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texture_menu.py
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texture_menu.py
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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu
from . import utils_core
class TextureMenu(Menu):
bl_label = "Texture Options"
bl_idname = "VIEW3D_MT_sv3_texture_menu"
@classmethod
def poll(self, context):
return utils_core.get_mode() in (
'SCULPT',
'VERTEX_PAINT',
'TEXTURE_PAINT'
)
def draw(self, context):
layout = self.layout
if utils_core.get_mode() == 'SCULPT':
self.sculpt(layout, context)
elif utils_core.get_mode() == 'VERTEX_PAINT':
self.vertpaint(layout, context)
else:
self.texpaint(layout, context)
def sculpt(self, layout, context):
has_brush = utils_core.get_brush_link(context, types="brush")
tex_slot = has_brush.texture_slot if has_brush else None
# Menus
layout.row().menu(Textures.bl_idname)
layout.row().menu(TextureMapMode.bl_idname)
layout.row().separator()
# Checkboxes
if tex_slot:
if tex_slot.map_mode != '3D':
if tex_slot.map_mode in ('RANDOM', 'VIEW_PLANE', 'AREA_PLANE'):
layout.row().prop(tex_slot, "use_rake", toggle=True)
layout.row().prop(tex_slot, "use_random", toggle=True)
# Sliders
layout.row().prop(tex_slot, "angle",
text=utils_core.PIW + "Angle", slider=True)
if tex_slot.map_mode in ('RANDOM', 'VIEW_PLANE') and tex_slot.use_random:
layout.row().prop(tex_slot, "random_angle",
text=utils_core.PIW + "Random Angle", slider=True)
# Operator
if tex_slot.map_mode == 'STENCIL':
if has_brush.texture and has_brush.texture.type == 'IMAGE':
layout.row().operator("brush.stencil_fit_image_aspect")
layout.row().operator("brush.stencil_reset_transform")
else:
layout.row().label(text="No Texture Slot available", icon="INFO")
def vertpaint(self, layout, context):
has_brush = utils_core.get_brush_link(context, types="brush")
tex_slot = has_brush.texture_slot if has_brush else None
# Menus
layout.row().menu(Textures.bl_idname)
layout.row().menu(TextureMapMode.bl_idname)
# Checkboxes
if tex_slot:
if tex_slot.map_mode != '3D':
if tex_slot.map_mode in ('RANDOM', 'VIEW_PLANE'):
layout.row().prop(tex_slot, "use_rake", toggle=True)
layout.row().prop(tex_slot, "use_random", toggle=True)
# Sliders
layout.row().prop(tex_slot, "angle",
text=utils_core.PIW + "Angle", slider=True)
if tex_slot.map_mode in ('RANDOM', 'VIEW_PLANE') and tex_slot.use_random:
layout.row().prop(tex_slot, "random_angle",
text=utils_core.PIW + "Random Angle", slider=True)
# Operator
if tex_slot.map_mode == 'STENCIL':
if has_brush.texture and has_brush.texture.type == 'IMAGE':
layout.row().operator("brush.stencil_fit_image_aspect")
layout.row().operator("brush.stencil_reset_transform")
else:
layout.row().label(text="No Texture Slot available", icon="INFO")
def texpaint(self, layout, context):
has_brush = utils_core.get_brush_link(context, types="brush")
tex_slot = has_brush.texture_slot if has_brush else None
mask_tex_slot = has_brush.mask_texture_slot if has_brush else None
# Texture Section
layout.row().label(text="Texture", icon='TEXTURE')
# Menus
layout.row().menu(Textures.bl_idname)
layout.row().menu(TextureMapMode.bl_idname)
# Checkboxes
if tex_slot:
if tex_slot.map_mode != '3D':
if tex_slot.map_mode in ('RANDOM', 'VIEW_PLANE'):
layout.row().prop(tex_slot, "use_rake", toggle=True)
layout.row().prop(tex_slot, "use_random", toggle=True)
# Sliders
layout.row().prop(tex_slot, "angle",
text=utils_core.PIW + "Angle", slider=True)
if tex_slot.map_mode in ('RANDOM', 'VIEW_PLANE') and tex_slot.use_random:
layout.row().prop(tex_slot, "random_angle",
text=utils_core.PIW + "Random Angle", slider=True)
# Operator
if tex_slot.map_mode == 'STENCIL':
if has_brush.texture and has_brush.texture.type == 'IMAGE':
layout.row().operator("brush.stencil_fit_image_aspect")
layout.row().operator("brush.stencil_reset_transform")
else:
layout.row().label(text="No Texture Slot available", icon="INFO")
layout.row().separator()
# Texture Mask Section
layout.row().label(text="Texture Mask", icon='MOD_MASK')
# Menus
layout.row().menu(MaskTextures.bl_idname)
layout.row().menu(MaskMapMode.bl_idname)
layout.row().menu(MaskPressureModeMenu.bl_idname)
# Checkboxes
if mask_tex_slot:
if mask_tex_slot.mask_map_mode in ('RANDOM', 'VIEW_PLANE'):
layout.row().prop(mask_tex_slot, "use_rake", toggle=True)
layout.row().prop(mask_tex_slot, "use_random", toggle=True)
# Sliders
layout.row().prop(mask_tex_slot, "angle",
text=utils_core.PIW + "Angle", icon_value=5, slider=True)
if mask_tex_slot.mask_map_mode in ('RANDOM', 'VIEW_PLANE') and mask_tex_slot.use_random:
layout.row().prop(mask_tex_slot, "random_angle",
text=utils_core.PIW + "Random Angle", slider=True)
# Operator
if mask_tex_slot.mask_map_mode == 'STENCIL':
if has_brush.mask_texture and has_brush.mask_texture.type == 'IMAGE':
layout.row().operator("brush.stencil_fit_image_aspect")
prop = layout.row().operator("brush.stencil_reset_transform")
prop.mask = True
else:
layout.row().label(text="Mask Texture not available", icon="INFO")
class Textures(Menu):
bl_label = "Brush Texture"
bl_idname = "VIEW3D_MT_sv3_texture_list"
def init(self):
if utils_core.get_mode() == 'SCULPT':
datapath = "tool_settings.sculpt.brush.texture"
elif utils_core.get_mode() == 'VERTEX_PAINT':
datapath = "tool_settings.vertex_paint.brush.texture"
elif utils_core.get_mode() == 'TEXTURE_PAINT':
datapath = "tool_settings.image_paint.brush.texture"
else:
datapath = ""
return datapath
def draw(self, context):
datapath = self.init()
has_brush = utils_core.get_brush_link(context, types="brush")
current_texture = eval("bpy.context.{}".format(datapath)) if \
has_brush else None
layout = self.layout
# get the current texture's name
if current_texture:
current_texture = current_texture.name
layout.row().label(text="Brush Texture")
layout.row().separator()
# add an item to set the texture to None
utils_core.menuprop(layout.row(), "None", "None",
datapath, icon='RADIOBUT_OFF', disable=True,
disable_icon='RADIOBUT_ON',
custom_disable_exp=(None, current_texture),
path=True)
# add the menu items
for item in bpy.data.textures:
utils_core.menuprop(layout.row(), item.name,
'bpy.data.textures["%s"]' % item.name,
datapath, icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON',
custom_disable_exp=(item.name, current_texture),
path=True)
class TextureMapMode(Menu):
bl_label = "Brush Mapping"
bl_idname = "VIEW3D_MT_sv3_texture_map_mode"
def draw(self, context):
layout = self.layout
has_brush = utils_core.get_brush_link(context, types="brush")
layout.row().label(text="Brush Mapping")
layout.row().separator()
if has_brush:
if utils_core.get_mode() == 'SCULPT':
path = "tool_settings.sculpt.brush.texture_slot.map_mode"
# add the menu items
for item in has_brush. \
texture_slot.bl_rna.properties['map_mode'].enum_items:
utils_core.menuprop(
layout.row(), item.name, item.identifier, path,
icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON'
)
elif utils_core.get_mode() == 'VERTEX_PAINT':
path = "tool_settings.vertex_paint.brush.texture_slot.map_mode"
# add the menu items
for item in has_brush. \
texture_slot.bl_rna.properties['map_mode'].enum_items:
utils_core.menuprop(
layout.row(), item.name, item.identifier, path,
icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON'
)
else:
path = "tool_settings.image_paint.brush.texture_slot.map_mode"
# add the menu items
for item in has_brush. \
texture_slot.bl_rna.properties['map_mode'].enum_items:
