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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 #####
    
    import bpy
    
    # Use some of the existing buttons.
    import properties_render
    properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
    del properties_render
    
    # Use only a subset of the world panels
    import properties_world
    properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
    del properties_world
    
    # Example of wrapping every class 'as is'
    import properties_material
    for member in dir(properties_material):
        subclass = getattr(properties_material, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_material
    
    import properties_data_mesh
    for member in dir(properties_data_mesh):
        subclass = getattr(properties_data_mesh, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_data_mesh
    
    import properties_texture
    for member in dir(properties_texture):
        subclass = getattr(properties_texture, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_texture
    
    import properties_data_camera
    for member in dir(properties_data_camera):
        subclass = getattr(properties_data_camera, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_data_camera
    
    
    
    
    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.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
    
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    class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
    
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        bl_label = "Radiosity"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            scene = context.scene
    
            self.layout.prop(scene, "pov_radio_enable", text="")
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
            rd = scene.render
    
            layout.active = scene.pov_radio_enable
    
            split = layout.split()
    
            col = split.column()
            col.prop(scene, "pov_radio_count", text="Rays")
            col.prop(scene, "pov_radio_recursion_limit", text="Recursions")
            col = split.column()
            col.prop(scene, "pov_radio_error_bound", text="Error")
    
            layout.prop(scene, "pov_radio_display_advanced")
    
            if scene.pov_radio_display_advanced:
                split = layout.split()
    
                col = split.column()
                col.prop(scene, "pov_radio_adc_bailout", slider=True)
                col.prop(scene, "pov_radio_gray_threshold", slider=True)
                col.prop(scene, "pov_radio_low_error_factor", slider=True)
    
                col = split.column()
                col.prop(scene, "pov_radio_brightness")
                col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse")
                col.prop(scene, "pov_radio_nearest_count")
    
                split = layout.split()
    
                col = split.column()
                col.label(text="Estimation Influence:")
                col.prop(scene, "pov_radio_media")
                col.prop(scene, "pov_radio_normal")
    
                col = split.column()
                col.prop(scene, "pov_radio_always_sample")