UI: Improvements to shading layout
Improve labels and UI consistency. - Update color labels: Object, Wireframe, Background - Rename 'Single' shading color to 'Custom'. Move to the end. - Rename 'Viewport' color to 'Custom' for consistency. - Fix alignment of Object Color item labels Pull Request: https://projects.blender.org/blender/blender/pulls/137408
This commit is contained in:
committed by
Pablo Vazquez
parent
8f232517f0
commit
6329e00cd1
@@ -959,7 +959,7 @@ class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
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class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
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bl_label = "Color"
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bl_label = "Object Color"
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COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
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@classmethod
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@@ -6568,13 +6568,13 @@ class VIEW3D_PT_shading_lighting(Panel):
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shading = VIEW3D_PT_shading.get_shading(context)
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col = layout.column()
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split = col.split(factor=0.9)
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split = col.split(factor=0.95)
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if shading.type == 'SOLID':
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split.row().prop(shading, "light", expand=True)
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col.row().prop(shading, "light", expand=True)
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col = split.column()
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split = layout.split(factor=0.9)
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split = layout.split(factor=0.95)
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col = split.column()
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sub = col.row()
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@@ -6597,12 +6597,12 @@ class VIEW3D_PT_shading_lighting(Panel):
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col = split.column()
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col.operator("screen.userpref_show", emboss=False, text="", icon='PREFERENCES').section = 'LIGHTS'
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split = layout.split(factor=0.9)
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split = layout.split(factor=0.95)
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col = split.column()
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row = col.row()
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row = col.row(align=True)
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row.prop(shading, "use_world_space_lighting", text="", icon='WORLD', toggle=True)
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row = row.row()
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row = row.row(align=True)
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row.active = shading.use_world_space_lighting
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row.prop(shading, "studiolight_rotate_z", text="Rotation")
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col = split.column() # to align properly with above
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@@ -6619,7 +6619,7 @@ class VIEW3D_PT_shading_lighting(Panel):
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col.prop(shading, "use_scene_lights")
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col.prop(shading, "use_scene_world")
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col = layout.column()
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split = col.split(factor=0.9)
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split = col.split(factor=0.95)
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if not shading.use_scene_world:
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col = split.column()
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@@ -6630,7 +6630,7 @@ class VIEW3D_PT_shading_lighting(Panel):
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col = split.column()
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col.operator("screen.userpref_show", emboss=False, text="", icon='PREFERENCES').section = 'LIGHTS'
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split = layout.split(factor=0.9)
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split = layout.split(factor=0.95)
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col = split.column()
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engine = context.scene.render.engine
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@@ -6651,7 +6651,7 @@ class VIEW3D_PT_shading_lighting(Panel):
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if not shading.use_scene_world_render:
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col = layout.column()
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split = col.split(factor=0.9)
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split = col.split(factor=0.95)
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col = split.column()
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sub = col.row()
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@@ -6661,12 +6661,11 @@ class VIEW3D_PT_shading_lighting(Panel):
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col = split.column()
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col.operator("screen.userpref_show", emboss=False, text="", icon='PREFERENCES').section = 'LIGHTS'
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split = layout.split(factor=0.9)
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split = layout.split(factor=0.95)
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col = split.column()
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col.prop(shading, "studiolight_rotate_z", text="Rotation")
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col.prop(shading, "studiolight_intensity")
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col.prop(shading, "studiolight_background_alpha")
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engine = context.scene.render.engine
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col.prop(shading, "studiolight_background_blur")
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col = split.column() # to align properly with above
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@@ -6674,14 +6673,14 @@ class VIEW3D_PT_shading_lighting(Panel):
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class VIEW3D_PT_shading_color(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'HEADER'
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bl_label = "Wire Color"
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bl_label = "Wireframe Color"
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bl_parent_id = "VIEW3D_PT_shading"
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def _draw_color_type(self, context):
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layout = self.layout
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shading = VIEW3D_PT_shading.get_shading(context)
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layout.grid_flow(columns=3, align=True).prop(shading, "color_type", expand=True)
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layout.grid_flow(row_major=True, columns=3, align=True).prop(shading, "color_type", expand=True)
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if shading.color_type == 'SINGLE':
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layout.row().prop(shading, "single_color", text="")
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@@ -6702,7 +6701,7 @@ class VIEW3D_PT_shading_color(Panel):
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self.layout.separator()
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if shading.type == 'SOLID':
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layout.row().label(text="Color")
