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authorCampbell Barton <ideasman42@gmail.com>2010-11-30 04:03:17 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-11-30 04:03:17 +0300
commit050e863560c8ae0ff711a1d1cfa7d47094ee2e8c (patch)
tree7125329a2b39051da3693392d64c3ccda4ca74e1 /release
parent51a66c27f31261c6c85c3a24c1ac404cea0caf5a (diff)
bugfix [#24798] Texture panels are shown in wrong order
Diffstat (limited to 'release')
-rw-r--r--release/scripts/ui/properties_texture.py422
1 files changed, 212 insertions, 210 deletions
diff --git a/release/scripts/ui/properties_texture.py b/release/scripts/ui/properties_texture.py
index ebf4e6cdf80..f106902cb81 100644
--- a/release/scripts/ui/properties_texture.py
+++ b/release/scripts/ui/properties_texture.py
@@ -138,6 +138,7 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
split.prop(tex, "type", text="")
+
class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -199,216 +200,6 @@ class TextureSlotPanel(TextureButtonsPanel):
return TextureButtonsPanel.poll(self, context) and (engine in cls.COMPAT_ENGINES)
-class TEXTURE_PT_mapping(TextureSlotPanel, bpy.types.Panel):
- bl_label = "Mapping"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- idblock = context_tex_datablock(context)
- if type(idblock) == bpy.types.Brush and not context.sculpt_object:
- return False
-
- if not getattr(context, "texture_slot", None):
- return False
-
- engine = context.scene.render.engine
- return (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- idblock = context_tex_datablock(context)
-
- tex = context.texture_slot
- # textype = context.texture
-
- if type(idblock) != bpy.types.Brush:
- split = layout.split(percentage=0.3)
- col = split.column()
- col.label(text="Coordinates:")
- col = split.column()
- col.prop(tex, "texture_coords", text="")
-
- if tex.texture_coords == 'ORCO':
- """
- ob = context.object
- if ob and ob.type == 'MESH':
- split = layout.split(percentage=0.3)
- split.label(text="Mesh:")
- split.prop(ob.data, "texco_mesh", text="")
- """
- elif tex.texture_coords == 'UV':
- split = layout.split(percentage=0.3)
- split.label(text="Layer:")
- ob = context.object
- if ob and ob.type == 'MESH':
- split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
- else:
- split.prop(tex, "uv_layer", text="")
-
- elif tex.texture_coords == 'OBJECT':
- split = layout.split(percentage=0.3)
- split.label(text="Object:")
- split.prop(tex, "object", text="")
-
- if type(idblock) == bpy.types.Brush:
- if context.sculpt_object:
- layout.label(text="Brush Mapping:")
- layout.prop(tex, "map_mode", expand=True)
-
- row = layout.row()
- row.active = tex.map_mode in ('FIXED', 'TILED')
- row.prop(tex, "angle")
- else:
- if type(idblock) == bpy.types.Material:
- split = layout.split(percentage=0.3)
- split.label(text="Projection:")
- split.prop(tex, "mapping", text="")
-
- split = layout.split()
-
- col = split.column()
- if tex.texture_coords in ('ORCO', 'UV'):
- col.prop(tex, "use_from_dupli")
- elif tex.texture_coords == 'OBJECT':
- col.prop(tex, "use_from_original")
- else:
- col.label()
-
- col = split.column()
- row = col.row()
- row.prop(tex, "mapping_x", text="")
- row.prop(tex, "mapping_y", text="")
- row.prop(tex, "mapping_z", text="")
-
- split = layout.split()
-
- col = split.column()
- col.prop(tex, "offset")
-
- col = split.column()
-
- col.prop(tex, "scale")
-
-
-class TEXTURE_PT_influence(TextureSlotPanel, bpy.types.Panel):
- bl_label = "Influence"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- idblock = context_tex_datablock(context)
- if type(idblock) == bpy.types.Brush:
- return False
-
- if not getattr(context, "texture_slot", None):
- return False
-
- engine = context.scene.render.engine
- return (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
