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blender-archive/release/ui/buttons_material.py
William Reynish 55f82852ca Tweaked layout of game properties. The Add button is now at the top, meaning it doesn't move around - this is also more consistent with constraints/modifiers etc. Used the same 'box' layout as constraints/modifiers.
Also ported some name changes from the materials UI script to RNA to keep these consistent. Animation editors always show the RNA name after all, so it's good to keep the names similar.
2009-08-27 08:46:39 +00:00

742 lines
20 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
return (context.material) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
layout = self.layout
mat = context.material
layout.template_preview(mat)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render_data.engine
return (context.object) and (engine in self.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:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="")
col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("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.itemR(slot, "link", text="")
else:
row.itemL()
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
layout.itemR(mat, "type", expand=True)
class MATERIAL_PT_shading(MaterialButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if mat:
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.itemR(mat, "emit")
sub.itemR(mat, "ambient")
sub = col.column()
sub.itemR(mat, "translucency")
col = split.column()
col.itemR(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic")
elif mat.type == 'HALO':
layout.itemR(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel):
__label__ = "Strand"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
tan = mat.strand
split = layout.split()
col = split.column(align=True)
col.itemL(text="Size:")
col.itemR(tan, "root_size", text="Root")
col.itemR(tan, "tip_size", text="Tip")
col.itemR(tan, "min_size", text="Minimum")
col.itemR(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "tangent_shading")
col.itemR(tan, "shape")
col = split.column()
col.itemL(text="Shading:")
col.itemR(tan, "width_fade")
col.itemR(tan, "uv_layer")
col.itemS()
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel):
__label__ = "Physics"
COMPAT_ENGINES = set(['BLENDER_GAME'])
def draw(self, context):
layout = self.layout
mat = context.material
phys = mat.physics
split = layout.split()
col = split.column()
col.itemR(phys, "distance")
col.itemR(phys, "friction")
col.itemR(phys, "align_to_normal")
col = split.column()
col.itemR(phys, "force", slider=True)
col.itemR(phys, "elasticity", slider=True)
col.itemR(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel):
__label__ = "Options"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "traceable")
col.itemR(mat, "full_oversampling")
col.itemR(mat, "sky")
col.itemR(mat, "exclude_mist")
col.itemR(mat, "invert_z")
sub = col.column(align=True)
sub.itemL(text="Light Group:")
sub.itemR(mat, "light_group", text="")
row = sub.row()
row.active = mat.light_group
row.itemR(mat, "light_group_exclusive", text="Exclusive")
col = split.column()
col.itemR(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.itemR(mat, "face_texture_alpha")
col.itemS()
col.itemR(mat, "vertex_color_paint")
col.itemR(mat, "vertex_color_light")
col.itemR(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel):
__label__ = "Shadow"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "shadows", text="Receive")
col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent")
col.itemR(mat, "only_shadow", text="Shadows Only")
col.itemR(mat, "cast_shadows_only", text="Cast Only")
col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
col = split.column()
col.itemR(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
__label__ = "Diffuse"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(mat, "diffuse_intensity", text="Intensity")
col = split.column()
col.active = (not mat.shadeless)
col.itemR(mat, "diffuse_shader", text="")
col.itemR(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.itemR(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.itemR(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row = col.row()
row.itemR(mat, "diffuse_toon_size", text="Size")
row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.itemS()
layout.template_color_ramp(mat.diffuse_ramp, expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "diffuse_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "diffuse_ramp_blend", text="")
class MATERIAL_PT_specular(MaterialButtonsPanel):
__label__ = "Specular"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.active = (not mat.shadeless)
split = layout.split()
col = split.column()
col.itemR(mat, "specular_color", text="")
col.itemR(mat, "specular_intensity", text="Intensity")
col = split.column()
col.itemR(mat, "specular_shader", text="")
col.itemR(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
col.itemR(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row = col.row()
row.itemR(mat, "specular_hardness", text="Hardness")
row.itemR(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.itemR(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row = col.row()
row.itemR(mat, "specular_toon_size", text="Size")
row.itemR(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.itemS()
layout.template_color_ramp(mat.specular_ramp, expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "specular_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "specular_ramp_blend", text="")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__label__ = "Subsurface Scattering"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
mat = context.material
layout.active = (not mat.shadeless)
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
sss = context.material.subsurface_scattering
layout.active = sss.enabled
split = layout.split()
split.active = (not mat.shadeless)
col = split.column()
col.itemR(sss, "ior")
col.itemR(sss, "scale")
col.itemR(sss, "color", text="")
col.itemR(sss, "radius", text="RGB Radius")
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Blend:")
sub.itemR(sss, "color_factor", text="Color")
