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    # ##### 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 #####
    
    
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    import bpy
    
    import sys #really import here and in render.py?
    import os #really import here and in render.py?
    from os.path import isfile
    
    from bl_operators.presets import AddPresetBase
    
    from bpy.utils import register_class, unregister_class
    
    from bpy.types import (
            Operator,
    
            Panel,
            # Brush,
            Material,
            Light,
            World,
            ParticleSettings,
            FreestyleLineStyle
    
    # Example of wrapping every class 'as is'
    from bl_ui import properties_output
    for member in dir(properties_output):
        subclass = getattr(properties_output, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY')
        except:
            pass
    del properties_output
    
    from bl_ui import properties_view_layer
    for member in dir(properties_view_layer):
        subclass = getattr(properties_view_layer, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY')
        except:
            pass
    del properties_view_layer
    
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    # Use some of the existing buttons.
    
    from bl_ui import properties_render
    
    #DEPRECATED#properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
    #DEPRECATED#properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    # properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    #TORECREATE##DEPRECATED#properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
    #DEPRECATED#properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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    del properties_render
    
    
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    # Use only a subset of the world panels
    
    from bl_ui import properties_world
    
    #TORECREATE##DEPRECATED#properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    #TORECREATE##DEPRECATED#properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
    #TORECREATE##DEPRECATED#properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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    del properties_world
    
    
    # Example of wrapping every class 'as is'
    
    from bl_ui import properties_texture
    
    from bl_ui.properties_texture import context_tex_datablock
    
    from bl_ui.properties_texture import texture_filter_common
    
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    for member in dir(properties_texture):
        subclass = getattr(properties_texture, member)
        try:
    
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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        except:
            pass
    del properties_texture
    
    
    # Physics Main wrapping every class 'as is'
    from bl_ui import properties_physics_common
    for member in dir(properties_physics_common):
        subclass = getattr(properties_physics_common, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_common
    
    # Physics Rigid Bodies wrapping every class 'as is'
    from bl_ui import properties_physics_rigidbody
    for member in dir(properties_physics_rigidbody):
        subclass = getattr(properties_physics_rigidbody, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_rigidbody
    
    # Physics Rigid Body Constraint wrapping every class 'as is'
    from bl_ui import properties_physics_rigidbody_constraint
    for member in dir(properties_physics_rigidbody_constraint):
        subclass = getattr(properties_physics_rigidbody_constraint, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_rigidbody_constraint
    
    # Physics Smoke wrapping every class 'as is'
    from bl_ui import properties_physics_smoke
    for member in dir(properties_physics_smoke):
        subclass = getattr(properties_physics_smoke, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_smoke
    
    # Physics softbody wrapping every class 'as is'
    from bl_ui import properties_physics_softbody
    for member in dir(properties_physics_softbody):
        subclass = getattr(properties_physics_softbody, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_softbody
    
    # Physics Fluid wrapping every class 'as is'
    from bl_ui import properties_physics_fluid
    for member in dir(properties_physics_fluid):
        subclass = getattr(properties_physics_fluid, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_fluid
    
    # Physics Field wrapping every class 'as is'
    from bl_ui import properties_physics_field
    for member in dir(properties_physics_field):
        subclass = getattr(properties_physics_field, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_field
    
    # Physics Cloth wrapping every class 'as is'
    from bl_ui import properties_physics_cloth
    for member in dir(properties_physics_cloth):
        subclass = getattr(properties_physics_cloth, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_cloth
    
    # Physics Dynamic Paint wrapping every class 'as is'
    from bl_ui import properties_physics_dynamicpaint
    for member in dir(properties_physics_dynamicpaint):
        subclass = getattr(properties_physics_dynamicpaint, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_physics_dynamicpaint
    
    
    # Example of wrapping every class 'as is'
    from bl_ui import properties_data_modifier
    for member in dir(properties_data_modifier):
        subclass = getattr(properties_data_modifier, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_data_modifier
    
    
    # Example of wrapping every class 'as is' except some
    from bl_ui import properties_material
    for member in dir(properties_material):
        subclass = getattr(properties_material, member)
    
            mat=bpy.context.active_object.active_material
    
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            if (mat and mat.pov.type == "SURFACE" 
                and not (mat.pov.material_use_nodes or mat.use_nodes)): 
            # and (engine in cls.COMPAT_ENGINES)) if subclasses were sorted
    
                subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    from bl_ui import properties_data_camera
    
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    for member in dir(properties_data_camera):
        subclass = getattr(properties_data_camera, member)
        try:
    