-
- layout = self.layout
-
- idblock = context_tex_datablock(context)
-
- # textype = context.texture
- tex = context.texture_slot
-
- def factor_but(layout, active, toggle, factor, name):
- row = layout.row(align=True)
- row.prop(tex, toggle, text="")
- sub = row.row()
- sub.active = active
- sub.prop(tex, factor, text=name, slider=True)
-
- if type(idblock) == bpy.types.Material:
- if idblock.type in ('SURFACE', 'HALO', 'WIRE'):
- split = layout.split()
-
- col = split.column()
- col.label(text="Diffuse:")
- factor_but(col, tex.use_map_diffuse, "use_map_diffuse", "diffuse_factor", "Intensity")
- factor_but(col, tex.use_map_color_diffuse, "use_map_color_diffuse", "diffuse_color_factor", "Color")
- factor_but(col, tex.use_map_alpha, "use_map_alpha", "alpha_factor", "Alpha")
- factor_but(col, tex.use_map_translucency, "use_map_translucency", "translucency_factor", "Translucency")
-
- col.label(text="Specular:")
- factor_but(col, tex.use_map_specular, "use_map_specular", "specular_factor", "Intensity")
- factor_but(col, tex.use_map_color_spec, "use_map_color_spec", "specular_color_factor", "Color")
- factor_but(col, tex.use_map_hardness, "use_map_hardness", "hardness_factor", "Hardness")
-
- col = split.column()
- col.label(text="Shading:")
- factor_but(col, tex.use_map_ambient, "use_map_ambient", "ambient_factor", "Ambient")
- factor_but(col, tex.use_map_emit, "use_map_emit", "emit_factor", "Emit")
- factor_but(col, tex.use_map_mirror, "use_map_mirror", "mirror_factor", "Mirror")
- factor_but(col, tex.use_map_raymir, "use_map_raymir", "raymir_factor", "Ray Mirror")
-
- col.label(text="Geometry:")
- # XXX replace 'or' when displacement is fixed to not rely on normal influence value.
- factor_but(col, (tex.use_map_normal or tex.use_map_displacement), "use_map_normal", "normal_factor", "Normal")
- factor_but(col, tex.use_map_warp, "use_map_warp", "warp_factor", "Warp")
- factor_but(col, tex.use_map_displacement, "use_map_displacement", "displacement_factor", "Displace")
-
- #sub = col.column()
- #sub.active = tex.use_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.prop(tex, "default_value", text="Amount", slider=True)
- elif idblock.type == 'VOLUME':
- split = layout.split()
-
- col = split.column()
- factor_but(col, tex.use_map_density, "use_map_density", "density_factor", "Density")
- factor_but(col, tex.use_map_emission, "use_map_emission", "emission_factor", "Emission")
- factor_but(col, tex.use_map_scatter, "use_map_scatter", "scattering_factor", "Scattering")
- factor_but(col, tex.use_map_reflect, "use_map_reflect", "reflection_factor", "Reflection")
-
- col = split.column()
- col.label(text=" ")
- factor_but(col, tex.use_map_color_emission, "use_map_color_emission", "emission_color_factor", "Emission Color")
- factor_but(col, tex.use_map_color_transmission, "use_map_color_transmission", "transmission_color_factor", "Transmission Color")
- factor_but(col, tex.use_map_color_reflection, "use_map_color_reflection", "reflection_color_factor", "Reflection Color")
-
- elif type(idblock) == bpy.types.Lamp:
- split = layout.split()
-
- col = split.column()
- factor_but(col, tex.use_map_color, "map_color", "color_factor", "Color")
-
- col = split.column()
- factor_but(col, tex.use_map_shadow, "map_shadow", "shadow_factor", "Shadow")
-
- elif type(idblock) == bpy.types.World:
- split = layout.split()
-
- col = split.column()
- factor_but(col, tex.use_map_blend, "use_map_blend", "blend_factor", "Blend")
- factor_but(col, tex.use_map_horizon, "use_map_horizon", "horizon_factor", "Horizon")
-
- col = split.column()
- factor_but(col, tex.use_map_zenith_up, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
- factor_but(col, tex.use_map_zenith_down, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
