This add a new set of (possible) render settings that can be defined at the scene level and overridable at the scene layer level. Once we get workspaces we can either add workspace inbetween scene and scene layer evaluation. Or to replace layer settings, to avoid extra confusion to users. An example of this setting is "samples", as implemented now for the clay engine.
165 lines
5.6 KiB
Python
165 lines
5.6 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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class RenderLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render_layer"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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class RENDERLAYER_UL_renderlayers(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.SceneLayer)
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layer = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
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layout.prop(layer, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer List"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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if rd.engine == 'BLENDER_GAME':
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layout.label("Not available in the Game Engine")
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return
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row = layout.row()
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col = row.column()
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col.template_list("RENDERLAYER_UL_renderlayers", "", scene, "render_layers", scene.render_layers, "active_index", rows=2)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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col.prop(rd, "use_single_layer", icon_only=True)
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class RENDERLAYER_UL_renderviews(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.SceneRenderView)
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view = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if view.name in {'left', 'right'}:
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layout.label(view.name, icon_value=icon + (not view.use))
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else:
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layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
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layout.prop(view, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon + (not view.use))
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class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
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bl_label = "Views"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_multiview", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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rv = rd.views.active
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layout.active = rd.use_multiview
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basic_stereo = rd.views_format == 'STEREO_3D'
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row = layout.row()
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row.prop(rd, "views_format", expand=True)
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if basic_stereo:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
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row = layout.row()
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row.label(text="File Suffix:")
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row.prop(rv, "file_suffix", text="")
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else:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_view_add", icon='ZOOMIN', text="")
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col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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row.label(text="Camera Suffix:")
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row.prop(rv, "camera_suffix", text="")
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class RENDERLAYER_PT_clay_settings(RenderLayerButtonsPanel, Panel):
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bl_label = "Render Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_CLAY']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_CLAY']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "ssao_samples")
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classes = (
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RENDERLAYER_UL_renderlayers,
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RENDERLAYER_PT_layers,
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RENDERLAYER_UL_renderviews,
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RENDERLAYER_PT_views,
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RENDERLAYER_PT_clay_settings,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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