diff options
Diffstat (limited to 'source/blender/src/buttons.c')
-rw-r--r-- | source/blender/src/buttons.c | 171 |
1 files changed, 96 insertions, 75 deletions
diff --git a/source/blender/src/buttons.c b/source/blender/src/buttons.c index c6eef4b906f..56160b0b4fd 100644 --- a/source/blender/src/buttons.c +++ b/source/blender/src/buttons.c @@ -4121,7 +4121,7 @@ void matbuts(void) sprintf(str, "%d Mat", ob->totcol); if(ob->totcol) min= 1.0; else min= 0.0; - uiDefButC(block, NUM, B_ACTCOL, str, 415,195,140,20, &(ob->actcol), min, (float)ob->totcol, 0, 0, "Number of materials on object / Active material"); + uiDefButC(block, NUM, B_ACTCOL, str, 415,195,150,20, &(ob->actcol), min, (float)ob->totcol, 0, 0, "Number of materials on object / Active material"); uiSetButLock(id->lib!=0, "Can't edit library data"); @@ -4144,40 +4144,35 @@ void matbuts(void) uiSetButLock(ma->id.lib!=0, "Can't edit library data"); uiBlockSetCol(block, BUTGREY); - uiDefButS(block, ROW, REDRAWBUTSMAT, "RGB", 200,166,44,22, &(ma->colormodel), 1.0, (float)MA_RGB, 0, 0, "Create colour by red, green and blue"); - uiDefButS(block, ROW, REDRAWBUTSMAT, "HSV", 200,143,44,22, &(ma->colormodel), 1.0, (float)MA_HSV, 0, 0, "Mix colour with hue, saturation and value"); - uiDefButS(block, TOG|BIT|0, REDRAWBUTSMAT, "DYN", 200,120,44,22, &(ma->dynamode), 0.0, 0.0, 0, 0, "Adjust parameters for dynamics options"); - - if((ma->mode & MA_HALO)==0) - uiDefButF(block, NUM, 0, "Zoffset:", 200,91,174,19, &(ma->zoffs), 0.0, 10.0, 0, 0, "Give face an artificial offset"); + uiDefButS(block, ROW, REDRAWBUTSMAT, "RGB", 200,166,35,22, &(ma->colormodel), 1.0, (float)MA_RGB, 0, 0, "Create colour by red, green and blue"); + uiDefButS(block, ROW, REDRAWBUTSMAT, "HSV", 200,143,35,22, &(ma->colormodel), 1.0, (float)MA_HSV, 0, 0, "Mix colour with hue, saturation and value"); + uiDefButS(block, TOG|BIT|0, REDRAWBUTSMAT, "DYN", 200,120,35,22, &(ma->dynamode), 0.0, 0.0, 0, 0, "Adjust parameters for dynamics options"); if(ma->dynamode & MA_DRAW_DYNABUTS) { - uiDefButF(block, NUMSLI, 0, "Restitut ", 380,168,175,21, &ma->reflect, 0.0, 1.0, 0, 0, "Elasticity of collisions"); - uiDefButF(block, NUMSLI, 0, "Friction ", - 380,144,175,21, &ma->friction, 0.0, 100.0, 0, 0, - "Coulomb friction coefficient"); -/**/ - uiDefButF(block, NUMSLI, 0, "Fh Force ", 380,120,175,21, &ma->fh, 0.0, 1.0, 0, 0, "Upward spring force within the Fh area"); - uiDefButF(block, NUM, 0, "Fh Damp ", 260,144,120,21, &ma->xyfrict, 0.0, 1.0, 10, 0, "Damping of the Fh spring force"); - uiDefButF(block, NUM, 0, "Fh Dist ", 260,120,120,21, &ma->fhdist, 0.0, 20.0, 10, 0, "Height of the Fh area"); + uiDefButF(block, NUMSLI, 0, "Restitut ", 390,168,175,21, &ma->reflect, 0.0, 1.0, 0, 0, "Elasticity of collisions"); + uiDefButF(block, NUMSLI, 0, "Friction ", 390,144,175,21, &ma->friction, 0.0, 100.0, 0, 0, "Coulomb friction coefficient"); + + uiDefButF(block, NUMSLI, 0, "Fh Force ", 