blender/release/scripts/startup/bl_ui/properties_material.py
YimingWu d218ba8009 LineArt: UI cleanups.
Wording on the UI, slider consistency and material mask switches layout.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: http://developer.blender.org/D11839
2021-07-20 13:06:45 +08:00

327 lines
9.8 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 #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input
class MATERIAL_MT_context_menu(Menu):
bl_label = "Material Specials"
def draw(self, _context):
layout = self.layout
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("object.material_slot_copy")
layout.operator("material.paste", icon='PASTEDOWN')
layout.operator("object.material_slot_remove_unused")
class MATERIAL_UL_matslots(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, bpy.types.MaterialSlot)
# ob = data
slot = item
ma = slot.material
layout.context_pointer_set("id", ma)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
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
return mat and (context.engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "material"
_property_type = bpy.types.Material
class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
ob = context.object
mat = context.material
if (ob and ob.type == 'GPENCIL') or (mat and mat.grease_pencil):
return False
return (ob or mat) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
is_sortable = len(ob.material_slots) > 1
rows = 3
if is_sortable:
rows = 5
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
if is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row = layout.row()
if ob:
row.template_ID(ob, "active_material", new="material.new")
if slot:
icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
row.prop(slot, "link", icon=icon_link, icon_only=True)
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
elif mat:
row.template_ID(space, "pin_id")
def panel_node_draw(layout, ntree, _output_type, input_name):
node = ntree.get_output_node('EEVEE')
if node:
input = find_node_input(node, input_name)
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.separator()
layout.use_property_split = True
if mat.use_nodes:
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
else:
layout.prop(mat, "diffuse_color", text="Base Color")
layout.prop(mat, "metallic")
layout.prop(mat, "specular_intensity", text="Specular")
layout.prop(mat, "roughness")
class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
mat = context.material
return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
def draw_material_settings(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "use_backface_culling")
layout.prop(mat, "blend_method")
layout.prop(mat, "shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_back")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_sss_translucency")
layout.prop(mat, "pass_index")
class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
draw_material_settings(self, context)
class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_parent_id = "MATERIAL_PT_viewport"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
draw_material_settings(self, context)
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
mat = context.material
return mat and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
col = layout.column()
col.prop(mat, "diffuse_color", text="Color")
col.prop(mat, "metallic")
col.prop(mat, "roughness")
class MATERIAL_PT_lineart(MaterialButtonsPanel, Panel):
bl_label = "Line Art"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
mat = context.material
return mat and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
lineart = mat.lineart
layout.prop(lineart, "use_material_mask", text="Material Mask")
col = layout.column(align=True)
col.active = lineart.use_material_mask
row = col.row(align=True, heading="Masks")
for i in range(8):
row.prop(lineart, "use_material_mask_bits", text=" ", index=i, toggle=True)
if i == 3:
row = col.row(align=True)
row = layout.row(align=True, heading="Custom Occlusion")
row.prop(lineart, "mat_occlusion", text="Levels")
classes = (
MATERIAL_MT_context_menu,
MATERIAL_UL_matslots,
MATERIAL_PT_preview,
EEVEE_MATERIAL_PT_context_material,
EEVEE_MATERIAL_PT_surface,
EEVEE_MATERIAL_PT_volume,
EEVEE_MATERIAL_PT_settings,
MATERIAL_PT_lineart,
MATERIAL_PT_viewport,
EEVEE_MATERIAL_PT_viewport_settings,
MATERIAL_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)