# ##### 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 #####

# <pep8 compliant>
"""User interface for the POV tools"""

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,
    Panel,
    Brush,
    Material,
    Light,
    World,
    ParticleSettings,
    FreestyleLineStyle,
)

# 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

# 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')
del properties_render


# 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')
del properties_world


# Example of wrapping every class 'as is'
from bl_ui import properties_texture
from bl_ui.properties_texture import context_tex_datablock
from bl_ui.properties_texture import texture_filter_common

for member in dir(properties_texture):
    subclass = getattr(properties_texture, member)
    try:
        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    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_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 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=bpy.context.active_object.active_material
        # if (mat and mat.pov.type == "SURFACE"
        # and not (mat.pov.material_use_nodes or mat.use_nodes)):
        # and (engine in cls.COMPAT_ENGINES)) if subclasses were sorted
        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    except:
        pass
del properties_material


from bl_ui 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


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

# 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_RENDER')
    except:
        pass
del properties_output


class WORLD_MT_POV_presets(bpy.types.Menu):
    bl_label = "World Presets"
    preset_subdir = "pov/world"
    preset_operator = "script.execute_preset"
    draw = bpy.types.Menu.draw_preset


class WORLD_OT_POV_add_preset(AddPresetBase, Operator):
    '''Add a World Preset'''

    bl_idname = "object.world_preset_add"
    bl_label = "Add World Preset"
    preset_menu = "WORLD_MT_POV_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"


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


def simple_material(mat):
    """Test if a material uses nodes"""
    if (mat is not None) and (not mat.use_nodes):
        return True
    return False


def check_add_mesh_extra_objects():
    """Test if Add mesh extra objects addon is activated

    This addon is currently used to generate the proxy for POV parametric
    surface which is almost the same priciple as its Math xyz surface
    """
    if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
        return True
    return False


def locate_docpath():
    """POV can be installed with some include files.

    Get their path as defined in user preferences or registry keys for
    the user to be able to invoke them."""

    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 ""


def pov_context_tex_datablock(context):
    """Texture context type recreated as deprecated in blender 2.8"""

    idblock = context.brush
    if idblock and bpy.context.scene.texture_context == 'OTHER':
        return idblock

    # idblock = bpy.context.active_object.active_material
    idblock = bpy.context.scene.view_layers[
        "View Layer"
    ].objects.active.active_material
    if idblock:
        return idblock

    idblock = context.world
    if idblock:
        return idblock

    idblock = context.light
    if idblock:
        return idblock

    if context.particle_system:
        idblock = context.particle_system.settings

    return idblock

    idblock = context.line_style
    if idblock:
        return idblock


class RenderButtonsPanel:
    """Use this class to define buttons from the render tab of
    properties window."""

    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.engine in cls.COMPAT_ENGINES


class ModifierButtonsPanel:
    """Use this class to define buttons from the modifier tab of
    properties window."""

    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)


class MaterialButtonsPanel:
    """Use this class to define buttons from the material tab of
    properties window."""

    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:
    """Use this class to define buttons from the texture tab of
    properties window."""

    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)


# 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))


class ObjectButtonsPanel:
    """Use this class to define buttons from the object tab of
    properties window."""

    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:
    """Use this class to define buttons from the camera data tab of
    properties window."""

    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:
    """Use this class to define buttons from the world tab of
    properties window."""

    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:
    """Use this class to define buttons from the side tab of
    text window."""

    bl_space_type = 'TEXT_EDITOR'
    bl_region_type = 'UI'
    bl_label = "POV-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.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):
    """Use this class to define buttons from the edit data tab of
    properties window."""

    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, 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, 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, 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, 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, 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, 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, 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

# These panels are kept
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):
    """Use this class to define buttons from the light data tab of
    properties window."""

    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, 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, Panel):
    bl_label = properties_data_light.DATA_PT_light.bl_label

    draw = properties_data_light.DATA_PT_light.draw


class LIGHT_MT_POV_presets(bpy.types.Menu):
    """Use this class to define preset menu for pov lights."""

    bl_label = "Lamp Presets"
    preset_subdir = "pov/light"
    preset_operator = "script.execute_preset"
    draw = bpy.types.Menu.draw_preset


class LIGHT_OT_POV_add_preset(AddPresetBase, Operator):
    """Use this class to define pov world buttons."""

    '''Add a Light Preset'''
    bl_idname = "object.light_preset_add"
    bl_label = "Add Light Preset"
    preset_menu = "LIGHT_MT_POV_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/light"


# Draw into the existing light panel
def light_panel_func(self, context):
    layout = self.layout

    row = layout.row(align=True)
    row.menu(LIGHT_MT_POV_presets.__name__, text=LIGHT_MT_POV_presets.bl_label)
    row.operator(LIGHT_OT_POV_add_preset.bl_idname, text="", icon='ADD')
    row.operator(
        LIGHT_OT_POV_add_preset.bl_idname, text="", icon='REMOVE'
    ).remove_active = True


'''#TORECREATE##DEPRECATED#
class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, 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, Panel):
    bl_label = "Shadow"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        lamp = context.lamp
        engine = context.scene.render.engine
        return lamp and (engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout

        lamp = context.lamp

        layout.row().prop(lamp, "shadow_method", expand=True)

        split = layout.split()

        col = split.column()
        sub = col.column()
        sub.prop(lamp, "spot_size", text="Size")
        sub.prop(lamp, "spot_blend", text="Blend", slider=True)
        col.prop(lamp, "use_square")
        col.prop(lamp, "show_cone")

        col = split.column()

        col.active = (
            lamp.shadow_method != 'BUFFER_SHADOW'
            or lamp.shadow_buffer_type != 'DEEP'
        )
        col.prop(lamp, "use_halo")
        sub = col.column(align=True)
        sub.active = lamp.use_halo
        sub.prop(lamp, "halo_intensity", text="Intensity")
        if lamp.shadow_method == 'BUFFER_SHADOW':
            sub.prop(lamp, "halo_step", text="Step")
        if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
            split = layout.split()

            col = split.column()
            col.label(text="Form factor sampling:")

            sub = col.row(align=True)

            if lamp.shape == 'SQUARE':
                sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
            elif lamp.shape == 'RECTANGLE':
                sub.prop(lamp.pov, "shadow_ray_samples_x", text="Samples X")
                sub.prop(lamp.pov, "shadow_ray_samples_y", text="Samples Y")

        if lamp.shadow_method != 'NOSHADOW':
            split = layout.split()

            col = split.column()
            col.prop(lamp, "shadow_color", text="")

            col = split.column()
            col.prop(lamp, "use_shadow_layer", text="This Layer Only")
            col.prop(lamp, "use_only_shadow")

        if lamp.shadow_method == 'RAY_SHADOW':
            split = layout.split()

            col = split.column()
            col.label(text="Sampling:")

            if lamp.type in {'POINT', 'SUN', 'SPOT'}:
                sub = col.row()

                sub.prop(lamp, "shadow_ray_samples", text="Samples")
                sub.prop(lamp, "shadow_soft_size", text="Soft Size")

            elif lamp.type == 'AREA':
                sub = col.row(align=True)

                if lamp.shape == 'SQUARE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
                elif lamp.shape == 'RECTANGLE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
                    sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")


'''
        if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
            split = layout.split()

            col = split.column()
            col.label(text="Form factor sampling:")

            sub = col.row(align=True)

            if lamp.shape == 'SQUARE':
                sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
            elif lamp.shape == 'RECTANGLE':
                sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
                sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")

        if lamp.shadow_method != 'NOSHADOW':
            split = layout.split()

            col = split.column()
            col.prop(lamp, "shadow_color", text="")

            col = split.column()
            col.prop(lamp, "use_shadow_layer", text="This Layer Only")
            col.prop(lamp, "use_only_shadow")

        if lamp.shadow_method == 'RAY_SHADOW':
            split = layout.split()

            col = split.column()
            col.label(text="Sampling:")

            if lamp.type in {'POINT', 'SUN', 'SPOT'}:
                sub = col.row()

                sub.prop(lamp, "shadow_ray_samples", text="Samples")
                sub.prop(lamp, "shadow_soft_size", text="Soft Size")

            elif lamp.type == 'AREA':
                sub = col.row(align=True)

                if lamp.shape == 'SQUARE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
                elif lamp.shape == 'RECTANGLE':
                    sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
                    sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")

            col.row().prop(lamp, "shadow_ray_sample_method", expand=True)

            if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
                layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")

            if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
                row = layout.row()
                row.prop(lamp, "use_umbra")
                row.prop(lamp, "use_dither")
                row.prop(lamp, "use_jitter")

        elif lamp.shadow_method == 'BUFFER_SHADOW':
            col = layout.column()
            col.label(text="Buffer Type:")
            col.row().prop(lamp, "shadow_buffer_type", expand=True)

            if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
                split = layout.split()

                col = split.column()
                col.label(text="Filter Type:")
                col.prop(lamp, "shadow_filter_type", text="")
                sub = col.column(align=True)
                sub.prop(lamp, "shadow_buffer_soft", text="Soft")
                sub.prop(lamp, "shadow_buffer_bias", text="Bias")

                col = split.column()
                col.label(text="Sample Buffers:")
                col.prop(lamp, "shadow_sample_buffers", text="")
                sub = col.column(align=True)
                sub.prop(lamp, "shadow_buffer_size", text="Size")
                sub.prop(lamp, "shadow_buffer_samples", text="Samples")
                if lamp.shadow_buffer_type == 'DEEP':
                    col.prop(lamp, "compression_threshold")

            elif lamp.shadow_buffer_type == 'IRREGULAR':
                layout.prop(lamp, "shadow_buffer_bias", text="Bias")

            split = layout.split()

            col = split.column()
            col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
            sub = col.column()
            sub.active = not lamp.use_auto_clip_start
            sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")

            col = split.column()
            col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
            sub = col.column()
            sub.active = not lamp.use_auto_clip_end
            sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
'''


class LIGHT_PT_POV_area(PovLampButtonsPanel, 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, 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, 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_POV_rainbow(PovLampButtonsPanel, Panel):
    """Use this class to define buttons from the rainbow panel of
    properties window. inheriting lamp buttons panel class"""

    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, Panel):
    """Use this class to define pov world buttons."""

    bl_label = "World"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        world = context.world.pov

        row = layout.row(align=True)
        row.menu(
            WORLD_MT_POV_presets.__name__, text=WORLD_MT_POV_presets.bl_label
        )
        row.operator(WORLD_OT_POV_add_preset.bl_idname, text="", icon='ADD')
        row.operator(
            WORLD_OT_POV_add_preset.bl_idname, text="", icon='REMOVE'
        ).remove_active = True

        row = layout.row()
        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 WORLD_PT_POV_mist(WorldButtonsPanel, Panel):
    """Use this class to define pov mist buttons."""

    bl_label = "Mist"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        world = context.world

        self.layout.prop(world.mist_settings, "use_mist", text="")

    def draw(self, context):
        layout = self.layout

        world = context.world

        layout.active = world.mist_settings.use_mist

        split = layout.split()

        col = split.column()
        col.prop(world.mist_settings, "intensity")
        col.prop(world.mist_settings, "start")

        col = split.column()
        col.prop(world.mist_settings, "depth")
        col.prop(world.mist_settings, "height")

        layout.prop(world.mist_settings, "falloff")


class RENDER_PT_POV_export_settings(RenderButtonsPanel, Panel):
    """Use this class to define pov ini settingss buttons."""

