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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 #####
    
    
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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,
            UIList        
            )
    
    # 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
    
    
    class POV_WORLD_MT_presets(bpy.types.Menu):
        bl_label = "World Presets"
        preset_subdir = "pov/world"
        preset_operator = "script.execute_preset"
        draw = bpy.types.Menu.draw_preset
    
    
    
    class AddPresetWorld(AddPresetBase, Operator):
    
        '''Add a World Preset'''
        bl_idname = "object.world_preset_add"
        bl_label = "Add World Preset"
        preset_menu = "POV_WORLD_MT_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"
    
    
    # Example of wrapping every class 'as is'
    
    from bl_ui import properties_texture
    
    from bl_ui.properties_texture import context_tex_datablock
    
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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)
    
        try:
            #mat=context.material
    
            #if mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes):
    
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    
    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
    
    
    
    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
    
    
        if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
    
        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 ""
    
    class RenderButtonsPanel():
    
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        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "render"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
    
        @classmethod
        def poll(cls, context):
    
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            rd = context.scene.render
    
            return (rd.engine in cls.COMPAT_ENGINES)
    
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    class ModifierButtonsPanel():
        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():
        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():
        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():
        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():
        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():
        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)
    
    class TextButtonsPanel():
        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):
        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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.Panel):
        bl_label = properties_data_mesh.DATA_PT_shape_keys.bl_label
    
    
        draw = properties_data_mesh.DATA_PT_shape_keys.draw
    
    
    
    class DATA_PT_POV_uv_texture(PovDataButtonsPanel, bpy.types.Panel):
    
        bl_label = properties_data_mesh.DATA_PT_uv_texture.bl_label
    
    
        draw = properties_data_mesh.DATA_PT_uv_texture.draw
    
    
    
    class DATA_PT_POV_vertex_colors(PovDataButtonsPanel, bpy.types.Panel):
        bl_label = properties_data_mesh.DATA_PT_vertex_colors.bl_label
    
    
        draw = properties_data_mesh.DATA_PT_vertex_colors.draw
    
    
    
    class DATA_PT_POV_customdata(PovDataButtonsPanel, bpy.types.Panel):
        bl_label = properties_data_mesh.DATA_PT_customdata.bl_label
    
        bl_options = properties_data_mesh.DATA_PT_customdata.bl_options
    
        draw = properties_data_mesh.DATA_PT_customdata.draw
    
    
    
    
    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):
    
        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, bpy.types.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, bpy.types.Panel):
        bl_label = properties_data_light.DATA_PT_light.bl_label
    
        draw = properties_data_light.DATA_PT_light.draw
    
    class POV_LIGHT_MT_presets(bpy.types.Menu):
    
        bl_label = "Lamp Presets"
        preset_subdir = "pov/lamp"
        preset_operator = "script.execute_preset"
        draw = bpy.types.Menu.draw_preset
    
    
    
    class AddPresetLamp(AddPresetBase, Operator):
    
        '''Add a Lamp Preset'''
    
        bl_idname = "object.light_preset_add"
    
        bl_label = "Add Lamp Preset"
    
        preset_menu = "POV_LIGHT_MT_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/lamp"
    
    
    
    
    
    
    # Draw into the existing light panel
    
    def light_panel_func(self, context):
    
        layout = self.layout
    
        row = layout.row(align=True)
    
        row.menu(POV_LIGHT_MT_presets.__name__, text=POV_LIGHT_MT_presets.bl_label)
    
        row.operator(AddPresetLamp.bl_idname, text="", icon='ADD')
        row.operator(AddPresetLamp.bl_idname, text="", icon='REMOVE').remove_active = True
    
    '''#TORECREATE##DEPRECATED#
    
    class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, bpy.types.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, bpy.types.Panel):
        bl_label = properties_data_light.DATA_PT_shadow.bl_label
    
        draw = properties_data_light.DATA_PT_shadow.draw
    
    class LIGHT_PT_POV_area(PovLampButtonsPanel, bpy.types.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, bpy.types.Panel):
        bl_label = properties_data_light.DATA_PT_spot.bl_label
    
