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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
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    """User interface for rendering parameters"""
    
    
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    import bpy
    from sys import platform  # really import here, as in render.py?
    
    # Or todo: handle this more crossplatform using QTpovray for Linux for instance
    # from os.path import isfile
    from bl_operators.presets import AddPresetBase
    from bpy.utils import register_class, unregister_class
    from bpy.types import Operator, Menu, Panel
    
    
    # Example of wrapping every class 'as is'
    from bl_ui import properties_output
    
    for member in dir(properties_output):
        subclass = getattr(properties_output, member)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
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    del properties_output
    
    from bl_ui import properties_freestyle
    
    for member in dir(properties_freestyle):
        subclass = getattr(properties_freestyle, member)
    
        if hasattr(subclass, "COMPAT_ENGINES") and (
    
            subclass.bl_space_type != "PROPERTIES" or subclass.bl_context != "render"
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
            # subclass.bl_parent_id = "RENDER_PT_POV_filter"
    
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    del properties_freestyle
    
    from bl_ui import properties_view_layer
    
    for member in dir(properties_view_layer):
        subclass = getattr(properties_view_layer, member)
    
        if hasattr(subclass, "COMPAT_ENGINES"):
    
            subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
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    del properties_view_layer
    
    # Use some of the existing buttons.
    
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    # DEPRECATED#properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    # DEPRECATED#properties_render.RENDER_PT_format.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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    # 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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    def check_render_freestyle_svg():
        """Test if Freestyle SVG Exporter addon is activated
    
        This addon is currently used to generate the SVG lines file
        when Freestyle is enabled alongside POV
        """
    
        return "render_freestyle_svg" in bpy.context.preferences.addons.keys()
    
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    class RenderButtonsPanel:
        """Use this class to define buttons from the render tab of
        properties window."""
    
    
        bl_space_type = "PROPERTIES"
        bl_region_type = "WINDOW"
    
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        bl_context = "render"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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        @classmethod
        def poll(cls, context):
            rd = context.scene.render
            return rd.engine in cls.COMPAT_ENGINES
    
    
    class RENDER_PT_POV_export_settings(RenderButtonsPanel, Panel):
    
        """Use this class to define pov ini settings buttons."""
    
        bl_options = {"DEFAULT_CLOSED"}
    
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        bl_label = "Auto Start"
    
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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        def draw_header(self, context):
            scene = context.scene
            if scene.pov.tempfiles_enable:
    
                self.layout.prop(scene.pov, "tempfiles_enable", text="", icon="AUTO")
    
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            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
    
            layout.active = scene.pov.max_trace_level != 0
            split = layout.split()
    
            col = split.column()
            col.label(text="Command line options:")
    
            col.prop(scene.pov, "command_line_switches", text="", icon="RIGHTARROW")
    
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            split = layout.split()
    
            # layout.active = not scene.pov.tempfiles_enable
            if not scene.pov.tempfiles_enable:
    
                split.prop(scene.pov, "deletefiles_enable", text="Delete")
                if not platform.startswith("win"):
                    split.prop(scene.pov, "sdl_window_enable", text="Show")
                split.prop(scene.pov, "pov_editor", text="Edit")
    
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                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":
    
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                    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):
    
        """Use this class to host pov render settings buttons from other sub panels."""
    
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        bl_label = "Global Settings"
    
        bl_icon = "SETTINGS"
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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        def draw_header(self, context):
            scene = context.scene
            if scene.pov.global_settings_advanced:
    
                self.layout.prop(scene.pov, "global_settings_advanced", text="", icon="PREFERENCES")
    
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            else:
    
                self.layout.prop(scene.pov, "global_settings_advanced", text="", icon="SETTINGS")
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
            layout.active = scene.pov.global_settings_advanced
    
    
    class RENDER_PT_POV_light_paths(RenderButtonsPanel, Panel):
        """Use this class to define pov's main light ray relative settings buttons."""
    
        bl_label = "Light Paths Tracing"
        bl_parent_id = "RENDER_PT_POV_render_settings"
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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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)
    
            layout.active = scene.pov.global_settings_advanced
            if scene.pov.use_shadows:
                layout.prop(scene.pov, "use_shadows", icon="COMMUNITY")
            else:
                layout.prop(scene.pov, "use_shadows", icon="USER")
            col = layout.column()
            col.prop(scene.pov, "max_trace_level", text="Ray Depth")
            row = layout.row(align=True)
            row.prop(scene.pov, "adc_bailout")
    
    
    class RENDER_PT_POV_film(RenderButtonsPanel, Panel):
        """Use this class to define pov film settings buttons."""
    
        bl_label = "Film"
        bl_parent_id = "RENDER_PT_POV_render_settings"
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
        def draw(self, context):
            layout = self.layout
    
            povprops = context.scene.pov
            agnosticprops = context.scene.render
    
            layout.active = povprops.global_settings_advanced
    
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            col = layout.column()
    
            col.label(text="Background")
            row = layout.row(align=True)
            if agnosticprops.film_transparent:
                row.prop(
                    agnosticprops,
                    "film_transparent",
                    text="Blender alpha",
                    icon="NODE_COMPOSITING",
                    invert_checkbox=True,
                )
            else:
                row.prop(
                    agnosticprops,
                    "film_transparent",
                    text="POV alpha",
                    icon="IMAGE_ALPHA",
                    invert_checkbox=True,
                )
                row.prop(povprops, "alpha_mode", text="")
                if povprops.alpha_mode == "SKY":
                    row.label(text=" (color only)")
                elif povprops.alpha_mode == "TRANSPARENT":
                    row.prop(povprops, "alpha_filter", text="(premultiplied)", slider=True)
                else:
                    # povprops.alpha_mode == 'STRAIGHT'
                    row.label(text=" (unassociated)")
    
    
    class RENDER_PT_POV_hues(RenderButtonsPanel, Panel):
        """Use this class to define pov RGB tweaking buttons."""
    
        bl_label = "Hues"
        bl_parent_id = "RENDER_PT_POV_render_settings"
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
    
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            layout.active = scene.pov.global_settings_advanced
    
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            row.prop(scene.pov, "ambient_light")
    
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            row.prop(scene.pov, "irid_wavelength")
    
    class RENDER_PT_POV_pattern_rules(RenderButtonsPanel, Panel):
    
        """Use this class to change pov sets of texture generating algorithms."""
    
    
        bl_label = "Pattern Rules"
        bl_parent_id = "RENDER_PT_POV_render_settings"
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
            layout.active = scene.pov.global_settings_advanced
    
            row = layout.row(align=True)
            row.prop(scene.pov, "number_of_waves")
            row = layout.row(align=True)
            row.prop(scene.pov, "noise_generator")
    
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    class RENDER_PT_POV_photons(RenderButtonsPanel, Panel):
        """Use this class to define pov photons buttons."""
    
        bl_label = "Photons"
    
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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        # 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="PARTICLES")
    
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            else:
    
                self.layout.prop(scene.pov, "photon_enable", text="", icon="MOD_PARTICLES")
    
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        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")
    
            split = layout.split()
    
            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 = layout.box()
    
            box.label(text="Photon Map File:")
    
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            row = box.row()
            row.prop(scene.pov, "photon_map_file_save_load", expand=True)
    
            if scene.pov.photon_map_file_save_load in {"save"}:
    
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                box.prop(scene.pov, "photon_map_dir")
                box.prop(scene.pov, "photon_map_filename")
    
            if scene.pov.photon_map_file_save_load in {"load"}:
    
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                box.prop(scene.pov, "photon_map_file")
            # end main photons
    
