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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 #####

# <pep8 compliant>
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"""User interface for the POV tools"""
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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)
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        # 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)):
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        # 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

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    """Test if a material uses nodes"""
    if (mat is not None) and (not mat.use_nodes):
        return True
    return False
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    """Test if Add mesh extra objects addon is activated
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    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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    """POV can be installed with some include files.
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    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
    # 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):
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    """Texture context type recreated as deprecated in blender 2.8"""
    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
    idblock = context.light
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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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    """Use this class to define buttons from the render tab of
    properties window."""
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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():
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    """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)
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class MaterialButtonsPanel():
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    """Use this class to define buttons from the material tab of
    properties window."""
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    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():
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    """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)
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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():
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    """Use this class to define buttons from the object tab of
    properties window."""
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    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():
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    """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():
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    """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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    """Use this class to define buttons from the side tab of
    text window."""
    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):
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    """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

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    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
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    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
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    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
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    bl_options = properties_data_mesh.DATA_PT_customdata.bl_options
    draw = properties_data_mesh.DATA_PT_customdata.draw

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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):
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    """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):
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    """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):
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    """Use this class to define pov world buttons."""

    '''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/light"
# 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
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        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):
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    """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
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        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:
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                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:
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                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

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                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):
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    """Use this class to define pov world buttons."""
    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):
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    """Use this class to define pov mist buttons."""

    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):
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    """Use this class to define pov ini settingss buttons."""

    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):
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    """Use this class to define pov render settings buttons."""

    bl_label = "Global Settings"
    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        scene = context.scene
        if scene.pov.global_settings_advanced:
            self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='SETTINGS')
        else:
            self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='PREFERENCES')
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    def draw(self, context):
        layout = self.layout

        scene = context.scene
        rd = context.scene.render
        #layout.active = (scene.pov.max_trace_level != 0)
        if sys.platform[:3] != "win":
            layout.prop(scene.pov, "sdl_window_enable", text="POV-Ray SDL Window")
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        col = layout.column()
        col.label(text="Main Path Tracing:")
        col.prop(scene.pov, "max_trace_level", text="Ray Depth")
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        align = True
        layout.active = scene.pov.global_settings_advanced
        layout.prop(scene.pov,"charset")
        row = layout.row(align = align)
        row.prop(scene.pov,"adc_bailout")
        row = layout.row(align = align)
        row.prop(scene.pov,"ambient_light")
        row = layout.row(align = align)
        row.prop(scene.pov,"irid_wavelength")
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        row = layout.row(align = align)
        row.prop(scene.pov,"max_intersections")
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        row = layout.row(align = align)
        row.prop(scene.pov,"number_of_waves")
        row = layout.row(align = align)
        row.prop(scene.pov,"noise_generator")
        split = layout.split()
        split.label(text="Shading:")
        split = layout.split()
        row = split.row(align = align)
        row.prop(scene.pov, "use_shadows")
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        row.prop(scene.pov, "alpha_mode")

class RENDER_PT_POV_photons(RenderButtonsPanel, Panel):
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    """Use this class to define pov photons buttons."""

    bl_options = {'DEFAULT_CLOSED'}
    # def draw_header(self, context):
        # self.layout.label(icon='SETTINGS')
    def draw_header(self, context):
        scene = context.scene
        if scene.pov.photon_enable:
            self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER_ACT')
        else:
            self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER')
    def draw(self, context):
        scene = context.scene
        layout = self.layout
        layout.active = scene.pov.photon_enable
        col = layout.column()
        #col.label(text="Global Photons:")
        col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
        col = split.column()
        col.prop(scene.pov, "photon_spacing", text="Spacing")
        col.prop(scene.pov, "photon_gather_min")
        col = split.column()
        col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
        col.prop(scene.pov, "photon_gather_max")
        box.label(text='Photon Map File:')
        row = box.row()
        row.prop(scene.pov, "photon_map_file_save_load",expand = True)
        if scene.pov.photon_map_file_save_load in {'save'}:
            box.prop(scene.pov, "photon_map_dir")
            box.prop(scene.pov, "photon_map_filename")
        if scene.pov.photon_map_file_save_load in {'load'}:
            box.prop(scene.pov, "photon_map_file")
        #end main photons
class RENDER_PT_POV_antialias(RenderButtonsPanel, Panel):
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    """Use this class to define pov antialiasing buttons."""