    bl_label = "Start 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'
            )

    def draw(self, context):
        layout = self.layout

        scene = context.scene

        layout.active = scene.pov.max_trace_level != 0
        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_POV_render_settings(RenderButtonsPanel, Panel):
    """Use this class to define pov render settings buttons."""

    bl_label = "Global Settings"
    bl_icon = 'SETTINGS'
    bl_options = {'DEFAULT_CLOSED'}
    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='SETTINGS'
            )
        else:
            self.layout.prop(
                scene.pov,
                "global_settings_advanced",
                text="",
                icon='PREFERENCES',
            )

    def draw(self, context):
        layout = self.layout

        scene = context.scene
        rd = context.scene.render
        # 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"
            )

        col = layout.column()
        col.label(text="Main Path Tracing:")
        col.prop(scene.pov, "max_trace_level", text="Ray Depth")
        align = True
        layout.active = scene.pov.global_settings_advanced
        # Deprecated (autodetected in pov3.8):
        # layout.prop(scene.pov, "charset")
        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")

        split = layout.split()
        split.label(text="Shading:")
        split = layout.split()

        row = split.row(align=align)
        row.prop(scene.pov, "use_shadows")
        row.prop(scene.pov, "alpha_mode")


class RENDER_PT_POV_photons(RenderButtonsPanel, Panel):
    """Use this class to define pov photons buttons."""

    bl_label = "Photons"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    # 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")

        split = layout.split()

        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 = layout.box()
        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_POV_antialias(RenderButtonsPanel, Panel):
    """Use this class to define pov antialiasing buttons."""

    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

        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")
        else:
            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_POV_radiosity(RenderButtonsPanel, Panel):
    """Use this class to define pov radiosity buttons."""

    bl_label = "Diffuse Radiosity"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    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',
            )
        else:
            self.layout.prop(
                scene.pov, "radio_enable", text="", icon='LIGHTPROBE_CUBEMAP'
            )

    def draw(self, context):
        layout = self.layout

        scene = context.scene

        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")

        split.prop(scene.pov, "radio_error_bound", text="Error Bound")

        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_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)

            col = split.column()
            col.prop(scene.pov, "radio_brightness")
            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)

            col = layout.column()
            col.label(text="Estimation Influence:")
            col.prop(scene.pov, "radio_always_sample")
            col.prop(scene.pov, "radio_normal")
            col.prop(scene.pov, "radio_media")
            col.prop(scene.pov, "radio_subsurface")


class POV_RADIOSITY_MT_presets(bpy.types.Menu):
    """Use this class to define pov radiosity presets menu."""

    bl_label = "Radiosity Presets"
    preset_subdir = "pov/radiosity"
    preset_operator = "script.execute_preset"
    draw = bpy.types.Menu.draw_preset


class RENDER_OT_POV_radiosity_add_preset(AddPresetBase, Operator):
    """Use this class to define pov radiosity add presets button."""

    '''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(
        RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='ADD'
    )
    row.operator(
        RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='REMOVE'
    ).remove_active = True


class RENDER_PT_POV_media(WorldButtonsPanel, Panel):
    """Use this class to define a pov global atmospheric media buttons."""

    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

        layout.active = scene.pov.media_enable

        col = layout.column()
        col.prop(scene.pov, "media_scattering_type", text="")
        col = layout.column()
        col.prop(scene.pov, "media_samples", text="Samples")
        split = layout.split()
        col = split.column(align=True)
        col.label(text="Scattering:")
        col.prop(scene.pov, "media_diffusion_scale")
        col.prop(scene.pov, "media_diffusion_color", text="")
        col = split.column(align=True)
        col.label(text="Absorption:")
        col.prop(scene.pov, "media_absorption_scale")
        col.prop(scene.pov, "media_absorption_color", text="")
        if scene.pov.media_scattering_type == '5':
            col = layout.column()
            col.prop(scene.pov, "media_eccentricity", text="Eccentricity")


##class RENDER_PT_povray_baking(RenderButtonsPanel, 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 MODIFIERS_PT_POV_modifiers(ModifierButtonsPanel, Panel):
    """Use this class to define pov modifier buttons. (For booleans)"""

    bl_label = "POV-Ray"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    # def draw_header(self, context):
    # scene = context.scene
    # self.layout.prop(scene.pov, "boolean_mod", text="")

    def draw(self, context):
        scene = context.scene
        layout = self.layout
        ob = context.object
        mod = ob.modifiers
        col = layout.column()
        # Find Boolean Modifiers for displaying CSG option
        onceCSG = 0
        for mod in ob.modifiers:
            if onceCSG == 0:
                if mod:
                    if mod.type == 'BOOLEAN':
                        col.prop(ob.pov, "boolean_mod")
                        onceCSG = 1

                    if ob.pov.boolean_mod == "POV":
                        split = layout.split()
                        col = layout.column()
                        # Inside Vector for CSG
                        col.prop(ob.pov, "inside_vector")


class MATERIAL_MT_POV_sss_presets(bpy.types.Menu):
    """Use this class to define pov sss preset menu."""

    bl_label = "SSS Presets"
    preset_subdir = "pov/material/sss"
    preset_operator = "script.execute_preset"
    draw = bpy.types.Menu.draw_preset


class MATERIAL_OT_POV_sss_add_preset(AddPresetBase, Operator):
    """Add an SSS Preset"""

    bl_idname = "material.sss_preset_add"
    bl_label = "Add SSS Preset"
    preset_menu = "MATERIAL_MT_POV_sss_presets"

    # variable used for all preset values
    preset_defines = ["material = bpy.context.material"]

    # properties to store in the preset
    preset_values = [
        "material.pov_subsurface_scattering.radius",
        "material.pov_subsurface_scattering.color",
    ]

    # where to store the preset
    preset_subdir = "pov/material/sss"


class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel):
    """Use this class to define pov sss buttons panel."""

    bl_label = "Subsurface Scattering"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return (
            check_material(mat)
            and (mat.pov.type in {'SURFACE', 'WIRE'})
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw_header(self, context):
        mat = context.material  # FORMERLY : #active_node_mat(context.material)
        sss = mat.pov_subsurface_scattering

        self.layout.active = not mat.pov.use_shadeless
        self.layout.prop(sss, "use", text="")

    def draw(self, context):
        layout = self.layout

        mat = context.material  # FORMERLY : #active_node_mat(context.material)
        sss = mat.pov_subsurface_scattering

        layout.active = (sss.use) and (not mat.pov.use_shadeless)

        row = layout.row().split()
        sub = row.row(align=True).split(align=True, factor=0.75)
        sub.menu(
            MATERIAL_MT_POV_sss_presets.__name__,
            text=MATERIAL_MT_POV_sss_presets.bl_label,
        )
        sub.operator(
            MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='ADD'
        )
        sub.operator(
            MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='REMOVE'
        ).remove_active = True

        split = layout.split()

        col = split.column()
        col.prop(sss, "ior")
        col.prop(sss, "scale")
        col.prop(sss, "color", text="")
        col.prop(sss, "radius", text="RGB Radius", expand=True)

        col = split.column()
        sub = col.column(align=True)
        sub.label(text="Blend:")
        sub.prop(sss, "color_factor", text="Color")
        sub.prop(sss, "texture_factor", text="Texture")
        sub.label(text="Scattering Weight:")
        sub.prop(sss, "front")
        sub.prop(sss, "back")
        col.separator()
        col.prop(sss, "error_threshold", text="Error")


class MATERIAL_PT_POV_activate_node(MaterialButtonsPanel, Panel):
    """Use this class to define an activate pov nodes button."""

    bl_label = "Activate Node Settings"
    bl_context = "material"
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat = context.material
        ob = context.object
        return (
            mat
            and mat.pov.type == "SURFACE"
            and (engine in cls.COMPAT_ENGINES)
            and not (mat.pov.material_use_nodes or mat.use_nodes)
        )

    def draw(self, context):
        layout = self.layout
        # layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
        # the above replaced with a context hook below:
        layout.operator(
            "WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE'
        ).data_path = "material.pov.material_use_nodes"


class MATERIAL_PT_POV_active_node(MaterialButtonsPanel, Panel):
    """Use this class to show pov active node properties buttons."""

    bl_label = "Active Node Settings"
    bl_context = "material"
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat = context.material
        ob = context.object
        return (
            mat
            and mat.pov.type == "SURFACE"
            and (engine in cls.COMPAT_ENGINES)
            and mat.pov.material_use_nodes
        )

    def draw(self, context):
        layout = self.layout
        mat = context.material
        node_tree = mat.node_tree
        if node_tree:
            node = node_tree.nodes.active
            if mat.use_nodes:
                if node:
                    layout.prop(mat.pov, "material_active_node")
                    if node.bl_idname == "PovrayMaterialNode":
                        layout.context_pointer_set("node", node)
                        if hasattr(node, "draw_buttons_ext"):
                            node.draw_buttons_ext(context, layout)
                        elif hasattr(node, "draw_buttons"):
                            node.draw_buttons(context, layout)
                        value_inputs = [
                            socket
                            for socket in node.inputs
                            if socket.enabled and not socket.is_linked
                        ]
                        if value_inputs:
                            layout.separator()
                            layout.label(text="Inputs:")
                            for socket in value_inputs:
                                row = layout.row()
                                socket.draw(context, row, node, socket.name)
                    else:
                        layout.context_pointer_set("node", node)
                        if hasattr(node, "draw_buttons_ext"):
                            node.draw_buttons_ext(context, layout)
                        elif hasattr(node, "draw_buttons"):
                            node.draw_buttons(context, layout)
                        value_inputs = [
                            socket
                            for socket in node.inputs
                            if socket.enabled and not socket.is_linked
                        ]
                        if value_inputs:
                            layout.separator()
                            layout.label(text="Inputs:")
                            for socket in value_inputs:
                                row = layout.row()
                                socket.draw(context, row, node, socket.name)
                else:
                    layout.label(text="No active nodes!")

class MATERIAL_PT_POV_specular(MaterialButtonsPanel, Panel):
    """Use this class to define standard material specularity (highlights) buttons."""