    
    
    def uberpov_only_qmc_til_pov38release(layout):
        col = layout.column()
    
        col.label(text="Stochastic Anti Aliasing is")
        col.label(text="Only Available with UberPOV")
        col.label(text="Feature Set in User Preferences.")
        col.label(text="Using Type 2 (recursive) instead")
    
    
    def no_qmc_fallbacks(row, scene, layout):
        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")
        sub.enabled = bool(scene.pov.jitter_enable)
        row = layout.row()
        row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
        row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
    
    
    
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    class RENDER_PT_POV_antialias(RenderButtonsPanel, Panel):
        """Use this class to define pov antialiasing buttons."""
    
        bl_label = "Anti-Aliasing"
    
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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        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")
    
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            elif scene.pov.antialias_enable:
    
                self.layout.prop(scene.pov, "antialias_enable", text="", icon="ANTIALIASED")
    
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            else:
    
                self.layout.prop(scene.pov, "antialias_enable", text="", icon="ALIASED")
    
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        def draw(self, context):
            prefs = bpy.context.preferences.addons[__package__].preferences
            layout = self.layout
            scene = context.scene
    
            layout.active = scene.pov.antialias_enable
    
            row = layout.row()
            row.prop(scene.pov, "antialias_method", text="")
    
    
            if prefs.branch_feature_set_povray != "uberpov" and scene.pov.antialias_method == "2":
    
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            else:
    
            if prefs.branch_feature_set_povray == "uberpov":
    
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                row = layout.row()
    
                row.prop(scene.pov, "antialias_confidence", text="AA Confidence")
    
                row.enabled = scene.pov.antialias_method == "2"
    
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    class RENDER_PT_POV_radiosity(RenderButtonsPanel, Panel):
        """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")
    
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            else:
    
                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
    
            layout.active = scene.pov.radio_enable
    
            split = layout.split()
    
            col = split.column()
            col.prop(scene.pov, "radio_count", text="Rays")
            col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
    
            split.prop(scene.pov, "radio_error_bound", text="Error Bound")
    
            layout.prop(scene.pov, "radio_display_advanced")
    
            if scene.pov.radio_display_advanced:
                split = layout.split()
    
                col = split.column()
                col.prop(scene.pov, "radio_adc_bailout", slider=True)
                col.prop(scene.pov, "radio_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)
    
                col = split.column()
                col.prop(scene.pov, "radio_brightness")
                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)
    
                col = layout.column()
                col.label(text="Estimation Influence:")
                col.prop(scene.pov, "radio_always_sample")
                col.prop(scene.pov, "radio_normal")
                col.prop(scene.pov, "radio_media")
                col.prop(scene.pov, "radio_subsurface")
    
    
    
    class RADIOSITY_MT_POV_presets(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):
        """Use this class to define pov radiosity add presets button"""
    
    
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        bl_idname = "scene.radiosity_preset_add"
        bl_label = "Add Radiosity Preset"
    
        preset_menu = "RADIOSITY_MT_POV_presets"
    
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        # variable used for all preset values
        preset_defines = ["scene = bpy.context.scene"]
    
        # properties to store in the preset
        preset_values = [
            "scene.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",
            "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):
        """Display radiosity presets rolldown menu"""
        layout = self.layout
    
        row = layout.row(align=True)
    
        row.menu(RADIOSITY_MT_POV_presets.__name__, text=RADIOSITY_MT_POV_presets.bl_label)
        row.operator(RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon="ADD")
    
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        row.operator(
    
            RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon="REMOVE"
    
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        ).remove_active = True
    
    
    
    # ---------------------------------------------------------------- #
    
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    # Freestyle
    
    # ---------------------------------------------------------------- #
    
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    # import addon_utils
    # addon_utils.paths()[0]
    # addon_utils.modules()
    # mod.bl_info['name'] == 'Freestyle SVG Exporter':
    
    bpy.utils.script_paths(subdir="addons")
    # render_freestyle_svg = os.path.join(bpy.utils.script_paths(subdir="addons"), "render_freestyle_svg.py")
    
    render_freestyle_svg = bpy.context.preferences.addons.get("render_freestyle_svg")
    