    bl_label = "Anti-Aliasing"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        prefs = bpy.context.preferences.addons[__package__].preferences
        scene = context.scene
        if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
            self.layout.prop(scene.pov, "antialias_enable", text="", icon='ERROR')
        elif scene.pov.antialias_enable:
            self.layout.prop(scene.pov, "antialias_enable", text="", icon='ANTIALIASED')
        else:
            self.layout.prop(scene.pov, "antialias_enable", text="", icon='ALIASED')

    def draw(self, context):
        prefs = bpy.context.preferences.addons[__package__].preferences
        layout = self.layout
        scene = context.scene
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        row = layout.row()
        row.prop(scene.pov, "antialias_method", text="")
        if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
            col = layout.column()
            col.alignment = 'CENTER'
            col.label(text="Stochastic Anti Aliasing is")
            col.label(text="Only Available with UberPOV")
            col.label(text="Feature Set in User Preferences.")
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            col.label(text="Using Type 2 (recursive) instead")
            row.prop(scene.pov, "jitter_enable", text="Jitter")

            split = layout.split()
            col = split.column()
            col.prop(scene.pov, "antialias_depth", text="AA Depth")
            sub = split.column()
            sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
            if scene.pov.jitter_enable:
                sub.enabled = True
            else:
                sub.enabled = False

            row = layout.row()
            row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
            row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
            if prefs.branch_feature_set_povray == 'uberpov':
                row = layout.row()
                row.prop(scene.pov, "antialias_confidence", text="AA Confidence")
                if scene.pov.antialias_method == '2':
                    row.enabled = True
                else:
                    row.enabled = False
class RENDER_PT_POV_radiosity(RenderButtonsPanel, Panel):
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    """Use this class to define pov radiosity buttons."""

    bl_label = "Diffuse Radiosity"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}
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    def draw_header(self, context):
        scene = context.scene
        if scene.pov.radio_enable:
            self.layout.prop(scene.pov, "radio_enable", text="", icon='OUTLINER_OB_LIGHTPROBE')
            self.layout.prop(scene.pov, "radio_enable", text="", icon='LIGHTPROBE_CUBEMAP')
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    def draw(self, context):
        layout = self.layout

        scene = context.scene

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        split = layout.split()

        col = split.column()
        col.prop(scene.pov, "radio_count", text="Rays")
        col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
        split.prop(scene.pov, "radio_error_bound", text="Error Bound")
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        layout.prop(scene.pov, "radio_display_advanced")
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            split = layout.split()

            col = split.column()
            col.prop(scene.pov, "radio_adc_bailout", slider=True)
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            col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
            col.prop(scene.pov, "radio_gray_threshold", slider=True)
            col.prop(scene.pov, "radio_pretrace_start", slider=True)
            col.prop(scene.pov, "radio_low_error_factor", slider=True)
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            col = split.column()
            col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse")
            col.prop(scene.pov, "radio_nearest_count")
            col.prop(scene.pov, "radio_pretrace_end", slider=True)
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            col.label(text="Estimation Influence:")
            col.prop(scene.pov, "radio_always_sample")
            col.prop(scene.pov, "radio_media")
            col.prop(scene.pov, "radio_subsurface")
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class POV_RADIOSITY_MT_presets(bpy.types.Menu):
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    """Use this class to define pov radiosity presets menu."""

    bl_label = "Radiosity Presets"
    preset_subdir = "pov/radiosity"
    preset_operator = "script.execute_preset"
    draw = bpy.types.Menu.draw_preset


class RENDER_OT_POV_radiosity_add_preset(AddPresetBase, Operator):
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    """Use this class to define pov radiosity add presets button."""

