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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
    
    # Use some of the existing buttons.
    
    from bl_ui 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_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
    
    properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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    del properties_render
    
    # Use only a subset of the world panels
    
    from bl_ui 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')
    
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    del properties_world
    
    # Example of wrapping every class 'as is'
    
    from bl_ui import properties_material
    
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    for member in dir(properties_material):
        subclass = getattr(properties_material, member)
        try:
    
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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        except:
            pass
    del properties_material
    
    
    from bl_ui import properties_data_mesh
    
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    for member in dir(properties_data_mesh):
        subclass = getattr(properties_data_mesh, member)
        try:
    
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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        except:
            pass
    del properties_data_mesh
    
    
    from bl_ui import properties_texture
    
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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
    
    
    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_data_lamp
    
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    for member in dir(properties_data_lamp):
        subclass = getattr(properties_data_lamp, member)
        try:
    
            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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        except:
            pass
    del properties_data_lamp
    
    
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    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.use_game_engine == False) 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.use_game_engine == False) 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.use_game_engine == False) and (rd.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.use_game_engine == False) 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.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
    
    
    
    class TextButtonsPanel():
        bl_space_type = 'TEXT_EDITOR'
        bl_region_type = 'UI'
        bl_label = "P.O.V-Ray"
        # 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.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
    
    
    
    class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
        bl_label = "Export Settings"
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
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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()
            col = split.column()
    
            col.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
            if not scene.pov.tempfiles_enable:
    
                col = split.column()
    
                col.prop(scene.pov, "deletefiles_enable", text="Delete files")
    
            else:
                col = split.column()
    
            split = layout.split()
    
                col = split.column()
    
                col.prop(scene.pov, "scene_name", text="Name")
    
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                split = layout.split()
                col = split.column()
    
                col.prop(scene.pov, "scene_path", text="Path to files")
                #col.prop(scene.pov, "scene_path", text="Path to POV-file")
    
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                split = layout.split()
    
                #col = split.column()  # Bug in POV-Ray RC3
    
                #col.prop(scene.pov, "renderimage_path", text="Path to image")
    
                #split = layout.split()
    
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                col = split.column()
    
                col.prop(scene.pov, "indentation_character", text="Indent")
    
                col = split.column()
    
                if scene.pov.indentation_character == "2":
                    col.prop(scene.pov, "indentation_spaces", text="Spaces")
    
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                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"
    
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        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
    
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            split = layout.split()
    
            col = split.column()
    
            col.label(text="Global Settings")
    
            col.prop(scene.pov, "max_trace_level", text="Ray Depth")
    
            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.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
            col.prop(scene.pov, "photon_gather_max")
    
    class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
        bl_label = "Anti-Aliasing"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            scene = context.scene
    
    
            self.layout.prop(scene.pov, "antialias_enable", text="")
    
    
        def draw(self, context):
            layout = self.layout
    
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            scene = context.scene
    
    
            layout.active = scene.pov.antialias_enable
    
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            row = layout.row()
    
            row.prop(scene.pov, "antialias_method", text="")
            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
    
    
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            row = layout.row()
    
            row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
            row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
    
    class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
    
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        bl_label = "Radiosity"
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
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        def draw_header(self, context):
            scene = context.scene
    
    
            self.layout.prop(scene.pov, "radio_enable", text="")
    
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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_gray_threshold", slider=True)
                col.prop(scene.pov, "radio_low_error_factor", slider=True)
                col.prop(scene.pov, "radio_pretrace_start", slider=True)
    
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                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")
                col.prop(scene.pov, "radio_pretrace_end", slider=True)
    
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                split = layout.split()
    
                col = split.column()
                col.label(text="Estimation Influence:")
    
                col.prop(scene.pov, "radio_media")
                col.prop(scene.pov, "radio_normal")
    
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                split.prop(scene.pov, "radio_always_sample")
    
    class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
        bl_label = "Atmosphere Media"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            scene = context.scene
    
    
            self.layout.prop(scene.pov, "media_enable", text="")
    
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
    
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            row = layout.row()
    
            row.prop(scene.pov, "media_samples", text="Samples")
            row.prop(scene.pov, "media_color", text="")
    
    ##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.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
    
    class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "IOR Mirror"
    
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        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
    
        def draw_header(self, context):
            scene = context.material
    
    
            self.layout.prop(scene.pov, "mirror_use_IOR", text="")
    