    
        @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)
    
        draw = properties_data_light.DATA_PT_spot.draw
    
    class LIGHT_PT_POV_falloff_curve(PovLampButtonsPanel, bpy.types.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_povray_obj_rainbow(PovLampButtonsPanel, bpy.types.Panel):
        bl_label = "POV-Ray Rainbow"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        #bl_options = {'HIDE_HEADER'}
        @classmethod
        def poll(cls, context):
            engine = context.scene.render.engine
            obj = context.object
    
            return (obj and obj.pov.object_as == 'RAINBOW' and (engine in cls.COMPAT_ENGINES))
    
        def draw(self, context):
            layout = self.layout
    
            obj = context.object
    
            col = layout.column()
    
            if obj.pov.object_as == 'RAINBOW':
                if obj.pov.unlock_parameters == False:
    
                    col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED')
    
                    col.label(text="Rainbow projection angle: " + str(obj.data.spot_size))
                    col.label(text="Rainbow width: " + str(obj.data.spot_blend))
                    col.label(text="Rainbow distance: " + str(obj.data.shadow_buffer_clip_start))
                    col.label(text="Rainbow arc angle: " + str(obj.pov.arc_angle))
                    col.label(text="Rainbow falloff angle: " + str(obj.pov.falloff_angle))
    
                else:
    
                    col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED')
    
                    col.label(text="3D view proxy may get out of synch")
                    col.active = obj.pov.unlock_parameters
    
    
    
                    layout.operator("pov.cone_update", text="Update",icon="MESH_CONE")
    
    
                    #col.label(text="Parameters:")
                    col.prop(obj.data, "spot_size", text="Rainbow Projection Angle")
                    col.prop(obj.data, "spot_blend", text="Rainbow width")
                    col.prop(obj.data, "shadow_buffer_clip_start", text="Visibility distance")
                    col.prop(obj.pov, "arc_angle")
                    col.prop(obj.pov, "falloff_angle")
    
    del properties_data_light
    
    ###############################################################################
    
    class WORLD_PT_POV_world(WorldButtonsPanel, bpy.types.Panel):
        bl_label = "World"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
    
    
            row = layout.row(align=True)
            row.menu(POV_WORLD_MT_presets.__name__, text=POV_WORLD_MT_presets.bl_label)
            row.operator(AddPresetWorld.bl_idname, text="", icon='ADD')
            row.operator(AddPresetWorld.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 RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
    
        bl_label = "INI 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_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
        bl_label = "Render 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='PREFERENCES')
            else:
                self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='SETTINGS')
    
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        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
            #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()
    
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            col.label(text="Global Settings:")
    
            col.prop(scene.pov, "max_trace_level", text="Ray Depth")
    
            layout.active = scene.pov.global_settings_advanced
            layout.prop(scene.pov,"charset")
            align = True
            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")
    
            row = layout.row(align = align)
    
            row.prop(scene.pov,"max_intersections")
    
            row = layout.row(align = align)
    
            row.prop(scene.pov,"number_of_waves")
            row = layout.row(align = align)
            row.prop(scene.pov,"noise_generator")
    
    
    class RENDER_PT_povray_photons(RenderButtonsPanel, bpy.types.Panel):
        bl_label = "Photons"
    
        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_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
        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
    
            layout.active = scene.pov.antialias_enable
    
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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.")
    
                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_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
    
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        bl_label = "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)
    
                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):
        bl_label = "Radiosity Presets"
        preset_subdir = "pov/radiosity"
        preset_operator = "script.execute_preset"
        draw = bpy.types.Menu.draw_preset
    
    
    
    class AddPresetRadiosity(AddPresetBase, Operator):
    
        '''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 = [
    
            "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):
        layout = self.layout
    
        row = layout.row(align=True)
        row.menu(POV_RADIOSITY_MT_presets.__name__, text=POV_RADIOSITY_MT_presets.bl_label)
    
        row.operator(AddPresetRadiosity.bl_idname, text="", icon='ADD')
        row.operator(AddPresetRadiosity.bl_idname, text="", icon='REMOVE').remove_active = True
    
    class RENDER_PT_povray_media(WorldButtonsPanel, bpy.types.Panel):
    
        bl_label = "Atmosphere Media"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            scene = context.scene