Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
202 lines
5.3 KiB
Python
202 lines
5.3 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Panel
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from bpy.app.translations import contexts as i18n_contexts
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input
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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 = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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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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if scene:
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layout.template_ID(scene, "world", new="world.new")
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elif world:
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layout.template_ID(space, "pin_id")
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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', 'BLENDER_EEVEE_NEXT'}
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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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layout.use_property_split = True
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world = context.world
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col = layout.column(align=True)
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col.prop(world.mist_settings, "start")
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col.prop(world.mist_settings, "depth")
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col = layout.column()
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col.prop(world.mist_settings, "falloff")
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class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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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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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
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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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layout.use_property_split = True
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if world.use_nodes:
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ntree = world.node_tree
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node = ntree.get_output_node('EEVEE')
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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, "color")
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class EEVEE_WORLD_PT_volume(WorldButtonsPanel, Panel):
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bl_label = "Volume"
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bl_translation_context = i18n_contexts.id_id
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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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world = context.world
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return world and world.use_nodes 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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ntree = world.node_tree
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node = ntree.get_output_node('EEVEE')
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layout.use_property_split = True
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if node:
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input = find_node_input(node, "Volume")
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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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class EEVEE_WORLD_PT_probe(WorldButtonsPanel, Panel):
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bl_label = "Probe"
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bl_translation_context = i18n_contexts.id_id
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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world = context.world
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return 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.use_property_split = True
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layout.prop(world, "probe_resolution")
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class WORLD_PT_viewport_display(WorldButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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return context.world
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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world = context.world
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layout.prop(world, "color")
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classes = (
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WORLD_PT_context_world,
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EEVEE_WORLD_PT_surface,
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EEVEE_WORLD_PT_volume,
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EEVEE_WORLD_PT_mist,
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EEVEE_WORLD_PT_probe,
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WORLD_PT_viewport_display,
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WORLD_PT_custom_props,
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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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