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        def draw(self, context):
            layout = self.layout
    
    
            mat = context.material
    
                split = layout.split()
                col = split.column()
                row = col.row()
                row.alignment = 'CENTER'
                row.label(text="The current Raytrace ")
                row = col.row()
                row.alignment = 'CENTER'
                row.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior))
    
    
    class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "metallic Mirror"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            scene = context.material
    
    
            self.layout.prop(scene.pov, "mirror_metallic", text="")
    
    
        def draw(self, context):
            layout = self.layout
    
            mat = context.material
    
    class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "Interior Fade Color"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            mat = context.material
    
    
            self.layout.prop(mat.pov, "interior_fade_color", text="")
    
    
        def draw(self, context):
    
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            # layout = self.layout
            # mat = context.material
            # layout.active = mat.pov.interior_fade_color
            pass
    
    class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "conserve energy"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            mat = context.material
    
    
            self.layout.prop(mat.pov, "conserve_energy", text="")
    
    
        def draw(self, context):
            layout = self.layout
    
            mat = context.material
    
    
    
    class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "iridescence"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            mat = context.material
    
    
            self.layout.prop(mat.pov, "irid_enable", text="")
    
    
        def draw(self, context):
            layout = self.layout
    
            mat = context.material
    
                split = layout.split()
    
                col = split.column()
    
                col.prop(mat.pov, "irid_amount", slider=True)
                col.prop(mat.pov, "irid_thickness", slider=True)
                col.prop(mat.pov, "irid_turbulence", slider=True)
    
    
    
    class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "Caustics"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            mat = context.material
    
    
            self.layout.prop(mat.pov, "caustics_enable", text="")
    
    
        def draw(self, context):
    
            layout = self.layout
    
            mat = context.material
    
                split = layout.split()
    
                col = split.column()
    
                if mat.pov.refraction_type == "1":
                    col.prop(mat.pov, "fake_caustics_power", slider=True)
                elif mat.pov.refraction_type == "2":
                    col.prop(mat.pov, "photons_dispersion", slider=True)
    
                    col.prop(mat.pov, "photons_dispersion_samples", slider=True)
    
                if mat.pov.refraction_type == "0" and not mat.pov.photons_reflection:
    
                    split = layout.split()
                    col = split.column()
                    row = col.row()
                    row.alignment = 'CENTER'
                    row.label(text="Caustics override is on, ")
                    row = col.row()
                    row.alignment = 'CENTER'
                    row.label(text="but you didn't chose any !")
    
    class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "Custom POV Code"
    
    
        def draw(self, context):
            layout = self.layout
    
            mat = context.material
    
    
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            col = layout.column()
    
            col.prop(mat.pov, "replacement_text", text="")
    
    class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
        bl_label = "Image Gamma"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw_header(self, context):
            tex = context.texture
    
    
            self.layout.prop(tex.pov, "tex_gamma_enable", text="")
    
    
        def draw(self, context):
            layout = self.layout
    
            tex = context.texture
    
    
            layout.active = tex.pov.tex_gamma_enable
            layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
    
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    class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, bpy.types.Panel):
        bl_label = "Custom POV Code"
    
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            col = layout.column()
    
            col.prop(tex.pov, "replacement_text", text="")
    
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    class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
        bl_label = "POV-Ray"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            obj = context.object
    
    
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            col = layout.column()
            col.label(text="Radiosity:")
    
            col.prop(obj.pov, "importance_value", text="Importance")
    
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            col.label(text="Photons:")
    
            col.prop(obj.pov, "collect_photons", text="Receive Photon Caustics")
    
            if obj.pov.collect_photons:
                col.prop(obj.pov, "spacing_multiplier", text="Photons Spacing Multiplier")
    
    class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, bpy.types.Panel):
        bl_label = "Custom POV Code"
    
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            col = layout.column()
    
            col.prop(obj.pov, "replacement_text", text="")
    
    class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel):
    
        bl_label = "POV-Ray Depth Of Field"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        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
    
    
            split = layout.split()
    
            col = split.column()
    
            col.prop(cam.pov, "dof_samples_min")
            col.prop(cam.pov, "dof_variance")
    
            col = split.column()
    
            col.prop(cam.pov, "dof_samples_max")
            col.prop(cam.pov, "dof_confidence")
    
    
    
    class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.Panel):
        bl_label = "Custom POV Code"
    
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            col = layout.column()
    
            col.prop(cam.pov, "replacement_text", text="")
    
    
    
    class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel):
        bl_label = "P.O.V-Ray"
    
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            text = context.space_data.text
    
                layout.prop(text.pov, "custom_code", text="Add as POV code")