    bl_label = "Specular"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return (
            check_material(mat)
            and (mat.pov.type in {'SURFACE', 'WIRE'})
            and (engine in cls.COMPAT_ENGINES)
        )
    def draw(self, context):
        layout = self.layout

        mat = context.material.pov

        layout.active = (not mat.use_shadeless)

        split = layout.split()

        col = split.column()
        col.prop(mat, "specular_color", text="")
        col.prop(mat, "specular_intensity", text="Intensity")

        col = split.column()
        col.prop(mat, "specular_shader", text="")
        col.prop(mat, "use_specular_ramp", text="Ramp")

        col = layout.column()
        if mat.specular_shader in {'COOKTORR', 'PHONG'}:
            col.prop(mat, "specular_hardness", text="Hardness")
        elif mat.specular_shader == 'BLINN':
            row = col.row()
            row.prop(mat, "specular_hardness", text="Hardness")
            row.prop(mat, "specular_ior", text="IOR")
        elif mat.specular_shader == 'WARDISO':
            col.prop(mat, "specular_slope", text="Slope")
        elif mat.specular_shader == 'TOON':
            row = col.row()
            row.prop(mat, "specular_toon_size", text="Size")
            row.prop(mat, "specular_toon_smooth", text="Smooth")

        if mat.use_specular_ramp:
            layout.separator()
            layout.template_color_ramp(mat, "specular_ramp", expand=True)
            layout.separator()

            row = layout.row()
            row.prop(mat, "specular_ramp_input", text="Input")
            row.prop(mat, "specular_ramp_blend", text="Blend")

            layout.prop(mat, "specular_ramp_factor", text="Factor")

class MATERIAL_PT_POV_mirror(MaterialButtonsPanel, Panel):
    """Use this class to define standard material reflectivity (mirror) buttons."""

    bl_label = "Mirror"
    bl_options = {'DEFAULT_CLOSED'}
    bl_idname = "MATERIAL_PT_POV_raytrace_mirror"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return (
            check_material(mat)
            and (mat.pov.type in {'SURFACE', 'WIRE'})
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw_header(self, context):
        mat = context.material
        raym = mat.pov_raytrace_mirror

        self.layout.prop(raym, "use", text="")

    def draw(self, context):
        layout = self.layout

        mat = (
            context.material
        )  # Formerly : #mat = active_node_mat(context.material)
        raym = mat.pov_raytrace_mirror

        layout.active = raym.use

        split = layout.split()

        col = split.column()
        col.prop(raym, "reflect_factor")
        col.prop(raym, "mirror_color", text="")

        col = split.column()
        col.prop(raym, "fresnel")
        sub = col.column()
        sub.active = raym.fresnel > 0.0
        sub.prop(raym, "fresnel_factor", text="Blend")

        split = layout.split()

        col = split.column()
        col.separator()
        col.prop(raym, "depth")
        col.prop(raym, "distance", text="Max Dist")
        col.separator()
        sub = col.split(factor=0.4)
        sub.active = raym.distance > 0.0
        sub.label(text="Fade To:")
        sub.prop(raym, "fade_to", text="")

        col = split.column()
        col.label(text="Gloss:")
        col.prop(raym, "gloss_factor", text="Amount")
        sub = col.column()
        sub.active = raym.gloss_factor < 1.0
        sub.prop(raym, "gloss_threshold", text="Threshold")
        sub.prop(raym, "gloss_samples", text="Samples")
        sub.prop(raym, "gloss_anisotropic", text="Anisotropic")


class MATERIAL_PT_POV_transp(MaterialButtonsPanel, Panel):
    """Use this class to define pov material transparency (alpha) buttons."""

    bl_label = "Transparency"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return (
            check_material(mat)
            and (mat.pov.type in {'SURFACE', 'WIRE'})
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw_header(self, context):
        mat = context.material

        if simple_material(mat):
            self.layout.prop(mat.pov, "use_transparency", text="")

    def draw(self, context):
        layout = self.layout

        base_mat = context.material
        mat = context.material  # FORMERLY active_node_mat(context.material)
        rayt = mat.pov_raytrace_transparency

        if simple_material(base_mat):
            row = layout.row()
            row.active = mat.pov.use_transparency
            row.prop(mat.pov, "transparency_method", expand=True)

        split = layout.split()
        split.active = base_mat.pov.use_transparency

        col = split.column()
        col.prop(mat.pov, "alpha")
        row = col.row()
        row.active = (base_mat.pov.transparency_method != 'MASK') and (
            not mat.pov.use_shadeless
        )
        row.prop(mat.pov, "specular_alpha", text="Specular")

        col = split.column()
        col.active = not mat.pov.use_shadeless
        col.prop(rayt, "fresnel")
        sub = col.column()
        sub.active = rayt.fresnel > 0.0
        sub.prop(rayt, "fresnel_factor", text="Blend")

        if base_mat.pov.transparency_method == 'RAYTRACE':
            layout.separator()
            split = layout.split()
            split.active = base_mat.pov.use_transparency

            col = split.column()
            col.prop(rayt, "ior")
            col.prop(rayt, "filter")
            col.prop(rayt, "falloff")
            col.prop(rayt, "depth_max")
            col.prop(rayt, "depth")

            col = split.column()
            col.label(text="Gloss:")
            col.prop(rayt, "gloss_factor", text="Amount")
            sub = col.column()
            sub.active = rayt.gloss_factor < 1.0
            sub.prop(rayt, "gloss_threshold", text="Threshold")
            sub.prop(rayt, "gloss_samples", text="Samples")


class MATERIAL_PT_POV_reflection(MaterialButtonsPanel, Panel):
    """Use this class to define more pov specific reflectivity buttons."""

    bl_label = "POV-Ray Reflection"
    bl_parent_id = "MATERIAL_PT_POV_raytrace_mirror"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat = context.material
        ob = context.object
        return (
            mat
            and mat.pov.type == "SURFACE"
            and (engine in cls.COMPAT_ENGINES)
            and not (mat.pov.material_use_nodes or mat.use_nodes)
        )

    def draw(self, context):
        layout = self.layout
        mat = context.material
        col = layout.column()
        col.prop(mat.pov, "irid_enable")
        if mat.pov.irid_enable:
            col = layout.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)
        col.prop(mat.pov, "conserve_energy")
        col2 = col.split().column()

        if not mat.pov_raytrace_mirror.use:
            col2.label(text="Please Check Mirror settings :")
        col2.active = mat.pov_raytrace_mirror.use
        col2.prop(mat.pov, "mirror_use_IOR")
        if mat.pov.mirror_use_IOR:
            col2.alignment = 'CENTER'
            col2.label(text="The current Raytrace ")
            col2.label(text="Transparency IOR is: " + str(mat.pov.ior))
        col2.prop(mat.pov, "mirror_metallic")


'''
#group some native Blender (SSS) and POV (Fade)settings under such a parent panel?
class MATERIAL_PT_POV_interior(MaterialButtonsPanel, Panel):
    bl_label = "POV-Ray Interior"
    bl_idname = "material.pov_interior"
    #bl_parent_id = "material.absorption"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat=context.material
        ob = context.object
        return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)


    def draw_header(self, context):
        mat = context.material
'''


class MATERIAL_PT_POV_fade_color(MaterialButtonsPanel, Panel):
    """Use this class to define pov fading (absorption) color buttons."""

    bl_label = "POV-Ray Absorption"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    # bl_parent_id = "material.pov_interior"

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat = context.material
        ob = context.object
        return (
            mat
            and mat.pov.type == "SURFACE"
            and (engine in cls.COMPAT_ENGINES)
            and not (mat.pov.material_use_nodes or mat.use_nodes)
        )

    def draw_header(self, context):
        mat = context.material

        self.layout.prop(mat.pov, "interior_fade_color", text="")

    def draw(self, context):
        layout = self.layout
        mat = context.material
        # layout.active = mat.pov.interior_fade_color
        if mat.pov.interior_fade_color != (0.0, 0.0, 0.0):
            layout.label(text="Raytrace transparency")
            layout.label(text="depth max Limit needs")
            layout.label(text="to be non zero to fade")

        pass


class MATERIAL_PT_POV_caustics(MaterialButtonsPanel, Panel):
    """Use this class to define pov caustics buttons."""

    bl_label = "Caustics"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        mat = context.material
        ob = context.object
        return (
            mat
            and mat.pov.type == "SURFACE"
            and (engine in cls.COMPAT_ENGINES)
            and not (mat.pov.material_use_nodes or mat.use_nodes)
        )

    def draw_header(self, context):
        mat = context.material
        if mat.pov.caustics_enable:
            self.layout.prop(
                mat.pov, "caustics_enable", text="", icon="PMARKER_SEL"
            )
        else:
            self.layout.prop(
                mat.pov, "caustics_enable", text="", icon="PMARKER"
            )

    def draw(self, context):

        layout = self.layout

        mat = context.material
        layout.active = mat.pov.caustics_enable
        col = layout.column()
        if mat.pov.caustics_enable:
            col.prop(mat.pov, "refraction_caustics")
            if mat.pov.refraction_caustics:

                col.prop(mat.pov, "refraction_type", text="")

                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)
            col.prop(mat.pov, "photons_reflection")

            if (
                not mat.pov.refraction_caustics
                and not mat.pov.photons_reflection
            ):
                col = layout.column()
                col.alignment = 'CENTER'
                col.label(text="Caustics override is on, ")
                col.label(text="but you didn't chose any !")


class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
    """Use this class to define Blender strand antialiasing buttons."""

    bl_label = "Strand"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        mat = context.material
        engine = context.scene.render.engine
        return (
            mat
            and (mat.pov.type in {'SURFACE', 'WIRE', 'HALO'})
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        mat = context.material  # don't use node material
        tan = mat.strand

        split = layout.split()

        col = split.column()
        sub = col.column(align=True)
        sub.label(text="Size:")
        sub.prop(tan, "root_size", text="Root")
        sub.prop(tan, "tip_size", text="Tip")
        sub.prop(tan, "size_min", text="Minimum")
        sub.prop(tan, "use_blender_units")
        sub = col.column()
        sub.active = not mat.pov.use_shadeless
        sub.prop(tan, "use_tangent_shading")
        col.prop(tan, "shape")

        col = split.column()
        col.label(text="Shading:")
        col.prop(tan, "width_fade")
        ob = context.object
        if ob and ob.type == 'MESH':
            col.prop_search(
                tan, "uv_layer", ob.data, "tessface_uv_textures", text=""
            )
        else:
            col.prop(tan, "uv_layer", text="")
        col.separator()
        sub = col.column()
        sub.active = not mat.pov.use_shadeless
        sub.label(text="Surface diffuse:")
        sub = col.column()
        sub.prop(tan, "blend_distance", text="Distance")


class MATERIAL_PT_POV_replacement_text(MaterialButtonsPanel, Panel):
    """Use this class to define pov custom code declared name field."""

    bl_label = "Custom POV Code"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        mat = context.material

        col = layout.column()
        col.label(text="Replace properties with:")
        col.prop(mat.pov, "replacement_text", text="")


class TEXTURE_MT_POV_specials(bpy.types.Menu):
    """Use this class to define pov texture slot operations buttons."""

    bl_label = "Texture Specials"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        layout.operator("texture.slot_copy", icon='COPYDOWN')
        layout.operator("texture.slot_paste", icon='PASTEDOWN')


class TEXTURE_UL_POV_texture_slots(bpy.types.UIList):
    """Use this class to show pov texture slots list."""  # used?

    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_item(
        self, context, layout, data, item, icon, active_data, active_propname
    ):
        ob = data
        slot = item
        # ma = slot.name
        # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            # You should always start your row layout by a label (icon + text), or a non-embossed text field,
            # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
            # We use icon_value of label, as our given icon is an integer value, not an enum ID.
            # Note "data" names should never be translated!
            if slot:
                layout.prop(
                    item, "texture", text="", emboss=False, icon='TEXTURE'
                )
            else:
                layout.label(text="New", translate=False, icon_value=icon)
        # 'GRID' layout type should be as compact as possible (typically a single icon!).
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)


'''
class MATERIAL_TEXTURE_SLOTS_UL_List(UIList):
    """Texture Slots UIList."""


    def draw_item(self, context, layout, material, item, icon, active_data,
                  material_texture_list_index, index):
        material = context.material#.pov
        active_data = material
        #tex = context.texture #may be needed later?


