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
469 lines
14 KiB
Python
469 lines
14 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Menu, Panel, UIList
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from bpy.app.translations import contexts as i18n_contexts
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from rna_prop_ui import PropertyPanel
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from bpy_extras.node_utils import find_node_input
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from bl_ui.space_properties import PropertiesAnimationMixin
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class MATERIAL_MT_context_menu(Menu):
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bl_label = "Material Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("material.copy", icon='COPYDOWN')
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layout.operator("object.material_slot_copy")
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layout.operator("material.paste", icon='PASTEDOWN')
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layout.operator("object.material_slot_remove_unused")
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layout.operator("object.material_slot_remove_all")
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class MATERIAL_UL_matslots(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, bpy.types.MaterialSlot)
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# ob = data
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slot = item
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ma = slot.material
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layout.context_pointer_set("id", ma)
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layout.context_pointer_set("material_slot", slot)
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if ma:
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layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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else:
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layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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mat = context.material
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return mat and (context.engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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_context_path = "material"
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_property_type = bpy.types.Material
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class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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bl_label = ""
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bl_context = "material"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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@classmethod
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def poll(cls, context):
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ob = context.object
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mat = context.material
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if mat and mat.grease_pencil:
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return False
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if ob and ob.type == 'GREASEPENCIL':
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return False
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return (
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(ob or mat) and
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(context.engine in cls.COMPAT_ENGINES)
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)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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is_sortable = len(ob.material_slots) > 1
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rows = 3
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if is_sortable:
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rows = 5
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row = layout.row()
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row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ADD', text="")
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col.operator("object.material_slot_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
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if is_sortable:
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col.separator()
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col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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row = layout.row()
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if ob:
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row.template_ID(ob, "active_material", new="material.new")
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if slot:
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row.prop(slot, "link", icon_only=True)
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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elif mat:
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row.template_ID(space, "pin_id")
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def panel_node_draw(layout, ntree, _output_type, input_name):
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, input_name)
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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mat = context.material
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if mat.use_nodes:
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layout.use_property_split = True
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
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else:
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layout.prop(mat, "use_nodes", icon='NODETREE')
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layout.use_property_split = True
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layout.prop(mat, "diffuse_color", text="Base Color")
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layout.prop(mat, "metallic")
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layout.prop(mat, "specular_intensity", text="Specular")
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layout.prop(mat, "roughness")
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class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
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bl_label = "Volume"
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bl_translation_context = i18n_contexts.id_id
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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mat = context.material
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return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
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class EEVEE_MATERIAL_PT_displacement(MaterialButtonsPanel, Panel):
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bl_label = "Displacement"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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mat = context.material
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return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Displacement")
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class EEVEE_MATERIAL_PT_thickness(MaterialButtonsPanel, Panel):
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bl_label = "Thickness"
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bl_translation_context = i18n_contexts.id_material
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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mat = context.material
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return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES) and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Thickness")
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def draw_material_surface_settings(layout, mat, is_eevee=True):
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col = layout.column(heading="Backface Culling")
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col.prop(mat, "use_backface_culling", text="Camera")
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col.prop(mat, "use_backface_culling_shadow", text="Shadow")
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col.prop(mat, "use_backface_culling_lightprobe_volume", text="Light Probe Volume")
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col = layout.column(align=True)
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if is_eevee:
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col.prop(mat, "displacement_method", text="Displacement")
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col = col.column(align=True)
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col.enabled = mat.displacement_method != 'BUMP'
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# Clarify that this is for displacement if the displacement method setting is not above.