-
- layout.separator()
-
- split = layout.split()
-
- col = split.column()
- col.prop(tex, "blend_type", text="Blend")
- col.prop(tex, "use_rgb_to_intensity")
- sub = col.column()
- sub.active = tex.use_rgb_to_intensity
- sub.prop(tex, "color", text="")
-
- col = split.column()
- col.prop(tex, "invert", text="Negative")
- col.prop(tex, "use_stencil")
-
- if type(idblock) in (bpy.types.Material, bpy.types.World):
- col.prop(tex, "default_value", text="DVar", slider=True)
-
# Texture Type Panels #
@@ -971,6 +762,217 @@ class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, bpy.types.Panel):
col.prop(pd, "turbulence_strength")
+class TEXTURE_PT_mapping(TextureSlotPanel, bpy.types.Panel):
+ bl_label = "Mapping"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ idblock = context_tex_datablock(context)
+ if type(idblock) == bpy.types.Brush and not context.sculpt_object:
+ return False
+
+ if not getattr(context, "texture_slot", None):
+ return False
+
+ engine = context.scene.render.engine
+ return (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ idblock = context_tex_datablock(context)
+
+ tex = context.texture_slot
+ # textype = context.texture
+
+ if type(idblock) != bpy.types.Brush:
+ split = layout.split(percentage=0.3)
+ col = split.column()
+ col.label(text="Coordinates:")
+ col = split.column()
+ col.prop(tex, "texture_coords", text="")
+
+ if tex.texture_coords == 'ORCO':
+ """
+ ob = context.object
+ if ob and ob.type == 'MESH':
+ split = layout.split(percentage=0.3)
+ split.label(text="Mesh:")
+ split.prop(ob.data, "texco_mesh", text="")
+ """
+ elif tex.texture_coords == 'UV':
+ split = layout.split(percentage=0.3)
+ split.label(text="Layer:")
+ ob = context.object
+ if ob and ob.type == 'MESH':
+ split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
+ else:
+ split.prop(tex, "uv_layer", text="")
+
+ elif tex.texture_coords == 'OBJECT':
+ split = layout.split(percentage=0.3)
+ split.label(text="Object:")
+ split.prop(tex, "object", text="")
+
+ if type(idblock) == bpy.types.Brush:
+ if context.sculpt_object:
+ layout.label(text="Brush Mapping:")
+ layout.prop(tex, "map_mode", expand=True)
+
+ row = layout.row()
+ row.active = tex.map_mode in ('FIXED', 'TILED')
+ row.prop(tex, "angle")
+ else:
+ if type(idblock) == bpy.types.Material:
+ split = layout.split(percentage=0.3)
+ split.label(text="Projection:")
+ split.prop(tex, "mapping", text="")
+
+ split = layout.split()
+
+ col = split.column()
+ if tex.texture_coords in ('ORCO', 'UV'):
+ col.prop(tex, "use_from_dupli")
+ elif tex.texture_coords == 'OBJECT':
+ col.prop(tex, "use_from_original")
+ else:
+ col.label()
+
+ col = split.column()
+ row = col.row()
+ row.prop(tex, "mapping_x", text="")
+ row.prop(tex, "mapping_y", text="")
+ row.prop(tex, "mapping_z", text="")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "offset")
+
+ col = split.column()
+
+ col.prop(tex, "scale")
+
+
+class TEXTURE_PT_influence(TextureSlotPanel, bpy.types.Panel):
+ bl_label = "Influence"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ idblock = context_tex_datablock(context)
+ if type(idblock) == bpy.types.Brush:
+ return False
+
+ if not getattr(context, "texture_slot", None):
+ return False
+
+ engine = context.scene.render.engine
+ return (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+
+ layout = self.layout
+
+ idblock = context_tex_datablock(context)
+
+ # textype = context.texture
+ tex = context.texture_slot
+
+ def factor_but(layout, active, toggle, factor, name):
+ row = layout.row(align=True)
+ row.prop(tex, toggle, text="")
+ sub = row.row()
+ sub.active = active
+ sub.prop(tex, factor, text=name, slider=True)
+
+ if type(idblock) == bpy.types.Material:
