Files
test/release/scripts/startup/bl_ui/properties_world.py
Brecht Van Lommel f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00

330 lines
9.5 KiB
Python

# ##### 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
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input, find_output_node
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'}
@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
texture_count = world and len(world.texture_slots.keys())
split = layout.split(percentage=0.85)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
if texture_count:
split.label(text=str(texture_count), icon='TEXTURE')
class WORLD_PT_preview(WorldButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
return (context.world) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_world(WorldButtonsPanel, Panel):
bl_label = "World"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
row = layout.row()
row.prop(world, "exposure")
row.prop(world, "color_range")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_type", text="")
class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_indirect_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
if light.gather_method == 'RAYTRACE':
layout.label(text="Only works with Approximate gather method")
class WORLD_PT_gather(WorldButtonsPanel, Panel):
bl_label = "Gather"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
layout.row().prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
col.prop(light, "use_falloff")
sub = col.row()
sub.active = light.use_falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
sub.prop(light, "samples")
if light.sample_method == 'ADAPTIVE_QMC':
sub.prop(light, "threshold")
sub.prop(light, "adapt_to_speed", slider=True)
elif light.sample_method == 'CONSTANT_JITTERED':
sub.prop(light, "bias")
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_threshold", text="Error")
col.prop(light, "use_cache")
col.prop(light, "correction")
class WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
col.prop(world.mist_settings, "start")
col = split.column()
col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
layout.prop(world.mist_settings, "falloff")
class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
if context.world and (engine in cls.COMPAT_ENGINES):
for view_layer in context.scene.view_layers:
if view_layer.use_pass_mist:
return True
return False
def draw(self, context):
layout = self.layout
world = context.world
split = layout.split(align=True)
split.prop(world.mist_settings, "start")
split.prop(world.mist_settings, "depth")
layout.prop(world.mist_settings, "falloff")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
_context_path = "world"
_property_type = bpy.types.World
class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "world"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@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()
if world.use_nodes:
ntree = world.node_tree
node = find_output_node(ntree, ('OUTPUT_WORLD',))
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, "horizon_color", text="Color")
classes = (
WORLD_PT_context_world,
WORLD_PT_preview,
WORLD_PT_world,
WORLD_PT_ambient_occlusion,
WORLD_PT_environment_lighting,
WORLD_PT_indirect_lighting,
WORLD_PT_gather,
WORLD_PT_mist,
WORLD_PT_custom_props,
EEVEE_WORLD_PT_surface,
EEVEE_WORLD_PT_mist,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)