blender/release/ui/buttons_texture.py
Thomas Dinges add244bca8 2.5 Buttons:
* Fix for Point Density Texture panel. "System" label was there before the pointer button showed up. (For Source Type Particle System.)
2009-09-01 14:59:50 +00:00

759 lines
20 KiB
Python

import bpy
class TextureButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "texture"
def poll(self, context):
tex = context.texture
return (tex and (tex.type != 'NONE' or tex.use_nodes))
class TEXTURE_PT_preview(TextureButtonsPanel):
__label__ = "Preview"
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
ma = context.material
la = context.lamp
wo = context.world
br = context.brush
if ma:
layout.template_preview(tex, parent=ma, slot=slot)
elif la:
layout.template_preview(tex, parent=la, slot=slot)
elif wo:
layout.template_preview(tex, parent=wo, slot=slot)
elif br:
layout.template_preview(tex, parent=br, slot=slot)
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_context_texture(TextureButtonsPanel):
__show_header__ = False
def poll(self, context):
return (context.material or context.world or context.lamp or context.brush or context.texture)
def draw(self, context):
layout = self.layout
tex = context.texture
id = context.material
if not id: id = context.lamp
if not id: id = context.world
if not id: id = context.brush
space = context.space_data
if id:
row = layout.row()
row.template_list(id, "textures", id, "active_texture_index", rows=2)
split = layout.split(percentage=0.65)
if id:
split.template_ID(id, "active_texture", new="texture.new")
elif tex:
split.template_ID(space, "pin_id")
if (not space.pin_id) and (
context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.texture_paint_object
):
split.itemR(space, "brush_texture", text="Brush", toggle=True)
if tex:
layout.itemR(tex, "use_nodes")
split = layout.split(percentage=0.2)
if tex.use_nodes:
slot = context.texture_slot
split.itemL(text="Output:")
split.itemR(slot, "output_node", text="")
else:
split.itemL(text="Type:")
split.itemR(tex, "type", text="")
class TEXTURE_PT_colors(TextureButtonsPanel):
__label__ = "Colors"
__default_closed__ = True
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex.color_ramp, expand=True)
split = layout.split()
split.itemR(tex, "rgb_factor", text="Multiply RGB")
col = split.column()
col.itemL(text="Adjust:")
col.itemR(tex, "brightness")
col.itemR(tex, "contrast")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
def poll(self, context):
return (
context.texture_slot and
TextureButtonsPanel.poll(self, context)
)
class TEXTURE_PT_mapping(TextureSlotPanel):
__label__ = "Mapping"
def draw(self, context):
layout = self.layout
ma = context.material
la = context.lamp
wo = context.world
br = context.brush
tex = context.texture_slot
textype = context.texture
if not br:
split = layout.split(percentage=0.3)
col = split.column()
col.itemL(text="Coordinates:")
col = split.column()
col.itemR(tex, "texture_coordinates", text="")
if tex.texture_coordinates == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.itemL(text="Mesh:")
split.itemR(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coordinates == 'UV':
split = layout.split(percentage=0.3)
split.itemL(text="Layer:")
split.itemR(tex, "uv_layer", text="")
elif tex.texture_coordinates == 'OBJECT':
split = layout.split(percentage=0.3)
split.itemL(text="Object:")
split.itemR(tex, "object", text="")
if ma:
split = layout.split(percentage=0.3)
split.itemL(text="Projection:")
split.itemR(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coordinates in ('ORCO', 'UV'):
col.itemR(tex, "from_dupli")
elif tex.texture_coordinates == 'OBJECT':
col.itemR(tex, "from_original")
else:
col.itemL()
col = split.column()
row = col.row()
row.itemR(tex, "x_mapping", text="")
row.itemR(tex, "y_mapping", text="")
row.itemR(tex, "z_mapping", text="")
if br:
layout.itemR(tex, "brush_map_mode", expand=True)
row = layout.row()
row.active = tex.brush_map_mode in ('FIXED', 'TILED')
row.itemR(tex, "angle")
row = layout.row()
row.active = tex.brush_map_mode in ('TILED', '3D')
row.column().itemR(tex, "size")
else:
row = layout.row()
row.column().itemR(tex, "offset")
row.column().itemR(tex, "size")
class TEXTURE_PT_influence(TextureSlotPanel):
__label__ = "Influence"
def draw(self, context):
layout = self.layout
ma = context.material
la = context.lamp
wo = context.world
br = context.brush
textype = context.texture
tex = context.texture_slot
def factor_but(layout, active, toggle, factor, name):
row = layout.row(align=True)
row.itemR(tex, toggle, text="")
sub = row.row()
sub.active = active
sub.itemR(tex, factor, text=name, slider=True)
if ma:
if ma.type in ['SURFACE', 'HALO', 'WIRE']:
split = layout.split()
col = split.column()
col.itemL(text="Diffuse:")
factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
col.itemL(text="Specular:")
factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
col = split.column()
col.itemL(text="Shading:")
factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