390,120,175,21, &ma->fh, 0.0, 1.0, 0, 0, "Upward spring force within the Fh area"); + uiDefButF(block, NUM, 0, "Fh Damp ", 260,144,120,21, &ma->xyfrict, 0.0, 1.0, 10, 0, "Damping of the Fh spring force"); + uiDefButF(block, NUM, 0, "Fh Dist ", 260,120,120,21, &ma->fhdist, 0.0, 20.0, 10, 0, "Height of the Fh area"); uiBlockSetCol(block, BUTGREEN); - uiDefButS(block, TOG|BIT|1, 0, "Fh Norm", 260,168,120,21, &ma->dynamode, 0.0, 0.0, 0, 0, "Add a horizontal spring force on slopes"); + uiDefButS(block, TOG|BIT|1, 0, "Fh Norm", 260,168,120,21, &ma->dynamode, 0.0, 0.0, 0, 0, "Add a horizontal spring force on slopes"); uiBlockSetCol(block, BUTGREY); } else { - uiDefButF(block, COL, B_MIRCOL, "", 246,143,37,45, &(ma->mirr), 0, 0, 0, 0, ""); - uiDefButF(block, COL, B_SPECCOL, "", 287,143,37,45, &(ma->specr), 0, 0, 0, 0, ""); - uiDefButF(block, COL, B_MATCOL, "", 326,143,47,45, &(ma->r), 0, 0, 0, 0, ""); + uiDefButF(block, COL, B_MIRCOL, "", 235,143,30,45, &(ma->mirr), 0, 0, 0, 0, ""); + uiDefButF(block, COL, B_SPECCOL, "", 265,143,39,45, &(ma->specr), 0, 0, 0, 0, ""); + uiDefButF(block, COL, B_MATCOL, "", 304,143,39,45, &(ma->r), 0, 0, 0, 0, ""); if(ma->mode & MA_HALO) { - uiDefButC(block, ROW, REDRAWBUTSMAT, "Ring", 246,120,37,22, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Mix the colour of the rings with the RGB sliders"); - uiDefButC(block, ROW, REDRAWBUTSMAT, "Line", 287,120,37,22, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Mix the colour of the lines with the RGB sliders"); - uiDefButC(block, ROW, REDRAWBUTSMAT, "Halo", 326,120,47,22, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Mix the colour of the halo with the RGB sliders"); + uiDefButC(block, ROW, REDRAWBUTSMAT, "Ring", 235,120,30,22, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Mix the colour of the rings with the RGB sliders"); + uiDefButC(block, ROW, REDRAWBUTSMAT, "Line", 265,120,39,22, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Mix the colour of the lines with the RGB sliders"); + uiDefButC(block, ROW, REDRAWBUTSMAT, "Halo", 304,120,39,22, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Mix the colour of the halo with the RGB sliders"); } else { - uiDefButC(block, ROW, REDRAWBUTSMAT, "Mir", 246,120,37,22, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Use mirror colour"); - uiDefButC(block, ROW, REDRAWBUTSMAT, "Spec", 287,120,37,22, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Set the colour of the specularity"); - uiDefButC(block, ROW, REDRAWBUTSMAT, "Color", 326,120,47,22, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Set the basic colour of the material"); + uiDefButC(block, ROW, REDRAWBUTSMAT, "Mir", 235,120,30,22, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Use mirror colour"); + uiDefButC(block, ROW, REDRAWBUTSMAT, "Spe", 265,120,39,22, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Set the colour of the specularity"); + uiDefButC(block, ROW, REDRAWBUTSMAT, "Col", 304,120,39,22, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Set the basic colour of the material"); } if(ma->rgbsel==0) {colpoin= &(ma->r); rgbsel= B_MATCOL;} else if(ma->rgbsel==1) {colpoin= &(ma->specr); rgbsel= B_SPECCOL;} @@ -4186,80 +4181,106 @@ void matbuts(void) if(ma->rgbsel==0 && (ma->mode & (MA_VERTEXCOLP|MA_FACETEXTURE) && !(ma->mode & MA_HALO))); else if(ma->colormodel==MA_HSV) { uiBlockSetCol(block, BUTPURPLE); - uiDefButF(block, HSVSLI, B_MATPRV, "H ", 380,168,175,21, colpoin, 0.0, 0.9999, rgbsel, 0, ""); + uiDefButF(block, HSVSLI, B_MATPRV, "H ", 350,168,150,21, colpoin, 0.0, 0.9999, rgbsel, 0, ""); uiBlockSetCol(block, BUTPURPLE); - uiDefButF(block, HSVSLI, B_MATPRV, "S ", 380,144,175,21, colpoin, 0.0001, 1.0, rgbsel, 0, ""); + uiDefButF(block, HSVSLI, B_MATPRV, "S ", 350,144,150,21, colpoin, 0.0001, 1.0, rgbsel, 0, ""); uiBlockSetCol(block, BUTPURPLE); - uiDefButF(block, HSVSLI, B_MATPRV, "V ", 380,120,175,21, colpoin, 0.0001, 1.0, rgbsel, 0, ""); + uiDefButF(block, HSVSLI, B_MATPRV, "V ", 350,120,150,21, colpoin, 0.0001, 1.0, rgbsel, 0, ""); uiBlockSetCol(block, BUTGREY); } else { - uiDefButF(block, NUMSLI, B_MATPRV, "R ", 380,168,175,21, colpoin, 0.0, 1.0, rgbsel, 0, ""); - uiDefButF(block, NUMSLI, B_MATPRV, "G ", 380,144,175,21, colpoin+1, 0.0, 1.0, rgbsel, 0, ""); - uiDefButF(block, NUMSLI, B_MATPRV, "B ", 380,120,175,21, colpoin+2, 0.0, 1.0, rgbsel, 0, ""); + uiDefButF(block, NUMSLI, B_MATPRV, "R ", 350,168,150,21, colpoin, 0.0, 1.0, rgbsel, 0, ""); + uiDefButF(block, NUMSLI, B_MATPRV, "G ", 350,144,150,21, colpoin+1, 0.0, 1.0, rgbsel, 0, ""); + uiDefButF(block, NUMSLI, B_MATPRV, "B ", 350,120,150,21, colpoin+2, 0.0, 1.0, rgbsel, 0, ""); + } + if(!(ma->mode & MA_HALO)) { + uiBlockSetCol(block, BUTBLUE); + uiDefButI(block, TOG|BIT|4, B_REDR, "VCol Light", 505, 168, 60, 21, &(ma->mode), 0, 0, 0, 0, "Add vertex colours as extra light"); + uiDefButI(block, TOG|BIT|7, B_REDR, "VCol Paint", 505, 144, 60, 21, &(ma->mode), 0, 0, 0, 0, "Replace basic colours with vertex colours"); + uiDefButI(block, TOG|BIT|11, B_REDR, "TexFace", 505, 120, 60, 21, &(ma->mode), 0, 0, 0, 0, "UV-Editor assigned texture gives color and texture info for the faces"); } } if(ma->mode & MA_HALO) { - uiDefButF(block, NUM, B_MATPRV, "HaloSize: ", 200,70,175,18, &(ma->hasize), 0.0, 100.0, 10, 0, "Set the dimension of the halo"); + uiBlockSetCol(block, BUTGREY); + uiDefButF(block, NUM, B_MATPRV, "HaloSize: ", 200,90,175,18, &(ma->hasize), 0.0, 100.0, 10, 0, "Set the dimension of the halo"); uiDefButF(block, NUMSLI, B_MATPRV, "Alpha ", 200,50,175,18, &(ma->alpha), 0.0, 1.0, 0, 0, "Set the degree of coverage"); - uiDefButS(block, NUMSLI, B_MATPRV, "Hard ", 200,30,175,18, &(ma->har), 1.0, 127.0, 0, 0, "Set the hardness of the halo"); - uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 200,10,175,18, &(ma->add), 0.0, 1.0, 0, 0, "Strength of the add effect"); + uiDefButS(block, NUMSLI, B_MATPRV, "Hard ", 200,30,175,18, &(ma->har), 1.0, 127.0, 0, 0, "Set the hardness of the halo"); + uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 200,10,175,18, &(ma->add), 0.0, 1.0, 0, 0, "Strength of the add effect"); - uiDefButS(block, NUM, B_MATPRV, "Rings: ", 380,90,85,18, &(ma->ringc), 0.0, 24.0, 0, 0, "Set the number of rings rendered over the basic halo"); - uiDefButS(block, NUM, B_MATPRV, "Lines: ", 465,90,90,18, &(ma->linec), 0.0, 250.0, 0, 0, "Set the number of star shaped lines rendered over the halo"); + uiDefButS(block, NUM, B_MATPRV, "Rings: ", 380,90,85,18, &(ma->ringc), 0.0, 24.0, 0, 0, "Set the number of rings rendered over the basic halo"); + uiDefButS(block, NUM, B_MATPRV, "Lines: ", 465,90,90,18, &(ma->linec), 0.0, 250.0, 0, 0, "Set the number of star shaped lines rendered over the halo"); uiDefButS(block, NUM, B_MATPRV, "Star: ", 380,70,85,18, &(ma->starc), 3.0, 50.0, 0, 0, "Set the number of points on the star shaped halo"); uiDefButC(block, NUM, B_MATPRV, "Seed: ", 465,70,90,18, &(ma->seed1), 0.0, 255.0, 0, 0, "Use random values for ring dimension and line location"); - uiDefButF(block, NUM, B_MATPRV, "FlareSize: ", 380,50,85,18, &(ma->flaresize), 0.1, 25.0, 10, 0, "Set the factor the flare is larger than the halo"); + uiDefButF(block, NUM, B_MATPRV, "FlareSize: ", 380,50,85,18, &(ma->flaresize), 0.1, 25.0, 10, 0, "Set the factor the flare is larger than the halo"); uiDefButF(block, NUM, B_MATPRV, "Sub Size: ", 465,50,90,18, &(ma->subsize), 0.1, 25.0, 10, 0, "Set the dimension of the subflares, dots and circles"); - uiDefButF(block, NUM, B_MATPRV, "FlareBoost: ", 380,30,175,18, &(ma->flareboost), 0.1, 10.0, 10, 0, "Give the flare extra strength"); + uiDefButF(block, NUM, B_MATPRV, "FlareBoost: ", 380,30,175,18, &(ma->flareboost), 0.1, 10.0, 10, 0, "Give the flare extra strength"); uiDefButC(block, NUM, B_MATPRV, "Fl.seed: ", 380,10,85,18, &(ma->seed2), 0.0, 255.0, 0, 0, "Specify an offset in the seed table"); - uiDefButS(block, NUM, B_MATPRV, "Flares: ", 465,10,90,18, &(ma->flarec), 1.0, 32.0, 0, 0, "Set the nuber of subflares"); + uiDefButS(block, NUM, B_MATPRV, "Flares: ", 465,10,90,18, &(ma->flarec), 1.0, 32.0, 0, 0, "Set the nuber of subflares"); uiBlockSetCol(block, BUTBLUE); - uiDefButI(block, TOG|BIT|15, B_MATPRV, "Flare", 571, 181, 77, 36, &(ma->mode), 0, 0, 0, 0, "Render halo as a lensflare"); - uiDefButI(block, TOG|BIT|8, B_MATPRV, "Rings", 571, 143, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render rings over basic halo"); - uiDefButI(block, TOG|BIT|9, B_MATPRV, "Lines", 571, 124, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render star shaped lines over the basic halo"); - uiDefButI(block, TOG|BIT|11, B_MATPRV, "Star", 571, 105, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render halo as a star"); - uiDefButI(block, TOG|BIT|5, B_MATPRV_DRAW, "Halo", 571, 86, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render as a halo"); + uiDefButI(block, TOG|BIT|15, B_MATPRV, "Flare", 576, 181, 77, 36, &(ma->mode), 0, 0, 0, 0, "Render halo as a lensflare"); + uiDefButI(block, TOG|BIT|8, B_MATPRV, "Rings", 576, 143, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render rings over basic halo"); + uiDefButI(block, TOG|BIT|9, B_MATPRV, "Lines", 576, 124, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render star shaped lines over the basic halo"); + uiDefButI(block, TOG|BIT|11, B_MATPRV, "Star", 576, 105, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render halo as a star"); + uiDefButI(block, TOG|BIT|5, B_MATPRV_DRAW, "Halo", 576, 86, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render as a halo"); - uiDefButI(block, TOG|BIT|12, B_MATPRV, "HaloTex", 571, 67, 77, 18, &(ma->mode), 0, 0, 0, 0, "Give halo a texture"); - uiDefButI(block, TOG|BIT|13, B_MATPRV, "HaloPuno", 571, 48, 77, 18, &(ma->mode), 0, 0, 0, 0, "Use the vertex normal to specify the dimension of the halo"); - uiDefButI(block, TOG|BIT|10, B_MATPRV, "X Alpha", 571, 28, 77, 18, &(ma->mode), 0, 0, 0, 0, "Use extreme alpha"); - uiDefButI(block, TOG|BIT|14, B_MATPRV, "Shaded", 571, 10, 77, 18, &(ma->mode), 0, 0, 0, 0, "Let halo receive light"); + uiDefButI(block, TOG|BIT|12, B_MATPRV, "HaloTex", 576, 67, 77, 18, &(ma->mode), 0, 0, 0, 0, "Give halo a texture"); + uiDefButI(block, TOG|BIT|13, B_MATPRV, "HaloPuno", 576, 48, 77, 18, &(ma->mode), 0, 0, 0, 0, "Use the vertex normal to specify the dimension of the halo"); + uiDefButI(block, TOG|BIT|10, B_MATPRV, "X Alpha", 576, 28, 77, 18, &(ma->mode), 0, 0, 0, 0, "Use extreme alpha"); + uiDefButI(block, TOG|BIT|14, B_MATPRV, "Shaded", 576, 10, 77, 18, &(ma->mode), 0, 0, 0, 0, "Let halo receive light"); } else { - uiDefButF(block, NUMSLI, B_MATPRV, "Spec ", 200,70,175,18, &(ma->spec), 0.0, 2.0, 0, 0, "Set the degree of specularity"); - uiDefButS(block, NUMSLI, B_MATPRV, "Hard ", 200,50,175,18, &(ma->har), 1.0, 255.0, 0, 0, "Set the hardness of the specularity"); - uiDefButF(block, NUMSLI, B_MATPRV, "SpTr ", 200,30,175,18, &(ma->spectra), 0.0, 1.0, 0, 0, "Make sheen areas opaque"); - uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 200,10,175,18, &(ma->add), 0.0, 1.0, 0, 0, "Glow factor"); - - uiDefButF(block, NUMSLI, B_MATPRV, "Ref ", 380,70,175,18, &(ma->ref), 0.0, 1.0, 0, 0, "Set the amount of reflection"); - uiDefButF(block, NUMSLI, B_MATPRV, "Alpha ", 380,50,175,18, &(ma->alpha), 0.0, 1.0, 0, 0, "Set the amount of coverage, to make materials transparent"); - uiDefButF(block, NUMSLI, B_MATPRV, "Emit ", 380,30,175,18, &(ma->emit), 0.0, 1.0, 0, 0, "Set the amount of emitting light"); - uiDefButF(block, NUMSLI, B_MATPRV, "Amb ", 380,10,175,18, &(ma->amb), 0.0, 1.0, 0, 0, "Set the amount of global ambient color"); - /* transparent solids : exponential dropoff */ -/* uiDefButF(block, NUMSLI, B_MATPRV, "K ", 380,-10,175,18, &(ma->kfac), 0.0, 10.0, 0, 