forked from bartvdbraak/blender
dc7d0ef474
* Add Lamp Fallof Curve and Texture Color Ramp panels. * Use button space context data. * A few other minor python layout script updates.
375 lines
9.4 KiB
Python
375 lines
9.4 KiB
Python
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import bpy
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class TextureButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "texture"
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def poll(self, context):
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return (context.texture != None)
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class TEXTURE_PT_preview(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_preview"
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__label__ = "Preview"
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.template_preview(tex)
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class TEXTURE_PT_texture(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_texture"
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__label__ = "Texture"
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "type")
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class TEXTURE_PT_colors(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_colors"
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__label__ = "Colors"
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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if tex.color_ramp:
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layout.template_color_ramp(tex.color_ramp, expand=True)
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else:
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layout.itemR(tex, "rgb_factor")
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row = layout.row()
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row.itemR(tex, "brightness")
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row.itemR(tex, "contrast")
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class TEXTURE_PT_clouds(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_clouds"
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__label__ = "Clouds"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'CLOUDS')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "stype", expand=True)
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layout.itemL(text="Noise:")
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layout.itemR(tex, "noise_type", text="Type", expand=True)
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layout.itemR(tex, "noise_basis", text="Basis")
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col = layout.column_flow()
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col.itemR(tex, "noise_size", text="Size")
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col.itemR(tex, "noise_depth", text="Depth")
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col.itemR(tex, "nabla", text="Nabla")
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class TEXTURE_PT_wood(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_wood"
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__label__ = "Wood"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'WOOD')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "stype", expand=True)
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layout.itemR(tex, "noisebasis2", expand=True)
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layout.itemL(text="Noise:")
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layout.itemR(tex, "noise_type", text="Type", expand=True)
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layout.itemR(tex, "noise_basis", text="Basis")
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col = layout.column_flow()
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col.itemR(tex, "noise_size", text="Size")
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col.itemR(tex, "turbulence")
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col.itemR(tex, "nabla")
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class TEXTURE_PT_marble(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_marble"
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__label__ = "Marble"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'MARBLE')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "stype", expand=True)
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layout.itemR(tex, "noisebasis2", expand=True)
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layout.itemL(text="Noise:")
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layout.itemR(tex, "noise_type", text="Type", expand=True)
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layout.itemR(tex, "noise_basis", text="Basis")
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col = layout.column_flow()
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col.itemR(tex, "noise_size", text="Size")
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col.itemR(tex, "noise_depth", text="Depth")
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col.itemR(tex, "turbulence")
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col.itemR(tex, "nabla")
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class TEXTURE_PT_magic(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_magic"
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__label__ = "Magic"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'MAGIC')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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row = layout.row()
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row.itemR(tex, "noise_depth", text="Depth")
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row.itemR(tex, "turbulence")
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class TEXTURE_PT_blend(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_blend"
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__label__ = "Blend"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'BLEND')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "progression")
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layout.itemR(tex, "flip_axis")
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class TEXTURE_PT_stucci(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_stucci"
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__label__ = "Stucci"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'STUCCI')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "stype", expand=True)
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layout.itemL(text="Noise:")
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layout.itemR(tex, "noise_type", text="Type", expand=True)
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layout.itemR(tex, "noise_basis", text="Basis")
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row = layout.row()
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row.itemR(tex, "noise_size", text="Size")
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row.itemR(tex, "turbulence")
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class TEXTURE_PT_image(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_image"
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__label__ = "Image/Movie"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'IMAGE')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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split = layout.split()
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sub = split.column()
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sub.itemR(tex, "flip_axis")
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sub.itemR(tex, "normal_map")
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sub.itemL(text="Filter:")
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sub.itemR(tex, "mipmap")
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sub.itemR(tex, "mipmap_gauss")
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sub.itemR(tex, "interpolation")
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sub = split.column()
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sub.itemL(text="Alpha:")
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sub.itemR(tex, "use_alpha")
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sub.itemR(tex, "calculate_alpha")
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sub.itemR(tex, "invert_alpha")
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class TEXTURE_PT_mapping(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_mapping"
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__label__ = "Mapping"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'IMAGE')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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split = layout.split()