col.itemL(text="Geometry:")
factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal")
factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
#sub = col.column()
#sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#sub.itemR(tex, "default_value", text="Amount", slider=True)
elif ma.type == 'VOLUME':
split = layout.split()
col = split.column()
factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
factor_but(col, tex.map_absorption, "map_absorption", "absorption_factor", "Absorption")
factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
col = split.column()
col.itemL(text=" ")
factor_but(col, tex.map_alpha, "map_coloremission", "coloremission_factor", "Emission Color")
factor_but(col, tex.map_colorabsorption, "map_colorabsorption", "colorabsorption_factor", "Absorption Color")
elif la:
row = layout.row()
factor_but(row, tex.map_color, "map_color", "color_factor", "Color")
factor_but(row, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow")
elif wo:
split = layout.split()
col = split.column()
factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend")
factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(tex, "blend_type", text="Blend")
col.itemR(tex, "rgb_to_intensity")
sub = col.column()
sub.active = tex.rgb_to_intensity
sub.itemR(tex, "color", text="")
col = split.column()
col.itemR(tex, "negate", text="Negative")
col.itemR(tex, "stencil")
if ma or wo:
col.itemR(tex, "default_value", text="DVar", slider=True)
# Texture Type Panels #
class TextureTypePanel(TextureButtonsPanel):
def poll(self, context):
tex = context.texture
return (tex and tex.type == self.tex_type and not tex.use_nodes)
class TEXTURE_PT_clouds(TextureTypePanel):
__label__ = "Clouds"
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")
flow = layout.column_flow()
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "noise_depth", text="Depth")
flow.itemR(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel):
__label__ = "Wood"
tex_type = 'WOOD'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemR(tex, "stype", expand=True)
col = layout.column()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.itemL(text="Noise:")
col.row().itemR(tex, "noise_type", text="Type", expand=True)
col.itemR(tex, "noise_basis", text="Basis")
flow = layout.column_flow()
flow.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "turbulence")
flow.itemR(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel):
__label__ = "Marble"
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")
flow = layout.column_flow()
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "noise_depth", text="Depth")
flow.itemR(tex, "turbulence")
flow.itemR(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel):
__label__ = "Magic"
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(TextureTypePanel):
__label__ = "Blend"
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(TextureTypePanel):
__label__ = "Stucci"
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(TextureTypePanel):
__label__ = "Image"
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_texture_image(tex)
class TEXTURE_PT_image_sampling(TextureTypePanel):
__label__ = "Image Sampling"
__default_closed__ = True
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
split = layout.split()
"""
col = split.column()
col.itemR(tex, "flip_axis")
col.itemR(tex, "normal_map")
if slot:
row = col.row()
row.active = tex.normal_map
row.itemR(slot, "normal_map_space", text="")
"""
col = split.column()
col.itemL(text="Alpha:")
col.itemR(tex, "use_alpha", text="Use")
col.itemR(tex, "calculate_alpha", text="Calculate")
col.itemR(tex, "invert_alpha", text="Invert")
col.itemL(text="Flip:")
col.itemR(tex, "flip_axis", text="X/Y Axis")
col = split.column()
col.itemL(text="Filter:")
col.itemR(tex, "filter", text="")
col.itemR(tex, "mipmap")
row = col.row()
row.active = tex.mipmap
row.itemR(tex, "mipmap_gauss", text="Gauss")
col.itemR(tex, "interpolation")
if tex.mipmap and tex.filter != 'DEFAULT':
if tex.filter == 'FELINE':
col.itemR(tex, "filter_probes", text="Probes")
else:
col.itemR(tex, "filter_eccentricity", text="Eccentricity")
class TEXTURE_PT_image_mapping(TextureTypePanel):
__label__ = "Image Mapping"
__default_closed__ = True
tex_type = 'IMAGE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "extension")
split = layout.split()
if tex.extension == 'REPEAT':
col = split.column(align=True)
col.itemL(text="Repeat:")
col.itemR(tex, "repeat_x", text="X")
col.itemR(tex, "repeat_y", text="Y")
col = split.column(align=True)
col.itemL(text="Mirror:")
col.itemR(tex, "mirror_x", text="X")
col.itemR(tex, "mirror_y", text="Y")
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row()
row.itemR(tex, "checker_even", text="Even")
row.itemR(tex, "checker_odd", text="Odd")
split.itemR(tex, "checker_distance", text="Distance")
layout.itemS()
split = layout.split()
col = split.column(align=True)
#col.itemR(tex, "crop_rectangle")
col.itemL(text="Crop Minimum:")
col.itemR(tex, "crop_min_x", text="X")