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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        except:
            pass
    del properties_data_camera
    
    
    from bl_ui import properties_particle as properties_particle
    for member in dir(properties_particle):  # add all "particle" panels from blender
        subclass = getattr(properties_particle, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_particle
    
    
    # Example of wrapping every class 'as is'
    from bl_ui import properties_output
    for member in dir(properties_output):
        subclass = getattr(properties_output, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_output
    
    class WORLD_MT_POV_presets(bpy.types.Menu):
    
        bl_label = "World Presets"
        preset_subdir = "pov/world"
        preset_operator = "script.execute_preset"
        draw = bpy.types.Menu.draw_preset
    
    
    
    class WORLD_OT_POV_add_preset(AddPresetBase, Operator):
    
        '''Add a World Preset'''
        bl_idname = "object.world_preset_add"
        bl_label = "Add World Preset"
    
        preset_menu = "WORLD_MT_POV_presets"
    
    
        # variable used for all preset values
        preset_defines = [
            "scene = bpy.context.scene"
            ]
    
        # properties to store in the preset
        preset_values = [
            "scene.world.use_sky_blend",
            "scene.world.horizon_color",
            "scene.world.zenith_color",
            "scene.world.ambient_color",
            "scene.world.mist_settings.use_mist",
            "scene.world.mist_settings.intensity",
            "scene.world.mist_settings.depth",
            "scene.world.mist_settings.start",
            "scene.pov.media_enable",
            "scene.pov.media_scattering_type",
            "scene.pov.media_samples",
            "scene.pov.media_diffusion_scale",
            "scene.pov.media_diffusion_color",
            "scene.pov.media_absorption_scale",
            "scene.pov.media_absorption_color",
            "scene.pov.media_eccentricity",
            ]
    
        # where to store the preset
        preset_subdir = "pov/world"
        
    
    def check_material(mat):
        if mat is not None:
            if mat.use_nodes:
    
                if not mat.node_tree: #FORMERLY : #mat.active_node_material is not None:
    
                    return True
                return False
            return True
        return False
    
    
    def simple_material(mat):
        if (mat is not None) and (not mat.use_nodes):
            return True
        return False
        
    
        if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
    
        addon_prefs = bpy.context.preferences.addons[__package__].preferences
    
        # Use the system preference if its set.
        pov_documents = addon_prefs.docpath_povray
        if pov_documents:
            if os.path.exists(pov_documents):
                return pov_documents
            else:
                print("User Preferences path to povray documents %r NOT FOUND, checking $PATH" % pov_documents)
    
        # Windows Only
        if sys.platform[:3] == "win":
            import winreg
            try:
                win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER,
    
                    "Software\\POV-Ray\\v3.7\\Windows")
    
                win_docpath = winreg.QueryValueEx(win_reg_key, "DocPath")[0]
                pov_documents = os.path.join(win_docpath, "Insert Menu")
                if os.path.exists(pov_documents):
                    return pov_documents
            except FileNotFoundError:
                return""
        # search the path all os's
        pov_documents_default = "include"
    
        os_path_ls = os.getenv("PATH").split(':') + [""]
    
        for dir_name in os_path_ls:
            pov_documents = os.path.join(dir_name, pov_documents_default)
            if os.path.exists(pov_documents):
                return pov_documents
        return ""
    
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    def pov_context_tex_datablock(context):
    
    
        idblock = context.brush
    
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        if idblock and bpy.context.scene.texture_context == 'OTHER':
    
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            return idblock
    
    
        # idblock = bpy.context.active_object.active_material
        idblock = bpy.context.scene.view_layers["View Layer"].objects.active.active_material
    
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        if idblock:
            return idblock
    
    
        idblock = context.world
    
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        if idblock:
            return idblock
    
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        if idblock:
            return idblock
    
        if context.particle_system:
            idblock = context.particle_system.settings
    
        return idblock
    
    
        idblock = context.line_style
        if idblock:
            return idblock
            
    
    class RenderButtonsPanel():
    
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        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "render"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
    
        @classmethod
        def poll(cls, context):
    
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            rd = context.scene.render
    
            return (rd.engine in cls.COMPAT_ENGINES)
    
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    class ModifierButtonsPanel():
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "modifier"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
        @classmethod
        def poll(cls, context):
            mods = context.object.modifiers
            rd = context.scene.render
    
            return mods and (rd.engine in cls.COMPAT_ENGINES)
    