    '''Add a Radiosity Preset'''
    bl_idname = "scene.radiosity_preset_add"
    bl_label = "Add Radiosity Preset"
    preset_menu = "POV_RADIOSITY_MT_presets"

    # variable used for all preset values
    preset_defines = [
        "scene = bpy.context.scene"
        ]

    # properties to store in the preset
    preset_values = [
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        "scene.pov.radio_display_advanced",
        "scene.pov.radio_adc_bailout",
        "scene.pov.radio_always_sample",
        "scene.pov.radio_brightness",
        "scene.pov.radio_count",
        "scene.pov.radio_error_bound",
        "scene.pov.radio_gray_threshold",
        "scene.pov.radio_low_error_factor",
        "scene.pov.radio_media",
        "scene.pov.radio_subsurface",
        "scene.pov.radio_minimum_reuse",
        "scene.pov.radio_maximum_reuse",
        "scene.pov.radio_nearest_count",
        "scene.pov.radio_normal",
        "scene.pov.radio_recursion_limit",
        "scene.pov.radio_pretrace_start",
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        "scene.pov.radio_pretrace_end",
        ]

    # where to store the preset
    preset_subdir = "pov/radiosity"





# Draw into an existing panel
def rad_panel_func(self, context):
    layout = self.layout

    row = layout.row(align=True)
    row.menu(POV_RADIOSITY_MT_presets.__name__, text=POV_RADIOSITY_MT_presets.bl_label)
    row.operator(RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='ADD')
    row.operator(RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True
class RENDER_PT_POV_media(WorldButtonsPanel, Panel):
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    """Use this class to define a pov global atmospheric media buttons."""

    bl_label = "Atmosphere Media"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        scene = context.scene

        self.layout.prop(scene.pov, "media_enable", text="")

    def draw(self, context):
        layout = self.layout

        scene = context.scene

        col = layout.column()
        col.prop(scene.pov, "media_scattering_type", text="")
        col = layout.column()
        col.prop(scene.pov, "media_samples", text="Samples")
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        split = layout.split()
        col = split.column(align=True)
        col.label(text="Scattering:")
        col.prop(scene.pov, "media_diffusion_scale")
        col.prop(scene.pov, "media_diffusion_color", text="")
        col = split.column(align=True)
        col.label(text="Absorption:")
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        col.prop(scene.pov, "media_absorption_scale")
        col.prop(scene.pov, "media_absorption_color", text="")
        if scene.pov.media_scattering_type == '5':
            col = layout.column()
            col.prop(scene.pov, "media_eccentricity", text="Eccentricity")
##class RENDER_PT_povray_baking(RenderButtonsPanel, Panel):
##    bl_label = "Baking"
##    COMPAT_ENGINES = {'POVRAY_RENDER'}
##
##    def draw_header(self, context):
##        scene = context.scene
##
##        self.layout.prop(scene.pov, "baking_enable", text="")
##
##    def draw(self, context):
##        layout = self.layout
##
##        scene = context.scene
##        rd = scene.render
##
class MODIFIERS_PT_POV_modifiers(ModifierButtonsPanel, Panel):
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    """Use this class to define pov modifier buttons. (For booleans)"""

    bl_label = "POV-Ray"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    #def draw_header(self, context):
        #scene = context.scene
        #self.layout.prop(scene.pov, "boolean_mod", text="")

    def draw(self, context):
        scene = context.scene
        layout = self.layout
        ob = context.object
        mod = ob.modifiers
        col = layout.column()
        # Find Boolean Modifiers for displaying CSG option
        onceCSG = 0
        for mod in ob.modifiers:
            if onceCSG == 0:
                if mod :
                    if mod.type == 'BOOLEAN':
                        col.prop(ob.pov, "boolean_mod")
                        onceCSG = 1

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                    if ob.pov.boolean_mod == "POV":
                        split = layout.split()
                        col = layout.column()
                        # Inside Vector for CSG
                        col.prop(ob.pov, "inside_vector")
class MATERIAL_MT_POV_sss_presets(bpy.types.Menu):
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    """Use this class to define pov sss preset menu."""

