blender/release/ui/buttons_material.py
Thomas Dinges ef01c5bf0a 2.5 Buttons Code:
* Code Cleanup.
* Tiny layout changes.
* Added proper context for bone, curve, mesh and text objects. 

* Fixed Sun/Sky context.
2009-05-24 12:37:55 +00:00

195 lines
5.3 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
def poll(self, context):
ob = context.active_object
return (ob and ob.active_material)
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Material"
def draw(self, context):
layout = self.layout
mat = context.active_object.active_material
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):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
sss = context.active_object.active_material.subsurface_scattering
layout = self.layout
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
sss = context.active_object.active_material.subsurface_scattering
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):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
raym = context.active_object.active_material.raytrace_mirror
layout = self.layout
layout.itemR(raym, "enabled", text="")
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", 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):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "SURFACE")
def draw_header(self, context):
rayt = context.active_object.active_material.raytrace_transparency
layout = self.layout
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
rayt = context.active_object.active_material.raytrace_transparency
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):
ob = context.active_object
return (ob and ob.active_material and ob.active_material.type == "HALO")
def draw(self, context):
layout = self.layout
mat = context.active_object.active_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()
sub = col.column(align=True)
sub.itemL(text="Elements:")
sub.itemR(halo, "ring")
sub.itemR(halo, "lines")
sub.itemR(halo, "star")
sub.itemR(halo, "flare_mode")
sub = col.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 = col.column(align=True)
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)