        # We could write some code to decide which icon to use here...
        custom_icon = 'TEXTURE'

        # Make sure your code supports all 3 layout types
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(item.name, icon = custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon = custom_icon)
'''


class WORLD_TEXTURE_SLOTS_UL_List(UIList):
    """Use this class to show pov texture slots list."""  # XXX Not used yet

    def draw_item(
        self,
        context,
        layout,
        world,
        item,
        icon,
        active_data,
        active_texture_index,
        index,
    ):
        world = context.world  # .pov
        active_data = world.pov
        # tex = context.texture #may be needed later?

        # We could write some code to decide which icon to use here...
        custom_icon = 'TEXTURE'

        # Make sure your code supports all 3 layout types
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            layout.label(item.name, icon=custom_icon)

        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label("", icon=custom_icon)


class MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist(bpy.types.UIList):
    """Use this class to show pov texture slots list."""

    #    texture_slots:
    index: bpy.props.IntProperty(name='index')
    # foo  = random prop
    def draw_item(
        self, context, layout, data, item, icon, active_data, active_propname
    ):
        ob = data
        slot = item
        # ma = slot.name
        # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
        if self.layout_type in {'DEFAULT', 'COMPACT'}:
            # You should always start your row layout by a label (icon + text), or a non-embossed text field,
            # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
            # We use icon_value of label, as our given icon is an integer value, not an enum ID.
            # Note "data" names should never be translated!
            if slot:
                layout.prop(
                    item, "texture", text="", emboss=False, icon='TEXTURE'
                )
            else:
                layout.label(text="New", translate=False, icon_value=icon)
        # 'GRID' layout type should be as compact as possible (typically a single icon!).
        elif self.layout_type in {'GRID'}:
            layout.alignment = 'CENTER'
            layout.label(text="", icon_value=icon)


class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
    """Use this class to show pov texture context buttons."""

    bl_label = ""
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        return engine in cls.COMPAT_ENGINES
        # if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")):
        #     return False
        return (
            context.material
            or context.world
            or context.light
            or context.texture
            or context.line_style
            or context.particle_system
            or isinstance(context.space_data.pin_id, ParticleSettings)
            or context.texture_user
        ) and (engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout

        scene = context.scene
        layout.prop(scene, "texture_context", expand=True)
        if scene.texture_context == 'MATERIAL':
            mat = context.scene.view_layers[
                "View Layer"
            ].objects.active.active_material
            row = layout.row()
            row.template_list(
                "MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist",
                "",
                mat,
                "pov_texture_slots",
                mat.pov,
                "active_texture_index",
                rows=2,
                maxrows=16,
                type="DEFAULT"
            )
            col = row.column(align=True)
            col.operator("pov.textureslotadd", icon='ADD', text='')
            col.operator("pov.textureslotremove", icon='REMOVE', text='')
            col.separator()

            if mat.pov_texture_slots:
                index = mat.pov.active_texture_index
                slot = mat.pov_texture_slots[index]
                povtex = slot.name
                tex = bpy.data.textures[povtex]
                col.prop(tex, 'use_fake_user', text='')
                layout.label(text='Find texture:')
                layout.prop_search(
                    slot, 'texture_search', bpy.data, 'textures', text=''
                )
            # else:
            # for i in range(18):  # length of material texture slots
            # mat.pov_texture_slots.add()


# Commented out below is a reminder of what existed in Blender Internal
# attributes need to be recreated
'''
        slot = getattr(context, "texture_slot", None)
        node = getattr(context, "texture_node", None)
        space = context.space_data

        #attempt at replacing removed space_data
        mtl = getattr(context, "material", None)
        if mtl != None:
            spacedependant = mtl
        wld = getattr(context, "world", None)
        if wld != None:
            spacedependant = wld
        lgt = getattr(context, "light", None)
        if lgt != None:
            spacedependant = lgt


        #idblock = context.particle_system.settings

        tex = getattr(context, "texture", None)
        if tex != None:
            spacedependant = tex



        scene = context.scene
        idblock = scene.pov#pov_context_tex_datablock(context)
        pin_id = space.pin_id

        #spacedependant.use_limited_texture_context = True

        if space.use_pin_id and not isinstance(pin_id, Texture):
            idblock = id_tex_datablock(pin_id)
            pin_id = None

        if not space.use_pin_id:
            layout.row().prop(spacedependant, "texture_context", expand=True)
            pin_id = None

        if spacedependant.texture_context == 'OTHER':
            if not pin_id:
                layout.template_texture_user()
            user = context.texture_user
            if user or pin_id:
                layout.separator()

                row = layout.row()

                if pin_id:
                    row.template_ID(space, "pin_id")
                else:
                    propname = context.texture_user_property.identifier
                    row.template_ID(user, propname, new="texture.new")

                if tex:
                    split = layout.split(factor=0.2)
                    if tex.use_nodes:
                        if slot:
                            split.label(text="Output:")
                            split.prop(slot, "output_node", text="")
                    else:
                        split.label(text="Type:")
                        split.prop(tex, "type", text="")
            return

        tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER'))

        if tex_collection:

            pov = getattr(context, "pov", None)
            active_texture_index = getattr(spacedependant, "active_texture_index", None)
            print (pov)
            print(idblock)
            print(active_texture_index)
            row = layout.row()

            row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
                              idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")

            # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
                              # world.texture_slots, world, "active_texture_index", rows=2)

            col = row.column(align=True)
            col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
            col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
            col.menu("TEXTURE_MT_POV_specials", icon='DOWNARROW_HLT', text="")

        if tex_collection:
            layout.template_ID(idblock, "active_texture", new="texture.new")
        elif node:
            layout.template_ID(node, "texture", new="texture.new")
        elif idblock:
            layout.template_ID(idblock, "texture", new="texture.new")

        if pin_id:
            layout.template_ID(space, "pin_id")

        if tex:
            split = layout.split(factor=0.2)
            if tex.use_nodes:
                if slot:
                    split.label(text="Output:")
                    split.prop(slot, "output_node", text="")
            else:
                split.label(text="Type:")
'''


class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
    """Use this class to show pov color ramps."""

    bl_label = "Colors"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        tex = context.texture

        layout.prop(tex, "use_color_ramp", text="Ramp")
        if tex.use_color_ramp:
            layout.template_color_ramp(tex, "color_ramp", expand=True)

        split = layout.split()

        col = split.column()
        col.label(text="RGB Multiply:")
        sub = col.column(align=True)
        sub.prop(tex, "factor_red", text="R")
        sub.prop(tex, "factor_green", text="G")
        sub.prop(tex, "factor_blue", text="B")

        col = split.column()
        col.label(text="Adjust:")
        col.prop(tex, "intensity")
        col.prop(tex, "contrast")
        col.prop(tex, "saturation")

        col = layout.column()
        col.prop(tex, "use_clamp", text="Clamp")


# Texture Slot Panels #


class MATERIAL_OT_POV_texture_slot_add(Operator):
    """Use this class for the add texture slot button."""

    bl_idname = "pov.textureslotadd"
    bl_label = "Add"
    bl_description = "Add texture_slot"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def execute(self, context):

        tex = bpy.data.textures.new(name='Texture', type='IMAGE')
        tex.use_fake_user = True
        ob = context.scene.view_layers["View Layer"].objects.active
        slot = ob.active_material.pov_texture_slots.add()
        slot.name = tex.name
        slot.texture = tex.name

        return {'FINISHED'}


class MATERIAL_OT_POV_texture_slot_remove(Operator):
    """Use this class for the remove texture slot button."""

    bl_idname = "pov.textureslotremove"
    bl_label = "Remove"
    bl_description = "Remove texture_slot"
    bl_options = {'REGISTER', 'UNDO'}
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def execute(self, context):
        pass
        # tex = bpy.data.textures.new()
        # tex_slot = context.object.active_material.pov_texture_slots.add()
        # tex_slot.name = tex.name

        return {'FINISHED'}


class TextureSlotPanel(TextureButtonsPanel):
    """Use this class to show pov texture slots panel."""

    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        if not hasattr(context, "pov_texture_slot"):
            return False

        engine = context.scene.render.engine
        return TextureButtonsPanel.poll(cls, context) and (
            engine in cls.COMPAT_ENGINES
        )


class TEXTURE_PT_POV_type(TextureButtonsPanel, Panel):
    """Use this class to define pov texture type buttons."""

    bl_label = "POV Textures"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    bl_options = {'HIDE_HEADER'}

    def draw(self, context):
        layout = self.layout
        world = context.world
        tex = context.texture

        split = layout.split(factor=0.2)
        split.label(text="POV:")
        split.prop(tex.pov, "tex_pattern_type", text="")

        # row = layout.row()
        # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
        # world.texture_slots, world, "active_texture_index")


class TEXTURE_PT_POV_preview(TextureButtonsPanel, Panel):
    """Use this class to define pov texture preview panel."""

    bl_label = "Preview"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    bl_options = {'HIDE_HEADER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        if not hasattr(context, "pov_texture_slot"):
            return False
        tex = context.texture
        mat = bpy.context.active_object.active_material
        return (
            tex
            and (tex.pov.tex_pattern_type != 'emulator')
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        tex = context.texture
        slot = getattr(context, "pov_texture_slot", None)
        idblock = pov_context_tex_datablock(context)
        layout = self.layout
        # if idblock:
        # layout.template_preview(tex, parent=idblock, slot=slot)
        if tex.pov.tex_pattern_type != 'emulator':
            layout.operator("tex.preview_update")
        else:
            layout.template_preview(tex, slot=slot)


class TEXTURE_PT_POV_parameters(TextureButtonsPanel, Panel):
    """Use this class to define pov texture pattern buttons."""

    bl_label = "POV Pattern Options"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        mat = bpy.context.active_object.active_material
        layout = self.layout
        tex = context.texture
        align = True
        if tex is not None and tex.pov.tex_pattern_type != 'emulator':
            if tex.pov.tex_pattern_type == 'agate':
                layout.prop(
                    tex.pov, "modifier_turbulence", text="Agate Turbulence"
                )
            if tex.pov.tex_pattern_type in {'spiral1', 'spiral2'}:
                layout.prop(tex.pov, "modifier_numbers", text="Number of arms")
            if tex.pov.tex_pattern_type == 'tiling':
                layout.prop(tex.pov, "modifier_numbers", text="Pattern number")
            if tex.pov.tex_pattern_type == 'magnet':
                layout.prop(tex.pov, "magnet_style", text="Magnet style")
            if tex.pov.tex_pattern_type == 'quilted':
                row = layout.row(align=align)
                row.prop(tex.pov, "modifier_control0", text="Control0")
                row.prop(tex.pov, "modifier_control1", text="Control1")
            if tex.pov.tex_pattern_type == 'brick':
                col = layout.column(align=align)
                row = col.row()
                row.prop(tex.pov, "brick_size_x", text="Brick size X")
                row.prop(tex.pov, "brick_size_y", text="Brick size Y")
                row = col.row()
                row.prop(tex.pov, "brick_size_z", text="Brick size Z")
                row.prop(tex.pov, "brick_mortar", text="Brick mortar")
            if tex.pov.tex_pattern_type in {'julia', 'mandel', 'magnet'}:
                col = layout.column(align=align)
                if tex.pov.tex_pattern_type == 'julia':
                    row = col.row()
                    row.prop(tex.pov, "julia_complex_1", text="Complex 1")
                    row.prop(tex.pov, "julia_complex_2", text="Complex 2")
                if (
                    tex.pov.tex_pattern_type == 'magnet'
                    and tex.pov.magnet_style == 'julia'
                ):
                    row = col.row()
                    row.prop(tex.pov, "julia_complex_1", text="Complex 1")
                    row.prop(tex.pov, "julia_complex_2", text="Complex 2")
                row = col.row()
                if tex.pov.tex_pattern_type in {'julia', 'mandel'}:
                    row.prop(tex.pov, "f_exponent", text="Exponent")
                if tex.pov.tex_pattern_type == 'magnet':
                    row.prop(tex.pov, "magnet_type", text="Type")
                row.prop(tex.pov, "f_iter", text="Iterations")
                row = col.row()
                row.prop(tex.pov, "f_ior", text="Interior")
                row.prop(tex.pov, "f_ior_fac", text="Factor I")
                row = col.row()
                row.prop(tex.pov, "f_eor", text="Exterior")
                row.prop(tex.pov, "f_eor_fac", text="Factor E")
            if tex.pov.tex_pattern_type == 'gradient':
                layout.label(text="Gradient orientation:")
                column_flow = layout.column_flow(columns=3, align=True)
                column_flow.prop(tex.pov, "grad_orient_x", text="X")
                column_flow.prop(tex.pov, "grad_orient_y", text="Y")
                column_flow.prop(tex.pov, "grad_orient_z", text="Z")
            if tex.pov.tex_pattern_type == 'pavement':
                layout.prop(
                    tex.pov, "pave_sides", text="Pavement:number of sides"
                )
                col = layout.column(align=align)
                column_flow = col.column_flow(columns=3, align=True)
                column_flow.prop(tex.pov, "pave_tiles", text="Tiles")
                if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6:
                    column_flow.prop(tex.pov, "pave_pat_35", text="Pattern")
                if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5:
                    column_flow.prop(tex.pov, "pave_pat_22", text="Pattern")
                if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5:
                    column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
                if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6:
                    column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
                if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4:
                    column_flow.prop(tex.pov, "pave_pat_7", text="Pattern")
                if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4:
                    column_flow.prop(tex.pov, "pave_pat_5", text="Pattern")
                if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5:
                    column_flow.prop(tex.pov, "pave_pat_4", text="Pattern")
                if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3:
                    column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
                if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4:
                    column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
                if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3:
                    column_flow.prop(tex.pov, "pave_pat_2", text="Pattern")
                if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6:
                    column_flow.label(text="!!! 5 tiles!")
                column_flow.prop(tex.pov, "pave_form", text="Form")
            if tex.pov.tex_pattern_type == 'function':
                layout.prop(tex.pov, "func_list", text="Functions")
            if (
                tex.pov.tex_pattern_type == 'function'
                and tex.pov.func_list != "NONE"
            ):
                func = None
                if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}:
                    func = 0
                if tex.pov.func_list in {
                    "f_comma",
                    "f_crossed_trough",
                    "f_cubic_saddle",
                    "f_cushion",
                    "f_devils_curve",
                    "f_enneper",
                    "f_glob",
                    "f_heart",
                    "f_hex_x",
                    "f_hex_y",
                    "f_hunt_surface",
                    "f_klein_bottle",
                    "f_kummer_surface_v1",
                    "f_lemniscate_of_gerono",
                    "f_mitre",
                    "f_nodal_cubic",
                    "f_noise_generator",
                    "f_odd",
                    "f_paraboloid",
                    "f_pillow",
                    "f_piriform",
                    "f_quantum",
                    "f_quartic_paraboloid",
                    "f_quartic_saddle",
                    "f_sphere",
                    "f_steiners_roman",
                    "f_torus_gumdrop",
                    "f_umbrella",
                }:
                    func = 1
                if tex.pov.func_list in {
                    "f_bicorn",
                    "f_bifolia",
                    "f_boy_surface",
                    "f_superellipsoid",
                    "f_torus",
                }:
                    func = 2
                if tex.pov.func_list in {
                    "f_ellipsoid",
                    "f_folium_surface",
                    "f_hyperbolic_torus",
                    "f_kampyle_of_eudoxus",
                    "f_parabolic_torus",
                    "f_quartic_cylinder",
                    "f_torus2",
                }:
                    func = 3
                if tex.pov.func_list in {
                    "f_blob2",
                    "f_cross_ellipsoids",
                    "f_flange_cover",
                    "f_isect_ellipsoids",
                    "f_kummer_surface_v2",
                    "f_ovals_of_cassini",
                    "f_rounded_box",
                    "f_spikes_2d",
                    "f_strophoid",
                }:
                    func = 4
                if tex.pov.func_list in {
                    "f_algbr_cyl1",
                    "f_algbr_cyl2",
                    "f_algbr_cyl3",
                    "f_algbr_cyl4",
                    "f_blob",
                    "f_mesh1",
                    "f_poly4",
                    "f_spikes",
                }:
                    func = 5
                if tex.pov.func_list in {
                    "f_devils_curve_2d",
                    "f_dupin_cyclid",
                    "f_folium_surface_2d",
                    "f_hetero_mf",
                    "f_kampyle_of_eudoxus_2d",
                    "f_lemniscate_of_gerono_2d",
                    "f_polytubes",
                    "f_ridge",
                    "f_ridged_mf",
                    "f_spiral",
                    "f_witch_of_agnesi",
                }:
                    func = 6
                if tex.pov.func_list in {
                    "f_helix1",
                    "f_helix2",
                    "f_piriform_2d",
                    "f_strophoid_2d",
                }:
                    func = 7
                if tex.pov.func_list == "f_helical_torus":
                    func = 8
                column_flow = layout.column_flow(columns=3, align=True)
                column_flow.label(text="X")
                column_flow.prop(tex.pov, "func_plus_x", text="")
                column_flow.prop(tex.pov, "func_x", text="Value")
                column_flow = layout.column_flow(columns=3, align=True)
                column_flow.label(text="Y")
                column_flow.prop(tex.pov, "func_plus_y", text="")
                column_flow.prop(tex.pov, "func_y", text="Value")
                column_flow = layout.column_flow(columns=3, align=True)
                column_flow.label(text="Z")
                column_flow.prop(tex.pov, "func_plus_z", text="")
                column_flow.prop(tex.pov, "func_z", text="Value")
                row = layout.row(align=align)
                if func > 0:
                    row.prop(tex.pov, "func_P0", text="P0")
                if func > 1:
                    row.prop(tex.pov, "func_P1", text="P1")
                row = layout.row(align=align)
                if func > 2:
                    row.prop(tex.pov, "func_P2", text="P2")
                if func > 3:
                    row.prop(tex.pov, "func_P3", text="P3")
                row = layout.row(align=align)
                if func > 4:
                    row.prop(tex.pov, "func_P4", text="P4")
                if func > 5:
                    row.prop(tex.pov, "func_P5", text="P5")
                row = layout.row(align=align)
                if func > 6:
                    row.prop(tex.pov, "func_P6", text="P6")
                if func > 7:
                    row.prop(tex.pov, "func_P7", text="P7")
                    row = layout.row(align=align)
                    row.prop(tex.pov, "func_P8", text="P8")
                    row.prop(tex.pov, "func_P9", text="P9")
            ###################################################End Patterns############################

            layout.prop(tex.pov, "warp_types", text="Warp types")  # warp
            if tex.pov.warp_types == "TOROIDAL":
                layout.prop(
                    tex.pov, "warp_tor_major_radius", text="Major radius"
                )
            if tex.pov.warp_types not in {"CUBIC", "NONE"}:
                layout.prop(
                    tex.pov, "warp_orientation", text="Warp orientation"
                )
            col = layout.column(align=align)
            row = col.row()
            row.prop(tex.pov, "warp_dist_exp", text="Distance exponent")
            row = col.row()
            row.prop(tex.pov, "modifier_frequency", text="Frequency")
            row.prop(tex.pov, "modifier_phase", text="Phase")

            row = layout.row()

            row.label(text="Offset:")
            row.label(text="Scale:")
            row.label(text="Rotate:")
            col = layout.column(align=align)
            row = col.row()
            row.prop(tex.pov, "tex_mov_x", text="X")
            row.prop(tex.pov, "tex_scale_x", text="X")
            row.prop(tex.pov, "tex_rot_x", text="X")
            row = col.row()
            row.prop(tex.pov, "tex_mov_y", text="Y")
            row.prop(tex.pov, "tex_scale_y", text="Y")
            row.prop(tex.pov, "tex_rot_y", text="Y")
            row = col.row()
            row.prop(tex.pov, "tex_mov_z", text="Z")
            row.prop(tex.pov, "tex_scale_z", text="Z")
            row.prop(tex.pov, "tex_rot_z", text="Z")
            row = layout.row()

            row.label(text="Turbulence:")
            col = layout.column(align=align)
            row = col.row()
            row.prop(tex.pov, "warp_turbulence_x", text="X")
            row.prop(tex.pov, "modifier_octaves", text="Octaves")
            row = col.row()
            row.prop(tex.pov, "warp_turbulence_y", text="Y")
            row.prop(tex.pov, "modifier_lambda", text="Lambda")
            row = col.row()
            row.prop(tex.pov, "warp_turbulence_z", text="Z")
            row.prop(tex.pov, "modifier_omega", text="Omega")


class TEXTURE_PT_POV_influence(TextureSlotPanel, Panel):
    """Use this class to define pov texture influence buttons."""

    bl_label = "Influence"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    # bl_context = 'texture'
    @classmethod
    def poll(cls, context):
        idblock = pov_context_tex_datablock(context)
        if (
            isinstance(idblock, Brush)
            and bpy.context.scene.texture_context == 'OTHER'
        ):  # XXX replace by isinstance(idblock, bpy.types.Brush) and ...
            return False

        # if not getattr(context, "pov_texture_slot", None):
        # return False

        engine = context.scene.render.engine
        return engine in cls.COMPAT_ENGINES

    def draw(self, context):

        layout = self.layout

        idblock = pov_context_tex_datablock(context)

        # tex = context.pov_texture_slot
        mat = bpy.context.active_object.active_material
        texslot = mat.pov_texture_slots[
            mat.active_texture_index
        ]  # bpy.data.textures[mat.active_texture_index]
        tex = bpy.data.textures[
            mat.pov_texture_slots[mat.active_texture_index].texture
        ]

        def factor_but(layout, toggle, factor, name):
            row = layout.row(align=True)
            row.prop(texslot, toggle, text="")
            sub = row.row(align=True)
            sub.active = getattr(texslot, toggle)
            sub.prop(texslot, factor, text=name, slider=True)
            return sub  # XXX, temp. use_map_normal needs to override.

