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buttons_world.py « ui « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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import bpy

class WorldButtonsPanel(bpy.types.Panel):
	__space_type__ = "BUTTONS_WINDOW"
	__region_type__ = "WINDOW"
	__context__ = "world"

	def poll(self, context):
		return (context.scene.world != None)
	
class WORLD_PT_world(WorldButtonsPanel):
	__label__ = "World"

	def draw(self, context):
		world = context.scene.world
		layout = self.layout
		
		row = layout.row()
		row.itemR(world, "blend_sky")
		row.itemR(world, "paper_sky")
		row.itemR(world, "real_sky")
		
		row = layout.row()
		row.column().itemR(world, "horizon_color")
		row.column().itemR(world, "zenith_color")
		row.column().itemR(world, "ambient_color")
		
class WORLD_PT_color_correction(WorldButtonsPanel):
	__label__ = "Color Correction"

	def draw(self, context):
		world = context.scene.world
		layout = self.layout

		row = layout.row()
		row.itemR(world, "exposure")
		row.itemR(world, "range")
	
class WORLD_PT_mist(WorldButtonsPanel):
	__label__ = "Mist"

	def draw(self, context):
		world = context.scene.world
		layout = self.layout

		row = layout.row()
		row.itemR(world.mist, "enabled", text="Enable")

		flow = layout.column_flow()
		flow.itemR(world.mist, "start")
		flow.itemR(world.mist, "depth")
		flow.itemR(world.mist, "height")
		flow.itemR(world.mist, "intensity")
		col = layout.column()
		col.itemL(text="Fallof:")
		col.row().itemR(world.mist, "falloff", expand=True)
		
class WORLD_PT_stars(WorldButtonsPanel):
	__label__ = "Stars"

	def draw(self, context):
		world = context.scene.world
		layout = self.layout

		row = layout.row()
		row.itemR(world.stars, "enabled", text="Enable")

		flow = layout.column_flow()
		flow.itemR(world.stars, "size")
		flow.itemR(world.stars, "min_distance", text="Min. Dist")
		flow.itemR(world.stars, "average_separation", text="Separation")
		flow.itemR(world.stars, "color_randomization", text="Random:")
		
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
	__label__ = "Ambient Occlusion"

	def draw(self, context):
		world = context.scene.world
		layout = self.layout

		ao = world.ambient_occlusion
		
		row = layout.row()
		row.itemR(ao, "enabled", text="Enable")
		row = layout.row()
		row.itemR(ao, "gather_method", expand=True)
		
		if ao.gather_method == 'RAYTRACE':
			row = layout.row()
			row.itemR(ao, "samples")
			row.itemR(ao, "distance")
			
			row = layout.row()
			row.itemR(ao, "sample_method")
			if ao.sample_method == 'ADAPTIVE_QMC':
				row = layout.row()
				row.itemR(ao, "threshold")
				row.itemR(ao, "adapt_to_speed")
				
			if ao.sample_method == 'CONSTANT_JITTERED':
				row = layout.row()
				row.itemR(ao, "bias")
						
		if ao.gather_method == 'APPROXIMATE':
			row = layout.row()
			row.itemR(ao, "passes")
			row.itemR(ao, "error_tolerance", text="Error")
			
			row = layout.row()
			row.itemR(ao, "correction")
			row.itemR(ao, "pixel_cache")

		row = layout.row()
		row.itemS()
			
		row = layout.row()
		row.itemR(ao, "falloff")	
		row.itemR(ao, "strength")
		
		col = layout.column()
		col.row().itemR(ao, "blend_mode", expand=True)
		col.row().itemR(ao, "color", expand=True)
		col.itemR(ao, "energy")
	
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_color_correction)