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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.
    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
    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'
    import properties_material
    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
    
    import properties_data_mesh
    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
    
    import properties_texture
    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
    
    import properties_data_camera
    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
    
    
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    import properties_data_lamp
    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)
    
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    ########################################MR######################################
    
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    class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "IOR Mirror"
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
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        def draw_header(self, context):
            scene = context.material
    
            self.layout.prop(scene, "pov_mirror_use_IOR", text="")
    
        def draw(self, context):
            layout = self.layout
    
            mat = context.material
            layout.active = mat.pov_mirror_use_IOR
    
            if mat.pov_mirror_use_IOR:
                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))
    
    
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    class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "metallic Mirror"
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
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        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
            layout.active = mat.pov_mirror_metallic
    
    
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    class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "conserve energy"
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
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        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
            layout.active = mat.pov_conserve_energy
    
    
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    class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
        bl_label = "iridescence"
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
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        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
            layout.active = mat.pov_irid_enable
    
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            if mat.pov_irid_enable:
                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'}
    
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        def draw_header(self, context):
            mat = context.material
    
            self.layout.prop(mat, "pov_caustics_enable", text="")
    
        def draw(self, context):
    
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            layout = self.layout
    
            mat = context.material
            layout.active = mat.pov_caustics_enable
            Radio = 1
            if mat.pov_caustics_enable:
                split = layout.split()
    
                col = split.column()
                col.prop(mat, "pov_refraction_type")
    
    ##            if mat.pov_refraction_type=="0":
    ##                mat.pov_fake_caustics = False
    ##                mat.pov_photons_refraction = False
    ##                mat.pov_photons_reflection = True
    
                if mat.pov_refraction_type == "1":
    
    ##                mat.pov_fake_caustics = True
    ##                mat.pov_photons_refraction = False
    
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                    col.prop(mat, "pov_fake_caustics_power", slider=True)
    
                elif mat.pov_refraction_type == "2":
    
    ##                mat.pov_fake_caustics = False
    ##                mat.pov_photons_refraction = True
    
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                    col.prop(mat, "pov_photons_dispersion", slider=True)
                col.prop(mat, "pov_photons_reflection")
    
    ##            col.prop(mat, "pov_fake_caustics")
    ##            if mat.pov_fake_caustics:
    ##                col.prop(mat, "pov_fake_caustics_power", slider=True)
    ##                mat.pov_photons_refraction=0
    ##            else:
    ##                col.prop(mat, "pov_photons_refraction")
    ##            if mat.pov_photons_refraction:
    ##                col.prop(mat, "pov_photons_dispersion", slider=True)
    ##                Radio = 0
    ##                mat.pov_fake_caustics=Radio
    ##            col.prop(mat, "pov_photons_reflection")
    ####TODO : MAKE THIS A real RADIO BUTTON (using EnumProperty?)
    ######################################EndMR#####################################
    
    class RENDER_PT_povray_global_settings(RenderButtonsPanel, bpy.types.Panel):
    
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        bl_label = "Global Settings"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
            rd = scene.render
    
            layout.active = scene.pov_max_trace_level
            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()
    
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            col.prop(scene, "pov_max_trace_level", text="Ray Depth")
    
            col = split.column()
    
    
    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
            rd = scene.render
    
            layout.active = scene.pov_antialias_enable
    
            split = layout.split()
            col = split.column()
            col.prop(scene, "pov_antialias_method", text="")
            col = split.column()
    
            col.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
    
            split = layout.split()
            col = split.column()
            col.prop(scene, "pov_antialias_threshold", text="AA Threshold")
    
            col = split.column()
    
            col.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="")
    
        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()
    
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            col.prop(scene, "pov_radio_error_bound", text="Error Bound")
    
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            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)
    
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                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")
    
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                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")
    
                col = split.column()
                col.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
            rd = scene.render
    
            layout.active = scene.pov_media_enable
            split = layout.split()
    
            col = split.column()
            col.prop(scene, "pov_media_samples", text="Samples")
    
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            col = split.column()
    
            col.prop(scene, "pov_media_color", text="Color")
    
    
    
    ##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
    
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    class RENDER_PT_povray_formatting(RenderButtonsPanel, bpy.types.Panel):
    
        bl_label = "Formatting POV-Ray file"
    
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        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
            rd = scene.render
    
            split = layout.split()
    
            col = split.column()
            col.prop(scene, "pov_indentation_character", text="Indent")
            col = split.column()
    
            if scene.pov_indentation_character == "2":
    
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                col.prop(scene, "pov_indentation_spaces", text="Spaces")
            split = layout.split()
            col = split.column()
            col.prop(scene, "pov_comments_enable", text="Comments")
    
    
    
    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
            split = layout.split()
    
            col = split.column()
            col.prop(tex, "pov_tex_gamma_value", text="Gamma Value")
    
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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
    
            layout.active = obj.pov_importance_value
            split = layout.split()
    
            col = split.column()
            col.prop(obj, "pov_importance_value", text="Importance")