        if isinstance(idblock, Material):
            split = layout.split()

            col = split.column()
            if idblock.pov.type in {'SURFACE', 'WIRE'}:

                split = layout.split()

                col = split.column()
                col.label(text="Diffuse:")
                factor_but(
                    col, "use_map_diffuse", "diffuse_factor", "Intensity"
                )
                factor_but(
                    col,
                    "use_map_color_diffuse",
                    "diffuse_color_factor",
                    "Color",
                )
                factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
                factor_but(
                    col,
                    "use_map_translucency",
                    "translucency_factor",
                    "Translucency",
                )

                col.label(text="Specular:")
                factor_but(
                    col, "use_map_specular", "specular_factor", "Intensity"
                )
                factor_but(
                    col, "use_map_color_spec", "specular_color_factor", "Color"
                )
                factor_but(
                    col, "use_map_hardness", "hardness_factor", "Hardness"
                )

                col = split.column()
                col.label(text="Shading:")
                factor_but(col, "use_map_ambient", "ambient_factor", "Ambient")
                factor_but(col, "use_map_emit", "emit_factor", "Emit")
                factor_but(col, "use_map_mirror", "mirror_factor", "Mirror")
                factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror")

                col.label(text="Geometry:")
                # XXX replace 'or' when displacement is fixed to not rely on normal influence value.
                sub_tmp = factor_but(
                    col, "use_map_normal", "normal_factor", "Normal"
                )
                sub_tmp.active = (
                    texslot.use_map_normal or texslot.use_map_displacement
                )
                # END XXX

                factor_but(col, "use_map_warp", "warp_factor", "Warp")
                factor_but(
                    col,
                    "use_map_displacement",
                    "displacement_factor",
                    "Displace",
                )

                # ~ sub = col.column()
                # ~ sub.active = texslot.use_map_translucency or texslot.map_emit or texslot.map_alpha or texslot.map_raymir or texslot.map_hardness or texslot.map_ambient or texslot.map_specularity or texslot.map_reflection or texslot.map_mirror
                # ~ sub.prop(texslot, "default_value", text="Amount", slider=True)
            elif idblock.pov.type == 'HALO':
                layout.label(text="Halo:")

                split = layout.split()

                col = split.column()
                factor_but(
                    col,
                    "use_map_color_diffuse",
                    "diffuse_color_factor",
                    "Color",
                )
                factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")

                col = split.column()
                factor_but(col, "use_map_raymir", "raymir_factor", "Size")
                factor_but(
                    col, "use_map_hardness", "hardness_factor", "Hardness"
                )
                factor_but(
                    col, "use_map_translucency", "translucency_factor", "Add"
                )
            elif idblock.pov.type == 'VOLUME':
                layout.label(text="Volume:")

                split = layout.split()

                col = split.column()
                factor_but(col, "use_map_density", "density_factor", "Density")
                factor_but(
                    col, "use_map_emission", "emission_factor", "Emission"
                )
                factor_but(
                    col, "use_map_scatter", "scattering_factor", "Scattering"
                )
                factor_but(
                    col, "use_map_reflect", "reflection_factor", "Reflection"
                )

                col = split.column()
                col.label(text=" ")
                factor_but(
                    col,
                    "use_map_color_emission",
                    "emission_color_factor",
                    "Emission Color",
                )
                factor_but(
                    col,
                    "use_map_color_transmission",
                    "transmission_color_factor",
                    "Transmission Color",
                )
                factor_but(
                    col,
                    "use_map_color_reflection",
                    "reflection_color_factor",
                    "Reflection Color",
                )

                layout.label(text="Geometry:")

                split = layout.split()

                col = split.column()
                factor_but(col, "use_map_warp", "warp_factor", "Warp")

                col = split.column()
                factor_but(
                    col,
                    "use_map_displacement",
                    "displacement_factor",
                    "Displace",
                )

        elif isinstance(idblock, Light):
            split = layout.split()

            col = split.column()
            factor_but(col, "use_map_color", "color_factor", "Color")

            col = split.column()
            factor_but(col, "use_map_shadow", "shadow_factor", "Shadow")

        elif isinstance(idblock, World):
            split = layout.split()

            col = split.column()
            factor_but(col, "use_map_blend", "blend_factor", "Blend")
            factor_but(col, "use_map_horizon", "horizon_factor", "Horizon")

            col = split.column()
            factor_but(
                col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up"
            )
            factor_but(
                col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down"
            )
        elif isinstance(idblock, ParticleSettings):
            split = layout.split()

            col = split.column()
            col.label(text="General:")
            factor_but(col, "use_map_time", "time_factor", "Time")
            factor_but(col, "use_map_life", "life_factor", "Lifetime")
            factor_but(col, "use_map_density", "density_factor", "Density")
            factor_but(col, "use_map_size", "size_factor", "Size")

            col = split.column()
            col.label(text="Physics:")
            factor_but(col, "use_map_velocity", "velocity_factor", "Velocity")
            factor_but(col, "use_map_damp", "damp_factor", "Damp")
            factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
            factor_but(col, "use_map_field", "field_factor", "Force Fields")

            layout.label(text="Hair:")

            split = layout.split()

            col = split.column()
            factor_but(col, "use_map_length", "length_factor", "Length")
            factor_but(col, "use_map_clump", "clump_factor", "Clump")
            factor_but(col, "use_map_twist", "twist_factor", "Twist")

            col = split.column()
            factor_but(
                col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude"
            )
            factor_but(
                col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency"
            )
            factor_but(col, "use_map_rough", "rough_factor", "Rough")

        elif isinstance(idblock, FreestyleLineStyle):
            split = layout.split()

            col = split.column()
            factor_but(
                col, "use_map_color_diffuse", "diffuse_color_factor", "Color"
            )
            col = split.column()
            factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")

        layout.separator()

        if not isinstance(idblock, ParticleSettings):
            split = layout.split()

            col = split.column()
            # col.prop(tex, "blend_type", text="Blend") #deprecated since 2.8
            # col.prop(tex, "use_rgb_to_intensity") #deprecated since 2.8
            # color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
            # col.prop(tex, "color", text="") #deprecated since 2.8

            col = split.column()
            # col.prop(tex, "invert", text="Negative") #deprecated since 2.8
            # col.prop(tex, "use_stencil") #deprecated since 2.8

        # if isinstance(idblock, (Material, World)):
        # col.prop(tex, "default_value", text="DVar", slider=True)


class TEXTURE_PT_POV_tex_gamma(TextureButtonsPanel, Panel):
    """Use this class to define pov texture gamma buttons."""

    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="", icon='SEQ_LUMA_WAVEFORM'
        )

    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")


# commented out below UI for texture only custom code inside exported material:
# class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, Panel):
# bl_label = "Custom POV Code"
# COMPAT_ENGINES = {'POVRAY_RENDER'}

# def draw(self, context):
# layout = self.layout

# tex = context.texture

# col = layout.column()
# col.label(text="Replace properties with:")
# col.prop(tex.pov, "replacement_text", text="")


class OBJECT_PT_POV_obj_parameters(ObjectButtonsPanel, Panel):
    """Use this class to define pov specific object level options buttons."""

    bl_label = "POV"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):

        engine = context.scene.render.engine
        return engine in cls.COMPAT_ENGINES

    def draw(self, context):
        layout = self.layout

        obj = context.object

        split = layout.split()

        col = split.column(align=True)

        col.label(text="Radiosity:")
        col.prop(obj.pov, "importance_value", text="Importance")
        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"
            )

        split = layout.split()

        col = split.column()
        col.prop(obj.pov, "hollow")
        col.prop(obj.pov, "double_illuminate")

        if obj.type == 'META' or obj.pov.curveshape == 'lathe':
            # if obj.pov.curveshape == 'sor'
            col.prop(obj.pov, "sturm")
        col.prop(obj.pov, "no_shadow")
        col.prop(obj.pov, "no_image")
        col.prop(obj.pov, "no_reflection")
        col.prop(obj.pov, "no_radiosity")
        col.prop(obj.pov, "inverse")
        col.prop(obj.pov, "hierarchy")
        # col.prop(obj.pov,"boundorclip",text="Bound / Clip")
        # if obj.pov.boundorclip != "none":
        # col.prop_search(obj.pov,"boundorclipob",context.blend_data,"objects",text="Object")
        # text = "Clipped by"
        # if obj.pov.boundorclip == "clipped_by":
        # text = "Bounded by"
        # col.prop(obj.pov,"addboundorclip",text=text)


class OBJECT_PT_POV_obj_sphere(PovDataButtonsPanel, Panel):
    """Use this class to define pov sphere primitive parameters buttons."""

    bl_label = "POV Sphere"
    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 == 'SPHERE'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'SPHERE':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(text="Sphere radius: " + str(obj.pov.sphere_radius))

            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.sphere_update", text="Update", icon="SHADING_RENDERED"
                )

                # col.label(text="Parameters:")
                col.prop(obj.pov, "sphere_radius", text="Radius of Sphere")


class OBJECT_PT_POV_obj_cylinder(PovDataButtonsPanel, Panel):
    """Use this class to define pov cylinder primitive parameters buttons."""

    bl_label = "POV Cylinder"
    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 == 'CYLINDER'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'CYLINDER':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(
                    text="Cylinder radius: " + str(obj.pov.cylinder_radius)
                )
                col.label(
                    text="Cylinder cap location: "
                    + str(obj.pov.cylinder_location_cap)
                )

            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.cylinder_update", text="Update", icon="MESH_CYLINDER"
                )

                # col.label(text="Parameters:")
                col.prop(obj.pov, "cylinder_radius")
                col.prop(obj.pov, "cylinder_location_cap")


class OBJECT_PT_POV_obj_cone(PovDataButtonsPanel, Panel):
    """Use this class to define pov cone primitive parameters buttons."""

    bl_label = "POV Cone"
    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 == 'CONE'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'CONE':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(
                    text="Cone base radius: " + str(obj.pov.cone_base_radius)
                )
                col.label(
                    text="Cone cap radius: " + str(obj.pov.cone_cap_radius)
                )
                col.label(
                    text="Cone proxy segments: " + str(obj.pov.cone_segments)
                )
                col.label(text="Cone height: " + str(obj.pov.cone_height))
            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.pov, "cone_base_radius", text="Radius of Cone Base"
                )
                col.prop(obj.pov, "cone_cap_radius", text="Radius of Cone Cap")
                col.prop(
                    obj.pov, "cone_segments", text="Segmentation of Cone proxy"
                )
                col.prop(obj.pov, "cone_height", text="Height of the cone")


class OBJECT_PT_POV_obj_superellipsoid(PovDataButtonsPanel, Panel):
    """Use this class to define pov superellipsoid primitive parameters buttons."""

    bl_label = "POV Superquadric ellipsoid"
    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 == 'SUPERELLIPSOID'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'SUPERELLIPSOID':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(text="Radial segmentation: " + str(obj.pov.se_u))
                col.label(text="Lateral segmentation: " + str(obj.pov.se_v))
                col.label(text="Ring shape: " + str(obj.pov.se_n1))
                col.label(text="Cross-section shape: " + str(obj.pov.se_n2))
                col.label(text="Fill up and down: " + str(obj.pov.se_edit))
            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.superellipsoid_update",
                    text="Update",
                    icon="MOD_SUBSURF",
                )

                # col.label(text="Parameters:")
                col.prop(obj.pov, "se_u")
                col.prop(obj.pov, "se_v")
                col.prop(obj.pov, "se_n1")
                col.prop(obj.pov, "se_n2")
                col.prop(obj.pov, "se_edit")


class OBJECT_PT_POV_obj_torus(PovDataButtonsPanel, Panel):
    """Use this class to define pov torus primitive parameters buttons."""

    bl_label = "POV Torus"
    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 == 'TORUS'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'TORUS':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(
                    text="Torus major radius: "
                    + str(obj.pov.torus_major_radius)
                )
                col.label(
                    text="Torus minor radius: "
                    + str(obj.pov.torus_minor_radius)
                )
                col.label(
                    text="Torus major segments: "
                    + str(obj.pov.torus_major_segments)
                )
                col.label(
                    text="Torus minor segments: "
                    + str(obj.pov.torus_minor_segments)
                )
            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.torus_update", text="Update", icon="MESH_TORUS"
                )

                # col.label(text="Parameters:")
                col.prop(obj.pov, "torus_major_radius")
                col.prop(obj.pov, "torus_minor_radius")
                col.prop(obj.pov, "torus_major_segments")
                col.prop(obj.pov, "torus_minor_segments")


class OBJECT_PT_POV_obj_supertorus(PovDataButtonsPanel, Panel):
    """Use this class to define pov supertorus primitive parameters buttons."""

    bl_label = "POV SuperTorus"
    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 == 'SUPERTORUS'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'SUPERTORUS':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(
                    text="SuperTorus major radius: "
                    + str(obj.pov.st_major_radius)
                )
                col.label(
                    text="SuperTorus minor radius: "
                    + str(obj.pov.st_minor_radius)
                )
                col.label(
                    text="SuperTorus major segments: " + str(obj.pov.st_u)
                )
                col.label(
                    text="SuperTorus minor segments: " + str(obj.pov.st_v)
                )

                col.label(
                    text="SuperTorus Ring Manipulator: " + str(obj.pov.st_ring)
                )
                col.label(
                    text="SuperTorus Cross Manipulator: "
                    + str(obj.pov.st_cross)
                )
                col.label(
                    text="SuperTorus Internal And External radii: "
                    + str(obj.pov.st_ie)
                )

                col.label(
                    text="SuperTorus accuracy: " + str(ob.pov.st_accuracy)
                )
                col.label(
                    text="SuperTorus max gradient: "
                    + str(ob.pov.st_max_gradient)
                )

            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.supertorus_update", text="Update", icon="MESH_TORUS"
                )

                # col.label(text="Parameters:")
                col.prop(obj.pov, "st_major_radius")
                col.prop(obj.pov, "st_minor_radius")
                col.prop(obj.pov, "st_u")
                col.prop(obj.pov, "st_v")
                col.prop(obj.pov, "st_ring")
                col.prop(obj.pov, "st_cross")
                col.prop(obj.pov, "st_ie")
                # col.prop(obj.pov, "st_edit") #?
                col.prop(obj.pov, "st_accuracy")
                col.prop(obj.pov, "st_max_gradient")


class OBJECT_PT_POV_obj_parametric(PovDataButtonsPanel, Panel):
    """Use this class to define pov parametric surface primitive parameters buttons."""

    bl_label = "POV Parametric surface"
    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 == 'PARAMETRIC'
            and (engine in cls.COMPAT_ENGINES)
        )

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()

        if obj.pov.object_as == 'PARAMETRIC':
            if obj.pov.unlock_parameters == False:
                col.prop(
                    obj.pov,
                    "unlock_parameters",
                    text="Exported parameters below",
                    icon='LOCKED',
                )
                col.label(text="Minimum U: " + str(obj.pov.u_min))
                col.label(text="Minimum V: " + str(obj.pov.v_min))
                col.label(text="Maximum U: " + str(obj.pov.u_max))
                col.label(text="Minimum V: " + str(obj.pov.v_min))
                col.label(text="X Function: " + str(obj.pov.x_eq))
                col.label(text="Y Function: " + str(obj.pov.y_eq))
                col.label(text="Z Function: " + str(obj.pov.x_eq))

            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.parametric_update", text="Update", icon="SCRIPTPLUGINS"
                )

                col.prop(obj.pov, "u_min", text="Minimum U")
                col.prop(obj.pov, "v_min", text="Minimum V")
                col.prop(obj.pov, "u_max", text="Maximum U")
                col.prop(obj.pov, "v_max", text="Minimum V")
                col.prop(obj.pov, "x_eq", text="X Function")
                col.prop(obj.pov, "y_eq", text="Y Function")
                col.prop(obj.pov, "z_eq", text="Z Function")


class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, Panel):
    """Use this class to define pov object replacement field."""

    bl_label = "Custom POV Code"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        obj = context.object

        col = layout.column()
        col.label(text="Replace properties with:")
        col.prop(obj.pov, "replacement_text", text="")


###############################################################################
# Add Povray Objects
###############################################################################


class VIEW_MT_POV_primitives_add(bpy.types.Menu):
    """Define the primitives menu with presets"""

    bl_idname = "VIEW_MT_POV_primitives_add"
    bl_label = "Povray"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    @classmethod
    def poll(cls, context):
        engine = context.scene.render.engine
        return engine == 'POVRAY_RENDER'

    def draw(self, context):
        layout = self.layout
        layout.operator_context = 'INVOKE_REGION_WIN'
        layout.menu(
            VIEW_MT_POV_Basic_Shapes.bl_idname, text="Primitives", icon="GROUP"
        )
        layout.menu(VIEW_MT_POV_import.bl_idname, text="Import", icon="IMPORT")


class VIEW_MT_POV_Basic_Shapes(bpy.types.Menu):
    """Use this class to sort simple primitives menu entries."""

    bl_idname = "POVRAY_MT_basic_shape_tools"
    bl_label = "Basic_shapes"

    def draw(self, context):
        layout = self.layout
        layout.operator_context = 'INVOKE_REGION_WIN'
        layout.operator(
            "pov.addplane", text="Infinite Plane", icon='MESH_PLANE'
        )
        layout.operator("pov.addbox", text="Box", icon='MESH_CUBE')
        layout.operator("pov.addsphere", text="Sphere", icon='SHADING_RENDERED')
        layout.operator(
            "pov.addcylinder", text="Cylinder", icon="MESH_CYLINDER"
        )
        layout.operator("pov.cone_add", text="Cone", icon="MESH_CONE")
        layout.operator("pov.addtorus", text="Torus", icon='MESH_TORUS')
        layout.separator()
        layout.operator("pov.addrainbow", text="Rainbow", icon="COLOR")
        layout.operator("pov.addlathe", text="Lathe", icon='MOD_SCREW')
        layout.operator("pov.addprism", text="Prism", icon='MOD_SOLIDIFY')
        layout.operator(
            "pov.addsuperellipsoid",
            text="Superquadric Ellipsoid",
            icon='MOD_SUBSURF',
        )
        layout.operator(
            "pov.addheightfield", text="Height Field", icon="RNDCURVE"
        )
        layout.operator(
            "pov.addspheresweep", text="Sphere Sweep", icon='FORCE_CURVE'
        )
        layout.separator()
        layout.operator(
            "pov.addblobsphere", text="Blob Sphere", icon='META_DATA'
        )
        layout.separator()
        layout.label(text="Isosurfaces")
        layout.operator(
            "pov.addisosurfacebox", text="Isosurface Box", icon="META_CUBE"
        )
        layout.operator(
            "pov.addisosurfacesphere",
            text="Isosurface Sphere",
            icon="META_BALL",
        )
        layout.operator(
            "pov.addsupertorus", text="Supertorus", icon="SURFACE_NTORUS"
        )
        layout.separator()
        layout.label(text="Macro based")
        layout.operator(
            "pov.addpolygontocircle",
            text="Polygon To Circle Blending",
            icon="MOD_CAST",
        )
        layout.operator("pov.addloft", text="Loft", icon="SURFACE_NSURFACE")
        layout.separator()
        # Warning if the Add Advanced Objects addon containing
        # Add mesh extra objects is not enabled
        if not check_add_mesh_extra_objects():
            # col = box.column()
            layout.label(
                text="Please enable Add Mesh: Extra Objects addon", icon="INFO"
            )
            # layout.separator()
            layout.operator(
                "preferences.addon_show",
                text="Go to Add Mesh: Extra Objects addon",
                icon="PREFERENCES",
            ).module = "add_mesh_extra_objects"

            # layout.separator()
            return
        else:
            layout.operator(
                "pov.addparametric", text="Parametric", icon='SCRIPTPLUGINS'
            )


class VIEW_MT_POV_import(bpy.types.Menu):
    """Use this class for the import menu."""

    bl_idname = "POVRAY_MT_import_tools"
    bl_label = "Import"

    def draw(self, context):
        layout = self.layout
        layout.operator_context = 'INVOKE_REGION_WIN'
        layout.operator("import_scene.pov", icon="FORCE_LENNARDJONES")


def menu_func_add(self, context):
    engine = context.scene.render.engine
    if engine == 'POVRAY_RENDER':
        self.layout.menu("VIEW_MT_POV_primitives_add", icon="PLUGIN")


def menu_func_import(self, context):
    engine = context.scene.render.engine
    if engine == 'POVRAY_RENDER':
        self.layout.operator("import_scene.pov", icon="FORCE_LENNARDJONES")


##############Nodes

# def find_node_input(node, name):
# for input in node.inputs:
# if input.name == name:
# return input

# def panel_node_draw(layout, id_data, output_type, input_name):
# if not id_data.use_nodes:
# #layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# #layout.operator("pov.use_shading_nodes", icon='NODETREE')
# layout.operator("WM_OT_context_toggle", icon='NODETREE').data_path = \
# "material.pov.material_use_nodes"
# return False

# ntree = id_data.node_tree

# node = find_node(id_data, output_type)
# if not node:
# layout.label(text="No output node")
# else:
# input = find_node_input(node, input_name)
# layout.template_node_view(ntree, node, input)

# return True


class NODE_MT_POV_map_create(bpy.types.Menu):
    """Create maps"""

    bl_idname = "POVRAY_MT_node_map_create"
    bl_label = "Create map"

    def draw(self, context):
        layout = self.layout
        layout.operator("node.map_create")


def menu_func_nodes(self, context):
    ob = context.object
    if hasattr(ob, 'active_material'):
        mat = context.object.active_material
        if mat and context.space_data.tree_type == 'ObjectNodeTree':
            self.layout.prop(mat.pov, "material_use_nodes")
            self.layout.menu(NODE_MT_POV_map_create.bl_idname)
            self.layout.operator("wm.updatepreviewkey")
        if (
            hasattr(mat, 'active_texture')
            and context.scene.render.engine == 'POVRAY_RENDER'
        ):
            tex = mat.active_texture
            if tex and context.space_data.tree_type == 'TextureNodeTree':
                self.layout.prop(tex.pov, "texture_use_nodes")


