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https://github.com/blender/blender-addons.git
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363 lines
11 KiB
Python
363 lines
11 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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# Use some of the existing buttons.
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import properties_render
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properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
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del properties_render
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# Use only a subset of the world panels
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import properties_world
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properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
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del properties_world
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# Example of wrapping every class 'as is'
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import properties_material
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for member in dir(properties_material):
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subclass = getattr(properties_material, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_material
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import properties_data_mesh
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for member in dir(properties_data_mesh):
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subclass = getattr(properties_data_mesh, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_data_mesh
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import properties_texture
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for member in dir(properties_texture):
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subclass = getattr(properties_texture, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_texture
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import properties_data_camera
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for member in dir(properties_data_camera):
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subclass = getattr(properties_data_camera, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_data_camera
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import properties_data_lamp
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for member in dir(properties_data_lamp):
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subclass = getattr(properties_data_lamp, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_data_lamp
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class RenderButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class MaterialButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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mat = context.material
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rd = context.scene.render
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return mat and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class TextureButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "texture"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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tex = context.texture
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rd = context.scene.render
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return tex and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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########################################MR######################################
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class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "IOR Mirror"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.material
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self.layout.prop(scene, "pov_mirror_use_IOR", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov_mirror_use_IOR
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if mat.pov_mirror_use_IOR:
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split = layout.split()
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col = split.column()
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row = col.row()
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row.alignment = 'CENTER'
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row.label(text="The current Raytrace ")
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row = col.row()
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row.alignment = 'CENTER'
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row.label(text="Transparency IOR is: "+str(mat.raytrace_transparency.ior))
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class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "metallic Mirror"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.material
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self.layout.prop(scene, "pov_mirror_metallic", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov_mirror_metallic
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class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "conserve energy"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat, "pov_conserve_energy", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov_conserve_energy
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class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "iridescence"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat, "pov_irid_enable", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov_irid_enable
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if mat.pov_irid_enable:
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split = layout.split()
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col = split.column()
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col.prop(mat, "pov_irid_amount", slider=True)
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col.prop(mat, "pov_irid_thickness", slider=True)
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col.prop(mat, "pov_irid_turbulence", slider=True)
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class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "Caustics"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat, "pov_caustics_enable", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov_caustics_enable
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Radio = 1
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if mat.pov_caustics_enable:
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split = layout.split()
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col = split.column()
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col.prop(mat, "pov_refraction_type")
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## if mat.pov_refraction_type=="0":
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## mat.pov_fake_caustics = False
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## mat.pov_photons_refraction = False
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## mat.pov_photons_reflection = True
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if mat.pov_refraction_type=="1":
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## mat.pov_fake_caustics = True
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## mat.pov_photons_refraction = False
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col.prop(mat, "pov_fake_caustics_power", slider=True)
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elif mat.pov_refraction_type=="2":
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## mat.pov_fake_caustics = False
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## mat.pov_photons_refraction = True
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col.prop(mat, "pov_photons_dispersion", slider=True)
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col.prop(mat, "pov_photons_reflection")
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## col.prop(mat, "pov_fake_caustics")
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## if mat.pov_fake_caustics:
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## col.prop(mat, "pov_fake_caustics_power", slider=True)
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## mat.pov_photons_refraction=0
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## else:
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## col.prop(mat, "pov_photons_refraction")
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## if mat.pov_photons_refraction:
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## col.prop(mat, "pov_photons_dispersion", slider=True)
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## Radio = 0
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## mat.pov_fake_caustics=Radio
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## col.prop(mat, "pov_photons_reflection")
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####TODO : MAKE THIS A real RADIO BUTTON (using EnumProperty?)
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######################################EndMR#####################################
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class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Radiosity"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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self.layout.prop(scene, "pov_radio_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.active = scene.pov_radio_enable
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split = layout.split()
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col = split.column()
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col.prop(scene, "pov_radio_count", text="Rays")
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col.prop(scene, "pov_radio_recursion_limit", text="Recursions")
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col = split.column()
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col.prop(scene, "pov_radio_error_bound", text="Error")
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layout.prop(scene, "pov_radio_display_advanced")
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if scene.pov_radio_display_advanced:
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split = layout.split()
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col = split.column()
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col.prop(scene, "pov_radio_adc_bailout", slider=True)
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col.prop(scene, "pov_radio_gray_threshold", slider=True)
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col.prop(scene, "pov_radio_low_error_factor", slider=True)
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col = split.column()
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col.prop(scene, "pov_radio_brightness")
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col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse")
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col.prop(scene, "pov_radio_nearest_count")
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split = layout.split()
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col = split.column()
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col.label(text="Estimation Influence:")
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col.prop(scene, "pov_radio_media")
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col.prop(scene, "pov_radio_normal")
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col = split.column()
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col.prop(scene, "pov_radio_always_sample")
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class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Atmosphere Media"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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self.layout.prop(scene, "pov_media_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.active = scene.pov_media_enable
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split = layout.split()
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col = split.column()
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col.prop(scene, "pov_media_samples", text="Samples")
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col.prop(scene, "pov_media_color", text="Color")
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class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Baking"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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self.layout.prop(scene, "pov_baking_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.active = scene.pov_baking_enable
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class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
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bl_label = "Image Gamma"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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tex = context.texture
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self.layout.prop(tex, "pov_tex_gamma_enable", text="")
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.active = tex.pov_tex_gamma_enable
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split = layout.split()
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col = split.column()
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col.prop(tex, "pov_tex_gamma_value", text="Gamma Value")
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