Skip to content
Snippets Groups Projects
scenography_gui.py 23.7 KiB
Newer Older
  • Learn to ignore specific revisions
  • # SPDX-License-Identifier: GPL-2.0-or-later
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
    """User interface to camera frame, optics distortions, and environment
    
    with world, sky, atmospheric effects such as rainbows or smoke """
    
    import bpy
    from bpy.utils import register_class, unregister_class
    from bpy.types import Operator, Menu, Panel
    from bl_operators.presets import AddPresetBase
    
    from bl_ui import properties_data_camera
    
    for member in dir(properties_data_camera):
        subclass = getattr(properties_data_camera, member)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    del properties_data_camera
    
    
    # -------- Use only a subset of the world panels
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # 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')
    # del properties_world
    
    
    # -------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # 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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    del properties_physics_rigidbody_constraint
    
    # Physics Smoke and fluids 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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    del properties_physics_fluid
    
    # 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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    del properties_physics_softbody
    
    # 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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    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)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    del properties_physics_dynamicpaint
    
    from bl_ui import properties_particle
    
    for member in dir(properties_particle):  # add all "particle" panels from blender
        subclass = getattr(properties_particle, member)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    del properties_particle
    
    
    class CameraDataButtonsPanel:
        """Use this class to define buttons from the camera data tab of
        properties window."""
    
    
        bl_space_type = "PROPERTIES"
        bl_region_type = "WINDOW"
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        bl_context = "data"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        @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"
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        bl_context = "world"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        @classmethod
        def poll(cls, context):
            wld = context.world
            rd = context.scene.render
            return wld and (rd.engine in cls.COMPAT_ENGINES)
    
    
    
    # ---------------------------------------------------------------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # Camera Settings
    
    # ---------------------------------------------------------------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    class CAMERA_PT_POV_cam_dof(CameraDataButtonsPanel, Panel):
        """Use this class for camera depth of field focal blur buttons."""
    
        bl_label = "POV Aperture"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        bl_parent_id = "DATA_PT_camera_dof_aperture"
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        # def draw_header(self, context):
        # cam = context.camera
    
        # self.layout.prop(cam.pov, "dof_enable", text="")
    
        def draw(self, context):
            layout = self.layout
    
            cam = context.camera
    
            layout.active = cam.dof.use_dof
            layout.use_property_split = True  # Active single-column layout
    
            flow = layout.grid_flow(
                row_major=True, columns=0, even_columns=True, even_rows=False, align=False
            )
    
            col = flow.column()
            col.label(text="F-Stop value will export as")
            col.label(text="POV aperture : " + "%.3f" % (1 / cam.dof.aperture_fstop * 1000))
    
            col = flow.column()
            col.prop(cam.pov, "dof_samples_min")
            col.prop(cam.pov, "dof_samples_max")
            col.prop(cam.pov, "dof_variance")
            col.prop(cam.pov, "dof_confidence")
    
    
    class CAMERA_PT_POV_cam_nor(CameraDataButtonsPanel, Panel):
        """Use this class for camera normal perturbation buttons."""
    
        bl_label = "POV Perturbation"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        def draw_header(self, context):
            cam = context.camera
    
            self.layout.prop(cam.pov, "normal_enable", text="")
    
        def draw(self, context):
            layout = self.layout
    
            cam = context.camera
    
            layout.active = cam.pov.normal_enable
    
            layout.prop(cam.pov, "normal_patterns")
            layout.prop(cam.pov, "cam_normal")
            layout.prop(cam.pov, "turbulence")
            layout.prop(cam.pov, "scale")
    
    
    class CAMERA_PT_POV_replacement_text(CameraDataButtonsPanel, Panel):
        """Use this class for camera text replacement field."""
    
        bl_label = "Custom POV Code"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        def draw(self, context):
            layout = self.layout
    
            cam = context.camera
    
            col = layout.column()
            col.label(text="Replace properties with:")
            col.prop(cam.pov, "replacement_text", text="")
    
    
    
    # ---------------------------------------------------------------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # World background and sky sphere Settings
    
    # ---------------------------------------------------------------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
    
    class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
        """Use this class to define pov world buttons"""
    
        bl_label = "World"
    
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        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
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
            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."""
    
        bl_label = "Mist"
    
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        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 WORLD_MT_POV_presets(Menu):
        """Apply world preset to all concerned properties"""
    
        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 recording current values"""
    
        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"
    
    
    class RENDER_PT_POV_media(WorldButtonsPanel, Panel):
        """Use this class to define a pov global atmospheric media buttons."""
    