utils_core.menuprop(
layout.row(), item.name, item.identifier, path,
icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON'
)
else:
layout.row().label(text="No brushes available", icon="INFO")
class MaskTextures(Menu):
bl_label = "Mask Texture"
bl_idname = "VIEW3D_MT_sv3_mask_texture_list"
def draw(self, context):
layout = self.layout
datapath = "tool_settings.image_paint.brush.mask_texture"
has_brush = utils_core.get_brush_link(context, types="brush")
current_texture = eval("bpy.context.{}".format(datapath)) if \
has_brush else None
layout.row().label(text="Mask Texture")
layout.row().separator()
if has_brush:
# get the current texture's name
if current_texture:
current_texture = current_texture.name
# add an item to set the texture to None
utils_core.menuprop(
layout.row(), "None", "None",
datapath, icon='RADIOBUT_OFF', disable=True,
disable_icon='RADIOBUT_ON',
custom_disable_exp=(None, current_texture),
path=True
)
# add the menu items
for item in bpy.data.textures:
utils_core.menuprop(
layout.row(), item.name, 'bpy.data.textures["%s"]' % item.name,
datapath, icon='RADIOBUT_OFF', disable=True,
disable_icon='RADIOBUT_ON',
custom_disable_exp=(item.name, current_texture),
path=True
)
else:
layout.row().label(text="No brushes available", icon="INFO")
class MaskMapMode(Menu):
bl_label = "Mask Mapping"
bl_idname = "VIEW3D_MT_sv3_mask_map_mode"
def draw(self, context):
layout = self.layout
path = "tool_settings.image_paint.brush.mask_texture_slot.mask_map_mode"
has_brush = utils_core.get_brush_link(context, types="brush")
layout.row().label(text="Mask Mapping")
layout.row().separator()
if has_brush:
items = has_brush. \
mask_texture_slot.bl_rna.properties['mask_map_mode'].enum_items
# add the menu items
for item in items:
utils_core.menuprop(
layout.row(), item.name, item.identifier, path,
icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON'
)
else:
layout.row().label(text="No brushes available", icon="INFO")
class TextureAngleSource(Menu):
bl_label = "Texture Angle Source"
bl_idname = "VIEW3D_MT_sv3_texture_angle_source"
def draw(self, context):
layout = self.layout
has_brush = utils_core.get_brush_link(context, types="brush")
if has_brush:
if utils_core.get_mode() == 'SCULPT':
items = has_brush. \
bl_rna.properties['texture_angle_source_random'].enum_items
path = "tool_settings.sculpt.brush.texture_angle_source_random"
elif utils_core.get_mode() == 'VERTEX_PAINT':
items = has_brush. \
bl_rna.properties['texture_angle_source_random'].enum_items
path = "tool_settings.vertex_paint.brush.texture_angle_source_random"
else:
items = has_brush. \
bl_rna.properties['texture_angle_source_random'].enum_items
path = "tool_settings.image_paint.brush.texture_angle_source_random"
# add the menu items
for item in items:
utils_core.menuprop(
layout.row(), item[0], item[1], path,
icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON'
)
else:
layout.row().label(text="No brushes available", icon="INFO")
class MaskPressureModeMenu(Menu):
bl_label = "Mask Pressure Mode"
bl_idname = "VIEW3D_MT_sv3_mask_pressure_mode_menu"
def draw(self, context):
layout = self.layout
path = "tool_settings.image_paint.brush.use_pressure_masking"
layout.row().label(text="Mask Pressure Mode")
layout.row().separator()
# add the menu items
for item in context.tool_settings.image_paint.brush. \
bl_rna.properties['use_pressure_masking'].enum_items:
utils_core.menuprop(
layout.row(), item.name, item.identifier, path,
icon='RADIOBUT_OFF',
disable=True,
disable_icon='RADIOBUT_ON'
)
classes = (
TextureMenu,
Textures,
TextureMapMode,
MaskTextures,
MaskMapMode,
TextureAngleSource,
MaskPressureModeMenu
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)