blender/release/ui/buttons_material.py
Brecht Van Lommel 1f4fa869e4 2.5: RNA & UI
* Revert lamp sampling/buffers change. The right enum items should
  be defined in RNA, not the layout, so that it works in outliner,
  python api too.
* Also changed type popup to radio buttons again, and removed the
  icons. This is more consistent, and I don't think it's a good idea
  to start using icons for these things, too much clutter.

* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.

* Fix some naming conflicts in RNA, with "name" and "type" properties
  being defined twice in the same struct.

* context.scene.tool_settings -> context.tool_settings.
2009-07-21 00:55:20 +00:00

483 lines
13 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
def poll(self, context):
return (context.material != None)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_preview"
__label__ = "Preview"
def draw(self, context):
layout = self.layout
mat = context.material
layout.template_preview(mat)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_context_material"
__no_header__ = True
def poll(self, context):
return (context.object)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.itemO("object.material_slot_add", icon="ICON_ZOOMIN", text="")
col.itemO("object.material_slot_remove", icon="ICON_ZOOMOUT", text="")
if context.edit_object:
row = layout.row(align=True)
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob and slot:
split.template_ID(slot, "material", new="material.new")
row = split.row()
row.itemR(slot, "link", expand=True)
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Shading"
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if mat:
layout.itemR(mat, "type", expand=True)
# row = layout.row()
if mat.type == 'SURFACE':
split = layout.split()
sub = split.column()
sub.itemR(mat, "alpha", slider=True)
sub.itemR(mat, "ambient", slider=True)
sub.itemR(mat, "emit")
sub.itemR(mat, "translucency", slider=True)
sub = split.column()
sub.itemR(mat, "shadeless")
sub.itemR(mat, "wireframe")
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic", slider=True)
elif mat.type == 'VOLUME':
split = layout.split()
sub = split.column()
sub.itemR(mat, "alpha", slider=True)
sub.itemR(mat, "ambient", slider=True)
sub.itemR(mat, "emit")
sub.itemR(mat, "translucency", slider=True)
sub = split.column()
sub.itemR(mat, "shadeless")
sub.itemR(mat, "wireframe")
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic", slider=True)
elif mat.type == 'HALO':
layout.itemR(mat, "alpha", slider=True)
class MATERIAL_PT_strand(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_strand"
__label__ = "Strand"
__default_closed__ = True
def draw(self, context):
layout = self.layout
tan = context.material.strand
mat = context.material
split = layout.split()
sub = split.column()
sub.itemL(text="Size:")
sub.itemR(tan, "start_size", text="Root")
sub.itemR(tan, "end_size", text="Tip")
sub.itemR(tan, "min_size", text="Minimum")
sub.itemR(tan, "blender_units")
colsub = sub.column()
colsub.active = mat.shadeless== False
colsub.itemR(tan, "tangent_shading")
sub = split.column()
sub.itemR(tan, "shape")
sub.itemR(tan, "width_fade")
sub.itemR(tan, "uv_layer")
colsub = sub.column()
colsub.active = mat.shadeless== False
colsub.itemR(tan, "surface_diffuse")
colsubsub = colsub.column()
colsubsub.active = tan.surface_diffuse
colsubsub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_options(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_options"
__label__ = "Options"
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
sub = split.column()
sub.itemR(mat, "traceable")
sub.itemR(mat, "full_oversampling")
sub.itemR(mat, "sky")
sub.itemR(mat, "exclude_mist")
sub = split.column()
sub.itemR(mat, "face_texture")
colsub = sub.column()
colsub.active = mat.face_texture
colsub.itemR(mat, "face_texture_alpha")
sub.itemR(mat, "invert_z")
sub.itemR(mat, "light_group")
sub.itemR(mat, "light_group_exclusive")
class MATERIAL_PT_shadows(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_shadows"
__label__ = "Shadows"
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
sub = split.column()
sub.itemR(mat, "shadows", text="Receive")
sub.itemR(mat, "transparent_shadows", text="Receive Transparent")
sub.itemR(mat, "only_shadow", text="Shadows Only")
sub.itemR(mat, "cast_shadows_only", text="Cast Only")
sub.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
sub = split.column()
sub.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
colsub = sub.column()
colsub.active = not mat.ray_shadow_bias
colsub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias")
sub.itemR(mat, "cast_buffer_shadows")
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_diffuse"
__label__ = "Diffuse"
def poll(self, context):
mat = context.material
return (mat and mat.type != "HALO")
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
sub = split.column()
sub.itemR(mat, "diffuse_color", text="")
sub.itemR(mat, "vertex_color_paint")
sub.itemR(mat, "vertex_color_light")
sub = split.column()
sub.active = mat.shadeless== False
sub.itemR(mat, "diffuse_reflection", text="Intensity", slider=True)
sub.itemR(mat, "object_color")
row = layout.row()
row.active = mat.shadeless== False
