Revision: 22477
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22477
Author:   blendix
Date:     2009-08-15 21:35:03 +0200 (Sat, 15 Aug 2009)

Log Message:
-----------
2.5: Material buttons

* Transparency is now it's own panel, with a boolean toggle
  + enum for z/ray transparency (following mockup made by
  William). Also had to change DNA flags for this.
* Disabled radiosity a bit more in render engine, it still had
  some effects like auto autosmooth.
* Make some sliders in material buttons percentages in RNA.
* Some other small tweaks in layout and naming.

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_material.py
    branches/blender2.5/blender/release/ui/buttons_texture.py
    branches/blender2.5/blender/source/blender/blenkernel/intern/ipo.c
    branches/blender2.5/blender/source/blender/blenkernel/intern/material.c
    branches/blender2.5/blender/source/blender/blenloader/intern/readfile.c
    branches/blender2.5/blender/source/blender/editors/preview/previewrender.c
    branches/blender2.5/blender/source/blender/gpu/intern/gpu_material.c
    branches/blender2.5/blender/source/blender/makesdna/DNA_material_types.h
    branches/blender2.5/blender/source/blender/makesrna/intern/rna_material.c
    
branches/blender2.5/blender/source/blender/render/extern/include/RE_shader_ext.h
    
branches/blender2.5/blender/source/blender/render/intern/source/convertblender.c
    branches/blender2.5/blender/source/blender/render/intern/source/rayshade.c
    branches/blender2.5/blender/source/blender/render/intern/source/rendercore.c
    branches/blender2.5/blender/source/blender/render/intern/source/shadeinput.c
    
branches/blender2.5/blender/source/blender/render/intern/source/shadeoutput.c
    branches/blender2.5/blender/source/blender/render/intern/source/strand.c
    branches/blender2.5/blender/source/blender/render/intern/source/zbuf.c
    
branches/blender2.5/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp

Modified: branches/blender2.5/blender/release/ui/buttons_material.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_material.py  2009-08-15 
19:31:49 UTC (rev 22476)
+++ branches/blender2.5/blender/release/ui/buttons_material.py  2009-08-15 
19:35:03 UTC (rev 22477)
@@ -60,15 +60,16 @@
                        split.template_ID(ob, "active_material", 
new="material.new")
                        row = split.row()
                        if slot:
-                               row.itemR(slot, "link", expand=True)
+                               row.itemR(slot, "link", text="")
                        else:
                                row.itemL()
                elif mat:
                        split.template_ID(space, "pin_id")
                        split.itemS()
+
+               layout.itemR(mat, "type", expand=True)
        
-class MATERIAL_PT_material(MaterialButtonsPanel):
-       __idname__= "MATERIAL_PT_material"
+class MATERIAL_PT_shading(MaterialButtonsPanel):
        __label__ = "Shading"
        COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
@@ -81,30 +82,34 @@
                space = context.space_data
 
                if mat:
-                       layout.itemR(mat, "type", expand=True)
 
                        if mat.type in ('SURFACE', 'WIRE', 'VOLUME'):
                                split = layout.split()
        
                                col = split.column()
-                               col.itemR(mat, "alpha", slider=True)
-                               col.itemR(mat, "ambient", slider=True)
+                               col.active = not mat.shadeless
+                               col.itemR(mat, "ambient")
                                col.itemR(mat, "emit")
-                               col.itemR(mat, "translucency", slider=True)
+                               col.itemR(mat, "translucency")
                                
                                col = split.column()
-                               col.itemR(mat, "z_transparency")
                                col.itemR(mat, "shadeless")     
-                               col.itemR(mat, "tangent_shading")
-                               col.itemR(mat, "cubic", slider=True)
+                               sub = col.column()
+                               sub.active = not mat.shadeless
+                               sub.itemR(mat, "tangent_shading")
+                               sub.itemR(mat, "cubic")
                                
                        elif mat.type == 'HALO':
-                               layout.itemR(mat, "alpha", slider=True)
+                               layout.itemR(mat, "alpha")
                        
 class MATERIAL_PT_strand(MaterialButtonsPanel):
        __label__ = "Strand"
        __default_closed__ = True
        COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
+       def poll(self, context):
+               mat = context.material
+               return mat and (mat.type in ('SURFACE', 'WIRE')) and 
(context.scene.render_data.engine in self.COMPAT_ENGINES)
        
        def draw(self, context):
                layout = self.layout
@@ -191,8 +196,9 @@
                col.itemR(mat, "vertex_color_light")
                col.itemR(mat, "object_color")
 
-class MATERIAL_PT_shadows(MaterialButtonsPanel):
-       __label__ = "Shadows"
+class MATERIAL_PT_shadow(MaterialButtonsPanel):
+       __label__ = "Shadow"
+       __default_closed__ = True
        COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
 
        def draw(self, context):
@@ -207,7 +213,7 @@
                col.itemR(mat, "transparent_shadows", text="Receive 
Transparent")
                col.itemR(mat, "only_shadow", text="Shadows Only")
                col.itemR(mat, "cast_shadows_only", text="Cast Only")
-               col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", 
slider=True)
+               col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
                
                col = split.column()
                col.itemR(mat, "cast_buffer_shadows")
@@ -239,7 +245,7 @@
                col.itemR(mat, "diffuse_color", text="")
                sub = col.column()
                sub.active = (not mat.shadeless)
-               sub.itemR(mat, "diffuse_reflection", text="Intensity", 
slider=True)
+               sub.itemR(mat, "diffuse_reflection", text="Intensity")
                
                col = split.column()
                col.active = (not mat.shadeless)
@@ -255,7 +261,7 @@
                elif mat.diffuse_shader == 'TOON':
                        row = col.row()
                        row.itemR(mat, "diffuse_toon_size", text="Size")
-                       row.itemR(mat, "diffuse_toon_smooth", text="Smooth", 
slider=True)
+                       row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
                elif mat.diffuse_shader == 'FRESNEL':
                        row = col.row()
                        row.itemR(mat, "diffuse_fresnel", text="Fresnel")
@@ -293,7 +299,7 @@
                
                col = split.column()
                col.itemR(mat, "specular_color", text="")
-               col.itemR(mat, "specular_reflection", text="Intensity", 
slider=True)
+               col.itemR(mat, "specular_reflection", text="Intensity")
 
                col = split.column()
                col.itemR(mat, "specular_shader", text="")
@@ -311,7 +317,7 @@
                elif mat.specular_shader == 'TOON':
                        row = col.row()
                        row.itemR(mat, "specular_toon_size", text="Size")
-                       row.itemR(mat, "specular_toon_smooth", text="Smooth", 
slider=True)
+                       row.itemR(mat, "specular_toon_smooth", text="Smooth")
                
                if mat.use_specular_ramp:
                        layout.itemS()
@@ -354,8 +360,8 @@
                col = split.column(align=True)
                col.itemR(sss, "color", text="")
                col.itemL(text="Blend:")
-               col.itemR(sss, "color_factor", text="Color", slider=True)
-               col.itemR(sss, "texture_factor", text="Texture", slider=True)
+               col.itemR(sss, "color_factor", text="Color")
+               col.itemR(sss, "texture_factor", text="Texture")
                col.itemL(text="Scattering Weight:")
                col.itemR(sss, "front")
                col.itemR(sss, "back")
@@ -367,14 +373,14 @@
                col.itemR(sss, "radius", text="RGB Radius")
                col.itemR(sss, "error_tolerance")
 
-class MATERIAL_PT_raymir(MaterialButtonsPanel):
-       __label__ = "Ray Mirror"
+class MATERIAL_PT_mirror(MaterialButtonsPanel):
+       __label__ = "Mirror"
        __default_closed__ = True
        COMPAT_ENGINES = set(['BLENDER_RENDER'])
        
        def poll(self, context):
                mat = context.material
-               return mat and (mat.type in 'SURFACE', 'WIRE') and 
(context.scene.render_data.engine in self.COMPAT_ENGINES)
+               return mat and (mat.type in ('SURFACE', 'WIRE')) and 
(context.scene.render_data.engine in self.COMPAT_ENGINES)
        
        def draw_header(self, context):
                layout = self.layout
@@ -394,13 +400,13 @@
                split = layout.split()
                
                col = split.column()
-               col.itemR(raym, "reflect", text="Reflectivity", slider=True)
+               col.itemR(raym, "reflect", text="Reflectivity")
                col.itemR(mat, "mirror_color", text="")
                col.itemL(text="Fresnel:")
                col.itemR(raym, "fresnel", text="Amount")
                sub = col.column()
                sub.active = raym.fresnel > 0
-               sub.itemR(raym, "fresnel_fac", text="Blend", slider=True)
+               sub.itemR(raym, "fresnel_factor", text="Blend")
                col.itemS()
                col.itemS()
                sub = col.split(percentage=0.4)
@@ -411,67 +417,77 @@
                col.itemR(raym, "depth")
                col.itemR(raym, "distance", text="Max Dist")
                col.itemL(text="Gloss:")
-               col.itemR(raym, "gloss", text="Amount", slider=True)
+               col.itemR(raym, "gloss", text="Amount")
                sub = col.column()
                sub.active = raym.gloss < 1
-               sub.itemR(raym, "gloss_threshold", slider=True, 
text="Threshold")
+               sub.itemR(raym, "gloss_threshold", text="Threshold")
                sub.itemR(raym, "gloss_samples", text="Samples")
-               sub.itemR(raym, "gloss_anisotropic", slider=True, 
text="Anisotropic")
+               sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
                
