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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 #####
Maurice Raybaud
committed
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
#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')
#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')
# Example of wrapping every class 'as is'
from bl_ui.properties_texture import context_tex_datablock
from bl_ui.properties_texture import texture_filter_common
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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# 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
# 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')
del properties_material
from bl_ui import properties_data_camera
for member in dir(properties_data_camera):
subclass = getattr(properties_data_camera, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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"
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# 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
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def check_add_mesh_extra_objects():
"""Test if Add mesh extra objects addon is activated
This addon is currently used to generate the proxy for POV parametric
surface which is almost the same priciple as its Math xyz surface
"""
if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
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return True
return False
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def locate_docpath():
"""POV can be installed with some include files.
Get their path as defined in user preferences or registry keys for
the user to be able to invoke them."""
addon_prefs = bpy.context.preferences.addons[__package__].preferences
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# 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,
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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 ""
"""Texture context type recreated as deprecated in blender 2.8"""
idblock = context.brush
if idblock and bpy.context.scene.texture_context == 'OTHER':
# idblock = bpy.context.active_object.active_material
idblock = bpy.context.scene.view_layers["View Layer"].objects.active.active_material
idblock = context.world
idblock = context.light
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():
"""Use this class to define buttons from the render tab of
properties window."""
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):
return (rd.engine in cls.COMPAT_ENGINES)
class ModifierButtonsPanel():
"""Use this class to define buttons from the modifier tab of
properties window."""
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)
"""Use this class to define buttons from the material tab of
properties window."""
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():
"""Use this class to define buttons from the texture tab of
properties window."""
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)
# 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))
"""Use this class to define buttons from the object tab of
properties window."""
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():
"""Use this class to define buttons from the camera data tab of
properties window."""
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():
"""Use this class to define buttons from the world tab of
properties window."""
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)
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class TextButtonsPanel():
"""Use this class to define buttons from the side tab of
text window."""
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bl_space_type = 'TEXT_EDITOR'
bl_region_type = 'UI'
bl_label = "POV-Ray"
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# 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)
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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):
"""Use this class to define buttons from the edit data tab of
properties window."""
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
################################################################################
# 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
# These panels are kept
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):
"""Use this class to define buttons from the light data tab of
properties window."""
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):
"""Use this class to define preset menu for pov lights."""
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):
"""Use this class to define pov world buttons."""
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 = [
]
# where to store the preset
preset_subdir = "pov/light"
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
class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_sunsky.bl_label
@classmethod
def poll(cls, context):
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)
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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")
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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):
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
Maurice Raybaud
committed
class LIGHT_PT_POV_spot(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_spot.bl_label
@classmethod
def poll(cls, context):
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):
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):
"""Use this class to define buttons from the rainbow panel of
properties window. inheriting lamp buttons panel class"""
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")
###############################################################################
class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
"""Use this class to define pov world buttons."""
bl_label = "World"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world.pov
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 = layout.row()
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):
"""Use this class to define pov mist buttons."""
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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):
"""Use this class to define pov ini settingss buttons."""
bl_label = "Start Options"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
if scene.pov.tempfiles_enable:
self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='AUTO')