Files
test2/scripts/startup/bl_ui/properties_material.py
Nika Kutsniashvili efa8d942b8 Refactor: Remove grid and compact UI list layout in Python scripts
The grid layout type for UI list is planned for removal in 5.0, see
blender/blender#110461.

In previous UI meetings, we talked about deprecating the Grid mode of
the UI list, which is not actually accessible in UI and was never used.
Nowadays, there is a new grid view that can be exposed in the API in
the future.

Initially, I wanted to remove references to layout_type in UI templates
in the text editor, because a lot of add-on developers on the
extensions platform base their lists on that code, and a lot of them
are therefore including soon to be deprecated code in their add-ons,
which I want to avoid in the future. But I thought we might as well
remove it from our python scripts as well, since it's just basically
redundant code that doesn't do anything. And also because many add-on
developers use bundled python scripts for references as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/138395
2025-06-18 13:45:06 +02:00

469 lines
14 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu, Panel, UIList
from bpy.app.translations import contexts as i18n_contexts
from rna_prop_ui import PropertyPanel
from bpy_extras.node_utils import find_node_input
from bl_ui.space_properties import PropertiesAnimationMixin
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")
layout.operator("object.material_slot_remove_all")
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 ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
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_WORKBENCH',
}
_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_WORKBENCH',
}
@classmethod
def poll(cls, context):
ob = context.object
mat = context.material
if mat and mat.grease_pencil:
return False
if ob and ob.type == 'GREASEPENCIL':
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:
row.prop(slot, "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'}
def draw(self, context):
layout = self.layout
mat = context.material
if mat.use_nodes:
layout.use_property_split = True
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
else:
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.use_property_split = True
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_translation_context = i18n_contexts.id_id
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")
class EEVEE_MATERIAL_PT_displacement(MaterialButtonsPanel, Panel):
bl_label = "Displacement"
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', "Displacement")
class EEVEE_MATERIAL_PT_thickness(MaterialButtonsPanel, Panel):
bl_label = "Thickness"
bl_translation_context = i18n_contexts.id_material
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', "Thickness")
def draw_material_surface_settings(layout, mat, is_eevee=True):
col = layout.column(heading="Backface Culling")
col.prop(mat, "use_backface_culling", text="Camera")
col.prop(mat, "use_backface_culling_shadow", text="Shadow")
col.prop(mat, "use_backface_culling_lightprobe_volume", text="Light Probe Volume")
col = layout.column(align=True)
if is_eevee:
col.prop(mat, "displacement_method", text="Displacement")
col = col.column(align=True)
col.enabled = mat.displacement_method != 'BUMP'
# Clarify that this is for displacement if the displacement method setting is not above.
max_diplacement_text = "Max Distance" if is_eevee else "Max Displacement"
col.prop(mat, "max_vertex_displacement", text=max_diplacement_text)
if mat.displacement_method == 'DISPLACEMENT':
layout.label(text="Unsupported displacement method", icon='ERROR')
if is_eevee:
layout.prop(mat, "use_transparent_shadow")
col = layout.column()
col.prop(mat, "surface_render_method", text="Render Method")
if mat.surface_render_method == 'BLENDED':
col.prop(mat, "use_transparency_overlap", text="Transparency Overlap")
elif mat.surface_render_method == 'DITHERED':
col.prop(mat, "use_raytrace_refraction", text="Raytraced Transmission")
col = layout.column()
col.prop(mat, "thickness_mode", text="Thickness")
if mat.surface_render_method == 'DITHERED':
col.prop(mat, "use_thickness_from_shadow", text="From Shadow")
def draw_material_volume_settings(layout, mat, is_eevee=True):
layout.prop(mat, "volume_intersection_method", text="Intersection" if is_eevee else "Volume Intersection")
def draw_material_settings(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
draw_material_surface_settings(layout, mat, False)
draw_material_volume_settings(layout, mat, False)
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_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
layout.prop(mat, "pass_index")
class EEVEE_MATERIAL_PT_settings_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
bl_parent_id = "EEVEE_MATERIAL_PT_settings"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
draw_material_surface_settings(layout, mat)
class EEVEE_MATERIAL_PT_settings_volume(MaterialButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_parent_id = "EEVEE_MATERIAL_PT_settings"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = context.material
draw_material_volume_settings(layout, mat)
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="")
class MATERIAL_PT_animation(MaterialButtonsPanel, Panel, PropertiesAnimationMixin):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
# MaterialButtonsPanel.poll ensures this is not None.
material = context.material
col = layout.column(align=True)
col.label(text="Material")
self.draw_action_and_slot_selector(context, col, material)
if node_tree := material.node_tree:
col = layout.column(align=True)
col.label(text="Shader Node Tree")
self.draw_action_and_slot_selector(context, col, node_tree)
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_displacement,
EEVEE_MATERIAL_PT_thickness,
EEVEE_MATERIAL_PT_settings,
EEVEE_MATERIAL_PT_settings_surface,
EEVEE_MATERIAL_PT_settings_volume,
MATERIAL_PT_lineart,
MATERIAL_PT_viewport,
EEVEE_MATERIAL_PT_viewport_settings,
MATERIAL_PT_animation,
MATERIAL_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)