###############################################################################
# Camera Povray Settings
###############################################################################
class CAMERA_PT_POV_cam_dof(CameraDataButtonsPanel, Panel):
    """Use this class for camera depth of field focal blur buttons."""

    bl_label = "POV Aperture"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    bl_parent_id = "DATA_PT_camera_dof_aperture"
    bl_options = {'HIDE_HEADER'}
    # 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

        layout.active = cam.dof.use_dof
        layout.use_property_split = True  # Active single-column layout

        flow = layout.grid_flow(
            row_major=True,
            columns=0,
            even_columns=True,
            even_rows=False,
            align=False,
        )

        col = flow.column()
        col.label(text="F-Stop value will export as")
        col.label(
            text="POV aperture : "
            + "%.3f" % (1 / cam.dof.aperture_fstop * 1000)
        )

        col = flow.column()
        col.prop(cam.pov, "dof_samples_min")
        col.prop(cam.pov, "dof_samples_max")
        col.prop(cam.pov, "dof_variance")
        col.prop(cam.pov, "dof_confidence")


class CAMERA_PT_POV_cam_nor(CameraDataButtonsPanel, Panel):
    """Use this class for camera normal perturbation buttons."""

    bl_label = "POV Perturbation"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        cam = context.camera

        self.layout.prop(cam.pov, "normal_enable", text="")

    def draw(self, context):
        layout = self.layout

        cam = context.camera

        layout.active = cam.pov.normal_enable

        layout.prop(cam.pov, "normal_patterns")
        layout.prop(cam.pov, "cam_normal")
        layout.prop(cam.pov, "turbulence")
        layout.prop(cam.pov, "scale")


class CAMERA_PT_POV_replacement_text(CameraDataButtonsPanel, Panel):
    """Use this class for camera text replacement field."""

    bl_label = "Custom POV Code"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        cam = context.camera

        col = layout.column()
        col.label(text="Replace properties with:")
        col.prop(cam.pov, "replacement_text", text="")


###############################################################################
# Text Povray Settings
###############################################################################


class TEXT_OT_POV_insert(Operator):
    """Use this class to create blender text editor operator to insert pov snippets like other pov IDEs."""

    bl_idname = "text.povray_insert"
    bl_label = "Insert"

    filepath: bpy.props.StringProperty(name="Filepath", subtype='FILE_PATH')

    @classmethod
    def poll(cls, context):
        # context.area.type == 'TEXT_EDITOR'
        return bpy.ops.text.insert.poll()

    def execute(self, context):
        if self.filepath and isfile(self.filepath):
            file = open(self.filepath, "r")
            bpy.ops.text.insert(text=file.read())

            # places the cursor at the end without scrolling -.-
            # context.space_data.text.write(file.read())
            file.close()
        return {'FINISHED'}


def validinsert(ext):
    return ext in {".txt", ".inc", ".pov"}


class TEXT_MT_POV_insert(bpy.types.Menu):
    """Use this class to create a menu launcher in text editor for the TEXT_OT_POV_insert operator ."""

    bl_label = "Insert"
    bl_idname = "TEXT_MT_POV_insert"

    def draw(self, context):
        pov_documents = locate_docpath()
        prop = self.layout.operator(
            "wm.path_open", text="Open folder", icon='FILE_FOLDER'
        )
        prop.filepath = pov_documents
        self.layout.separator()

        list = []
        for root, dirs, files in os.walk(pov_documents):
            list.append(root)
        print(list)
        self.path_menu(
            list,
            "text.povray_insert",
            # {"internal": True},
            filter_ext=validinsert,
        )


class TEXT_PT_POV_custom_code(TextButtonsPanel, Panel):
    """Use this class to create a panel in text editor for the user to decide if he renders text only or adds to 3d scene."""

    bl_label = "POV"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw(self, context):
        layout = self.layout

        text = context.space_data.text

        pov_documents = locate_docpath()
        if not pov_documents:
            layout.label(text="Please configure ", icon="INFO")
            layout.label(text="default pov include path ")
            layout.label(text="in addon preferences")
            # layout.separator()
            layout.operator(
                "preferences.addon_show",
                text="Go to Render: Persistence of Vision addon",
                icon="PREFERENCES",
            ).module = "render_povray"

            # layout.separator()
        else:
            # print(pov_documents)
            layout.menu(TEXT_MT_POV_insert.bl_idname)

        if text:
            box = layout.box()
            box.label(text='Source to render:', icon='RENDER_STILL')
            row = box.row()
            row.prop(text.pov, "custom_code", expand=True)
            if text.pov.custom_code in {'3dview'}:
                box.operator("render.render", icon='OUTLINER_DATA_POSE')
            if text.pov.custom_code in {'text'}:
                rtext = bpy.context.space_data.text
                box.operator("text.run", icon='POSE_DATA')
            # layout.prop(text.pov, "custom_code")
            elif text.pov.custom_code in {'both'}:
                box.operator("render.render", icon='POSE_HLT')
                layout.label(text="Please specify declared", icon="INFO")
                layout.label(text="items in properties ")
                # layout.label(text="")
                layout.label(text="replacement fields")


###############################################
# Text editor templates from header menu


class TEXT_MT_POV_templates(bpy.types.Menu):
    """Use this class to create a menu for the same pov templates scenes as other pov IDEs."""

    bl_label = "POV"

    # We list templates on file evaluation, we can assume they are static data,
    # and better avoid running this on every draw call.
    import os

    template_paths = [os.path.join(os.path.dirname(__file__), "templates_pov")]

    def draw(self, context):
        self.path_menu(
            self.template_paths, "text.open", props_default={"internal": True}
        )


def menu_func_templates(self, context):
    # Do not depend on POV being active renderer here...
    self.layout.menu("TEXT_MT_POV_templates")


classes = (
    WORLD_PT_POV_world,
    WORLD_MT_POV_presets,
    WORLD_OT_POV_add_preset,
    WORLD_TEXTURE_SLOTS_UL_List,
    WORLD_PT_POV_mist,
    # RenderButtonsPanel,
    # ModifierButtonsPanel,
    # MaterialButtonsPanel,
    # TextureButtonsPanel,
    # ObjectButtonsPanel,
    # CameraDataButtonsPanel,
    # WorldButtonsPanel,
    # TextButtonsPanel,
    # PovDataButtonsPanel,
    DATA_PT_POV_normals,
    DATA_PT_POV_texture_space,
    DATA_PT_POV_vertex_groups,
    DATA_PT_POV_shape_keys,
    DATA_PT_POV_uv_texture,
    DATA_PT_POV_vertex_colors,
    DATA_PT_POV_customdata,
    # PovLampButtonsPanel,
    LIGHT_PT_POV_preview,
    LIGHT_PT_POV_light,
    LIGHT_MT_POV_presets,
    LIGHT_OT_POV_add_preset,
    OBJECT_PT_POV_rainbow,
    RENDER_PT_POV_export_settings,
    RENDER_PT_POV_render_settings,
    RENDER_PT_POV_photons,
    RENDER_PT_POV_antialias,
    RENDER_PT_POV_radiosity,
    POV_RADIOSITY_MT_presets,
    RENDER_OT_POV_radiosity_add_preset,
    RENDER_PT_POV_media,
    MODIFIERS_PT_POV_modifiers,
    MATERIAL_PT_POV_sss,
    MATERIAL_MT_POV_sss_presets,
    MATERIAL_OT_POV_sss_add_preset,
    MATERIAL_PT_strand,
    MATERIAL_PT_POV_activate_node,
    MATERIAL_PT_POV_active_node,
    MATERIAL_PT_POV_specular,
    MATERIAL_PT_POV_mirror,
    MATERIAL_PT_POV_transp,
    MATERIAL_PT_POV_reflection,
    # MATERIAL_PT_POV_interior,
    MATERIAL_PT_POV_fade_color,
    MATERIAL_PT_POV_caustics,
    MATERIAL_PT_POV_replacement_text,
    TEXTURE_MT_POV_specials,
    TEXTURE_PT_POV_context_texture,
    TEXTURE_PT_POV_type,
    TEXTURE_PT_POV_preview,
    TEXTURE_PT_POV_parameters,
    TEXTURE_PT_POV_tex_gamma,
    OBJECT_PT_POV_obj_parameters,
    OBJECT_PT_POV_obj_sphere,
    OBJECT_PT_POV_obj_cylinder,
    OBJECT_PT_POV_obj_cone,
    OBJECT_PT_POV_obj_superellipsoid,
    OBJECT_PT_POV_obj_torus,
    OBJECT_PT_POV_obj_supertorus,
    OBJECT_PT_POV_obj_parametric,
    OBJECT_PT_povray_replacement_text,
    VIEW_MT_POV_primitives_add,
    VIEW_MT_POV_Basic_Shapes,
    VIEW_MT_POV_import,
    NODE_MT_POV_map_create,
    CAMERA_PT_POV_cam_dof,
    CAMERA_PT_POV_cam_nor,
    CAMERA_PT_POV_replacement_text,
    TEXT_OT_POV_insert,
    TEXT_MT_POV_insert,
    TEXT_PT_POV_custom_code,
    TEXT_MT_POV_templates,
    # TEXTURE_PT_context,
    # TEXTURE_PT_POV_povray_texture_slots,
    TEXTURE_UL_POV_texture_slots,
    MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist,
    MATERIAL_OT_POV_texture_slot_add,
    MATERIAL_OT_POV_texture_slot_remove,
    TEXTURE_PT_POV_influence,
)


def register():
    # from bpy.utils import register_class

    for cls in classes:
        register_class(cls)

    bpy.types.VIEW3D_MT_add.prepend(menu_func_add)
    bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
    bpy.types.TEXT_MT_templates.append(menu_func_templates)
    bpy.types.RENDER_PT_POV_radiosity.prepend(rad_panel_func)
    bpy.types.LIGHT_PT_POV_light.prepend(light_panel_func)
    # bpy.types.WORLD_PT_POV_world.prepend(world_panel_func)
    # was used for parametric objects but made the other addon unreachable on
    # unregister for other tools to use created a user action call instead
    # addon_utils.enable("add_mesh_extra_objects", default_set=False, persistent=True)

    # bpy.types.TEXTURE_PT_context_texture.prepend(TEXTURE_PT_POV_type)


def unregister():
    # from bpy.utils import unregister_class

    # bpy.types.TEXTURE_PT_context_texture.remove(TEXTURE_PT_POV_type)
    # addon_utils.disable("add_mesh_extra_objects", default_set=False)
    # bpy.types.WORLD_PT_POV_world.remove(world_panel_func)
    bpy.types.LIGHT_PT_POV_light.remove(light_panel_func)
    bpy.types.RENDER_PT_POV_radiosity.remove(rad_panel_func)
    bpy.types.TEXT_MT_templates.remove(menu_func_templates)
    bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
    bpy.types.VIEW3D_MT_add.remove(menu_func_add)

    for cls in reversed(classes):
        unregister_class(cls)