blender/release/scripts/startup/bl_ui/properties_material.py
2018-06-26 08:45:13 +02:00

257 lines
7.9 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>
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy.app.translations import pgettext_iface as iface_
from bpy_extras.node_utils import find_node_input, find_output_node
class MATERIAL_MT_specials(Menu):
bl_label = "Material Specials"
def draw(self, context):
layout = self.layout
layout.operator("object.material_slot_copy", icon='COPY_ID')
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("material.paste", icon='PASTEDOWN')
class MATERIAL_UL_matslots(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.MaterialSlot)
# ob = data
slot = item
ma = slot.material
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MaterialButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return context.material and (context.engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_EEVEE'}
_context_path = "material"
_property_type = bpy.types.Material
class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
is_sortable = len(ob.material_slots) > 1
rows = 2
if (is_sortable):
rows = 4
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
if is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
def panel_node_draw(layout, ntree, output_type):
node = find_output_node(ntree, output_type)
if node:
input = find_node_input(node, 'Surface')
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.separator()
if mat.use_nodes:
panel_node_draw(layout, mat.node_tree, ('OUTPUT_EEVEE_MATERIAL', 'OUTPUT_MATERIAL'))
else:
layout.use_property_split = True
layout.prop(mat, "diffuse_color", text="Base Color")
layout.prop(mat, "metallic")
layout.prop(mat, "specular_intensity", text="Specular")
layout.prop(mat, "roughness")
class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
bl_label = "Options"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
layout.prop(mat, "blend_method")
if mat.blend_method != 'OPAQUE':
layout.prop(mat, "transparent_shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_backside")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_screen_subsurface")
row = layout.row()
row.active = mat.use_screen_subsurface
row.prop(mat, "use_sss_translucency")
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material
def draw(self, context):
mat = context.material
layout = self.layout
layout.use_property_split = True
col = layout.column()
col.prop(mat, "diffuse_color")
col.prop(mat, "specular_color")
col.prop(mat, "roughness")
classes = (
MATERIAL_MT_specials,
MATERIAL_UL_matslots,
MATERIAL_PT_preview,
MATERIAL_PT_custom_props,
EEVEE_MATERIAL_PT_context_material,
EEVEE_MATERIAL_PT_surface,
EEVEE_MATERIAL_PT_options,
MATERIAL_PT_viewport,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)