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Campbell Barton authoredCampbell Barton authored
ui.py 8.03 KiB
# ##### 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.
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# 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.
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# ##### 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():
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):
rd = context.scene.render
return (rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES)
class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
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")