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blender-archive/scripts/startup/bl_ui/properties_material.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

348 lines
10 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input
class MATERIAL_MT_context_menu(Menu):
bl_label = "Material Specials"
def draw(self, _context):
layout = self.layout
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("object.material_slot_copy")
layout.operator("material.paste", icon='PASTEDOWN')
layout.operator("object.material_slot_remove_unused")
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
layout.context_pointer_set("id", ma)
layout.context_pointer_set("material_slot", slot)
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):
mat = context.material
return mat and (context.engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
bl_options = {'DEFAULT_CLOSED'}
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_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
_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', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
ob = context.object
mat = context.material
if (ob and ob.type == 'GPENCIL') or (mat and mat.grease_pencil):
return False
return (ob or mat) and (context.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 = 3
if is_sortable:
rows = 5
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='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_context_menu", 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'
row = layout.row()
if ob:
row.template_ID(ob, "active_material", new="material.new")
if slot:
icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
row.prop(slot, "link", icon=icon_link, icon_only=True)
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")
elif mat:
row.template_ID(space, "pin_id")
def panel_node_draw(layout, ntree, _output_type, input_name):
node = ntree.get_output_node('EEVEE')
if node:
input = find_node_input(node, input_name)
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', 'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.separator()
layout.use_property_split = True
if mat.use_nodes:
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
else:
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_volume(MaterialButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
mat = context.material
return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
def draw_material_settings(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "use_backface_culling")
layout.prop(mat, "blend_method")
layout.prop(mat, "shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_back")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_sss_translucency")
layout.prop(mat, "pass_index")
class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
draw_material_settings(self, context)
class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_parent_id = "MATERIAL_PT_viewport"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
draw_material_settings(self, context)
class EEVEE_NEXT_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "use_backface_culling")
layout.prop(mat, "blend_method")
layout.prop(mat, "shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_back")
layout.prop(mat, "pass_index")
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
mat = context.material
return mat and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
col = layout.column()
col.prop(mat, "diffuse_color", text="Color")
col.prop(mat, "metallic")
col.prop(mat, "roughness")
class MATERIAL_PT_lineart(MaterialButtonsPanel, Panel):
bl_label = "Line Art"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
mat = context.material
return mat and not mat.grease_pencil
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
lineart = mat.lineart
layout.prop(lineart, "use_material_mask", text="Material Mask")
col = layout.column(align=True)
col.active = lineart.use_material_mask
row = col.row(align=True, heading="Masks")
for i in range(8):
row.prop(lineart, "use_material_mask_bits", text=" ", index=i, toggle=True)
if i == 3:
row = col.row(align=True)
row = layout.row(align=True, heading="Custom Occlusion")
row.prop(lineart, "mat_occlusion", text="Levels")
row = layout.row(heading="Intersection Priority")
row.prop(lineart, "use_intersection_priority_override", text="")
subrow = row.row()
subrow.active = lineart.use_intersection_priority_override
subrow.prop(lineart, "intersection_priority", text="")
classes = (
MATERIAL_MT_context_menu,
MATERIAL_UL_matslots,
MATERIAL_PT_preview,
EEVEE_MATERIAL_PT_context_material,
EEVEE_MATERIAL_PT_surface,
EEVEE_MATERIAL_PT_volume,
EEVEE_MATERIAL_PT_settings,
EEVEE_NEXT_MATERIAL_PT_settings,
MATERIAL_PT_lineart,
MATERIAL_PT_viewport,
EEVEE_MATERIAL_PT_viewport_settings,
MATERIAL_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)