+ if idblock.type in ('SURFACE', 'HALO', 'WIRE'):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Diffuse:")
+ factor_but(col, tex.use_map_diffuse, "use_map_diffuse", "diffuse_factor", "Intensity")
+ factor_but(col, tex.use_map_color_diffuse, "use_map_color_diffuse", "diffuse_color_factor", "Color")
+ factor_but(col, tex.use_map_alpha, "use_map_alpha", "alpha_factor", "Alpha")
+ factor_but(col, tex.use_map_translucency, "use_map_translucency", "translucency_factor", "Translucency")
+
+ col.label(text="Specular:")
+ factor_but(col, tex.use_map_specular, "use_map_specular", "specular_factor", "Intensity")
+ factor_but(col, tex.use_map_color_spec, "use_map_color_spec", "specular_color_factor", "Color")
+ factor_but(col, tex.use_map_hardness, "use_map_hardness", "hardness_factor", "Hardness")
+
+ col = split.column()
+ col.label(text="Shading:")
+ factor_but(col, tex.use_map_ambient, "use_map_ambient", "ambient_factor", "Ambient")
+ factor_but(col, tex.use_map_emit, "use_map_emit", "emit_factor", "Emit")
+ factor_but(col, tex.use_map_mirror, "use_map_mirror", "mirror_factor", "Mirror")
+ factor_but(col, tex.use_map_raymir, "use_map_raymir", "raymir_factor", "Ray Mirror")
+
+ col.label(text="Geometry:")
+ # XXX replace 'or' when displacement is fixed to not rely on normal influence value.
+ factor_but(col, (tex.use_map_normal or tex.use_map_displacement), "use_map_normal", "normal_factor", "Normal")
+ factor_but(col, tex.use_map_warp, "use_map_warp", "warp_factor", "Warp")
+ factor_but(col, tex.use_map_displacement, "use_map_displacement", "displacement_factor", "Displace")
+
+ #sub = col.column()
+ #sub.active = tex.use_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.prop(tex, "default_value", text="Amount", slider=True)
+ elif idblock.type == 'VOLUME':
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, tex.use_map_density, "use_map_density", "density_factor", "Density")
+ factor_but(col, tex.use_map_emission, "use_map_emission", "emission_factor", "Emission")
+ factor_but(col, tex.use_map_scatter, "use_map_scatter", "scattering_factor", "Scattering")
+ factor_but(col, tex.use_map_reflect, "use_map_reflect", "reflection_factor", "Reflection")
+
+ col = split.column()
+ col.label(text=" ")
+ factor_but(col, tex.use_map_color_emission, "use_map_color_emission", "emission_color_factor", "Emission Color")
+ factor_but(col, tex.use_map_color_transmission, "use_map_color_transmission", "transmission_color_factor", "Transmission Color")
+ factor_but(col, tex.use_map_color_reflection, "use_map_color_reflection", "reflection_color_factor", "Reflection Color")
+
+ elif type(idblock) == bpy.types.Lamp:
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, tex.use_map_color, "map_color", "color_factor", "Color")
+
+ col = split.column()
+ factor_but(col, tex.use_map_shadow, "map_shadow", "shadow_factor", "Shadow")
+
+ elif type(idblock) == bpy.types.World:
+ split = layout.split()
+
+ col = split.column()
+ factor_but(col, tex.use_map_blend, "use_map_blend", "blend_factor", "Blend")
+ factor_but(col, tex.use_map_horizon, "use_map_horizon", "horizon_factor", "Horizon")
+
+ col = split.column()
+ factor_but(col, tex.use_map_zenith_up, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
+ factor_but(col, tex.use_map_zenith_down, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(tex, "blend_type", text="Blend")
+ col.prop(tex, "use_rgb_to_intensity")
+ sub = col.column()
+ sub.active = tex.use_rgb_to_intensity
+ sub.prop(tex, "color", text="")
+
+ col = split.column()
+ col.prop(tex, "invert", text="Negative")
+ col.prop(tex, "use_stencil")
+
+ if type(idblock) in (bpy.types.Material, bpy.types.World):
+ col.prop(tex, "default_value", text="DVar", slider=True)
+
+
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "texture"