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sub = split.column()
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#sub.itemR(tex, "crop_rectangle")
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sub.itemL(text="Crop Minimum:")
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sub.itemR(tex, "crop_min_x", text="X")
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sub.itemR(tex, "crop_min_y", text="Y")
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sub = split.column()
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sub.itemL(text="Crop Maximum:")
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sub.itemR(tex, "crop_max_x", text="X")
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sub.itemR(tex, "crop_max_y", text="Y")
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layout.itemR(tex, "extension")
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split = layout.split()
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sub = split.column()
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if tex.extension == 'REPEAT':
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sub.itemL(text="Repeat:")
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sub.itemR(tex, "repeat_x", text="X")
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sub.itemR(tex, "repeat_y", text="Y")
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sub = split.column()
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sub.itemL(text="Mirror:")
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sub.itemR(tex, "mirror_x", text="X")
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sub.itemR(tex, "mirror_y", text="Y")
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elif tex.extension == 'CHECKER':
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sub.itemR(tex, "checker_even", text="Even")
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sub.itemR(tex, "checker_odd", text="Odd")
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sub = split.column()
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sub.itemR(tex, "checker_distance", text="Distance")
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class TEXTURE_PT_plugin(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_plugin"
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__label__ = "Plugin"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'PLUGIN')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemL(text="Nothing yet")
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class TEXTURE_PT_envmap(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_envmap"
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__label__ = "Environment Map"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'ENVIRONMENT_MAP')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemL(text="Nothing yet")
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class TEXTURE_PT_musgrave(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_musgrave"
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__label__ = "Musgrave"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'MUSGRAVE')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "musgrave_type")
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split = layout.split()
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sub = split.column()
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sub.itemR(tex, "highest_dimension", text="Dimension")
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sub.itemR(tex, "lacunarity")
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sub.itemR(tex, "octaves")
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sub = split.column()
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if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
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sub.itemR(tex, "offset")
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if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
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sub.itemR(tex, "gain")
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sub.itemR(tex, "noise_intensity", text="Intensity")
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layout.itemL(text="Noise:")
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layout.itemR(tex, "noise_basis", text="Basis")
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row = layout.row()
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row.itemR(tex, "noise_size", text="Size")
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row.itemR(tex, "nabla")
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class TEXTURE_PT_voronoi(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_voronoi"
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__label__ = "Voronoi"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'VORONOI')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "distance_metric")
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layout.itemR(tex, "coloring")
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split = layout.split()
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sub = split.column()
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sub.itemR(tex, "noise_intensity", text="Intensity")
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if tex.distance_metric == 'MINKOVSKY':
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sub.itemR(tex, "minkovsky_exponent", text="Exponent")
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sub = split.column()
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sub.itemR(tex, "feature_weights", slider=True)
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layout.itemL(text="Noise:")
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row = layout.row()
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row.itemR(tex, "noise_size", text="Size")
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row.itemR(tex, "nabla")
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class TEXTURE_PT_distortednoise(TextureButtonsPanel):
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__idname__= "TEXTURE_PT_distortednoise"
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__label__ = "Distorted Noise"
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def poll(self, context):
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tex = context.texture
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return (tex and tex.type == 'DISTORTED_NOISE')
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.itemR(tex, "noise_distortion")
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layout.itemR(tex, "noise_basis", text="Basis")
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split = layout.split()
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sub = split.column()
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sub.itemR(tex, "distortion_amount", text="Amount")
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sub.itemR(tex, "noise_size", text="Size")
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sub = split.column()
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sub.itemR(tex, "nabla")
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bpy.types.register(TEXTURE_PT_preview)
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bpy.types.register(TEXTURE_PT_texture)
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bpy.types.register(TEXTURE_PT_colors)
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bpy.types.register(TEXTURE_PT_clouds)
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bpy.types.register(TEXTURE_PT_wood)
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bpy.types.register(TEXTURE_PT_marble)
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bpy.types.register(TEXTURE_PT_magic)
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bpy.types.register(TEXTURE_PT_blend)
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bpy.types.register(TEXTURE_PT_stucci)
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bpy.types.register(TEXTURE_PT_image)
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bpy.types.register(TEXTURE_PT_mapping)
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bpy.types.register(TEXTURE_PT_plugin)
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bpy.types.register(TEXTURE_PT_envmap)
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bpy.types.register(TEXTURE_PT_musgrave)
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bpy.types.register(TEXTURE_PT_voronoi)
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bpy.types.register(TEXTURE_PT_distortednoise)
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