col.itemR(tex, "crop_min_y", text="Y")
col = split.column(align=True)
col.itemL(text="Crop Maximum:")
col.itemR(tex, "crop_max_x", text="X")
col.itemR(tex, "crop_max_y", text="Y")
class TEXTURE_PT_plugin(TextureTypePanel):
__label__ = "Plugin"
tex_type = 'PLUGIN'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_envmap(TextureTypePanel):
__label__ = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemL(text="Nothing yet")
class TEXTURE_PT_musgrave(TextureTypePanel):
__label__ = "Musgrave"
tex_type = 'MUSGRAVE'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.itemR(tex, "musgrave_type")
split = layout.split()
col = split.column()
col.itemR(tex, "highest_dimension", text="Dimension")
col.itemR(tex, "lacunarity")
col.itemR(tex, "octaves")
col = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "gain")
col.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(TextureTypePanel):
__label__ = "Voronoi"
tex_type = 'VORONOI'
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split()
col = split.column()
col.itemL(text="Distance Metric:")
col.itemR(tex, "distance_metric", text="")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.itemR(tex, "minkovsky_exponent", text="Exponent")
col.itemL(text="Coloring:")
col.itemR(tex, "coloring", text="")
col.itemR(tex, "noise_intensity", text="Intensity")
col = split.column(align=True)
col.itemL(text="Feature Weights:")
col.itemR(tex, "weight_1", text="1", slider=True)
col.itemR(tex, "weight_2", text="2", slider=True)
col.itemR(tex, "weight_3", text="3", slider=True)
col.itemR(tex, "weight_4", text="4", slider=True)
layout.itemL(text="Noise:")
row = layout.row()
row.itemR(tex, "noise_size", text="Size")
row.itemR(tex, "nabla")
class TEXTURE_PT_distortednoise(TextureTypePanel):
__label__ = "Distorted Noise"
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")
flow = layout.column_flow()
flow.itemR(tex, "distortion", text="Distortion")
flow.itemR(tex, "noise_size", text="Size")
flow.itemR(tex, "nabla")
class TEXTURE_PT_voxeldata(TextureButtonsPanel):
__idname__= "TEXTURE_PT_voxeldata"
__label__ = "Voxel Data"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'VOXEL_DATA')
def draw(self, context):
layout = self.layout
tex = context.texture
vd = tex.voxeldata
layout.itemR(vd, "file_format")
if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
layout.itemR(vd, "source_path")
if vd.file_format == 'RAW_8BIT':
layout.itemR(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.itemR(vd, "domain_object")
layout.itemR(vd, "still")
row = layout.row()
row.active = vd.still
row.itemR(vd, "still_frame_number")
layout.itemR(vd, "interpolation")
layout.itemR(vd, "intensity")
class TEXTURE_PT_pointdensity(TextureButtonsPanel):
__idname__= "TEXTURE_PT_pointdensity"
__label__ = "Point Density"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.itemR(pd, "point_source", expand=True)
split = layout.split()
col = split.column()
if pd.point_source == 'PARTICLE_SYSTEM':
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
sub = col.column()
sub.enabled = pd.object
if pd.object:
sub.itemL(text="System:")
sub.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
sub.itemL(text="Cache:")
sub.itemR(pd, "particle_cache", text="")
else:
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
col.itemL(text="Cache:")
col.itemR(pd, "vertices_cache", text="")
col.itemS()
col.itemL(text="Color Source:")
col.itemR(pd, "color_source", text="")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_VELOCITY'):
col.itemR(pd, "speed_scale")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
layout.template_color_ramp(pd.color_ramp, expand=True)
col = split.column()
col.itemL()
col.itemR(pd, "radius")
col.itemL(text="Falloff:")
col.itemR(pd, "falloff", text="")
if pd.falloff == 'SOFT':
col.itemR(pd, "falloff_softness")
class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
__label__ = "Turbulence"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
def draw_header(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.itemR(pd, "turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.active = pd.turbulence
split = layout.split()
col = split.column()
col.itemL(text="Influence:")
col.itemR(pd, "turbulence_influence", text="")
col.itemL(text="Noise Basis:")
col.itemR(pd, "noise_basis", text="")
col = split.column()
col.itemL()
col.itemR(pd, "turbulence_size")
col.itemR(pd, "turbulence_depth")
col.itemR(pd, "turbulence_strength")
bpy.types.register(TEXTURE_PT_context_texture)
bpy.types.register(TEXTURE_PT_preview)
bpy.types.register(TEXTURE_PT_clouds) # Texture Type Panels
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_image_sampling)
bpy.types.register(TEXTURE_PT_image_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)
bpy.types.register(TEXTURE_PT_voxeldata)
bpy.types.register(TEXTURE_PT_pointdensity)
bpy.types.register(TEXTURE_PT_pointdensity_turbulence)
bpy.types.register(TEXTURE_PT_colors)
bpy.types.register(TEXTURE_PT_mapping)
bpy.types.register(TEXTURE_PT_influence)