sub.itemR(sss, "texture_factor", text="Texture")
sub.itemL(text="Scattering Weight:")
sub.itemR(sss, "front")
sub.itemR(sss, "back")
col.itemS()
col.itemR(sss, "error_tolerance", text="Error")
class MATERIAL_PT_mirror(MaterialButtonsPanel):
__label__ = "Mirror"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
raym = context.material.raytrace_mirror
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.itemR(raym, "reflectivity")
col.itemR(mat, "mirror_color", text="")
col = split.column()
col.itemR(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.itemR(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.itemS()
col.itemR(raym, "distance", text="Max Dist")
col.itemR(raym, "depth")
col.itemS()
sub = col.split(percentage=0.4)
sub.itemL(text="Fade To:")
sub.itemR(raym, "fade_to", text="")
col = split.column()
col.itemL(text="Gloss:")
col.itemR(raym, "gloss_amount", text="Amount")
sub = col.column()
sub.active = raym.gloss_amount < 1
sub.itemR(raym, "gloss_threshold", text="Threshold")
sub.itemR(raym, "gloss_samples", text="Samples")
sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_transp(MaterialButtonsPanel):
__label__= "Transparency"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
mat = context.material
layout.itemR(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = context.material
rayt = context.material.raytrace_transparency
row= layout.row()
row.itemR(mat, "transparency_method", expand=True)
row.active = mat.transparency and (not mat.shadeless)
split = layout.split()
col = split.column()
row = col.row()
row.itemR(mat, "alpha")
row = col.row()
row.active = mat.transparency and (not mat.shadeless)
row.itemR(mat, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.shadeless)
col.itemR(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0
sub.itemR(rayt, "fresnel_factor", text="Blend")
if mat.transparency_method == 'RAYTRACE':
layout.itemS()
split = layout.split()
split.active = mat.transparency
col = split.column()
col.itemR(rayt, "ior")
col.itemR(rayt, "filter")
col.itemR(rayt, "falloff")
col.itemR(rayt, "limit")
col.itemR(rayt, "depth")
col = split.column()
col.itemL(text="Gloss:")
col.itemR(rayt, "gloss_amount", text="Amount")
sub = col.column()
sub.active = rayt.gloss_amount < 1
sub.itemR(rayt, "gloss_threshold", text="Threshold")
sub.itemR(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_volume_shading(MaterialButtonsPanel):
__label__ = "Shading"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
vol = context.material.volume
split = layout.split()
row = split.row()
row.itemR(vol, "density")
row.itemR(vol, "scattering")
split = layout.split()
col = split.column()
col.itemR(vol, "absorption")
col.itemR(vol, "absorption_color", text="")
col = split.column()
col.itemR(vol, "emission")
col.itemR(vol, "emission_color", text="")
class MATERIAL_PT_volume_scattering(MaterialButtonsPanel):
__label__ = "Scattering"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
vol = context.material.volume
split = layout.split()
col = split.column()
col.itemR(vol, "scattering_mode", text="")
if vol.scattering_mode == 'SINGLE_SCATTERING':
col.itemR(vol, "light_cache")
sub = col.column()
sub.active = vol.light_cache
sub.itemR(vol, "cache_resolution")
elif vol.scattering_mode in ('MULTIPLE_SCATTERING', 'SINGLE_PLUS_MULTIPLE_SCATTERING'):
col.itemR(vol, "cache_resolution")
col = col.column(align=True)
col.itemR(vol, "ms_diffusion")
col.itemR(vol, "ms_spread")
col.itemR(vol, "ms_intensity")
col = split.column()
# col.itemL(text="Anisotropic Scattering:")
col.itemR(vol, "phase_function", text="")
if vol.phase_function in ('SCHLICK', 'HENYEY-GREENSTEIN'):
col.itemR(vol, "asymmetry")
class MATERIAL_PT_volume_transp(MaterialButtonsPanel):
__label__= "Transparency"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
def draw(self, context):
layout = self.layout
mat = context.material
rayt = context.material.raytrace_transparency
row= layout.row()
row.itemR(mat, "transparency_method", expand=True)
row.active = mat.transparency and (not mat.shadeless)
class MATERIAL_PT_volume_integration(MaterialButtonsPanel):
__label__ = "Integration"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
vol = context.material.volume
split = layout.split()
col = split.column()
col.itemL(text="Step Calculation:")
col.itemR(vol, "step_calculation", text="")
col = col.column(align=True)
col.itemR(vol, "step_size")
col.itemR(vol, "shading_step_size")
col = split.column()
col.itemL()
col.itemR(vol, "depth_cutoff")
col.itemR(vol, "density_scale")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add")
col.itemL(text="Options:")
col.itemR(halo, "texture")
col.itemR(halo, "vertex_normal")
col.itemR(halo, "xalpha")
col.itemR(halo, "shaded")
col.itemR(halo, "soft")
col = split.column()
col.itemR(halo, "ring")
sub = col.column()
sub.active = halo.ring
sub.itemR(halo, "rings")
sub.itemR(mat, "mirror_color", text="")
col.itemS()
col.itemR(halo, "lines")
sub = col.column()
sub.active = halo.lines
sub.itemR(halo, "line_number", text="Lines")
sub.itemR(mat, "specular_color", text="")
col.itemS()
col.itemR(halo, "star")
sub = col.column()
sub.active = halo.star
sub.itemR(halo, "star_tips")
class MATERIAL_PT_flare(MaterialButtonsPanel):
__label__= "Flare"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
layout.itemR(halo, "flare_mode", text="")
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
layout.active = halo.flare_mode
split = layout.split()
col = split.column()
col.itemR(halo, "flare_size", text="Size")
col.itemR(halo, "flare_boost", text="Boost")
col.itemR(halo, "flare_seed", text="Seed")
col = split.column()
col.itemR(halo, "flares_sub", text="Subflares")
col.itemR(halo, "flare_subsize", text="Subsize")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_shading)
bpy.types.register(MATERIAL_PT_transp)
bpy.types.register(MATERIAL_PT_mirror)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_volume_shading)
bpy.types.register(MATERIAL_PT_volume_scattering)
bpy.types.register(MATERIAL_PT_volume_transp)
bpy.types.register(MATERIAL_PT_volume_integration)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_flare)
bpy.types.register(MATERIAL_PT_physics)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadow)