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hardops / ui / hops_helper / effects_data.py

140 lines · python ref:
from bpy.types import Panel


class ShaderFxButtonsPanel:
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "shaderfx"
    bl_options = {'HIDE_HEADER'}


class DATA_PT_shader_fx(ShaderFxButtonsPanel, Panel):
    bl_label = "Effects"

    # Unused: always show for now.

    # @classmethod
    # def poll(cls, context):
    #     ob = context.object
    #     return ob and ob.type == 'GPENCIL'

    def draw(self, context):
        layout = self.layout

        ob = context.object

        layout.operator_menu_enum("object.shaderfx_add", "type")

        for fx in ob.shader_effects:
            box = layout.template_shaderfx(fx)
            if box:
                # match enum type to our functions, avoids a lookup table.
                getattr(self, fx.type)(box, fx)

    # the mt.type enum is (ab)used for a lookup on function names
    # ...to avoid lengthy if statements
    # so each type must have a function here.

    def FX_BLUR(self, layout, fx):

        layout.prop(fx, "use_dof_mode", text="Use Depth of Field")
        layout.separator()

        col = layout.column()
        col.enabled = not fx.use_dof_mode
        col.prop(fx, "size", text="Size")
        col.separator()
        col.prop(fx, "rotation")

        layout.prop(fx, "samples", text="Samples")


    def FX_COLORIZE(self, layout, fx):
        layout.prop(fx, "mode", text="Mode")

        if fx.mode == 'DUOTONE':
            layout.prop(fx, "low_color", text="Low Color")
        if fx.mode == 'CUSTOM':
            layout.prop(fx, "low_color", text="Color")

        if fx.mode == 'DUOTONE':
            layout.prop(fx, "high_color", text="High Color")

        layout.prop(fx, "factor")

    def FX_WAVE(self, layout, fx):
        row = layout.row(align=True)
        row.prop(fx, "orientation", expand=True)

        layout.separator()
        layout.prop(fx, "amplitude")
        layout.prop(fx, "period")
        layout.prop(fx, "phase")

    def FX_PIXEL(self, layout, fx):
        layout.prop(fx, "size", text="Size")

    def FX_RIM(self, layout, fx):
        layout.prop(fx, "offset", text="Offset")

        layout.prop(fx, "rim_color")
        layout.prop(fx, "mask_color")
        layout.prop(fx, "mode", text="Blend")
        layout.prop(fx, "blur")
        layout.prop(fx, "samples")

    def FX_SHADOW(self, layout, fx):
        layout.prop(fx, "offset", text="Offset")

        layout.prop(fx, "shadow_color")
        layout.prop(fx, "scale")
        layout.prop(fx, "rotation")

        layout.separator()
        layout.prop(fx, "blur")
        layout.prop(fx, "samples")

        layout.separator()
        layout.prop(fx, "use_object", text="Use Object as Pivot")
        if fx.use_object:
            row = layout.row()
            row.prop(fx, "object", text="Object")

        layout.separator()
        layout.prop(fx, "use_wave", text="Use Wave Effect")
        if fx.use_wave is True:
            row = layout.row(align=True)
            row.prop(fx, "orientation", expand=True)
            layout.prop(fx, "amplitude")
            layout.prop(fx, "period")
            layout.prop(fx, "phase")

    def FX_GLOW(self, layout, fx):
        layout.prop(fx, "mode")
        if fx.mode == 'LUMINANCE':
            layout.prop(fx, "threshold")
        else:
            layout.prop(fx, "select_color")

        layout.prop(fx, "glow_color")
        layout.separator()
        layout.prop(fx, "blend_mode", text="Blend")
        layout.prop(fx, "opacity")

        layout.prop(fx, "size")
        layout.prop(fx, "rotation")
        layout.prop(fx, "samples")

        layout.prop(fx, "use_glow_under", text="Glow Under")

    def FX_SWIRL(self, layout, fx):
        layout.prop(fx, "object", text="Object")

        layout.prop(fx, "radius")
        layout.prop(fx, "angle")

    def FX_FLIP(self, layout, fx):
        layout.prop(fx, "flip_horizontal")
        layout.prop(fx, "flip_vertical")