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    class MaterialButtonsPanel():
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "material"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
        @classmethod
        def poll(cls, context):
            mat = context.material
            rd = context.scene.render
    
            return mat and (rd.engine in cls.COMPAT_ENGINES)
    
    class TextureButtonsPanel():
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "texture"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
        @classmethod
        def poll(cls, context):
            tex = context.texture
            rd = context.scene.render
    
            return tex and (rd.engine in cls.COMPAT_ENGINES)
    
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    # class TextureTypePanel(TextureButtonsPanel):
    
        # @classmethod
        # def poll(cls, context):
            # tex = context.texture
            # engine = context.scene.render.engine
            # return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
    
    
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    class ObjectButtonsPanel():
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "object"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
        @classmethod
        def poll(cls, context):
            obj = context.object
            rd = context.scene.render
    
            return obj and (rd.engine in cls.COMPAT_ENGINES)
    
    class CameraDataButtonsPanel():
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "data"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
        @classmethod
        def poll(cls, context):
            cam = context.camera
            rd = context.scene.render
    
            return cam and (rd.engine in cls.COMPAT_ENGINES)
    
    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):
            wld = context.world
            rd = context.scene.render
    
            return wld and (rd.engine in cls.COMPAT_ENGINES)
    
    class TextButtonsPanel():
        bl_space_type = 'TEXT_EDITOR'
        bl_region_type = 'UI'
    
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
        @classmethod
        def poll(cls, context):
            text = context.space_data
            rd = context.scene.render
    
            return text and (rd.engine in cls.COMPAT_ENGINES)
    
    from bl_ui import properties_data_mesh
    # These panels are kept
    properties_data_mesh.DATA_PT_custom_props_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_data_mesh.DATA_PT_context_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    ## make some native panels contextual to some object variable
    ## by recreating custom panels inheriting their properties
    
    class PovDataButtonsPanel(properties_data_mesh.MeshButtonsPanel):
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        POV_OBJECT_TYPES = {'PLANE', 'BOX', 'SPHERE', 'CYLINDER', 'CONE', 'TORUS', 'BLOB',
                            'ISOSURFACE', 'SUPERELLIPSOID', 'SUPERTORUS', 'HEIGHT_FIELD',
                            'PARAMETRIC', 'POLYCIRCLE'}
    
        @classmethod
        def poll(cls, context):
            engine = context.scene.render.engine
            obj = context.object
            # We use our parent class poll func too, avoids to re-define too much things...
            return (super(PovDataButtonsPanel, cls).poll(context) and
                    obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES)
    
    # We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
    # Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
    # So we simply have to explicitly copy here the interesting bits. ;)
    
    class DATA_PT_POV_normals(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_normals.bl_label
    
        draw = properties_data_mesh.DATA_PT_normals.draw
    
    class DATA_PT_POV_texture_space(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_texture_space.bl_label
        bl_options = properties_data_mesh.DATA_PT_texture_space.bl_options
    
        draw = properties_data_mesh.DATA_PT_texture_space.draw
    
    class DATA_PT_POV_vertex_groups(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_vertex_groups.bl_label
    
        draw = properties_data_mesh.DATA_PT_vertex_groups.draw
    
    
    
    class DATA_PT_POV_shape_keys(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_shape_keys.bl_label
    
    
        draw = properties_data_mesh.DATA_PT_shape_keys.draw
    
    
    
    class DATA_PT_POV_uv_texture(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_uv_texture.bl_label
    
    
        draw = properties_data_mesh.DATA_PT_uv_texture.draw
    
    
    
    class DATA_PT_POV_vertex_colors(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_vertex_colors.bl_label
    
    
        draw = properties_data_mesh.DATA_PT_vertex_colors.draw
    
    
    
    class DATA_PT_POV_customdata(PovDataButtonsPanel, Panel):
    
        bl_label = properties_data_mesh.DATA_PT_customdata.bl_label
    
        bl_options = properties_data_mesh.DATA_PT_customdata.bl_options
    
        draw = properties_data_mesh.DATA_PT_customdata.draw
    
    
    
    
    del properties_data_mesh
    
    
    
    ################################################################################
    
    # from bl_ui import properties_data_light
    # for member in dir(properties_data_light):
        # subclass = getattr(properties_data_light, member)
    
        # try:
            # subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        # except:
            # pass
    
    # del properties_data_light
    #########################LIGHTS################################
    
    from bl_ui import properties_data_light
    
    properties_data_light.DATA_PT_custom_props_light.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_data_light.DATA_PT_context_light.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    ## make some native panels contextual to some object variable
    ## by recreating custom panels inheriting their properties
    
    class PovLampButtonsPanel(properties_data_light.DataButtonsPanel):
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        POV_OBJECT_TYPES = {'RAINBOW'}
    
