diff options
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_texture.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_texture.py | 1030 |
1 files changed, 1030 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py new file mode 100644 index 00000000000..7e289f1ecce --- /dev/null +++ b/release/scripts/startup/bl_ui/properties_texture.py @@ -0,0 +1,1030 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> +import bpy +from rna_prop_ui import PropertyPanel + + +class TEXTURE_MT_specials(bpy.types.Menu): + bl_label = "Texture Specials" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + layout.operator("texture.slot_copy", icon='COPYDOWN') + layout.operator("texture.slot_paste", icon='PASTEDOWN') + + +class TEXTURE_MT_envmap_specials(bpy.types.Menu): + bl_label = "Environment Map Specials" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + layout.operator("texture.envmap_save", icon='IMAGEFILE') + layout.operator("texture.envmap_clear", icon='FILE_REFRESH') + layout.operator("texture.envmap_clear_all", icon='FILE_REFRESH') + +from bl_ui.properties_material import active_node_mat + + +def context_tex_datablock(context): + idblock = context.material + if idblock: + return active_node_mat(idblock) + + idblock = context.lamp + if idblock: + return idblock + + idblock = context.world + if idblock: + return idblock + + idblock = context.brush + if idblock: + return idblock + + if context.particle_system: + idblock = context.particle_system.settings + + return idblock + + +class TextureButtonsPanel(): + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "texture" + + @classmethod + def poll(cls, context): + tex = context.texture + return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES) + + +class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel): + bl_label = "" + bl_options = {'HIDE_HEADER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + engine = context.scene.render.engine + if not hasattr(context, "texture_slot"): + return False + return ((context.material or context.world or context.lamp or context.brush or context.texture or context.particle_system or isinstance(context.space_data.pin_id, bpy.types.ParticleSettings)) + and (engine in cls.COMPAT_ENGINES)) + + def draw(self, context): + layout = self.layout + slot = context.texture_slot + node = context.texture_node + space = context.space_data + tex = context.texture + idblock = context_tex_datablock(context) + pin_id = space.pin_id + + if space.use_pin_id and not isinstance(pin_id, bpy.types.Texture): + idblock = pin_id + pin_id = None + + if not space.use_pin_id: + layout.prop(space, "texture_context", expand=True) + + tex_collection = (pin_id is None) and (node is None) and (not isinstance(idblock, bpy.types.Brush)) + + if tex_collection: + row = layout.row() + + row.template_list(idblock, "texture_slots", idblock, "active_texture_index", rows=2) + + col = row.column(align=True) + col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP' + col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN' + col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="") + + split = layout.split(percentage=0.65) + col = split.column() + + if tex_collection: + col.template_ID(idblock, "active_texture", new="texture.new") + elif node: + col.template_ID(node, "texture", new="texture.new") + elif idblock: + col.template_ID(idblock, "texture", new="texture.new") + + if pin_id: + col.template_ID(space, "pin_id") + + col = split.column() + + if tex: + split = layout.split(percentage=0.2) + + if tex.use_nodes: + + if slot: + split.label(text="Output:") + split.prop(slot, "output_node", text="") + + else: + split.label(text="Type:") + split.prop(tex, "type", text="") + + +class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel): + bl_label = "Preview" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + slot = getattr(context, "texture_slot", None) + idblock = context_tex_datablock(context) + + if idblock: + layout.template_preview(tex, parent=idblock, slot=slot) + else: + layout.template_preview(tex, slot=slot) + + +class TEXTURE_PT_colors(TextureButtonsPanel, bpy.types.Panel): + bl_label = "Colors" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "use_color_ramp", text="Ramp") + if tex.use_color_ramp: + layout.template_color_ramp(tex, "color_ramp", expand=True) + + split = layout.split() + + col = split.column() + col.label(text="RGB Multiply:") + sub = col.column(align=True) + sub.prop(tex, "factor_red", text="R") + sub.prop(tex, "factor_green", text="G") + sub.prop(tex, "factor_blue", text="B") + + col = split.column() + col.label(text="Adjust:") + col.prop(tex, "intensity") + col.prop(tex, "contrast") + col.prop(tex, "saturation") + +# Texture Slot Panels # + + +class TextureSlotPanel(TextureButtonsPanel): + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + if not hasattr(context, "texture_slot"): + return False + + engine = context.scene.render.engine + return TextureButtonsPanel.poll(self, context) and (engine in cls.COMPAT_ENGINES) + + +# Texture Type Panels # + + +class TextureTypePanel(TextureButtonsPanel): + + @classmethod + def poll(cls, context): + tex = context.texture + engine = context.scene.render.engine + return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES)) + + +class TEXTURE_PT_clouds(TextureTypePanel, bpy.types.Panel): + bl_label = "Clouds" + tex_type = 'CLOUDS' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "cloud_type", expand=True) + layout.label(text="Noise:") + layout.prop(tex, "noise_type", text="Type", expand=True) + layout.prop(tex, "noise_basis", text="Basis") + + split = layout.split() + + col = split.column() + col.prop(tex, "noise_scale", text="Size") + col.prop(tex, "noise_depth", text="Depth") + + split.prop(tex, "nabla", text="Nabla") + + +class TEXTURE_PT_wood(TextureTypePanel, bpy.types.Panel): + bl_label = "Wood" + tex_type = 'WOOD' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "noisebasis_2", expand=True) + layout.prop(tex, "wood_type", expand=True) + + col = layout.column() + col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'} + col.label(text="Noise:") + col.row().prop(tex, "noise_type", text="Type", expand=True) + layout.prop(tex, "noise_basis", text="Basis") + + split = layout.split() + split.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'} + + col = split.column() + col.prop(tex, "noise_scale", text="Size") + col.prop(tex, "turbulence") + + split.prop(tex, "nabla") + + +class TEXTURE_PT_marble(TextureTypePanel, bpy.types.Panel): + bl_label = "Marble" + tex_type = 'MARBLE' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "marble_type", expand=True) + layout.prop(tex, "noisebasis_2", expand=True) + layout.label(text="Noise:") + layout.prop(tex, "noise_type", text="Type", expand=True) + layout.prop(tex, "noise_basis", text="Basis") + + split = layout.split() + + col = split.column() + col.prop(tex, "noise_scale", text="Size") + col.prop(tex, "noise_depth", text="Depth") + + col = split.column() + col.prop(tex, "turbulence") + col.prop(tex, "nabla") + + +class TEXTURE_PT_magic(TextureTypePanel, bpy.types.Panel): + bl_label = "Magic" + tex_type = 'MAGIC' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + row = layout.row() + row.prop(tex, "noise_depth", text="Depth") + row.prop(tex, "turbulence") + + +class TEXTURE_PT_blend(TextureTypePanel, bpy.types.Panel): + bl_label = "Blend" + tex_type = 'BLEND' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "progression") + + sub = layout.row() + + sub.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'}) + sub.prop(tex, "use_flip_axis", expand=True) + + +class TEXTURE_PT_stucci(TextureTypePanel, bpy.types.Panel): + bl_label = "Stucci" + tex_type = 'STUCCI' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "stucci_type", expand=True) + layout.label(text="Noise:") + layout.prop(tex, "noise_type", text="Type", expand=True) + layout.prop(tex, "noise_basis", text="Basis") + + row = layout.row() + row.prop(tex, "noise_scale", text="Size") + row.prop(tex, "turbulence") + + +class TEXTURE_PT_image(TextureTypePanel, bpy.types.Panel): + bl_label = "Image" + tex_type = 'IMAGE' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.template_image(tex, "image", tex.image_user) + + +def texture_filter_common(tex, layout): + layout.label(text="Filter:") + layout.prop(tex, "filter_type", text="") + if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}: + if tex.filter_type == 'FELINE': + layout.prop(tex, "filter_probes", text="Probes") + else: + layout.prop(tex, "filter_eccentricity", text="Eccentricity") + + layout.prop(tex, "filter_size") + layout.prop(tex, "use_filter_size_min") + + +class TEXTURE_PT_image_sampling(TextureTypePanel, bpy.types.Panel): + bl_label = "Image Sampling" + bl_options = {'DEFAULT_CLOSED'} + tex_type = 'IMAGE' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + idblock = context_tex_datablock(context) + tex = context.texture + slot = context.texture_slot + + split = layout.split() + + col = split.column() + col.label(text="Alpha:") + col.prop(tex, "use_alpha", text="Use") + col.prop(tex, "use_calculate_alpha", text="Calculate") + col.prop(tex, "invert_alpha", text="Invert") + col.separator() + col.prop(tex, "use_flip_axis", text="Flip X/Y Axis") + + col = split.column() + + #Only for Material based textures, not for Lamp/World... + if isinstance(idblock, bpy.types.Material): + col.prop(tex, "use_normal_map") + row = col.row() + row.active = tex.use_normal_map + row.prop(slot, "normal_map_space", text="") + + col.prop(tex, "use_mipmap") + row = col.row() + row.active = tex.use_mipmap + row.prop(tex, "use_mipmap_gauss") + col.prop(tex, "use_interpolation") + + texture_filter_common(tex, col) + + +class TEXTURE_PT_image_mapping(TextureTypePanel, bpy.types.Panel): + bl_label = "Image Mapping" + bl_options = {'DEFAULT_CLOSED'} + tex_type = 'IMAGE' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "extension") + + split = layout.split() + + if tex.extension == 'REPEAT': + col = split.column(align=True) + col.label(text="Repeat:") + col.prop(tex, "repeat_x", text="X") + col.prop(tex, "repeat_y", text="Y") + + col = split.column(align=True) + col.label(text="Mirror:") + row = col.row() + row.prop(tex, "use_mirror_x", text="X") + row.active = (tex.repeat_x > 1) + row = col.row() + row.prop(tex, "use_mirror_y", text="Y") + row.active = (tex.repeat_y > 1) + layout.separator() + + elif tex.extension == 'CHECKER': + col = split.column(align=True) + row = col.row() + row.prop(tex, "use_checker_even", text="Even") + row.prop(tex, "use_checker_odd", text="Odd") + + col = split.column() + col.prop(tex, "checker_distance", text="Distance") + + layout.separator() + + split = layout.split() + + col = split.column(align=True) + #col.prop(tex, "crop_rectangle") + col.label(text="Crop Minimum:") + col.prop(tex, "crop_min_x", text="X") + col.prop(tex, "crop_min_y", text="Y") + + col = split.column(align=True) + col.label(text="Crop Maximum:") + col.prop(tex, "crop_max_x", text="X") + col.prop(tex, "crop_max_y", text="Y") + + +class TEXTURE_PT_envmap(TextureTypePanel, bpy.types.Panel): + bl_label = "Environment Map" + tex_type = 'ENVIRONMENT_MAP' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + env = tex.environment_map + + row = layout.row() + row.prop(env, "source", expand=True) + row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="") + + if env.source == 'IMAGE_FILE': + layout.template_ID(tex, "image", open="image.open") + layout.template_image(tex, "image", tex.image_user, compact=True) + else: + layout.prop(env, "mapping") + if env.mapping == 'PLANE': + layout.prop(env, "zoom") + layout.prop(env, "viewpoint_object") + + split = layout.split() + + col = split.column() + col.prop(env, "layers_ignore") + col.prop(env, "resolution") + col.prop(env, "depth") + + col = split.column(align=True) + + col.label(text="Clipping:") + col.prop(env, "clip_start", text="Start") + col.prop(env, "clip_end", text="End") + + +class TEXTURE_PT_envmap_sampling(TextureTypePanel, bpy.types.Panel): + bl_label = "Environment Map Sampling" + bl_options = {'DEFAULT_CLOSED'} + tex_type = 'ENVIRONMENT_MAP' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + texture_filter_common(tex, layout) + + +class TEXTURE_PT_musgrave(TextureTypePanel, bpy.types.Panel): + bl_label = "Musgrave" + tex_type = 'MUSGRAVE' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "musgrave_type") + + split = layout.split() + + col = split.column() + col.prop(tex, "dimension_max", text="Dimension") + col.prop(tex, "lacunarity") + col.prop(tex, "octaves") + + musgrave_type = tex.musgrave_type + col = split.column() + if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}: + col.prop(tex, "offset") + if musgrave_type in {'MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}: + col.prop(tex, "noise_intensity", text="Intensity") + if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}: + col.prop(tex, "gain") + + layout.label(text="Noise:") + + layout.prop(tex, "noise_basis", text="Basis") + + row = layout.row() + row.prop(tex, "noise_scale", text="Size") + row.prop(tex, "nabla") + + +class TEXTURE_PT_voronoi(TextureTypePanel, bpy.types.Panel): + bl_label = "Voronoi" + tex_type = 'VORONOI' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + split = layout.split() + + col = split.column() + col.label(text="Distance Metric:") + col.prop(tex, "distance_metric", text="") + sub = col.column() + sub.active = tex.distance_metric == 'MINKOVSKY' + sub.prop(tex, "minkovsky_exponent", text="Exponent") + col.label(text="Coloring:") + col.prop(tex, "color_mode", text="") + col.prop(tex, "noise_intensity", text="Intensity") + + col = split.column() + sub = col.column(align=True) + sub.label(text="Feature Weights:") + sub.prop(tex, "weight_1", text="1", slider=True) + sub.prop(tex, "weight_2", text="2", slider=True) + sub.prop(tex, "weight_3", text="3", slider=True) + sub.prop(tex, "weight_4", text="4", slider=True) + + layout.label(text="Noise:") + row = layout.row() + row.prop(tex, "noise_scale", text="Size") + row.prop(tex, "nabla") + + +class TEXTURE_PT_distortednoise(TextureTypePanel, bpy.types.Panel): + bl_label = "Distorted Noise" + tex_type = 'DISTORTED_NOISE' + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + def draw(self, context): + layout = self.layout + + tex = context.texture + + layout.prop(tex, "noise_distortion") + layout.prop(tex, "noise_basis", text="Basis") + + split = layout.split() + + col = split.column() + col.prop(tex, "distortion", text="Distortion") + col.prop(tex, "noise_scale", text="Size") + + split.prop(tex, "nabla") + + +class TEXTURE_PT_voxeldata(TextureButtonsPanel, bpy.types.Panel): + bl_label = "Voxel Data" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + tex = context.texture + engine = context.scene.render.engine + return tex and (tex.type == 'VOXEL_DATA' and (engine in cls.COMPAT_ENGINES)) + + def draw(self, context): + layout = self.layout + + tex = context.texture + vd = tex.voxel_data + + layout.prop(vd, "file_format") + if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}: + layout.prop(vd, "filepath") + if vd.file_format == 'RAW_8BIT': + layout.prop(vd, "resolution") + elif vd.file_format == 'SMOKE': + layout.prop(vd, "domain_object") + layout.prop(vd, "smoke_data_type") + elif vd.file_format == 'IMAGE_SEQUENCE': + layout.template_ID(tex, "image", open="image.open") + layout.template_image(tex, "image", tex.image_user, compact=True) + #layout.prop(vd, "frame_duration") + + if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}: + layout.prop(vd, "use_still_frame") + row = layout.row() + row.active = vd.use_still_frame + row.prop(vd, "still_frame") + + layout.prop(vd, "interpolation") + layout.prop(vd, "extension") + layout.prop(vd, "intensity") + + +class TEXTURE_PT_pointdensity(TextureButtonsPanel, bpy.types.Panel): + bl_label = "Point Density" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + tex = context.texture + engine = context.scene.render.engine + return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES)) + + def draw(self, context): + layout = self.layout + + tex = context.texture + pd = tex.point_density + + layout.prop(pd, "point_source", expand=True) + + split = layout.split() + + col = split.column() + if pd.point_source == 'PARTICLE_SYSTEM': + col.label(text="Object:") + col.prop(pd, "object", text="") + + sub = col.column() + sub.enabled = bool(pd.object) + if pd.object: + sub.label(text="System:") + sub.prop_search(pd, "particle_system", pd.object, "particle_systems", text="") + sub.label(text="Cache:") + sub.prop(pd, "particle_cache_space", text="") + else: + col.label(text="Object:") + col.prop(pd, "object", text="") + col.label(text="Cache:") + col.prop(pd, "vertex_cache_space", text="") + + col.separator() + + if pd.point_source == 'PARTICLE_SYSTEM': + col.label(text="Color Source:") + col.prop(pd, "color_source", text="") + if pd.color_source in {'PARTICLE_SPEED', 'PARTICLE_VELOCITY'}: + col.prop(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.label() + col.prop(pd, "radius") + col.label(text="Falloff:") + col.prop(pd, "falloff", text="") + if pd.falloff == 'SOFT': + col.prop(pd, "falloff_soft") + + +class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, bpy.types.Panel): + bl_label = "Turbulence" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + + @classmethod + def poll(cls, context): + tex = context.texture + engine = context.scene.render.engine + return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES)) + + def draw_header(self, context): + pd = context.texture.point_density + + self.layout.prop(pd, "use_turbulence", text="") + + def draw(self, context): + layout = self.layout + + tex = context.texture + pd = tex.point_density + layout.active = pd.use_turbulence + + split = layout.split() + + col = split.column() + col.label(text="Influence:") + col.prop(pd, "turbulence_influence", text="") + col.label(text="Noise Basis:") + col.prop(pd, "noise_basis", text="") + + col = split.column() + col.label() + col.prop(pd, "turbulence_scale") + col.prop(pd, "turbulence_depth") + 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 isinstance(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 not isinstance(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 isinstance(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 isinstance(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="") + + row = layout.row() + row.column().prop(tex, "offset") + row.column().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 isinstance(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, toggle, factor, name): + row = layout.row(align=True) + row.prop(tex, toggle, text="") + sub = row.row() + sub.active = getattr(tex, toggle) + sub.prop(tex, factor, text=name, slider=True) + return sub # XXX, temp. use_map_normal needs to override. + + if isinstance(idblock, bpy.types.Material): + if idblock.type in {'SURFACE', 'WIRE'}: + split = layout.split() + + col = split.column() + col.label(text="Diffuse:") + factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity") + factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") + factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") + factor_but(col, "use_map_translucency", "translucency_factor", "Translucency") + + col.label(text="Specular:") + factor_but(col, "use_map_specular", "specular_factor", "Intensity") + factor_but(col, "use_map_color_spec", "specular_color_factor", "Color") + factor_but(col, "use_map_hardness", "hardness_factor", "Hardness") + + col = split.column() + col.label(text="Shading:") + factor_but(col, "use_map_ambient", "ambient_factor", "Ambient") + factor_but(col, "use_map_emit", "emit_factor", "Emit") + factor_but(col, "use_map_mirror", "mirror_factor", "Mirror") + factor_but(col, "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. + sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal") + sub_tmp.active = (tex.use_map_normal or tex.use_map_displacement) + # END XXX + + factor_but(col, "use_map_warp", "warp_factor", "Warp") + factor_but(col, "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 == 'HALO': + layout.label(text="Halo:") + + split = layout.split() + + col = split.column() + factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") + factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") + + col = split.column() + factor_but(col, "use_map_raymir", "raymir_factor", "Size") + factor_but(col, "use_map_hardness", "hardness_factor", "Hardness") + factor_but(col, "use_map_translucency", "translucency_factor", "Add") + elif idblock.type == 'VOLUME': + split = layout.split() + + col = split.column() + factor_but(col, "use_map_density", "density_factor", "Density") + factor_but(col, "use_map_emission", "emission_factor", "Emission") + factor_but(col, "use_map_scatter", "scattering_factor", "Scattering") + factor_but(col, "use_map_reflect", "reflection_factor", "Reflection") + + col = split.column() + col.label(text=" ") + factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color") + factor_but(col, "use_map_color_transmission", "transmission_color_factor", "Transmission Color") + factor_but(col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color") + + elif isinstance(idblock, bpy.types.Lamp): + split = layout.split() + + col = split.column() + factor_but(col, "use_map_color", "color_factor", "Color") + + col = split.column() + factor_but(col, "use_map_shadow", "shadow_factor", "Shadow") + + elif isinstance(idblock, bpy.types.World): + split = layout.split() + + col = split.column() + factor_but(col, "use_map_blend", "blend_factor", "Blend") + factor_but(col, "use_map_horizon", "horizon_factor", "Horizon") + + col = split.column() + factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up") + factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down") + elif isinstance(idblock, bpy.types.ParticleSettings): + split = layout.split() + + col = split.column() + col.label(text="General:") + factor_but(col, "use_map_time", "time_factor", "Time") + factor_but(col, "use_map_life", "life_factor", "Lifetime") + factor_but(col, "use_map_density", "density_factor", "Density") + factor_but(col, "use_map_size", "size_factor", "Size") + + col = split.column() + col.label(text="Physics:") + factor_but(col, "use_map_velocity", "velocity_factor", "Velocity") + factor_but(col, "use_map_damp", "damp_factor", "Damp") + factor_but(col, "use_map_gravity", "gravity_factor", "Gravity") + factor_but(col, "use_map_field", "field_factor", "Force Fields") + + layout.label(text="Hair:") + + split = layout.split() + + col = split.column() + factor_but(col, "use_map_length", "length_factor", "Length") + factor_but(col, "use_map_clump", "clump_factor", "Clump") + + col = split.column() + factor_but(col, "use_map_kink", "kink_factor", "Kink") + factor_but(col, "use_map_rough", "rough_factor", "Rough") + + layout.separator() + + if not isinstance(idblock, bpy.types.ParticleSettings): + split = layout.split() + + col = split.column() + col.prop(tex, "blend_type", text="Blend") + col.prop(tex, "use_rgb_to_intensity") + # color is used on grayscale textures even when use_rgb_to_intensity is disabled. + col.prop(tex, "color", text="") + + col = split.column() + col.prop(tex, "invert", text="Negative") + col.prop(tex, "use_stencil") + + if isinstance(idblock, bpy.types.Material) or isinstance(idblock, bpy.types.World): + col.prop(tex, "default_value", text="DVar", slider=True) + + if isinstance(idblock, bpy.types.Material): + layout.label(text="Bump Mapping:") + + # only show bump settings if activated but not for normalmap images + row = layout.row() + row.active = tex.use_map_normal and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) + + row.prop(tex, "bump_method", text="Method") + + sub = row.row() + sub.active = tex.bump_method in {'BUMP_DEFAULT', 'BUMP_BEST_QUALITY'} + sub.prop(tex, "bump_objectspace", text="Space") + + +class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel): + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + _context_path = "texture" + _property_type = bpy.types.Texture |