blender/release/ui/buttons_material.py
Brecht Van Lommel eecf7722b6 UI Buttons:
* Context now allows pinning a datablock, independent of
  selection.
* Initial ID browse buttons for most buttons tabs.
* Browsing from world to texture now displays world textures
  again, but is a bit of a hack, not sure there is a right
  way to do this.
* There's a button to switch between active materials and
  textures now, only temporary though.
* There's some code to put context part in own region,
  disabled still because it doesn't work that well yet.
2009-06-07 13:36:12 +00:00

227 lines
5.8 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 poll(self, context):
return (context.material or context.object)
def draw(self, context):
layout = self.layout
mat = context.material
layout.template_preview(mat)
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Material"
def poll(self, context):
return (context.material or context.object)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
split = layout.split(percentage=0.65)
if ob and slot:
split.template_ID(context, slot, "material", new="MATERIAL_OT_new")
split.itemR(ob, "active_material_index", text="Active")
elif mat:
split.template_ID(context, space, "pin_id")
split.itemS()
if mat:
layout.itemS()
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):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
sss = context.material.subsurface_scattering
layout = self.layout
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
layout.active = sss.enabled
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):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
raym = context.material.raytrace_mirror
layout = self.layout
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
layout.active = raym.enabled
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):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
rayt = context.material.raytrace_transparency
layout = self.layout
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
rayt = context.material.raytrace_transparency
layout.active = rayt.enabled
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):
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(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()
col = col.column(align=True)
col.itemR(halo, "ring")
colsub = col.column()
colsub.active = halo.ring
colsub.itemR(halo, "rings")
col.itemR(halo, "lines")
colsub = col.column()
colsub.active = halo.lines
colsub.itemR(halo, "line_number", text="Lines")
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_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)