    bl_label = "SSS Presets"
    preset_subdir = "pov/material/sss"
    preset_operator = "script.execute_preset"
    draw = bpy.types.Menu.draw_preset

class MATERIAL_OT_POV_sss_add_preset(AddPresetBase, Operator):
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    """Add an SSS Preset"""
    bl_idname = "material.sss_preset_add"
    bl_label = "Add SSS Preset"
    preset_menu = "MATERIAL_MT_POV_sss_presets"

    # variable used for all preset values
    preset_defines = [
        "material = bpy.context.material"
        ]

    # properties to store in the preset
    preset_values = [
        "material.pov_subsurface_scattering.radius",
        "material.pov_subsurface_scattering.color",
        ]

    # where to store the preset
    preset_subdir = "pov/material/sss"

class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel):
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    """Use this class to define pov sss buttons panel."""

    bl_label = "Subsurface Scattering"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        mat = context.material #FORMERLY : #active_node_mat(context.material)
        sss = mat.pov_subsurface_scattering

        self.layout.active = (not mat.pov.use_shadeless)
        self.layout.prop(sss, "use", text="")

    def draw(self, context):
        layout = self.layout
        mat = context.material #FORMERLY : #active_node_mat(context.material)
        sss = mat.pov_subsurface_scattering

        layout.active = (sss.use) and (not mat.pov.use_shadeless)

        row = layout.row().split()
        sub = row.row(align=True).split(align=True, factor=0.75)
        sub.menu(MATERIAL_MT_POV_sss_presets.__name__, text=MATERIAL_MT_POV_sss_presets.bl_label)
        sub.operator(MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='ADD')
        sub.operator(MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True

        split = layout.split()

        col = split.column()
        col.prop(sss, "ior")
        col.prop(sss, "scale")
        col.prop(sss, "color", text="")
        col.prop(sss, "radius", text="RGB Radius", expand=True)

        col = split.column()
        sub = col.column(align=True)
        sub.label(text="Blend:")
        sub.prop(sss, "color_factor", text="Color")
        sub.prop(sss, "texture_factor", text="Texture")
        sub.label(text="Scattering Weight:")
        sub.prop(sss, "front")
        sub.prop(sss, "back")
        col.separator()
        col.prop(sss, "error_threshold", text="Error")
class MATERIAL_PT_POV_activate_node(MaterialButtonsPanel, Panel):
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    """Use this class to define an activate pov nodes button."""

    bl_label = "Activate Node Settings"
    bl_context = "material"
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
    def draw(self, context):
        layout = self.layout
        # layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
        # the above replaced with a context hook below:
        layout.operator("WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE').data_path = \
                        "material.pov.material_use_nodes"
class MATERIAL_PT_POV_active_node(MaterialButtonsPanel, Panel):
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    """Use this class to show pov active node properties buttons."""

    bl_label = "Active Node Settings"
    bl_context = "material"
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and mat.pov.material_use_nodes


    def draw(self, context):
        layout = self.layout
        mat = context.material
        node_tree = mat.node_tree
        if node_tree:
            node = node_tree.nodes.active
            if mat.use_nodes:
                if node:
                    layout.prop(mat.pov,"material_active_node")
                    if node.bl_idname=="PovrayMaterialNode":
                        layout.context_pointer_set("node", node)
                        if hasattr(node, "draw_buttons_ext"):
                            node.draw_buttons_ext(context, layout)
                        elif hasattr(node, "draw_buttons"):
                            node.draw_buttons(context, layout)
                        value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
                        if value_inputs:
                            layout.separator()
                            layout.label(text="Inputs:")
                            for socket in value_inputs:
                                row = layout.row()
                                socket.draw(context, row, node, socket.name)
                    else:
                        layout.context_pointer_set("node", node)
                        if hasattr(node, "draw_buttons_ext"):
                            node.draw_buttons_ext(context, layout)
                        elif hasattr(node, "draw_buttons"):
                            node.draw_buttons(context, layout)
                        value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
                        if value_inputs:
                            layout.separator()
                            layout.label(text="Inputs:")
                            for socket in value_inputs:
                                row = layout.row()
                                socket.draw(context, row, node, socket.name)
                else:
                    layout.label(text="No active nodes!")
class MATERIAL_PT_POV_mirror(MaterialButtonsPanel, Panel):
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    """Use this class to define standard material reflectivity (mirror) buttons."""