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layout.row().label(text="Object Color")
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self._draw_color_type(context)
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self.layout.separator()
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self._draw_background_color(context)
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@@ -6731,6 +6730,20 @@ class VIEW3D_PT_shading_options(Panel):
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if shading.type == 'SOLID':
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col.prop(shading, "show_backface_culling")
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if shading.type in {'WIREFRAME', 'SOLID'}:
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row = col.split()
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row.prop(shading, "show_object_outline")
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sub = row.row()
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sub.active = shading.show_object_outline
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sub.prop(shading, "object_outline_color", text="")
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if shading.type == 'SOLID':
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col = col.column()
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if shading.light in {'STUDIO', 'MATCAP'}:
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studio_light = shading.selected_studio_light
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col.active = (studio_light is not None) and studio_light.has_specular_highlight_pass
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col.prop(shading, "show_specular_highlight", text="Specular Lighting")
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row = col.row(align=True)
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if shading.type == 'WIREFRAME':
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@@ -6762,25 +6775,12 @@ class VIEW3D_PT_shading_options(Panel):
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row.active = not xray_active
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row.prop(shading, "use_dof", text="Depth of Field")
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if shading.type in {'WIREFRAME', 'SOLID'}:
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row = col.split()
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row.prop(shading, "show_object_outline")
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sub = row.row()
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sub.active = shading.show_object_outline
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sub.prop(shading, "object_outline_color", text="")
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if shading.type == 'SOLID':
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col = col.column()
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if shading.light in {'STUDIO', 'MATCAP'}:
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studio_light = shading.selected_studio_light
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col.active = (studio_light is not None) and studio_light.has_specular_highlight_pass
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col.prop(shading, "show_specular_highlight", text="Specular Lighting")
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class VIEW3D_PT_shading_options_shadow(Panel):
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bl_label = "Shadow Settings"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'HEADER'
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bl_ui_units_x = 12
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def draw(self, context):
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layout = self.layout
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@@ -6788,9 +6788,9 @@ class VIEW3D_PT_shading_options_shadow(Panel):
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scene = context.scene
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col = layout.column()
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col.prop(scene.display, "light_direction")
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col.prop(scene.display, "shadow_shift")
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col.prop(scene.display, "shadow_focus")
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col.prop(scene.display, "light_direction", text="Direction")
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col.prop(scene.display, "shadow_shift", text="Offset")
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col.prop(scene.display, "shadow_focus", text="Focus")
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class VIEW3D_PT_shading_options_ssao(Panel):
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@@ -449,10 +449,10 @@ int uiLayoutGetLocalDir(const uiLayout *layout)
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case uiItemType::LayoutRoot:
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case uiItemType::LayoutOverlap:
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case uiItemType::LayoutPanelHeader:
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case uiItemType::LayoutGridFlow:
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return UI_LAYOUT_HORIZONTAL;
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case uiItemType::LayoutColumn:
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case uiItemType::LayoutColumnFlow:
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case uiItemType::LayoutGridFlow:
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case uiItemType::LayoutSplit:
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case uiItemType::LayoutAbsolute:
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case uiItemType::LayoutBox:
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@@ -416,7 +416,6 @@ static const EnumPropertyItem rna_enum_viewport_lighting_items[] = {
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static const EnumPropertyItem rna_enum_shading_color_type_items[] = {
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{V3D_SHADING_MATERIAL_COLOR, "MATERIAL", 0, "Material", "Show material color"},
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{V3D_SHADING_SINGLE_COLOR, "SINGLE", 0, "Single", "Show scene in a single color"},
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{V3D_SHADING_OBJECT_COLOR, "OBJECT", 0, "Object", "Show object color"},
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{V3D_SHADING_RANDOM_COLOR, "RANDOM", 0, "Random", "Show random object color"},
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{V3D_SHADING_VERTEX_COLOR, "VERTEX", 0, "Attribute", "Show active color attribute"},
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@@ -425,6 +424,7 @@ static const EnumPropertyItem rna_enum_shading_color_type_items[] = {
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0,
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"Texture",
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"Show the texture from the active image texture node using the active UV map coordinates"},
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{V3D_SHADING_SINGLE_COLOR, "SINGLE", 0, "Custom", "Show scene in a single custom color"},
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{0, nullptr, 0, nullptr, nullptr},
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};
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@@ -4253,7 +4253,7 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
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{V3D_SHADING_BACKGROUND_VIEWPORT,
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"VIEWPORT",
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0,
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"Viewport",
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"Custom",
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"Use a custom color limited to this viewport only"},
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{0, nullptr, 0, nullptr, nullptr},
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};
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