        @classmethod
        def poll(cls, context):
            engine = context.scene.render.engine
            obj = context.object
            # We use our parent class poll func too, avoids to re-define too much things...
            return (super(PovLampButtonsPanel, cls).poll(context) and
                    obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES)
    
    # We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
    # Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
    # So we simply have to explicitly copy here the interesting bits. ;)
    
    class LIGHT_PT_POV_preview(PovLampButtonsPanel, Panel):
    
        bl_label = properties_data_light.DATA_PT_preview.bl_label
    
        draw = properties_data_light.DATA_PT_preview.draw
    
    class LIGHT_PT_POV_light(PovLampButtonsPanel, Panel):
    
        bl_label = properties_data_light.DATA_PT_light.bl_label
    
        draw = properties_data_light.DATA_PT_light.draw
    
    class LIGHT_MT_POV_presets(bpy.types.Menu):
    
        bl_label = "Lamp Presets"
        preset_subdir = "pov/lamp"
        preset_operator = "script.execute_preset"
        draw = bpy.types.Menu.draw_preset
    
    
    
    class LIGHT_OT_POV_add_preset(AddPresetBase, Operator):
    
        '''Add a Lamp Preset'''
    
        bl_idname = "object.light_preset_add"
    
        bl_label = "Add Lamp Preset"
    
        preset_menu = "LIGHT_MT_POV_presets"
    
    
        # variable used for all preset values
        preset_defines = [
    
            "lightdata = bpy.context.object.data"
    
            ]
    
        # properties to store in the preset
        preset_values = [
    
            "lightdata.type",
    
            "lightdata.color",
    
            ]
    
        # where to store the preset
        preset_subdir = "pov/lamp"
    
    
    
    
    
    
    # Draw into the existing light panel
    
    def light_panel_func(self, context):
    
        layout = self.layout
    
        row = layout.row(align=True)
    
        row.menu(LIGHT_MT_POV_presets.__name__, text=LIGHT_MT_POV_presets.bl_label)
        row.operator(LIGHT_OT_POV_add_preset.bl_idname, text="", icon='ADD')
        row.operator(LIGHT_OT_POV_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True
    
    '''#TORECREATE##DEPRECATED#
    
    class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, Panel):
    
        bl_label = properties_data_light.DATA_PT_sunsky.bl_label
    
        @classmethod
        def poll(cls, context):
    
            lamp = context.light
    
            engine = context.scene.render.engine
            return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
    
    
        draw = properties_data_light.DATA_PT_sunsky.draw
    
    class LIGHT_PT_POV_shadow(PovLampButtonsPanel, Panel):
    
        bl_label =  "Shadow"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        
        @classmethod
        def poll(cls, context):
            lamp = context.lamp
            engine = context.scene.render.engine
            return lamp and (engine in cls.COMPAT_ENGINES)
    
        def draw(self, context):
            layout = self.layout
    
            lamp = context.lamp
    
            layout.row().prop(lamp, "shadow_method", expand=True)
    
            
            split = layout.split()
    
            col = split.column()
            sub = col.column()
            sub.prop(lamp, "spot_size", text="Size")
            sub.prop(lamp, "spot_blend", text="Blend", slider=True)
            col.prop(lamp, "use_square")
            col.prop(lamp, "show_cone")
    
            col = split.column()
    
            col.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP')
            col.prop(lamp, "use_halo")
            sub = col.column(align=True)
            sub.active = lamp.use_halo
            sub.prop(lamp, "halo_intensity", text="Intensity")
            if lamp.shadow_method == 'BUFFER_SHADOW':
                sub.prop(lamp, "halo_step", text="Step")
            if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
                split = layout.split()
    
                col = split.column()
                col.label(text="Form factor sampling:")
    
                sub = col.row(align=True)
    
                if lamp.shape == 'SQUARE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
                elif lamp.shape == 'RECTANGLE':
                    sub.prop(lamp.pov, "shadow_ray_samples_x", text="Samples X")
                    sub.prop(lamp.pov, "shadow_ray_samples_y", text="Samples Y")
    
            if lamp.shadow_method != 'NOSHADOW':
                split = layout.split()
    
                col = split.column()
                col.prop(lamp, "shadow_color", text="")
    
                col = split.column()
                col.prop(lamp, "use_shadow_layer", text="This Layer Only")
                col.prop(lamp, "use_only_shadow")
    
            if lamp.shadow_method == 'RAY_SHADOW':
                split = layout.split()
    
                col = split.column()
                col.label(text="Sampling:")
    
                if lamp.type in {'POINT', 'SUN', 'SPOT'}:
                    sub = col.row()
    
                    sub.prop(lamp, "shadow_ray_samples", text="Samples")
                    sub.prop(lamp, "shadow_soft_size", text="Soft Size")
    
                elif lamp.type == 'AREA':
                    sub = col.row(align=True)
    
                    if lamp.shape == 'SQUARE':
                        sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
                    elif lamp.shape == 'RECTANGLE':
                        sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
                        sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
                
    
            if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
                split = layout.split()
    
                col = split.column()
                col.label(text="Form factor sampling:")
    
                sub = col.row(align=True)
    
                if lamp.shape == 'SQUARE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
                elif lamp.shape == 'RECTANGLE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
                    sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
    
            if lamp.shadow_method != 'NOSHADOW':
                split = layout.split()
    
                col = split.column()
                col.prop(lamp, "shadow_color", text="")
    
                col = split.column()
                col.prop(lamp, "use_shadow_layer", text="This Layer Only")
                col.prop(lamp, "use_only_shadow")
    
            if lamp.shadow_method == 'RAY_SHADOW':
                split = layout.split()
    
                col = split.column()
                col.label(text="Sampling:")
    
                if lamp.type in {'POINT', 'SUN', 'SPOT'}:
                    sub = col.row()
    
                    sub.prop(lamp, "shadow_ray_samples", text="Samples")
                    sub.prop(lamp, "shadow_soft_size", text="Soft Size")
    
                elif lamp.type == 'AREA':
                    sub = col.row(align=True)
    
                    if lamp.shape == 'SQUARE':
                        sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
                    elif lamp.shape == 'RECTANGLE':
                        sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
                        sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
    
                col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
    
                if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
                    layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
    
                if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
                    row = layout.row()
                    row.prop(lamp, "use_umbra")
                    row.prop(lamp, "use_dither")
                    row.prop(lamp, "use_jitter")
    
            elif lamp.shadow_method == 'BUFFER_SHADOW':
                col = layout.column()
                col.label(text="Buffer Type:")
                col.row().prop(lamp, "shadow_buffer_type", expand=True)
    
                if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
                    split = layout.split()
    
                    col = split.column()
                    col.label(text="Filter Type:")
                    col.prop(lamp, "shadow_filter_type", text="")
                    sub = col.column(align=True)
                    sub.prop(lamp, "shadow_buffer_soft", text="Soft")
                    sub.prop(lamp, "shadow_buffer_bias", text="Bias")
    
                    col = split.column()
                    col.label(text="Sample Buffers:")
                    col.prop(lamp, "shadow_sample_buffers", text="")
                    sub = col.column(align=True)
                    sub.prop(lamp, "shadow_buffer_size", text="Size")
                    sub.prop(lamp, "shadow_buffer_samples", text="Samples")
                    if lamp.shadow_buffer_type == 'DEEP':
                        col.prop(lamp, "compression_threshold")
    
                elif lamp.shadow_buffer_type == 'IRREGULAR':
                    layout.prop(lamp, "shadow_buffer_bias", text="Bias")
    
                split = layout.split()
    
                col = split.column()
                col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
                sub = col.column()
                sub.active = not lamp.use_auto_clip_start
                sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
    
                col = split.column()
                col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
                sub = col.column()
                sub.active = not lamp.use_auto_clip_end
                sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
    '''
    
    
    class LIGHT_PT_POV_area(PovLampButtonsPanel, Panel):
    
        bl_label = properties_data_light.DATA_PT_area.bl_label
    
    
        @classmethod
        def poll(cls, context):
    
            lamp = context.light
    
            engine = context.scene.render.engine
            return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
    
        draw = properties_data_light.DATA_PT_area.draw
    
    class LIGHT_PT_POV_spot(PovLampButtonsPanel, Panel):
    
        bl_label = properties_data_light.DATA_PT_spot.bl_label
    
    
        @classmethod
        def poll(cls, context):
    
            lamp = context.light
    
            engine = context.scene.render.engine
    
            return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
    
        draw = properties_data_light.DATA_PT_spot.draw
    
    class LIGHT_PT_POV_falloff_curve(PovLampButtonsPanel, Panel):
    
        bl_label = properties_data_light.DATA_PT_falloff_curve.bl_label
        bl_options = properties_data_light.DATA_PT_falloff_curve.bl_options
    
