Set `use_property_decorate = False` in the Animation panels in the Properties editor. This has no visual effect right now, but if we ever decide to add labels to the selectors, this will ensure that the layout remains correct. Context: `layout.template_action()` and `layout.template_search()` respond differently to the default of `use_property_decorate = True`.
290 lines
8.0 KiB
Python
290 lines
8.0 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
|
|
#
|
|
# SPDX-License-Identifier: GPL-2.0-or-later
|
|
|
|
import bpy
|
|
from bpy.types import Panel
|
|
from bpy.app.translations import contexts as i18n_contexts
|
|
from rna_prop_ui import PropertyPanel
|
|
from bpy_extras.node_utils import find_node_input
|
|
from .space_properties import PropertiesAnimationMixin
|
|
|
|
|
|
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_animation(WorldButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
# WorldButtonsPanel.poll ensures this is not None.
|
|
world = context.world
|
|
|
|
col = layout.column(align=True)
|
|
col.label(text="World")
|
|
self.draw_action_and_slot_selector(context, col, world)
|
|
|
|
if node_tree := world.node_tree:
|
|
col = layout.column(align=True)
|
|
col.label(text="Shader Node Tree")
|
|
self.draw_action_and_slot_selector(context, col, node_tree)
|
|
|
|
|
|
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_translation_context = i18n_contexts.id_id
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
|
|
|
|
@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 world.use_eevee_finite_volume:
|
|
layout.operator("world.convert_volume_to_mesh", icon='WORLD', text="Convert Volume")
|
|
|
|
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 EEVEE_WORLD_PT_settings(WorldButtonsPanel, Panel):
|
|
bl_label = "Settings"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
engine = context.engine
|
|
world = context.world
|
|
return world and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
pass
|
|
|
|
|
|
class EEVEE_WORLD_PT_lightprobe(WorldButtonsPanel, Panel):
|
|
bl_label = "Light Probe"
|
|
bl_parent_id = "EEVEE_WORLD_PT_settings"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
world = context.world
|
|
|
|
layout.use_property_split = True
|
|
layout.prop(world, "probe_resolution", text="Resolution")
|
|
|
|
|
|
class EEVEE_WORLD_PT_sun(WorldButtonsPanel, Panel):
|
|
bl_label = "Sun"
|
|
bl_parent_id = "EEVEE_WORLD_PT_settings"
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
world = context.world
|
|
|
|
layout.use_property_split = True
|
|
layout.prop(world, "sun_threshold", text="Threshold")
|
|
layout.prop(world, "sun_angle", text="Angle")
|
|
|
|
|
|
class EEVEE_WORLD_PT_sun_shadow(WorldButtonsPanel, Panel):
|
|
bl_label = "Shadow"
|
|
bl_parent_id = "EEVEE_WORLD_PT_sun"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
|
|
|
|
def draw_header(self, context):
|
|
world = context.world
|
|
self.layout.prop(world, "use_sun_shadow", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
world = context.world
|
|
|
|
col = layout.column(align=False, heading="Jitter")
|
|
row = col.row(align=True)
|
|
sub = row.row(align=True)
|
|
sub.prop(world, "use_sun_shadow_jitter", text="")
|
|
sub = sub.row(align=True)
|
|
sub.active = world.use_sun_shadow_jitter
|
|
sub.prop(world, "sun_shadow_jitter_overblur", text="Overblur")
|
|
|
|
col.separator()
|
|
|
|
col = layout.column()
|
|
col.prop(world, "sun_shadow_filter_radius", text="Filter")
|
|
col.prop(world, "sun_shadow_maximum_resolution", text="Resolution Limit")
|
|
|
|
|
|
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,
|
|
EEVEE_WORLD_PT_settings,
|
|
EEVEE_WORLD_PT_lightprobe,
|
|
EEVEE_WORLD_PT_sun,
|
|
EEVEE_WORLD_PT_sun_shadow,
|
|
WORLD_PT_viewport_display,
|
|
WORLD_PT_animation,
|
|
WORLD_PT_custom_props,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|