blender/release/ui/buttons_material.py
Brecht Van Lommel 40ae17d2f6 UI
* Fix buttons jumping around when resizing and zoom. Part of this was
  adding a tiny a 0.001f offset in UI_view2d_view_ortho, otherwise the
  rounding is unpredictable (used to be 0.375f, but that was disabled).
* Fix various issues with zooming, panning panels.  V2D_LOCKOFS_X/Y is
  now taken into account in more places in the view2d code, to avoid
  zooming into the center or panning out of the view.
* Remove "Free" align mode in buttons window (it's not really useful).

* View3D/Graph/Image editors now use the same PanelType system as the
  buttons window, means some deprecated panel code could be removed.
* Some small visual tweaks for panels.
* View 2D Reset operator (Home key), to reset zoom and panning for panels.

* Added argument to set number buttons as sliders (slider=True for itemR).
* Ignore labels for button alignment (doesn't look right).
* Fix some use of context.main in py scripts, should get data from active
  object instead.
* Fix autotexspace -> auto_texspace in py script.
2009-05-19 17:13:33 +00:00

199 lines
4.7 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Material"
def draw(self, context):
layout = self.layout
try:
mat = context.active_object.active_material
except:
mat = None
if not mat:
return
row = layout.row()
row.column().itemR(mat, "diffuse_color")
row.column().itemR(mat, "specular_color")
row.column().itemR(mat, "mirror_color")
row = layout.row()
row.itemR(mat, "color_model")
row.itemR(mat, "alpha")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
def draw(self, context):
layout = self.layout
try:
sss = context.active_object.active_material.subsurface_scattering
except:
sss = None
if not sss:
return
layout.itemR(sss, "enabled", text="Enable")
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")
flow.itemR(sss, "texture_factor")
flow.itemR(sss, "front")
flow.itemR(sss, "back")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material)
def draw_header(self, context):
raym = context.active_object.active_material.raytrace_mirror
layout = self.layout
layout.itemR(raym, "enabled", text=self.__label__)
def draw(self, context):
layout = self.layout
raym = context.active_object.active_material.raytrace_mirror
split = layout.split()
sub = split.column()
sub.itemR(raym, "reflect", text="RayMir")
sub.itemR(raym, "fresnel")
sub.itemR(raym, "fresnel_fac", text="Fac")
sub = split.column()
sub.itemR(raym, "gloss")
sub.itemR(raym, "gloss_threshold")
sub.itemR(raym, "gloss_samples")
sub.itemR(raym, "gloss_anisotropic")
flow = layout.column_flow()
flow.itemR(raym, "distance", text="Max Dist")
flow.itemR(raym, "depth")
flow.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raytransp"
__label__= "Ray Transparency"
def draw(self, context):
layout = self.layout
try:
rayt = context.active_object.active_material.raytrace_transparency
except:
rayt = None
if not rayt:
return
layout.itemR(rayt, "enabled", text="Enable")
split = layout.split()
sub = split.column()
sub.itemR(rayt, "ior")
sub.itemR(rayt, "fresnel")
sub.itemR(rayt, "fresnel_fac", text="Fac")
sub = split.column()
sub.itemR(rayt, "gloss")
sub.itemR(rayt, "gloss_threshold")
sub.itemR(rayt, "gloss_samples")
flow = layout.column_flow()
flow.itemR(rayt, "filter")
flow.itemR(rayt, "limit")
flow.itemR(rayt, "falloff")
flow.itemR(rayt, "specular_opacity")
flow.itemR(rayt, "depth")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_halo"
__label__= "Halo"
def draw(self, context):
layout = self.layout
try:
halo = context.active_object.active_material.halo
except:
halo = None
if not halo:
return
layout.itemR(halo, "enabled", text="Enable Halo")
if halo.enabled:
split = layout.split()
sub = split.column()
sub.itemL(text="General Settings:")
sub.itemR(halo, "size")
sub.itemR(halo, "hardness")
sub.itemR(halo, "add")
sub = split.column()
sub.itemL(text="Elements:")
sub.itemR(halo, "ring")
sub.itemR(halo, "lines")
sub.itemR(halo, "star")
sub.itemR(halo, "flare_mode")
row = layout.row()
sub = row.column()
sub.itemL(text="Options:")
sub.itemR(halo, "use_texture", text="Texture")
sub.itemR(halo, "use_vertex_normal", text="Vertex Normal")
sub.itemR(halo, "xalpha")
sub.itemR(halo, "shaded")
sub.itemR(halo, "soft")
sub = row.column()
if (halo.ring):
sub.itemR(halo, "rings")
if (halo.lines):
sub.itemR(halo, "line_number")
if (halo.ring or halo.lines):
sub.itemR(halo, "seed")
if (halo.star):
sub.itemR(halo, "star_tips")
if (halo.flare_mode):
sub.itemL(text="Flare:")
sub.itemR(halo, "flare_size", text="Size")
sub.itemR(halo, "flare_subsize", text="Subsize")
sub.itemR(halo, "flare_boost", text="Boost")
sub.itemR(halo, "flare_seed", text="Seed")
sub.itemR(halo, "flares_sub", text="Sub")
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)