0, ""); */ + char *str1= "Diffuse Shader%t|Lambert %x0|Oren-Nayar %x1|Toon %x2"; + char *str2= "Specular Shader%t|CookTorr %x0|Phong %x1|Blinn %x2|Toon %x3"; + + /* shader buttons */ + uiBlockSetCol(block, BUTGREY); + uiDefButS(block, MENU, B_MATPRV_DRAW, str1, 200,90,95,18, &(ma->diff_shader), 0.0, 0.0, 0, 0, "Set a diffuse shader"); + uiDefButS(block, MENU, B_MATPRV_DRAW, str2, 295,90,90,18, &(ma->spec_shader), 0.0, 0.0, 0, 0, "Set a diffuse shader"); + + if(ma->diff_shader==MA_DIFF_ORENNAYAR) + uiDefButF(block, NUM, B_MATPRV, "Rough:", 200, 70, 95,18, &(ma->roughness), 0.0, 3.14, 0, 0, "Oren Nayar Roughness"); + else if(ma->diff_shader==MA_DIFF_TOON) { + uiDefButF(block, NUM, B_MATPRV, "Size:", 200, 70, 95,18, &(ma->param[0]), 0.0, 1.0, 0, 0, "Size of diffuse toon area"); + uiDefButF(block, NUM, B_MATPRV, "Smooth:", 200, 50, 95,18, &(ma->param[1]), 0.0, 1.0, 0, 0, "Smoothness of diffuse toon area"); + } + + if ELEM3(ma->spec_shader, MA_SPEC_COOKTORR, MA_SPEC_PHONG, MA_SPEC_BLINN) { + uiDefButS(block, NUM, B_MATPRV, "Hard:", 295, 70, 90,18, &(ma->har), 1.0, 255, 0, 0, "Set the hardness of the specularity"); + } + if(ma->spec_shader==MA_SPEC_BLINN) + uiDefButF(block, NUM, B_MATPRV, "Refr:", 295, 50, 90,18, &(ma->refrac), 1.0, 10.0, 0, 0, "Refraction index"); + if(ma->spec_shader==MA_SPEC_TOON) { + uiDefButF(block, NUM, B_MATPRV, "Size:", 295, 70, 90,18, &(ma->param[2]), 0.0, 1.0, 0, 0, "Size of specular toon area"); + uiDefButF(block, NUM, B_MATPRV, "Smooth:", 295, 50, 90,18, &(ma->param[3]), 0.0, 1.0, 0, 0, "Smoothness of specular toon area"); + } + + uiDefButF(block, NUMSLI, B_MATPRV, "Ref ", 200,30,185,18, &(ma->ref), 0.0, 1.0, 0, 0, "Set the amount of reflection"); + uiDefButF(block, NUMSLI, B_MATPRV, "Spec ", 200,10,185,18, &(ma->spec), 0.0, 2.0, 0, 0, "Set the degree of specularity"); + + /* default shading variables */ + uiDefButF(block, NUMSLI, B_MATPRV, "Alpha ", 390,90,175,18, &(ma->alpha), 0.0, 1.0, 0, 0, "Set the amount of coverage, to make materials transparent"); + uiDefButF(block, NUMSLI, B_MATPRV, "SpecTra ", 390,70,175,18, &(ma->spectra), 0.0, 1.0, 0, 0, "Make specular areas opaque"); + uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 390,50,175,18, &(ma->add), 0.0, 1.0, 0, 0, "Glow factor for transparant"); + uiDefButF(block, NUMSLI, B_MATPRV, "Emit ", 390,30,175,18, &(ma->emit), 0.0, 1.0, 0, 0, "Set the amount of emitting light"); + uiDefButF(block, NUMSLI, B_MATPRV, "Amb ", 390,10,175,18, &(ma->amb), 0.0, 1.0, 0, 0, "Set the amount of global ambient color"); uiBlockSetCol(block, BUTBLUE); - uiDefButI(block, TOG|BIT|0, 0, "Traceable", 571,200,77,18, &(ma->mode), 0, 0, 0, 0, "Make material visible for shadow lamps"); - uiDefButI(block, TOG|BIT|1, 0, "Shadow", 571,181,77,18, &(ma->mode), 0, 0, 0, 0, "Enable material for shadows"); - uiDefButI(block, TOG|BIT|2, B_MATPRV, "Shadeless", 571, 162, 77, 18, &(ma->mode), 0, 0, 0, 0, "Make material insensitive to light