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
330 lines
9.5 KiB
Python
330 lines
9.5 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
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input, find_output_node
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class WorldButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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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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return (context.world and context.engine in cls.COMPAT_ENGINES)
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class WORLD_PT_context_world(WorldButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.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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world = context.world
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space = context.space_data
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texture_count = world and len(world.texture_slots.keys())
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split = layout.split(percentage=0.85)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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if texture_count:
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split.label(text=str(texture_count), icon='TEXTURE')
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class WORLD_PT_preview(WorldButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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return (context.world) and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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self.layout.template_preview(context.world)
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class WORLD_PT_world(WorldButtonsPanel, Panel):
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bl_label = "World"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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world = context.world
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row = layout.row()
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row.prop(world, "use_sky_paper")
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row.prop(world, "use_sky_blend")
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row.prop(world, "use_sky_real")
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row = layout.row()
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row.column().prop(world, "horizon_color")
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col = row.column()
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col.prop(world, "zenith_color")
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col.active = world.use_sky_blend
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row.column().prop(world, "ambient_color")
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row = layout.row()
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row.prop(world, "exposure")
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row.prop(world, "color_range")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel):
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bl_label = "Ambient Occlusion"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.light_settings
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self.layout.prop(light, "use_ambient_occlusion", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.light_settings
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layout.active = light.use_ambient_occlusion
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split = layout.split()
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split.prop(light, "ao_factor", text="Factor")
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split.prop(light, "ao_blend_type", text="")
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class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel):
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bl_label = "Environment Lighting"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.light_settings
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self.layout.prop(light, "use_environment_light", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.light_settings
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layout.active = light.use_environment_light
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split = layout.split()
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split.prop(light, "environment_energy", text="Energy")
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split.prop(light, "environment_color", text="")
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class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel):
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bl_label = "Indirect Lighting"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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light = context.world.light_settings
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self.layout.prop(light, "use_indirect_light", text="")
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def draw(self, context):
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layout = self.layout
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light = context.world.light_settings
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layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE'
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split = layout.split()
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split.prop(light, "indirect_factor", text="Factor")
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split.prop(light, "indirect_bounces", text="Bounces")
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if light.gather_method == 'RAYTRACE':
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layout.label(text="Only works with Approximate gather method")
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class WORLD_PT_gather(WorldButtonsPanel, Panel):
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bl_label = "Gather"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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light = context.world.light_settings
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layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
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layout.row().prop(light, "gather_method", expand=True)
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split = layout.split()
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col = split.column()
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col.label(text="Attenuation:")
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if light.gather_method == 'RAYTRACE':
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col.prop(light, "distance")
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col.prop(light, "use_falloff")
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sub = col.row()
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sub.active = light.use_falloff
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sub.prop(light, "falloff_strength", text="Strength")
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if light.gather_method == 'RAYTRACE':
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col = split.column()
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col.label(text="Sampling:")
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col.prop(light, "sample_method", text="")
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sub = col.column()
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sub.prop(light, "samples")
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if light.sample_method == 'ADAPTIVE_QMC':
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sub.prop(light, "threshold")
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sub.prop(light, "adapt_to_speed", slider=True)
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elif light.sample_method == 'CONSTANT_JITTERED':
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sub.prop(light, "bias")
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if light.gather_method == 'APPROXIMATE':
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col = split.column()
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col.label(text="Sampling:")
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col.prop(light, "passes")
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col.prop(light, "error_threshold", text="Error")
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col.prop(light, "use_cache")
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col.prop(light, "correction")
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class WORLD_PT_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.mist_settings, "use_mist", text="")
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.active = world.mist_settings.use_mist
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split = layout.split()
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col = split.column()
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col.prop(world.mist_settings, "intensity")
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col.prop(world.mist_settings, "start")
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col = split.column()
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col.prop(world.mist_settings, "depth")
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col.prop(world.mist_settings, "height")
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layout.prop(world.mist_settings, "falloff")
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class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist Pass"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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if context.world and (engine in cls.COMPAT_ENGINES):
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for view_layer in context.scene.view_layers:
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if view_layer.use_pass_mist:
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return True
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return False
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def draw(self, context):
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layout = self.layout
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world = context.world
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split = layout.split(align=True)
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split.prop(world.mist_settings, "start")
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split.prop(world.mist_settings, "depth")
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layout.prop(world.mist_settings, "falloff")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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_context_path = "world"
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_property_type = bpy.types.World
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class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "world"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.world and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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world = context.world
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layout.prop(world, "use_nodes", icon='NODETREE')
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layout.separator()
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if world.use_nodes:
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ntree = world.node_tree
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node = find_output_node(ntree, ('OUTPUT_WORLD',))
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if node:
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input = find_node_input(node, 'Surface')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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else:
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layout.prop(world, "horizon_color", text="Color")
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classes = (
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WORLD_PT_context_world,
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WORLD_PT_preview,
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WORLD_PT_world,
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WORLD_PT_ambient_occlusion,
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WORLD_PT_environment_lighting,
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WORLD_PT_indirect_lighting,
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WORLD_PT_gather,
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WORLD_PT_mist,
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WORLD_PT_custom_props,
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EEVEE_WORLD_PT_surface,
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EEVEE_WORLD_PT_mist,
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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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