        @classmethod
        def poll(cls, context):
    
            lamp = context.light
    
            engine = context.scene.render.engine
    
            return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
    
        draw = properties_data_light.DATA_PT_falloff_curve.draw
    
    class OBJECT_PT_POV_rainbow(PovLampButtonsPanel, Panel):
    
        bl_label = "POV-Ray Rainbow"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        #bl_options = {'HIDE_HEADER'}
        @classmethod
        def poll(cls, context):
            engine = context.scene.render.engine
            obj = context.object
    
            return (obj and obj.pov.object_as == 'RAINBOW' and (engine in cls.COMPAT_ENGINES))
    
        def draw(self, context):
            layout = self.layout
    
            obj = context.object
    
            col = layout.column()
    
            if obj.pov.object_as == 'RAINBOW':
                if obj.pov.unlock_parameters == False:
    
                    col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED')
    
                    col.label(text="Rainbow projection angle: " + str(obj.data.spot_size))
                    col.label(text="Rainbow width: " + str(obj.data.spot_blend))
                    col.label(text="Rainbow distance: " + str(obj.data.shadow_buffer_clip_start))
                    col.label(text="Rainbow arc angle: " + str(obj.pov.arc_angle))
                    col.label(text="Rainbow falloff angle: " + str(obj.pov.falloff_angle))
    
                else:
    
                    col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED')
    
                    col.label(text="3D view proxy may get out of synch")
                    col.active = obj.pov.unlock_parameters
    
    
    
                    layout.operator("pov.cone_update", text="Update",icon="MESH_CONE")
    
    
                    #col.label(text="Parameters:")
                    col.prop(obj.data, "spot_size", text="Rainbow Projection Angle")
                    col.prop(obj.data, "spot_blend", text="Rainbow width")
                    col.prop(obj.data, "shadow_buffer_clip_start", text="Visibility distance")
                    col.prop(obj.pov, "arc_angle")
                    col.prop(obj.pov, "falloff_angle")
    
    del properties_data_light
    
    ###############################################################################
    
    class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
    
        bl_label = "World"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
    
    
            row = layout.row(align=True)
    
            row.menu(WORLD_MT_POV_presets.__name__, text=WORLD_MT_POV_presets.bl_label)
            row.operator(WORLD_OT_POV_add_preset.bl_idname, text="", icon='ADD')
            row.operator(WORLD_OT_POV_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True
    
            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") #Re-implement later as a light multiplier
    
            #row.prop(world, "color_range")
    
    
    class WORLD_PT_POV_mist(WorldButtonsPanel, Panel):
        bl_label = "Mist"
        bl_options = {'DEFAULT_CLOSED'}
        COMPAT_ENGINES = {'POVRAY_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 RENDER_PT_POV_export_settings(RenderButtonsPanel, Panel):
    
        bl_label = "Start Options"
    
        bl_options = {'DEFAULT_CLOSED'}
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
    
            scene = context.scene
            if scene.pov.tempfiles_enable:
                self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='AUTO')
            else:
                self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='CONSOLE')
    
    
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        def draw(self, context):
            layout = self.layout
    
    
            scene = context.scene
    
            split = layout.split()
    
            col = split.column()
            col.label(text="Command line switches:")
    
            col.prop(scene.pov, "command_line_switches", text="")
    
            split = layout.split()
    
    
            layout.active = not scene.pov.tempfiles_enable
            #if not scene.pov.tempfiles_enable:
            split.prop(scene.pov, "deletefiles_enable", text="Delete files")
    
            split.prop(scene.pov, "pov_editor", text="POV Editor")
    
            col = layout.column()
            col.prop(scene.pov, "scene_name", text="Name")
            col.prop(scene.pov, "scene_path", text="Path to files")
            #col.prop(scene.pov, "scene_path", text="Path to POV-file")
            #col.prop(scene.pov, "renderimage_path", text="Path to image")
    
            split = layout.split()
            split.prop(scene.pov, "indentation_character", text="Indent")
            if scene.pov.indentation_character == 'SPACE':
                split.prop(scene.pov, "indentation_spaces", text="Spaces")
    
            row = layout.row()
            row.prop(scene.pov, "comments_enable", text="Comments")
            row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
    
    class RENDER_PT_POV_render_settings(RenderButtonsPanel, Panel):
    
        bl_label = "Global Settings"
    
        bl_options = {'DEFAULT_CLOSED'}
    
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        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
    
        def draw_header(self, context):