row.itemR(mat, "diffuse_shader", text="Shader")
split = layout.split()
split.active = mat.shadeless== False
sub = split.column()
if mat.diffuse_shader == 'OREN_NAYAR':
sub.itemR(mat, "roughness")
if mat.diffuse_shader == 'MINNAERT':
sub.itemR(mat, "darkness")
if mat.diffuse_shader == 'TOON':
sub.itemR(mat, "diffuse_toon_size", text="Size")
sub = split.column()
sub.itemR(mat, "diffuse_toon_smooth", text="Smooth")
if mat.diffuse_shader == 'FRESNEL':
sub.itemR(mat, "diffuse_fresnel", text="Fresnel")
sub = split.column()
sub.itemR(mat, "diffuse_fresnel_factor", text="Factor")
layout.itemR(mat, "diffuse_ramp", text="Ramp")
class MATERIAL_PT_specular(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_specular"
__label__ = "Specular"
def poll(self, context):
mat = context.material
return (mat and mat.type != "HALO")
def draw(self, context):
layout = self.layout
mat = context.material
layout.active = mat.shadeless== False
split = layout.split()
sub = split.column()
sub.itemR(mat, "specular_color", text="")
sub = split.column()
sub.itemR(mat, "specular_reflection", text="Intensity", slider=True)
layout.itemR(mat, "spec_shader", text="Shader")
split = layout.split()
sub = split.column()
if mat.spec_shader in ('COOKTORR', 'PHONG'):
sub.itemR(mat, "specular_hardness", text="Hardness")
if mat.spec_shader == 'BLINN':
sub.itemR(mat, "specular_hardness", text="Hardness")
sub = split.column()
sub.itemR(mat, "specular_ior", text="IOR")
if mat.spec_shader == 'WARDISO':
sub.itemR(mat, "specular_slope", text="Slope")
if mat.spec_shader == 'TOON':
sub.itemR(mat, "specular_toon_size", text="Size")
sub = split.column()
sub.itemR(mat, "specular_toon_smooth", text="Smooth")
layout.itemR(mat, "specular_ramp", text="Ramp")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
__default_closed__ = True
def poll(self, context):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
mat = context.material
layout.active = sss.enabled
split = layout.split()
split.active = mat.shadeless== False
sub = split.column()
sub.itemR(sss, "color", text="")
sub.itemL(text="Blend:")
sub.itemR(sss, "color_factor", slider=True)
sub.itemR(sss, "texture_factor", slider=True)
sub.itemL(text="Scattering Weight:")
sub.itemR(sss, "front")
sub.itemR(sss, "back")
sub = split.column()
sub.itemR(sss, "ior")
sub.itemR(sss, "scale")
sub.itemR(sss, "radius", text="RGB Radius")
sub.itemR(sss, "error_tolerance")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
__default_closed__ = True
def poll(self, context):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
mat = context.material
layout.active = raym.enabled
split = layout.split()
sub = split.column()
sub.itemR(raym, "reflect", text="Reflectivity", slider=True)
sub.itemR(mat, "mirror_color", text="")
sub.itemR(raym, "fresnel")
sub.itemR(raym, "fresnel_fac", text="Fac", slider=True)
sub = split.column()
sub.itemR(raym, "gloss", slider=True)
colsub = sub.column()
colsub.active = raym.gloss < 1
colsub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
colsub.itemR(raym, "gloss_samples", text="Samples")
colsub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
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"
__default_closed__ = True
def poll(self, context):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
layout = self.layout
rayt = context.material.raytrace_transparency
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
rayt = context.material.raytrace_transparency
mat = context.material
layout.active = rayt.enabled
split = layout.split()
split.active = mat.shadeless== False
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)
colsub = sub.column()
colsub.active = rayt.gloss < 1
colsub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
colsub.itemR(rayt, "gloss_samples", text="Samples")
flow = layout.column_flow()
flow.active = mat.shadeless== False
flow.itemR(rayt, "filter", slider=True)
flow.itemR(rayt, "limit")
flow.itemR(rayt, "falloff")
flow.itemR(rayt, "specular_opacity", slider=True, text="Spec Opacity")
flow.itemR(rayt, "depth")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_halo"
__label__= "Halo"
def poll(self, context):
mat = context.material
return (mat and mat.type == "HALO")
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
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()
col = col.column()
col.itemR(halo, "ring")
colsub = col.column()
colsub.active = halo.ring
colsub.itemR(halo, "rings")
colsub.itemR(mat, "mirror_color", text="")
col.itemR(halo, "lines")
colsub = col.column()
colsub.active = halo.lines
colsub.itemR(halo, "line_number", text="Lines")
colsub.itemR(mat, "specular_color", text="")
col.itemR(halo, "star")
colsub = col.column()
colsub.active = halo.star
colsub.itemR(halo, "star_tips")
col.itemR(halo, "flare_mode")
colsub = col.column()
colsub.active = halo.flare_mode
colsub.itemR(halo, "flare_size", text="Size")
colsub.itemR(halo, "flare_subsize", text="Subsize")
colsub.itemR(halo, "flare_boost", text="Boost")
colsub.itemR(halo, "flare_seed", text="Seed")
colsub.itemR(halo, "flares_sub", text="Sub")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_raymir)
bpy.types.register(MATERIAL_PT_raytransp)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadows)