Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
168 lines
6.7 KiB
Python
168 lines
6.7 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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class CollectionButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "collection"
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class COLLECTION_PT_context_collection(CollectionButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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space = context.space_data
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collection = context.layer_collection
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name = collection.name
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if name == 'Master Collection':
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layout.label(text=name, icon='COLLAPSEMENU')
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else:
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layout.prop(collection, "name", text="", icon='COLLAPSEMENU')
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class COLLECTION_PT_clay_settings(CollectionButtonsPanel, 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.view_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_props = context.scene.collection_properties['BLENDER_CLAY']
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collection = context.layer_collection
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collection_props = collection.engine_overrides['BLENDER_CLAY']
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col = layout.column()
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col.template_override_property(collection_props, scene_props, "matcap_icon", custom_template="icon_view")
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col.template_override_property(collection_props, scene_props, "matcap_rotation")
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col.template_override_property(collection_props, scene_props, "matcap_hue")
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col.template_override_property(collection_props, scene_props, "matcap_saturation")
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col.template_override_property(collection_props, scene_props, "matcap_value")
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col.template_override_property(collection_props, scene_props, "ssao_factor_cavity")
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col.template_override_property(collection_props, scene_props, "ssao_factor_edge")
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col.template_override_property(collection_props, scene_props, "ssao_distance")
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col.template_override_property(collection_props, scene_props, "ssao_attenuation")
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col.template_override_property(collection_props, scene_props, "hair_brightness_randomness")
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class COLLECTION_PT_object_mode_settings(CollectionButtonsPanel, Panel):
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bl_label = "Object Mode Settings"
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@classmethod
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def poll(cls, context):
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workspace = context.workspace
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return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'OBJECT')
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def draw(self, context):
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layout = self.layout
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scene_props = context.scene.collection_properties['ObjectMode']
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collection = context.layer_collection
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collection_props = collection.engine_overrides['ObjectMode']
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col = layout.column()
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col.template_override_property(collection_props, scene_props, "show_wire")
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col.template_override_property(collection_props, scene_props, "show_backface_culling")
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class COLLECTION_PT_edit_mode_settings(CollectionButtonsPanel, Panel):
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bl_label = "Edit Mode Settings"
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@classmethod
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def poll(cls, context):
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workspace = context.workspace
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return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'EDIT')
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def draw(self, context):
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layout = self.layout
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scene_props = context.scene.collection_properties['EditMode']
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collection = context.layer_collection
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collection_props = collection.engine_overrides['EditMode']
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col = layout.column()
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col.template_override_property(collection_props, scene_props, "show_occlude_wire")
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col.template_override_property(collection_props, scene_props, "backwire_opacity")
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col.template_override_property(collection_props, scene_props, "face_normals_show")
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col.template_override_property(collection_props, scene_props, "vert_normals_show")
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col.template_override_property(collection_props, scene_props, "loop_normals_show")
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col.template_override_property(collection_props, scene_props, "normals_length")
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col.template_override_property(collection_props, scene_props, "show_weight")
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class COLLECTION_PT_paint_weight_mode_settings(CollectionButtonsPanel, Panel):
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bl_label = "Weight Paint Mode Settings"
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@classmethod
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def poll(cls, context):
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workspace = context.workspace
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return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'WEIGHT_PAINT')
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def draw(self, context):
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layout = self.layout
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scene_props = context.scene.collection_properties['WeightPaintMode']
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collection = context.layer_collection
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collection_props = collection.engine_overrides['WeightPaintMode']
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col = layout.column()
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col.template_override_property(collection_props, scene_props, "use_shading")
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col.template_override_property(collection_props, scene_props, "use_wire")
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class COLLECTION_PT_paint_vertex_mode_settings(CollectionButtonsPanel, Panel):
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bl_label = "Vertex Paint Mode Settings"
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@classmethod
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def poll(cls, context):
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workspace = context.workspace
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return workspace and hasattr(workspace, 'object_mode') and (workspace.object_mode == 'VERTEX_PAINT')
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def draw(self, context):
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layout = self.layout
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scene_props = context.scene.collection_properties['VertexPaintMode']
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collection = context.layer_collection
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collection_props = collection.engine_overrides['VertexPaintMode']
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col = layout.column()
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col.template_override_property(collection_props, scene_props, "use_shading")
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col.template_override_property(collection_props, scene_props, "use_wire")
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classes = (
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COLLECTION_PT_context_collection,
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COLLECTION_PT_clay_settings,
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COLLECTION_PT_object_mode_settings,
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COLLECTION_PT_edit_mode_settings,
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COLLECTION_PT_paint_weight_mode_settings,
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COLLECTION_PT_paint_vertex_mode_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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