blender/release/scripts/startup/bl_ui/properties_data_shaderfx.py
2019-03-14 15:34:14 +11:00

167 lines
4.8 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>
from bpy.types import Panel
class ShaderFxButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "shaderfx"
bl_options = {'HIDE_HEADER'}
class DATA_PT_shader_fx(ShaderFxButtonsPanel, Panel):
bl_label = "Effects"
@classmethod
def poll(cls, context):
return True
ob = context.object
return ob and ob.type == 'GPENCIL'
def draw(self, context):
layout = self.layout
ob = context.object
layout.operator_menu_enum("object.shaderfx_add", "type")
for fx in ob.shader_effects:
box = layout.template_shaderfx(fx)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, fx.type)(box, fx)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def FX_BLUR(self, layout, fx):
layout.prop(fx, "factor", text="Factor")
layout.prop(fx, "samples", text="Samples")
layout.separator()
layout.prop(fx, "use_dof_mode")
if fx.use_dof_mode:
layout.prop(fx, "coc")
def FX_COLORIZE(self, layout, fx):
layout.prop(fx, "mode", text="Mode")
if fx.mode == 'BITONE':
layout.prop(fx, "low_color", text="Low Color")
if fx.mode == 'CUSTOM':
layout.prop(fx, "low_color", text="Color")
if fx.mode == 'BITONE':
layout.prop(fx, "high_color", text="High Color")
if fx.mode in {'BITONE', 'CUSTOM', 'TRANSPARENT'}:
layout.prop(fx, "factor")
def FX_WAVE(self, layout, fx):
row = layout.row(align=True)
row.prop(fx, "orientation", expand=True)
layout.separator()
layout.prop(fx, "amplitude")
layout.prop(fx, "period")
layout.prop(fx, "phase")
def FX_PIXEL(self, layout, fx):
layout.prop(fx, "size", text="Size")
def FX_RIM(self, layout, fx):
layout.prop(fx, "offset", text="Offset")
layout.prop(fx, "rim_color")
layout.prop(fx, "mask_color")
layout.prop(fx, "mode")
layout.prop(fx, "blur")
layout.prop(fx, "samples")
def FX_SHADOW(self, layout, fx):
layout.prop(fx, "offset", text="Offset")
layout.prop(fx, "shadow_color")
layout.prop(fx, "scale")
layout.prop(fx, "rotation")
layout.separator()
layout.prop(fx, "blur")
layout.prop(fx, "samples")
layout.separator()
layout.prop(fx, "use_object", text="Use Object As Pivot")
if fx.use_object:
row = layout.row()
row.prop(fx, "object", text="Object")
layout.separator()
layout.prop(fx, "use_wave", text="Use Wave Effect")
if fx.use_wave is True:
row = layout.row(align=True)
row.prop(fx, "orientation", expand=True)
layout.prop(fx, "amplitude")
layout.prop(fx, "period")
layout.prop(fx, "phase")
def FX_GLOW(self, layout, fx):
layout.prop(fx, "mode")
layout.prop(fx, "glow_color")
if fx.mode == 'LUMINANCE':
layout.prop(fx, "threshold")
else:
layout.prop(fx, "select_color")
layout.separator()
layout.prop(fx, "radius")
layout.prop(fx, "samples")
layout.prop(fx, "use_alpha_mode", text="Use Alpha Mode")
def FX_SWIRL(self, layout, fx):
layout.prop(fx, "object", text="Object")
layout.prop(fx, "radius")
layout.prop(fx, "angle")
layout.prop(fx, "use_transparent")
def FX_FLIP(self, layout, fx):
layout.prop(fx, "flip_horizontal")
layout.prop(fx, "flip_vertical")
def FX_LIGHT(self, layout, fx):
layout.prop(fx, "object", text="Object")
layout.prop(fx, "energy")
layout.prop(fx, "ambient")
classes = (
DATA_PT_shader_fx,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)