blender/release/ui/buttons_texture.py
Brecht Van Lommel dc7d0ef474 UI:
* Add Lamp Fallof Curve and Texture Color Ramp panels.
* Use button space context data.
* A few other minor python layout script updates.
2009-06-03 00:17:35 +00:00

375 lines
9.4 KiB
Python

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