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    # mpath=addon_utils.paths()[0].render_freestyle_svg
    # import mpath
    
    # from mpath import render_freestyle_svg #= addon_utils.modules(module_cache=['Freestyle SVG Exporter'])
    
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    # from scripts\\addons import render_freestyle_svg
    if check_render_freestyle_svg():
    
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        snippetsWIP
        import myscript
        import importlib
    
        importlib.reload(myscript)
        myscript.main()
    
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        for member in dir(render_freestyle_svg):
            subclass = getattr(render_freestyle_svg, member)
    
            if hasattr(subclass, "COMPAT_ENGINES"):
    
                subclass.COMPAT_ENGINES.add("POVRAY_RENDER")
    
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                if subclass.bl_idname == "RENDER_PT_SVGExporterPanel":
                    subclass.bl_parent_id = "RENDER_PT_POV_filter"
    
                    subclass.bl_options = {"HIDE_HEADER"}
    
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                    # subclass.bl_order = 11
                    print(subclass.bl_info)
    
        # del render_freestyle_svg.RENDER_PT_SVGExporterPanel.bl_parent_id
    
    
    class RENDER_PT_POV_filter(RenderButtonsPanel, Panel):
        """Use this class to invoke stuff like Freestyle UI."""
    
        bl_label = "Freestyle"
    
        bl_options = {"DEFAULT_CLOSED"}
        COMPAT_ENGINES = {"POVRAY_RENDER"}
    
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        @classmethod
        def poll(cls, context):
            with_freestyle = bpy.app.build_options.freestyle
            engine = context.scene.render.engine
    
            return with_freestyle and engine == "POVRAY_RENDER"
    
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        def draw_header(self, context):
    
            # scene = context.scene
            rd = context.scene.render
            layout = self.layout
    
            if rd.use_freestyle:
    
                layout.prop(rd, "use_freestyle", text="", icon="LINE_DATA")
    
                layout.prop(rd, "use_freestyle", text="", icon="MOD_LINEART")
    
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        def draw(self, context):
            rd = context.scene.render
            layout = self.layout
            layout.active = rd.use_freestyle
            layout.use_property_split = True
            layout.use_property_decorate = False  # No animation.
            flow = layout.grid_flow(
                row_major=True, columns=0, even_columns=True, even_rows=False, align=True
            )
    
            flow.prop(rd, "line_thickness_mode", expand=True)
    
    
            if rd.line_thickness_mode == "ABSOLUTE":
    
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                flow.prop(rd, "line_thickness")
    
            # Warning if the Freestyle SVG Exporter addon is not enabled
            if not check_render_freestyle_svg():
                # col = box.column()
                layout.label(text="Please enable Freestyle SVG Exporter addon", icon="INFO")
                # layout.separator()
                layout.operator(
                    "preferences.addon_show",
                    text="Go to Render: Freestyle SVG Exporter addon",
                    icon="PREFERENCES",
                ).module = "render_freestyle_svg"
    
    
    ##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
    ##
    ##        layout.active = scene.pov.baking_enable
    
    
    classes = (
        RENDER_PT_POV_export_settings,
        RENDER_PT_POV_render_settings,
    
        RENDER_PT_POV_light_paths,
        RENDER_PT_POV_film,
        RENDER_PT_POV_hues,
        RENDER_PT_POV_pattern_rules,
    
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        RENDER_PT_POV_photons,
        RENDER_PT_POV_antialias,
        RENDER_PT_POV_radiosity,
        RENDER_PT_POV_filter,
        # RENDER_PT_povray_baking,
    
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        RENDER_OT_POV_radiosity_add_preset,
    )
    
    
    def register():
        for cls in classes:
            register_class(cls)
    
        RENDER_PT_POV_radiosity.prepend(rad_panel_func)
    
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    def unregister():
    
        RENDER_PT_POV_radiosity.remove(rad_panel_func)
    
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        for cls in reversed(classes):
            unregister_class(cls)