    bl_label = "Mirror"
    bl_options = {'DEFAULT_CLOSED'}
    bl_idname = "MATERIAL_PT_POV_raytrace_mirror"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        mat = context.material
        raym = mat.pov_raytrace_mirror

        self.layout.prop(raym, "use", text="")

    def draw(self, context):
        layout = self.layout

        mat = context.material #Formerly : #mat = active_node_mat(context.material)
        raym = mat.pov_raytrace_mirror

        layout.active = raym.use

        split = layout.split()
        col = split.column()
        col.prop(raym, "reflect_factor")
        col.prop(raym, "mirror_color", text="")

        col = split.column()
        col.prop(raym, "fresnel")
        sub = col.column()
        sub.active = (raym.fresnel > 0.0)
        sub.prop(raym, "fresnel_factor", text="Blend")

        split = layout.split()

        col = split.column()
        col.separator()
        col.prop(raym, "depth")
        col.prop(raym, "distance", text="Max Dist")
        col.separator()
        sub = col.split(factor=0.4)
        sub.active = (raym.distance > 0.0)
        sub.label(text="Fade To:")
        sub.prop(raym, "fade_to", text="")

        col = split.column()
        col.label(text="Gloss:")
        col.prop(raym, "gloss_factor", text="Amount")
        sub = col.column()
        sub.active = (raym.gloss_factor < 1.0)
        sub.prop(raym, "gloss_threshold", text="Threshold")
        sub.prop(raym, "gloss_samples", text="Samples")
        sub.prop(raym, "gloss_anisotropic", text="Anisotropic")

class MATERIAL_PT_POV_transp(MaterialButtonsPanel, Panel):
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    """Use this class to define pov material transparency (alpha) buttons."""

    bl_label = "Transparency"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        mat = context.material

        if simple_material(mat):
            self.layout.prop(mat.pov, "use_transparency", text="")

    def draw(self, context):
        layout = self.layout

        base_mat = context.material
        mat = context.material#FORMERLY active_node_mat(context.material)
        rayt = mat.pov_raytrace_transparency

        if simple_material(base_mat):
            row = layout.row()
            row.active = mat.pov.use_transparency
            row.prop(mat.pov, "transparency_method", expand=True)

        split = layout.split()
        split.active = base_mat.pov.use_transparency

        col = split.column()
        col.prop(mat.pov, "alpha")
        row = col.row()
        row.active = (base_mat.pov.transparency_method != 'MASK') and (not mat.pov.use_shadeless)
        row.prop(mat.pov, "specular_alpha", text="Specular")

        col = split.column()
        col.active = (not mat.pov.use_shadeless)
        col.prop(rayt, "fresnel")
        sub = col.column()
        sub.active = (rayt.fresnel > 0.0)
        sub.prop(rayt, "fresnel_factor", text="Blend")

        if base_mat.pov.transparency_method == 'RAYTRACE':
            layout.separator()
            split = layout.split()
            split.active = base_mat.pov.use_transparency

            col = split.column()
            col.prop(rayt, "ior")
            col.prop(rayt, "filter")
            col.prop(rayt, "falloff")
            col.prop(rayt, "depth_max")
            col.prop(rayt, "depth")

            col = split.column()
            col.label(text="Gloss:")
            col.prop(rayt, "gloss_factor", text="Amount")
            sub = col.column()
            sub.active = rayt.gloss_factor < 1.0
            sub.prop(rayt, "gloss_threshold", text="Threshold")
            sub.prop(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_POV_reflection(MaterialButtonsPanel, Panel):
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    """Use this class to define more pov specific reflectivity buttons."""