                
-class MATERIAL_PT_raytransp(MaterialButtonsPanel):
-       __label__= "Ray Transparency"
+class MATERIAL_PT_transp(MaterialButtonsPanel):
+       __label__= "Transparency"
        __default_closed__ = True
        COMPAT_ENGINES = set(['BLENDER_RENDER'])
                
        def poll(self, context):
                mat = context.material
-               return mat and (mat.type in 'SURFACE', 'WIRE') and 
(context.scene.render_data.engine in self.COMPAT_ENGINES)
+               return mat and (mat.type in ('SURFACE', 'WIRE')) and 
(context.scene.render_data.engine in self.COMPAT_ENGINES)
 
        def draw_header(self, context):
                layout = self.layout
                
-               rayt = context.material.raytrace_transparency
+               mat = context.material
+               layout.itemR(mat, "transparency", text="")
 
-               layout.itemR(rayt, "enabled", text="")
-
        def draw(self, context):
                layout = self.layout
                
                mat = context.material
                rayt = context.material.raytrace_transparency
                
-               layout.active = rayt.enabled and (not mat.shadeless)
+               row= layout.row()
+               row.itemR(mat, "transparency_method", expand=True)
+               row.active = mat.transparency and (not mat.shadeless)
                
                split = layout.split()
                
                col = split.column()
-               col.itemR(rayt, "ior")
-               col.itemR(rayt, "falloff")
-               col.itemR(rayt, "limit")
+               col.itemL(text="Transparency:")
+               row = col.row()
+               row.itemR(mat, "alpha")
+               row.active = mat.transparency
+               row = col.row()
+               row.itemR(mat, "specular_alpha", text="Specular")
+               row.active = mat.transparency and (not mat.shadeless)
                
                col = split.column()
-               col.itemR(rayt, "depth")
-               col.itemR(rayt, "filter", slider=True)
-               col.itemR(rayt, "specular_opacity", slider=True, text="Spec 
Opacity")
-               
-               split = layout.split()
-               
-               col = split.column()
+               col.active = mat.transparency and (not mat.shadeless)
                col.itemL(text="Fresnel:")
                col.itemR(rayt, "fresnel", text="Amount")
                sub = col.column()
                sub.active = rayt.fresnel > 0
-               sub.itemR(rayt, "fresnel_fac", text="Blend", slider=True)
+               sub.itemR(rayt, "fresnel_factor", text="Blend")
+
+               if mat.transparency_method == 'RAYTRACE':
+                       split = layout.split()
+                       split.active = mat.transparency and (not mat.shadeless)
+
+                       col = split.column()
+                       col.itemR(rayt, "ior")
+                       col.itemR(rayt, "filter")
+                       col.itemR(rayt, "falloff")
+                       col.itemR(rayt, "limit")
+                       col.itemR(rayt, "depth")
+                       
+                       col = split.column()
+                       col.itemL(text="Gloss:")
+                       col.itemR(rayt, "gloss", text="Amount")
+                       sub = col.column()
+                       sub.active = rayt.gloss < 1
+                       sub.itemR(rayt, "gloss_threshold", text="Threshold")
+                       sub.itemR(rayt, "gloss_samples", text="Samples")
                
-               col = split.column()
-               col.itemL(text="Gloss:")
-               col.itemR(rayt, "gloss", text="Amount", slider=True)
-               sub = col.column()
-               sub.active = rayt.gloss < 1
-               sub.itemR(rayt, "gloss_threshold", slider=True, 
text="Threshold")
-               sub.itemR(rayt, "gloss_samples", text="Samples")
-               
 class MATERIAL_PT_halo(MaterialButtonsPanel):
        __label__= "Halo"
        COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -492,7 +508,7 @@
                col.itemR(mat, "diffuse_color", text="")
                col.itemR(halo, "size")
                col.itemR(halo, "hardness")
-               col.itemR(halo, "add", slider=True)
+               col.itemR(halo, "add")
                col.itemL(text="Options:")
                col.itemR(halo, "use_texture", text="Texture")
                col.itemR(halo, "use_vertex_normal", text="Vertex Normal")
@@ -526,14 +542,15 @@
 
 bpy.types.register(MATERIAL_PT_context_material)
 bpy.types.register(MATERIAL_PT_preview)
-bpy.types.register(MATERIAL_PT_material)
 bpy.types.register(MATERIAL_PT_diffuse)
 bpy.types.register(MATERIAL_PT_specular)
-bpy.types.register(MATERIAL_PT_raymir)
-bpy.types.register(MATERIAL_PT_raytransp)
+bpy.types.register(MATERIAL_PT_shading)
+bpy.types.register(MATERIAL_PT_transp)
+bpy.types.register(MATERIAL_PT_mirror)
 bpy.types.register(MATERIAL_PT_sss)
 bpy.types.register(MATERIAL_PT_halo)
 bpy.types.register(MATERIAL_PT_physics)
 bpy.types.register(MATERIAL_PT_strand)
 bpy.types.register(MATERIAL_PT_options)
-bpy.types.register(MATERIAL_PT_shadows)
+bpy.types.register(MATERIAL_PT_shadow)
+


@@ Diff output truncated at 10240 characters. @@

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