Part of https://projects.blender.org/blender/blender/pulls/141278 Blend files compatibility: If a World exists and "Use Nodes" is disabled, we add new nodes to the existing node tree (or create one if it doesn't) that emulates the behavior of a world without a node tree. This ensures backward and forward compatibility. Python API compatibility: - `world.use_nodes` was removed from Python API => **Breaking change** - `world.color` is still being used by Workbench, so it stays there, although it has no effect anymore when using Cycles or EEVEE. Python API changes: Creating a World using `bpy.data.worlds.new()` now creates a World with an empty (embedded) node tree. This was necessary to enable Python scripts to add nodes without having to create a node tree (which is currently not possible, because World node trees are embedded). Pull Request: https://projects.blender.org/blender/blender/pulls/142342
283 lines
7.6 KiB
Python
283 lines
7.6 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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from bl_ui.space_properties import PropertiesAnimationMixin
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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_WORKBENCH',
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}
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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'}
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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_animation(WorldButtonsPanel, PropertiesAnimationMixin, 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_WORKBENCH',
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}
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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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layout.use_property_decorate = False
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# WorldButtonsPanel.poll ensures this is not None.
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world = context.world
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col = layout.column(align=True)
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col.label(text="World")
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self.draw_action_and_slot_selector(context, col, world)
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if node_tree := world.node_tree:
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col = layout.column(align=True)
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col.label(text="Shader Node Tree")
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self.draw_action_and_slot_selector(context, col, node_tree)
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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_WORKBENCH',
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}
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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'}
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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.separator()
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layout.use_property_split = True
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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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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 (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 world.use_eevee_finite_volume:
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layout.operator("world.convert_volume_to_mesh", icon='WORLD', text="Convert Volume")
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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_settings(WorldButtonsPanel, Panel):
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bl_label = "Settings"
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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 (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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pass
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class EEVEE_WORLD_PT_lightprobe(WorldButtonsPanel, Panel):
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bl_label = "Light Probe"
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bl_parent_id = "EEVEE_WORLD_PT_settings"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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", text="Resolution")
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class EEVEE_WORLD_PT_sun(WorldButtonsPanel, Panel):
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bl_label = "Sun"
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bl_parent_id = "EEVEE_WORLD_PT_settings"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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, "sun_threshold", text="Threshold")
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layout.prop(world, "sun_angle", text="Angle")
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class EEVEE_WORLD_PT_sun_shadow(WorldButtonsPanel, Panel):
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bl_label = "Shadow"
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bl_parent_id = "EEVEE_WORLD_PT_sun"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world, "use_sun_shadow", text="")
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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=False, heading="Jitter")
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(world, "use_sun_shadow_jitter", text="")
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sub = sub.row(align=True)
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sub.active = world.use_sun_shadow_jitter
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sub.prop(world, "sun_shadow_jitter_overblur", text="Overblur")
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col.separator()
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col = layout.column()
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col.prop(world, "sun_shadow_filter_radius", text="Filter")
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col.prop(world, "sun_shadow_maximum_resolution", text="Resolution Limit")
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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_settings,
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EEVEE_WORLD_PT_lightprobe,
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EEVEE_WORLD_PT_sun,
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EEVEE_WORLD_PT_sun_shadow,
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WORLD_PT_viewport_display,
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WORLD_PT_animation,
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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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