blender/release/ui/buttons_material.py
Brecht Van Lommel 276a75ae07 UI:
* Added panels with dummy preview template.
* Added constraints panel for bones next to objects, though it
  doesn't work that well yet, the operators and code need to be
  changed so they don't assume it is one or the other in/out
  of posemode.
* Added some graying out in the scene and world buttons.
2009-05-28 23:45:50 +00:00

208 lines
5.6 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_preview"
__label__ = "Preview"
def draw(self, context):
layout = self.layout
mat = context.active_object.active_material
layout.template_preview(mat)
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Material"
def draw(self, context):
layout = self.layout
mat = context.active_object.active_material
layout.itemR(mat, "type", expand=True)
row = layout.row()
row.column().itemR(mat, "diffuse_color")
row.column().itemR(mat, "specular_color")
row.column().itemR(mat, "mirror_color")
layout.itemR(mat, "alpha", slider=True)
class MATERIAL_PT_sss(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
sss = context.active_object.active_material.subsurface_scattering
layout = self.layout
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
sss = context.active_object.active_material.subsurface_scattering
flow = layout.column_flow()
flow.itemR(sss, "error_tolerance")
flow.itemR(sss, "ior")
flow.itemR(sss, "scale")
row = layout.row()
row.column().itemR(sss, "color")
row.column().itemR(sss, "radius")
flow = layout.column_flow()
flow.itemR(sss, "color_factor", slider=True)
flow.itemR(sss, "texture_factor", slider=True)
flow.itemR(sss, "front")
flow.itemR(sss, "back")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
raym = context.active_object.active_material.raytrace_mirror
layout = self.layout
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
raym = context.active_object.active_material.raytrace_mirror
split = layout.split()
sub = split.column()
sub.itemR(raym, "reflect", text="RayMir", slider=True)
sub.itemR(raym, "fresnel")
sub.itemR(raym, "fresnel_fac", text="Fac", slider=True)
sub = split.column()
sub.itemR(raym, "gloss", slider=True)
sub.itemR(raym, "gloss_threshold", slider=True)
sub.itemR(raym, "gloss_samples")
sub.itemR(raym, "gloss_anisotropic", slider=True)
row = layout.row()
row.itemR(raym, "distance", text="Max Dist")
row.itemR(raym, "depth")
layout.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raytransp"
__label__= "Ray Transparency"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
rayt = context.active_object.active_material.raytrace_transparency
layout = self.layout
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
rayt = context.active_object.active_material.raytrace_transparency
split = layout.split()
sub = split.column()
sub.itemR(rayt, "ior")
sub.itemR(rayt, "fresnel")
sub.itemR(rayt, "fresnel_fac", text="Fac", slider=True)
sub = split.column()
sub.itemR(rayt, "gloss", slider=True)
sub.itemR(rayt, "gloss_threshold", slider=True)
sub.itemR(rayt, "gloss_samples")
flow = layout.column_flow()
flow.itemR(rayt, "filter", slider=True)
flow.itemR(rayt, "limit")
flow.itemR(rayt, "falloff")
flow.itemR(rayt, "specular_opacity", slider=True)
flow.itemR(rayt, "depth")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_halo"
__label__= "Halo"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "HALO")
def draw(self, context):
layout = self.layout
mat = context.active_object.active_material
halo = mat.halo
split = layout.split()
col = split.column(align=True)
col.itemL(text="General Settings:")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add", slider=True)
col.itemL(text="Options:")
col.itemR(halo, "use_texture", text="Texture")
col.itemR(halo, "use_vertex_normal", text="Vertex Normal")
col.itemR(halo, "xalpha")
col.itemR(halo, "shaded")
col.itemR(halo, "soft")
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Elements:")
sub.itemR(halo, "ring")
sub.itemR(halo, "lines")
sub.itemR(halo, "star")
sub.itemR(halo, "flare_mode")
sub = col.column()
if (halo.ring):
sub.itemR(halo, "rings")
if (halo.lines):
sub.itemR(halo, "line_number")
if (halo.ring or halo.lines):
sub.itemR(halo, "seed")
if (halo.star):
sub.itemR(halo, "star_tips")
if (halo.flare_mode):
sub = col.column(align=True)
sub.itemL(text="Flare:")
sub.itemR(halo, "flare_size", text="Size")
sub.itemR(halo, "flare_subsize", text="Subsize")
sub.itemR(halo, "flare_boost", text="Boost")
sub.itemR(halo, "flare_seed", text="Seed")
sub.itemR(halo, "flares_sub", text="Sub")
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_raymir)
bpy.types.register(MATERIAL_PT_raytransp)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)