        bl_label = "Atmosphere Media"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        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
    
            layout.active = scene.pov.media_enable
    
            col = layout.column()
            col.prop(scene.pov, "media_scattering_type", text="")
            col = layout.column()
            col.prop(scene.pov, "media_samples", text="Samples")
            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:")
            col.prop(scene.pov, "media_absorption_scale")
            col.prop(scene.pov, "media_absorption_color", text="")
    
            if scene.pov.media_scattering_type == "5":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                col = layout.column()
                col.prop(scene.pov, "media_eccentricity", text="Eccentricity")
    
    
    
    # ---------------------------------------------------------------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # Lights settings
    
    # ---------------------------------------------------------------- #
    
    # ----------------------------------------------------------------
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # 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 BaseException as e:
    # print e.__doc__
    # print('An exception occurred: {}'.format(e))
    # pass
    # del properties_data_light
    
    # -------- LIGHTS -------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
    from bl_ui import properties_data_light
    
    
    # -------- These panels are kept
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    # 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
    
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    class PovLightButtonsPanel(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"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        @classmethod
        def poll(cls, context):
            obj = context.object
            # We use our parent class poll func too, avoids to re-define too much things...
            return (
                super(PovLightButtonsPanel, 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. ;)
    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 BaseException as e:
    # print(e.__doc__)
    # print('An exception occurred: {}'.format(e))
    # pass
    
    # Now only 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")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
    
    class LIGHT_PT_POV_preview(PovLightButtonsPanel, Panel):
        # XXX Needs update and docstring
        bl_label = properties_data_light.DATA_PT_preview.bl_label
    
        draw = properties_data_light.DATA_PT_preview.draw
    
    
    class LIGHT_PT_POV_light(PovLightButtonsPanel, Panel):
        """UI panel to main pov light parameters"""
    
        # bl_label = properties_data_light.DATA_PT_light.bl_label
    
        # draw = properties_data_light.DATA_PT_light.draw
        # class DATA_PT_POV_light(DataButtonsPanel, Panel):
        bl_label = "Light"
        # COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            light = context.light
    
            layout.row().prop(light, "type", expand=True)
    
            split = layout.split()
    
            col = split.column()
            sub = col.column()
            sub.prop(light, "color", text="")
            sub.prop(light, "energy")
    
    
            if light.type in {"POINT", "SPOT"}:
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                sub.label(text="Falloff:")
                sub.prop(light, "falloff_type", text="")
                sub.prop(light, "distance")
    
    
                if light.falloff_type == "LINEAR_QUADRATIC_WEIGHTED":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    col.label(text="Attenuation Factors:")
                    sub = col.column(align=True)
                    sub.prop(light, "linear_attenuation", slider=True, text="Linear")
                    sub.prop(light, "quadratic_attenuation", slider=True, text="Quadratic")
    
    
                elif light.falloff_type == "INVERSE_COEFFICIENTS":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    col.label(text="Inverse Coefficients:")
                    sub = col.column(align=True)
                    sub.prop(light, "constant_coefficient", text="Constant")
                    sub.prop(light, "linear_coefficient", text="Linear")
                    sub.prop(light, "quadratic_coefficient", text="Quadratic")
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                col.prop(light, "distance")
    
            # restore later as interface to POV light groups ?
            # col = split.column()
            # col.prop(light, "use_own_layer", text="This Layer Only")
    
    
    class LIGHT_MT_POV_presets(Menu):
        """Use this class to define preset menu for pov lights."""
    
        bl_label = "Lamp Presets"
        preset_subdir = "pov/light"
        preset_operator = "script.execute_preset"
        draw = bpy.types.Menu.draw_preset
    
    
    class LIGHT_OT_POV_add_preset(AddPresetBase, Operator):
        """Operator to add a Light Preset"""
    
        bl_idname = "object.light_preset_add"
        bl_label = "Add Light 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):
        """Menu to browse and add light preset"""
        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
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    class LIGHT_PT_POV_sunsky(PovLightButtonsPanel, 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
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
    
    class LIGHT_PT_POV_shadow(PovLightButtonsPanel, Panel):
        # Todo : update and docstring
        bl_label = "Shadow"
    
        @classmethod
        def poll(cls, context):
            light = context.light
            engine = context.scene.render.engine
            return light and (engine in cls.COMPAT_ENGINES)
    
        def draw(self, context):
            layout = self.layout
    
            light = context.light
    
            layout.row().prop(light.pov, "shadow_method", expand=True)
    
            split = layout.split()
            col = split.column()
    
            col.prop(light.pov, "use_halo")
            sub = col.column(align=True)
            sub.active = light.pov.use_halo
            sub.prop(light.pov, "halo_intensity", text="Intensity")
    
    
            if light.pov.shadow_method == "NOSHADOW" and light.type == "AREA":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                split = layout.split()
    
                col = split.column()
                col.label(text="Form factor sampling:")
    
                sub = col.row(align=True)
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    sub.prop(light, "shadow_ray_samples_x", text="Samples")
    
                elif light.shape == "RECTANGLE":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    sub.prop(light.pov, "shadow_ray_samples_x", text="Samples X")
                    sub.prop(light.pov, "shadow_ray_samples_y", text="Samples Y")
    
    
            if light.pov.shadow_method != "NOSHADOW":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                split = layout.split()
    
                col = split.column()
                col.prop(light, "shadow_color", text="")
    
