# ##### 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>

import bpy

# Use some of the existing buttons.
from bl_ui import properties_render
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_render


# Use only a subset of the world panels
from bl_ui import properties_world
properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_world


# Example of wrapping every class 'as is'
from bl_ui import properties_texture
from bl_ui.properties_texture import context_tex_datablock
for member in dir(properties_texture):
    subclass = getattr(properties_texture, member)
    try:
        subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    except:
        pass
del properties_texture


# 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)
    if subclass not in (properties_material.MATERIAL_PT_transp_game,
                        properties_material.MATERIAL_PT_game_settings,
                        properties_material.MATERIAL_PT_physics):
        try:
            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

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 is False) and (rd.engine in cls.COMPAT_ENGINES)


class MaterialButtonsPanel():
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "material"
    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here

    @classmethod
    def poll(cls, context):
        mat = context.material
        rd = context.scene.render
        return mat and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)


class TextureButtonsPanel():
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "texture"
    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here

    @classmethod
    def poll(cls, context):
        tex = context.texture
        rd = context.scene.render
        return tex and (rd.use_game_engine is False) 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():
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"
    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here

    @classmethod
    def poll(cls, context):
        obj = context.object
        rd = context.scene.render
        return obj and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)

class CameraDataButtonsPanel():
    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.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)

class WorldButtonsPanel():
    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.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
        
class TextButtonsPanel():
    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.use_game_engine is False) 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):
    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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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_lamp
# for member in dir(properties_data_lamp):
    # subclass = getattr(properties_data_lamp, member)
    # try:
        # subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    # except:
        # pass
# del properties_data_lamp
#########################LAMPS################################

from bl_ui import properties_data_lamp

# These panels are kept
properties_data_lamp.DATA_PT_custom_props_lamp.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_lamp.DATA_PT_context_lamp.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_lamp.DataButtonsPanel):
    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 LAMP_PT_POV_preview(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_preview.bl_label
 
    draw = properties_data_lamp.DATA_PT_preview.draw

class LAMP_PT_POV_lamp(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_lamp.bl_label
 
    draw = properties_data_lamp.DATA_PT_lamp.draw

class LAMP_PT_POV_sunsky(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_sunsky.bl_label
    
    @classmethod
    def poll(cls, context):
        lamp = context.lamp
        engine = context.scene.render.engine
        return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)

    draw = properties_data_lamp.DATA_PT_sunsky.draw
    
class LAMP_PT_POV_shadow(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_shadow.bl_label
 
    draw = properties_data_lamp.DATA_PT_shadow.draw    

class LAMP_PT_POV_area(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_area.bl_label

    @classmethod
    def poll(cls, context):
        lamp = context.lamp
        engine = context.scene.render.engine
        return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
    
    draw = properties_data_lamp.DATA_PT_area.draw      

class LAMP_PT_POV_spot(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_spot.bl_label

    @classmethod
    def poll(cls, context):
        lamp = context.lamp
        engine = context.scene.render.engine
        return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)    
    draw = properties_data_lamp.DATA_PT_spot.draw     

class LAMP_PT_POV_falloff_curve(PovLampButtonsPanel, bpy.types.Panel):
    bl_label = properties_data_lamp.DATA_PT_falloff_curve.bl_label
    bl_options = properties_data_lamp.DATA_PT_falloff_curve.bl_options
    
    @classmethod
    def poll(cls, context):
        lamp = context.lamp
        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_lamp.DATA_PT_falloff_curve.draw  

class OBJECT_PT_povray_obj_rainbow(PovLampButtonsPanel, bpy.types.Panel):
    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_lamp              
###############################################################################
        
class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
    bl_label = "Export Settings"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        self.layout.label(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()
        split.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
        split.prop(scene.pov, "pov_editor", text="POV Editor")
        if not scene.pov.tempfiles_enable:
            split.prop(scene.pov, "deletefiles_enable", text="Delete files")

        if not scene.pov.tempfiles_enable:
            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_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
    bl_label = "Render Settings"
    bl_icon = 'SETTINGS'
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        self.layout.label(icon='SETTINGS')
    def draw(self, context):
        layout = self.layout

        scene = context.scene
        layout.active = (scene.pov.max_trace_level != 0)

        col = layout.column()

        col.label(text="Global Settings:")
        col.prop(scene.pov, "max_trace_level", text="Ray Depth")

        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")


class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
    bl_label = "Anti-Aliasing"
    COMPAT_ENGINES = {'POVRAY_RENDER'}


    def draw_header(self, context):
        prefs = bpy.context.user_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.user_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_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
    bl_label = "Radiosity"
    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='RADIO')
        else:
            self.layout.prop(scene.pov, "radio_enable", text="", icon='RADIOBUT_OFF')