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    bl_parent_id = "MATERIAL_PT_POV_raytrace_mirror"
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    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
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    def draw(self, context):
        layout = self.layout
        mat = context.material
        col = layout.column()
        col.prop(mat.pov, "irid_enable")
        if mat.pov.irid_enable:
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            col = layout.column()
            col.prop(mat.pov, "irid_amount", slider=True)
            col.prop(mat.pov, "irid_thickness", slider=True)
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            col.prop(mat.pov, "irid_turbulence", slider=True)
        col.prop(mat.pov, "conserve_energy")
        col2=col.split().column()
        if not mat.pov_raytrace_mirror.use:
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            col2.label(text="Please Check Mirror settings :")
        col2.active = mat.pov_raytrace_mirror.use
        col2.prop(mat.pov, "mirror_use_IOR")
        if mat.pov.mirror_use_IOR:
            col2.alignment = 'CENTER'
            col2.label(text="The current Raytrace ")
            col2.label(text="Transparency IOR is: " + str(mat.pov.ior))
'''
#group some native Blender (SSS) and POV (Fade)settings under such a parent panel?
class MATERIAL_PT_POV_interior(MaterialButtonsPanel, Panel):
    bl_label = "POV-Ray Interior"
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    bl_idname = "material.pov_interior"
    #bl_parent_id = "material.absorption"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
    def draw_header(self, context):
        mat = context.material
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'''
class MATERIAL_PT_POV_fade_color(MaterialButtonsPanel, Panel):
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    """Use this class to define pov fading (absorption) color buttons."""

    COMPAT_ENGINES = {'POVRAY_RENDER'}
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    #bl_parent_id = "material.pov_interior"
    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
    def draw_header(self, context):
        mat = context.material

        self.layout.prop(mat.pov, "interior_fade_color", text="")
    def draw(self, context):
        layout = self.layout
        mat = context.material
        # layout.active = mat.pov.interior_fade_color
        if mat.pov.interior_fade_color != (0.0, 0.0, 0.0):
            layout.label(text="Raytrace transparency")
            layout.label(text="depth max Limit needs")
            layout.label(text="to be non zero to fade")
class MATERIAL_PT_POV_caustics(MaterialButtonsPanel, Panel):
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    """Use this class to define pov caustics buttons."""

    bl_label = "Caustics"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
    def draw_header(self, context):
        mat = context.material
        if mat.pov.caustics_enable:
            self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER_SEL" )
        else:
            self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER" )
    def draw(self, context):

        layout = self.layout

        mat = context.material
            col.prop(mat.pov, "refraction_caustics")
            if mat.pov.refraction_caustics:

                col.prop(mat.pov, "refraction_type", text="")
                if mat.pov.refraction_type == "1":
                    col.prop(mat.pov, "fake_caustics_power", slider=True)
                elif mat.pov.refraction_type == "2":
                    col.prop(mat.pov, "photons_dispersion", slider=True)
                    col.prop(mat.pov, "photons_dispersion_samples", slider=True)
            if not mat.pov.refraction_caustics and not mat.pov.photons_reflection:
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                col = layout.column()
                col.alignment = 'CENTER'
                col.label(text="Caustics override is on, ")
                col.label(text="but you didn't chose any !")
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class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
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    """Use this class to define Blender strand antialiasing buttons."""

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    bl_label = "Strand"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return mat and (mat.pov.type in {'SURFACE', 'WIRE', 'HALO'}) and (engine in cls.COMPAT_ENGINES)
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    def draw(self, context):
        layout = self.layout

        mat = context.material  # don't use node material
        tan = mat.strand
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        split = layout.split()

        col = split.column()
        sub = col.column(align=True)
        sub.label(text="Size:")
        sub.prop(tan, "root_size", text="Root")
        sub.prop(tan, "tip_size", text="Tip")
        sub.prop(tan, "size_min", text="Minimum")
        sub.prop(tan, "use_blender_units")
        sub = col.column()
        sub.active = (not mat.pov.use_shadeless)
        sub.prop(tan, "use_tangent_shading")
        col.prop(tan, "shape")

        col = split.column()
        col.label(text="Shading:")
        col.prop(tan, "width_fade")
        ob = context.object
        if ob and ob.type == 'MESH':
            col.prop_search(tan, "uv_layer", ob.data, "tessface_uv_textures", text="")
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        else:
            col.prop(tan, "uv_layer", text="")
        col.separator()
        sub = col.column()
        sub.active = (not mat.pov.use_shadeless)
        sub.label(text="Surface diffuse:")
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        sub = col.column()
        sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_POV_replacement_text(MaterialButtonsPanel, Panel):
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    """Use this class to define pov custom code declared name field."""

    def draw(self, context):
        layout = self.layout

        mat = context.material

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        col = layout.column()
        col.prop(mat.pov, "replacement_text", text="")
class TEXTURE_MT_POV_specials(bpy.types.Menu):
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    """Use this class to define pov texture slot operations buttons."""

