mitsuba/tools/blender/render_mitsuba/ui.py

137 lines
4.4 KiB
Python

# ##### 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 #####
import bpy
# Use some of the existing buttons.
import properties_render
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('MITSUBA_RENDER')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('MITSUBA_RENDER')
properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('MITSUBA_RENDER')
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('MITSUBA_RENDER')
del properties_render
# Use only a subset of the world panels
import properties_world
properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('MITSUBA_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('MITSUBA_RENDER')
properties_world.WORLD_PT_world.COMPAT_ENGINES.add('MITSUBA_RENDER')
properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('MITSUBA_RENDER')
del properties_world
# Example of wrapping every class 'as is'
import properties_material
for member in dir(properties_material):
subclass = getattr(properties_material, member)
try:
subclass.COMPAT_ENGINES.add('MITSUBA_RENDER')
except:
pass
del properties_material
import properties_data_mesh
for member in dir(properties_data_mesh):
subclass = getattr(properties_data_mesh, member)
try:
subclass.COMPAT_ENGINES.add('MITSUBA_RENDER')
except:
pass
del properties_data_mesh
import properties_texture
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('MITSUBA_RENDER')
except:
pass
del properties_texture
import properties_data_camera
for member in dir(properties_data_camera):
subclass = getattr(properties_data_camera, member)
try:
subclass.COMPAT_ENGINES.add('MITSUBA_RENDER')
except:
pass
del properties_data_camera
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
rd = context.scene.render
return (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
class RENDER_PT_mitsuba_radiosity(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Radiosity"
COMPAT_ENGINES = {'MITSUBA_RENDER'}
def draw_header(self, context):
scene = context.scene
self.layout.prop(scene, "mts_radio_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.active = scene.mts_radio_enable
split = layout.split()
col = split.column()
col.prop(scene, "mts_radio_count", text="Rays")
col.prop(scene, "mts_radio_recursion_limit", text="Recursions")
col = split.column()
col.prop(scene, "mts_radio_error_bound", text="Error")
layout.prop(scene, "mts_radio_display_advanced")
if scene.mts_radio_display_advanced:
split = layout.split()
col = split.column()
col.prop(scene, "mts_radio_adc_bailout", slider=True)
col.prop(scene, "mts_radio_gray_threshold", slider=True)
col.prop(scene, "mts_radio_low_error_factor", slider=True)
col = split.column()
col.prop(scene, "mts_radio_brightness")
col.prop(scene, "mts_radio_minimum_reuse", text="Min Reuse")
col.prop(scene, "mts_radio_nearest_count")
split = layout.split()
col = split.column()
col.label(text="Estimation Influence:")
col.prop(scene, "mts_radio_media")
col.prop(scene, "mts_radio_normal")
col = split.column()
col.prop(scene, "mts_radio_always_sample")