    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_gray_threshold", slider=True)
            col.prop(scene.pov, "radio_low_error_factor", slider=True)
            col.prop(scene.pov, "radio_pretrace_start", slider=True)

            col = split.column()
            col.prop(scene.pov, "radio_brightness")
            col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
            col.prop(scene.pov, "radio_nearest_count")
            col.prop(scene.pov, "radio_pretrace_end", slider=True)

            split = layout.split()

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

            split.prop(scene.pov, "radio_always_sample")


class RENDER_PT_povray_media(WorldButtonsPanel, bpy.types.Panel):
    bl_label = "Atmosphere Media"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

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

        self.layout.prop(scene.pov, "media_enable", text="")

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

        scene = context.scene

        layout.active = scene.pov.media_enable

        row = layout.row()
        row.prop(scene.pov, "media_samples", text="Samples")
        row.prop(scene.pov, "media_color", text="")

##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
##    bl_label = "Baking"
##    COMPAT_ENGINES = {'POVRAY_RENDER'}
##
##    def draw_header(self, context):
##        scene = context.scene
##
##        self.layout.prop(scene.pov, "baking_enable", text="")
##
##    def draw(self, context):
##        layout = self.layout
##
##        scene = context.scene
##        rd = scene.render
##
##        layout.active = scene.pov.baking_enable


class MATERIAL_PT_povray_reflection(MaterialButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray Reflection"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    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.raytrace_mirror.use:
            col2.label(text="Please Check Mirror settings :")    
        col2.active = mat.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.raytrace_transparency.ior))        
        col2.prop(mat.pov, "mirror_metallic")
        
 
class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray Absorption"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    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_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
    bl_label = "Caustics"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    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_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel):
    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_PT_povray_type(TextureButtonsPanel, bpy.types.Panel):
    bl_label = "POV-ray Textures"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    bl_options = {'HIDE_HEADER'}

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

        tex = context.texture

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

class TEXTURE_PT_povray_preview(TextureButtonsPanel, bpy.types.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, "texture_slot"):
            return False
        tex=context.texture
        mat=context.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, "texture_slot", None)
        idblock = 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_povray_parameters(TextureButtonsPanel, bpy.types.Panel):
    bl_label = "POV-ray Pattern Options"
    COMPAT_ENGINES = {'POVRAY_RENDER'}
    def draw(self, context):
        mat = context.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_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
    bl_label = "Image Gamma"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    def draw_header(self, context):
        tex = context.texture

        self.layout.prop(tex.pov, "tex_gamma_enable", text="", 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, bpy.types.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_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

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

        obj = context.object

        col = layout.column()
        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")


class OBJECT_PT_povray_obj_sphere(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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="SOLID")        
                
                #col.label(text="Parameters:")
                col.prop(obj.pov, "sphere_radius", text="Radius of Sphere")


class OBJECT_PT_povray_obj_cylinder(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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_povray_obj_cone(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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_povray_obj_superellipsoid(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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_povray_obj_torus(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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_povray_obj_supertorus(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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_povray_obj_parametric(PovDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray 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, bpy.types.Panel):
    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 Povray_primitives_add_menu(bpy.types.Menu):
    """Define the menu with presets"""
    bl_idname = "Povray_primitives_add_menu"
    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(BasicShapesMenu.bl_idname, text = "Primitives",icon="GROUP")
        layout.menu(ImportMenu.bl_idname, text = "Import",icon="IMPORT")

class BasicShapesMenu(bpy.types.Menu):
    bl_idname = "Basic_shapes_calls"
    bl_label = "Basic_shapes"
    
    def draw(self,context):
        pov = bpy.types.Object.pov #context.object.pov ? 
        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 = 'SOLID')
        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.addparametric", text="Parametric",icon = 'SCRIPTPLUGINS')
        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("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="RETOPO")
        layout.operator("pov.addloft", text="Loft",icon="SURFACE_NSURFACE")
        
class ImportMenu(bpy.types.Menu):
    bl_idname = "Importer_calls"
    bl_label = "Import"

    def draw(self,context):
        pov = bpy.types.Object.pov #context.object.pov ? 
        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("Povray_primitives_add_menu", 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")

        
###############################################################################
# Camera Povray Settings
############################################################################### 
class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel):
    bl_label = "POV-Ray Depth Of Field"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

    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.pov.dof_enable

        layout.prop(cam.pov, "dof_aperture")

        split = layout.split()

        col = split.column()
        col.prop(cam.pov, "dof_samples_min")
        col.prop(cam.pov, "dof_variance")

        col = split.column()
        col.prop(cam.pov, "dof_samples_max")
        col.prop(cam.pov, "dof_confidence")


class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.Panel):
    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="")


class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel):
    bl_label = "P.O.V-Ray"
    COMPAT_ENGINES = {'POVRAY_RENDER'}

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

        text = context.space_data.text
        if text:
            layout.prop(text.pov, "custom_code", text="Add as POV code")