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    bl_label = "Texture Specials"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        layout.operator("texture.slot_copy", icon='COPYDOWN')
        layout.operator("texture.slot_paste", icon='PASTEDOWN')

class TEXTURE_UL_POV_texture_slots(bpy.types.UIList):
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    """Use this class to show pov texture slots list.""" # used?

    COMPAT_ENGINES = {'POVRAY_RENDER'}
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        ob = data
        slot = item
        #ma = slot.name
        # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            # You should always start your row layout by a label (icon + text), or a non-embossed text field,
            # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
            # We use icon_value of label, as our given icon is an integer value, not an enum ID.
            # Note "data" names should never be translated!
            if slot:
                layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
            else:
                layout.label(text="New", translate=False, icon_value=icon)
        # 'GRID' layout type should be as compact as possible (typically a single icon!).
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)
'''
class MATERIAL_TEXTURE_SLOTS_UL_List(UIList):
    """Texture Slots UIList."""


    def draw_item(self, context, layout, material, item, icon, active_data,
                  material_texture_list_index, index):
        material = context.material#.pov
        active_data = material
        #tex = context.texture #may be needed later?
        # We could write some code to decide which icon to use here...
        custom_icon = 'TEXTURE'

        # Make sure your code supports all 3 layout types
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(item.name, icon = custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon = custom_icon)
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'''
class WORLD_TEXTURE_SLOTS_UL_List(UIList):
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    """Use this class to show pov texture slots list.""" # XXX Not used yet



    def draw_item(self, context, layout, world, item, icon, active_data,
                    active_texture_index, index):
        world = context.world#.pov
        active_data = world.pov
        #tex = context.texture #may be needed later?
        # We could write some code to decide which icon to use here...
        custom_icon = 'TEXTURE'

        # Make sure your code supports all 3 layout types
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(item.name, icon = custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon = custom_icon)
class MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist(bpy.types.UIList):
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    """Use this class to show pov texture slots list."""

#    texture_slots:
    index: bpy.props.IntProperty(name='index')
    #foo  = random prop
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
        ob = data
        slot = item
        #ma = slot.name
        # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            # You should always start your row layout by a label (icon + text), or a non-embossed text field,
            # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
            # We use icon_value of label, as our given icon is an integer value, not an enum ID.
            # Note "data" names should never be translated!
            if slot:
                layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
            else:
                layout.label(text="New", translate=False, icon_value=icon)
        # 'GRID' layout type should be as compact as possible (typically a single icon!).
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)
class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
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    """Use this class to show pov texture context buttons."""

    bl_label = ""
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
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        return (engine in cls.COMPAT_ENGINES)
        # if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")):
        #     return False
        return ((context.material or
                 context.world or
                 context.light or
                 context.texture or
                 context.line_style or
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                 context.particle_system or
                 isinstance(context.space_data.pin_id, ParticleSettings) or
                 context.texture_user) and
                (engine in cls.COMPAT_ENGINES))