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max_diplacement_text = "Max Distance" if is_eevee else "Max Displacement"
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col.prop(mat, "max_vertex_displacement", text=max_diplacement_text)
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if mat.displacement_method == 'DISPLACEMENT':
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layout.label(text="Unsupported displacement method", icon='ERROR')
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if is_eevee:
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layout.prop(mat, "use_transparent_shadow")
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col = layout.column()
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col.prop(mat, "surface_render_method", text="Render Method")
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if mat.surface_render_method == 'BLENDED':
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col.prop(mat, "use_transparency_overlap", text="Transparency Overlap")
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elif mat.surface_render_method == 'DITHERED':
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col.prop(mat, "use_raytrace_refraction", text="Raytraced Transmission")
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col = layout.column()
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col.prop(mat, "thickness_mode", text="Thickness")
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if mat.surface_render_method == 'DITHERED':
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col.prop(mat, "use_thickness_from_shadow", text="From Shadow")
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def draw_material_volume_settings(layout, mat, is_eevee=True):
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layout.prop(mat, "volume_intersection_method", text="Intersection" if is_eevee else "Volume Intersection")
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def draw_material_settings(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = context.material
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draw_material_surface_settings(layout, mat, False)
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draw_material_volume_settings(layout, mat, False)
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class EEVEE_MATERIAL_PT_viewport_settings(MaterialButtonsPanel, Panel):
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bl_label = "Settings"
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bl_context = "material"
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bl_parent_id = "MATERIAL_PT_viewport"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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draw_material_settings(self, context)
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class EEVEE_MATERIAL_PT_settings(MaterialButtonsPanel, Panel):
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bl_label = "Settings"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = context.material
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layout.prop(mat, "pass_index")
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class EEVEE_MATERIAL_PT_settings_surface(MaterialButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "material"
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bl_parent_id = "EEVEE_MATERIAL_PT_settings"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = context.material
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draw_material_surface_settings(layout, mat)
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class EEVEE_MATERIAL_PT_settings_volume(MaterialButtonsPanel, Panel):
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bl_label = "Volume"
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bl_context = "material"
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bl_parent_id = "EEVEE_MATERIAL_PT_settings"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = context.material
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draw_material_volume_settings(layout, mat)
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class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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mat = context.material
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return mat and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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col = layout.column()
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col.prop(mat, "diffuse_color", text="Color")
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col.prop(mat, "metallic")
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col.prop(mat, "roughness")
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class MATERIAL_PT_lineart(MaterialButtonsPanel, Panel):
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bl_label = "Line Art"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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mat = context.material
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return mat and not mat.grease_pencil
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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lineart = mat.lineart
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layout.prop(lineart, "use_material_mask", text="Material Mask")
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col = layout.column(align=True)
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col.active = lineart.use_material_mask
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row = col.row(align=True, heading="Masks")
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for i in range(8):
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row.prop(lineart, "use_material_mask_bits", text=" ", index=i, toggle=True)
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if i == 3:
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row = col.row(align=True)
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row = layout.row(align=True, heading="Custom Occlusion")
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row.prop(lineart, "mat_occlusion", text="Levels")
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row = layout.row(heading="Intersection Priority")
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row.prop(lineart, "use_intersection_priority_override", text="")
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subrow = row.row()
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subrow.active = lineart.use_intersection_priority_override
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subrow.prop(lineart, "intersection_priority", text="")
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class MATERIAL_PT_animation(MaterialButtonsPanel, Panel, PropertiesAnimationMixin):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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# MaterialButtonsPanel.poll ensures this is not None.
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material = context.material
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col = layout.column(align=True)
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col.label(text="Material")
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self.draw_action_and_slot_selector(context, col, material)
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if node_tree := material.node_tree:
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col = layout.column(align=True)
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col.label(text="Shader Node Tree")
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self.draw_action_and_slot_selector(context, col, node_tree)
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classes = (
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MATERIAL_MT_context_menu,
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MATERIAL_UL_matslots,
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MATERIAL_PT_preview,
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EEVEE_MATERIAL_PT_context_material,
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EEVEE_MATERIAL_PT_surface,
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EEVEE_MATERIAL_PT_volume,
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EEVEE_MATERIAL_PT_displacement,
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EEVEE_MATERIAL_PT_thickness,
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EEVEE_MATERIAL_PT_settings,
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EEVEE_MATERIAL_PT_settings_surface,
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EEVEE_MATERIAL_PT_settings_volume,
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MATERIAL_PT_lineart,
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MATERIAL_PT_viewport,
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EEVEE_MATERIAL_PT_viewport_settings,
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MATERIAL_PT_animation,
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MATERIAL_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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