                # col = split.column()
                # col.prop(light.pov, "use_shadow_layer", text="This Layer Only")
                # col.prop(light.pov, "use_only_shadow")
    
    
            if light.pov.shadow_method == "RAY_SHADOW":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                split = layout.split()
    
                col = split.column()
                col.label(text="Sampling:")
    
    
                if light.type in {"POINT", "SUN", "SPOT"}:
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    sub = col.row()
    
                    sub.prop(light.pov, "shadow_ray_samples_x", text="Samples")
                    # any equivalent in pov?
                    # sub.prop(light, "shadow_soft_size", text="Soft Size")
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    sub = col.row(align=True)
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                        sub.prop(light.pov, "shadow_ray_samples_x", text="Samples")
    
                    elif light.shape == "RECTANGLE":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                        sub.prop(light.pov, "shadow_ray_samples_x", text="Samples X")
                        sub.prop(light.pov, "shadow_ray_samples_y", text="Samples Y")
    
    
    class LIGHT_PT_POV_area(PovLightButtonsPanel, Panel):
        """Area light UI panel"""
    
        bl_label = properties_data_light.DATA_PT_area.bl_label
        bl_parent_id = "LIGHT_PT_POV_light"
        bl_context = "data"
    
        @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)
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        draw = properties_data_light.DATA_PT_area.draw
    
    
    class LIGHT_PT_POV_spot(PovLightButtonsPanel, Panel):
        bl_label = properties_data_light.DATA_PT_spot.bl_label
        bl_parent_id = "LIGHT_PT_POV_light"
        bl_context = "data"
    
        @classmethod
        def poll(cls, context):
            lamp = context.light
            engine = context.scene.render.engine
    
            return (lamp and lamp.type == "SPOT") and (engine in cls.COMPAT_ENGINES)
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        draw = properties_data_light.DATA_PT_spot.draw
    
    
    class LIGHT_PT_POV_falloff_curve(PovLightButtonsPanel, 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"
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
            ) and (engine in cls.COMPAT_ENGINES)
    
        draw = properties_data_light.DATA_PT_falloff_curve.draw
    
    
    class OBJECT_PT_POV_rainbow(PovLightButtonsPanel, 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"}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        # bl_options = {'HIDE_HEADER'}
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        @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)
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        def draw(self, context):
            layout = self.layout
    
            obj = context.object
    
            col = layout.column()
    
    
            if obj.pov.object_as == "RAINBOW":
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                if not obj.pov.unlock_parameters:
                    col.prop(
    
                        obj.pov, "unlock_parameters", text="Exported parameters below", icon="LOCKED"
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    )
                    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"
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    )
                    col.label(text="3D view proxy may get out of synch")
                    col.active = obj.pov.unlock_parameters
    
                    layout.operator("pov.cone_update", text="Update", icon="MESH_CONE")
    
                    # col.label(text="Parameters:")
                    col.prop(obj.data, "spot_size", text="Rainbow Projection Angle")
                    col.prop(obj.data, "spot_blend", text="Rainbow width")
                    col.prop(obj.data, "shadow_buffer_clip_start", text="Visibility distance")
                    col.prop(obj.pov, "arc_angle")
                    col.prop(obj.pov, "falloff_angle")
    
    
    del properties_data_light
    
    
    classes = (
        WORLD_PT_POV_world,
        WORLD_MT_POV_presets,
        WORLD_OT_POV_add_preset,
        WORLD_PT_POV_mist,
        RENDER_PT_POV_media,
        LIGHT_PT_POV_preview,
        LIGHT_PT_POV_light,
        LIGHT_PT_POV_shadow,
        LIGHT_PT_POV_spot,
        LIGHT_PT_POV_area,
        LIGHT_MT_POV_presets,
        LIGHT_OT_POV_add_preset,
        OBJECT_PT_POV_rainbow,
        CAMERA_PT_POV_cam_dof,
        CAMERA_PT_POV_cam_nor,
        CAMERA_PT_POV_replacement_text,
    )
    
    
    def register():
    
        for cls in classes:
            register_class(cls)
    
        LIGHT_PT_POV_light.prepend(light_panel_func)
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
    
    def unregister():
    
        LIGHT_PT_POV_light.remove(light_panel_func)
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        for cls in reversed(classes):
            unregister_class(cls)