or shadow"); - uiDefButI(block, TOG|BIT|3, 0, "Wire", 571, 143, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render only the edges of faces"); - uiDefButI(block, TOG|BIT|4, B_REDR, "VCol Light", 571, 124, 77, 18, &(ma->mode), 0, 0, 0, 0, "Add vertex colours as extra light"); - uiDefButI(block, TOG|BIT|7, B_REDR, "VCol Paint", 571,105, 77, 18, &(ma->mode), 0, 0, 0, 0, "Replace basic colours with vertex colours"); - uiDefButI(block, TOG|BIT|5, B_MATPRV_DRAW, "Halo",571, 86, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render as a halo"); - uiDefButI(block, TOG|BIT|6, 0, "ZTransp", 571, 67, 77, 18, &(ma->mode), 0, 0, 0, 0, "Z-Buffer transparent faces"); - uiDefButI(block, TOG|BIT|8, 0, "ZInvert", 571, 48, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render with inverted Z Buffer"); - uiDefButI(block, TOG|BIT|9, 0, "Env", 571, 29, 77, 18, &(ma->mode), 0, 0, 0, 0, "Do not render material"); - uiDefButI(block, TOG|BIT|10, 0, "OnlyShadow", 571, 10, 77, 18, &(ma->mode), 0, 0, 0, 0, "Let alpha be determined on the degree of shadow"); - /* transparent solids */ -/* uiDefButI(block, TOG|BIT|0, 0, "Transp", 571,-10, 77, 18, &(ma->mode2), 0, 0, 0, 0, ""); */ - - uiDefButI(block, TOG|BIT|14, 0, "No Mist", 477,95,77,18, &(ma->mode), 0, 0, 0, 0, "Set the material insensitive to mist"); - uiDefButI(block, TOG|BIT|11, B_REDR, "TexFace", 398,95,77,18, &(ma->mode), 0, 0, 0, 0, "UV-Editor assigned texture gives color and texture info for the faces"); + uiDefButI(block, TOG|BIT|0, 0, "Traceable", 576,200,77,18, &(ma->mode), 0, 0, 0, 0, "Make material visible for shadow lamps"); + uiDefButI(block, TOG|BIT|1, 0, "Shadow", 576,181,77,18, &(ma->mode), 0, 0, 0, 0, "Enable material for shadows"); + uiDefButI(block, TOG|BIT|2, B_MATPRV, "Shadeless", 576, 162, 77, 18, &(ma->mode), 0, 0, 0, 0, "Make material insensitive to light or shadow"); + uiDefButI(block, TOG|BIT|3, 0, "Wire", 576, 143, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render only the edges of faces"); + uiDefButI(block, TOG|BIT|6, 0, "ZTransp", 576, 124, 77, 18, &(ma->mode), 0, 0, 0, 0, "Z-Buffer transparent faces"); + uiDefButI(block, TOG|BIT|8, 0, "ZInvert", 576, 105, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render with inverted Z Buffer"); + uiDefButI(block, TOG|BIT|5, B_MATPRV_DRAW, "Halo", 576, 86, 77, 18, &(ma->mode), 0, 0, 0, 0, "Render as a halo"); + uiDefButI(block, TOG|BIT|9, 0, "Env", 576, 67, 77, 18, &(ma->mode), 0, 0, 0, 0, "Do not render material"); + uiDefButI(block, TOG|BIT|10, 0, "OnlyShadow", 576, 48, 77, 18, &(ma->mode), 0, 0, 0, 0, "Let alpha be determined on the degree of shadow"); + uiDefButI(block, TOG|BIT|14, 0, "No Mist", 576, 29, 77,18, &(ma->mode), 0, 0, 0, 0, "Set the material insensitive to mist"); + uiBlockSetCol(block, BUTGREY); + uiDefButF(block, NUM, 0, "Zoffs:", 576, 10, 77,18, &(ma->zoffs), 0.0, 10.0, 0, 0, "Give face an artificial offset"); } /* PREVIEW RENDER */ |