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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 #####
    
    import bpy
    
    
    # Radiosity panel, use in the scene for now.
    FloatProperty = bpy.types.Scene.FloatProperty
    IntProperty = bpy.types.Scene.IntProperty
    BoolProperty = bpy.types.Scene.BoolProperty
    
    # Not a real pov option, just to know if we should write
    BoolProperty(attr="pov_radio_enable",
                    name="Enable Radiosity",
                    description="Enable povrays radiosity calculation",
                    default=False)
    BoolProperty(attr="pov_radio_display_advanced",
                    name="Advanced Options",
                    description="Show advanced options",
                    default=False)
    
    # Real pov options
    FloatProperty(attr="pov_radio_adc_bailout",
                    name="ADC Bailout",
                    description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results",
                    min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01)
    
    BoolProperty(attr="pov_radio_always_sample",
                    name="Always Sample",
                    description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass",
                    default=True)
    
    FloatProperty(attr="pov_radio_brightness",
                    name="Brightness",
                    description="Amount objects are brightened before being returned upwards to the rest of the system",
                    min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
    
    IntProperty(attr="pov_radio_count",
                    name="Ray Count",
                    description="Number of rays that are sent out whenever a new radiosity value has to be calculated",
                    min=1, max=1600, default=35)
    
    FloatProperty(attr="pov_radio_error_bound",
                    name="Error Bound",
                    description="One of the two main speed/quality tuning values, lower values are more accurate",
                    min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
    
    FloatProperty(attr="pov_radio_gray_threshold",
                    name="Gray Threshold",
                    description="One of the two main speed/quality tuning values, lower values are more accurate",
                    min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
    
    FloatProperty(attr="pov_radio_low_error_factor",
                    name="Low Error Factor",
                    description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting",
                    min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5)
    
    # max_sample - not available yet
    BoolProperty(attr="pov_radio_media",
                    name="Media",
                    description="Radiosity estimation can be affected by media",
                    default=False)
    
    FloatProperty(attr="pov_radio_minimum_reuse",
                    name="Minimum Reuse",
                    description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)",
                    min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015)
    
    IntProperty(attr="pov_radio_nearest_count",
                    name="Nearest Count",
                    description="Number of old ambient values blended together to create a new interpolated value",
                    min=1, max=20, default=5)
    
    BoolProperty(attr="pov_radio_normal",
                    name="Normals",
                    description="Radiosity estimation can be affected by normals",
                    default=False)
    
    IntProperty(attr="pov_radio_recursion_limit",
                    name="Recursion Limit",
                    description="how many recursion levels are used to calculate the diffuse inter-reflection",
                    min=1, max=20, default=3)
    
    
    
    # Use some of the existing buttons.
    import properties_render
    properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
    del properties_render
    
    # Use only a subset of the world panels
    import properties_world
    properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
    properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
    del properties_world
    
    # Example of wrapping every class 'as is'
    import properties_material
    for member in dir(properties_material):
        subclass = getattr(properties_material, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_material
    
    import properties_data_mesh
    for member in dir(properties_data_mesh):
        subclass = getattr(properties_data_mesh, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_data_mesh
    
    import properties_texture
    for member in dir(properties_texture):
        subclass = getattr(properties_texture, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_texture
    
    import properties_data_camera
    for member in dir(properties_data_camera):
        subclass = getattr(properties_data_camera, member)
        try:
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
        except:
            pass
    del properties_data_camera
    
    
    
    class RenderButtonsPanel(bpy.types.Panel):
        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
    
        def poll(self, context):
            rd = context.scene.render
            return (rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES)
    
    
    class RENDER_PT_povray_radiosity(RenderButtonsPanel):
        bl_label = "Radiosity"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            scene = context.scene
    
            self.layout.prop(scene, "pov_radio_enable", text="")
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
            rd = scene.render
    
            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")
            col = split.column()
            col.prop(scene, "pov_radio_error_bound", text="Error")
    
            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_gray_threshold", 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_minimum_reuse", text="Min Reuse")
                col.prop(scene, "pov_radio_nearest_count")
    
                split = layout.split()
    
                col = split.column()
                col.label(text="Estimation Influence:")
                col.prop(scene, "pov_radio_media")
                col.prop(scene, "pov_radio_normal")
    
                col = split.column()
                col.prop(scene, "pov_radio_always_sample")