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test/release/scripts/startup/bl_ui/properties_view_layer.py

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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>
import bpy
from bpy.types import Panel, UIList
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_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layer = bpy.context.view_layer
layout.prop(layer, "use", text="Use for Rendering");
layout.prop(rd, "use_single_layer", text="Render Single Layer")
class VIEWLAYER_PT_clay_settings(ViewLayerButtonsPanel, Panel):
bl_label = "Render Settings"
COMPAT_ENGINES = {'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_CLAY']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_CLAY']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssao_samples")
class VIEWLAYER_PT_eevee_ambient_occlusion(ViewLayerButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "gtao_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "gtao_use_bent_normals")
col.template_override_property(layer_props, scene_props, "gtao_bounce")
col.template_override_property(layer_props, scene_props, "gtao_distance")
col.template_override_property(layer_props, scene_props, "gtao_factor")
col.template_override_property(layer_props, scene_props, "gtao_quality")
class VIEWLAYER_PT_eevee_motion_blur(ViewLayerButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "motion_blur_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "motion_blur_samples")
col.template_override_property(layer_props, scene_props, "motion_blur_shutter")
class VIEWLAYER_PT_eevee_depth_of_field(ViewLayerButtonsPanel, Panel):
bl_label = "Depth Of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "dof_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "bokeh_max_size")
col.template_override_property(layer_props, scene_props, "bokeh_threshold")
class VIEWLAYER_PT_eevee_bloom(ViewLayerButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "bloom_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "bloom_threshold")
col.template_override_property(layer_props, scene_props, "bloom_knee")
col.template_override_property(layer_props, scene_props, "bloom_radius")
col.template_override_property(layer_props, scene_props, "bloom_color")
col.template_override_property(layer_props, scene_props, "bloom_intensity")
col.template_override_property(layer_props, scene_props, "bloom_clamp")
class VIEWLAYER_PT_eevee_volumetric(ViewLayerButtonsPanel, Panel):
bl_label = "Volumetric"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "volumetric_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
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col.template_override_property(layer_props, scene_props, "volumetric_start")
col.template_override_property(layer_props, scene_props, "volumetric_end")
col.template_override_property(layer_props, scene_props, "volumetric_tile_size")
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col.template_override_property(layer_props, scene_props, "volumetric_samples")
col.template_override_property(layer_props, scene_props, "volumetric_sample_distribution")
col.template_override_property(layer_props, scene_props, "volumetric_lights")
col.template_override_property(layer_props, scene_props, "volumetric_light_clamp")
col.template_override_property(layer_props, scene_props, "volumetric_shadows")
col.template_override_property(layer_props, scene_props, "volumetric_shadow_samples")
col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
class VIEWLAYER_PT_eevee_subsurface_scattering(ViewLayerButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "sss_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "sss_samples")
col.template_override_property(layer_props, scene_props, "sss_jitter_threshold")
col.template_override_property(layer_props, scene_props, "sss_separate_albedo")
class VIEWLAYER_PT_eevee_screen_space_reflections(ViewLayerButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "ssr_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_halfres")
col.template_override_property(layer_props, scene_props, "ssr_refraction")
col.template_override_property(layer_props, scene_props, "ssr_quality")
col.template_override_property(layer_props, scene_props, "ssr_max_roughness")
col.template_override_property(layer_props, scene_props, "ssr_thickness")
col.template_override_property(layer_props, scene_props, "ssr_border_fade")
col.template_override_property(layer_props, scene_props, "ssr_firefly_fac")
class VIEWLAYER_PT_eevee_shadows(ViewLayerButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "shadow_method")
col.template_override_property(layer_props, scene_props, "shadow_cube_size")
col.template_override_property(layer_props, scene_props, "shadow_cascade_size")
col.template_override_property(layer_props, scene_props, "shadow_high_bitdepth")
class VIEWLAYER_PT_eevee_sampling(ViewLayerButtonsPanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "taa_samples")
col.template_override_property(layer_props, scene_props, "taa_render_samples")
col.template_override_property(layer_props, scene_props, "taa_reprojection")
class VIEWLAYER_PT_eevee_indirect_lighting(ViewLayerButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "gi_diffuse_bounces")
col.template_override_property(layer_props, scene_props, "gi_cubemap_resolution")
col.template_override_property(layer_props, scene_props, "gi_visibility_resolution")
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class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
bl_label = "Passes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
view_layer = context.view_layer
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split = layout.split()
col = split.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
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col.prop(view_layer, "use_pass_normal")
col.separator()
col.prop(view_layer, "use_pass_ambient_occlusion")
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col = split.column()
col.label(text="Subsurface:")
row = col.row(align=True)
row.prop(view_layer, "use_pass_subsurface_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_subsurface_color", text="Color", toggle=True)
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classes = (
VIEWLAYER_PT_layer,
VIEWLAYER_PT_clay_settings,
VIEWLAYER_PT_eevee_sampling,
VIEWLAYER_PT_eevee_shadows,
VIEWLAYER_PT_eevee_indirect_lighting,
VIEWLAYER_PT_eevee_subsurface_scattering,
VIEWLAYER_PT_eevee_screen_space_reflections,
VIEWLAYER_PT_eevee_ambient_occlusion,
VIEWLAYER_PT_eevee_volumetric,
VIEWLAYER_PT_eevee_motion_blur,
VIEWLAYER_PT_eevee_depth_of_field,
VIEWLAYER_PT_eevee_bloom,
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VIEWLAYER_PT_eevee_layer_passes,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)