mist")
col = flow.column()
col.prop(view_layer, "use_pass_normal")
class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
bl_label = "Light"
bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
view_layer_eevee = view_layer.eevee
scene = context.scene
scene_eevee = scene.eevee
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Diffuse")
row = split.row(align=True)
row.prop(view_layer, "use_pass_diffuse_direct", text="Light", toggle=True)
row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Specular")
row = split.row(align=True)
row.prop(view_layer, "use_pass_glossy_direct", text="Light", toggle=True)
row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Volume")
row = split.row(align=True)
row.prop(view_layer_eevee, "use_pass_volume_transmittance", text="Transmittance", toggle=True)
row.prop(view_layer_eevee, "use_pass_volume_scatter", text="Scatter", toggle=True)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = layout.column(align=True)
col.prop(view_layer, "use_pass_emit", text="Emission")
col.prop(view_layer, "use_pass_environment")
col.prop(view_layer, "use_pass_shadow")
row = col.row()
row.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
row.active = scene_eevee.use_gtao
class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
bl_label = "Effects"
bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
view_layer = context.view_layer
view_layer_eevee = view_layer.eevee
scene = context.scene
scene_eevee = scene.eevee
col = flow.column()
col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
col.active = scene_eevee.use_bloom
classes = (
VIEWLAYER_PT_layer,
VIEWLAYER_PT_eevee_layer_passes,
VIEWLAYER_PT_eevee_layer_passes_data,
VIEWLAYER_PT_eevee_layer_passes_light,
VIEWLAYER_PT_eevee_layer_passes_effects,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)
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