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        layout.prop(scene, "texture_context", expand=True)
        if scene.texture_context == 'MATERIAL':
            mat = context.scene.view_layers["View Layer"].objects.active.active_material
            row = layout.row()
            row.template_list("MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist", "", mat, "pov_texture_slots", mat.pov, "active_texture_index")
            col = row.column(align=True)
            col.operator("pov.textureslotadd",icon='ADD',text='')
            col.operator("pov.textureslotremove",icon='REMOVE',text='')
            col.separator()
            if mat.pov_texture_slots:
                index = mat.pov.active_texture_index
                slot = mat.pov_texture_slots[index]
                povtex = slot.name
                tex = bpy.data.textures[povtex]
                col.prop(tex,'use_fake_user',text = '')
                layout.label(text='Find texture:')
                layout.prop_search(slot,'texture_search',bpy.data,'textures',text='')
            # else:
                # for i in range(18):  # length of material texture slots
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                    # mat.pov_texture_slots.add()
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# Commented out below is a reminder of what existed in Blender Internal
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# attributes need to be recreated
        slot = getattr(context, "texture_slot", None)
        node = getattr(context, "texture_node", None)
        space = context.space_data
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        #attempt at replacing removed space_data
        mtl = getattr(context, "material", None)
        if mtl != None:
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            spacedependant = mtl
        wld = getattr(context, "world", None)
        if wld != None:
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            spacedependant = wld
        lgt = getattr(context, "light", None)
        if lgt != None:
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            spacedependant = lgt
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        #idblock = context.particle_system.settings
        tex = getattr(context, "texture", None)
        if tex != None:
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            spacedependant = tex

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        scene = context.scene
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        idblock = scene.pov#pov_context_tex_datablock(context)
        pin_id = space.pin_id

        #spacedependant.use_limited_texture_context = True

        if space.use_pin_id and not isinstance(pin_id, Texture):
            idblock = id_tex_datablock(pin_id)
            pin_id = None

        if not space.use_pin_id:
            layout.row().prop(spacedependant, "texture_context", expand=True)
            pin_id = None

        if spacedependant.texture_context == 'OTHER':
            if not pin_id:
                layout.template_texture_user()
            user = context.texture_user
            if user or pin_id:
                layout.separator()

                row = layout.row()

                if pin_id:
                    row.template_ID(space, "pin_id")
                else:
                    propname = context.texture_user_property.identifier
                    row.template_ID(user, propname, new="texture.new")

                if tex:
                    split = layout.split(factor=0.2)
                    if tex.use_nodes:
                        if slot:
                            split.label(text="Output:")
                            split.prop(slot, "output_node", text="")
                    else:
                        split.label(text="Type:")
                        split.prop(tex, "type", text="")
            return

        tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER'))

        if tex_collection:
            pov = getattr(context, "pov", None)
            active_texture_index = getattr(spacedependant, "active_texture_index", None)
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            print (pov)
            print(idblock)
            print(active_texture_index)
            row = layout.row()

            row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
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                              idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")
            # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
                              # world.texture_slots, world, "active_texture_index", rows=2)
            col = row.column(align=True)
            col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
            col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
            col.menu("TEXTURE_MT_POV_specials", icon='DOWNARROW_HLT', text="")

        if tex_collection:
            layout.template_ID(idblock, "active_texture", new="texture.new")
        elif node:
            layout.template_ID(node, "texture", new="texture.new")
        elif idblock:
            layout.template_ID(idblock, "texture", new="texture.new")

        if pin_id:
            layout.template_ID(space, "pin_id")

        if tex:
            split = layout.split(factor=0.2)
            if tex.use_nodes:
                if slot:
                    split.label(text="Output:")
                    split.prop(slot, "output_node", text="")
            else:
                split.label(text="Type:")
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class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
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    """Use this class to show pov color ramps."""

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    bl_label = "Colors"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        tex = context.texture

        layout.prop(tex, "use_color_ramp", text="Ramp")
        if tex.use_color_ramp:
            layout.template_color_ramp(tex, "color_ramp", expand=True)

        split = layout.split()

        col = split.column()
        col.label(text="RGB Multiply:")
        sub = col.column(align=True)
        sub.prop(tex, "factor_red", text="R")
        sub.prop(tex, "factor_green", text="G")
        sub.prop(tex, "factor_blue", text="B")

        col = split.column()
        col.label(text="Adjust:")
        col.prop(tex, "intensity")
        col.prop(tex, "contrast")
        col.prop(tex, "saturation")

        col = layout.column()
        col.prop(tex, "use_clamp", text="Clamp")

# Texture Slot Panels #


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