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    # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
    #  modify it under the terms of the GNU General Public License
    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    # <pep8 compliant>
    
    """User interface for texturing tools."""
    
    import bpy
    from bpy.utils import register_class, unregister_class
    from bpy.types import (
        Operator,
        Menu,
        UIList,
        Panel,
        Brush,
        Material,
        Light,
        World,
        ParticleSettings,
        FreestyleLineStyle,
    )
    
    # from .ui import TextureButtonsPanel
    
    from .shading_properties import pov_context_tex_datablock
    from bl_ui.properties_paint_common import brush_texture_settings
    
    # Example of wrapping every class 'as is'
    from bl_ui import properties_texture
    
    # unused, replaced by pov_context_tex_datablock (no way to use?):
    # from bl_ui.properties_texture import context_tex_datablock
    # from bl_ui.properties_texture import texture_filter_common #unused yet?
    
    for member in dir(properties_texture):
        subclass = getattr(properties_texture, member)
    
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        try:
    
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            subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
    
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        except BaseException as e:
            print(e.__doc__)
            print('An exception occurred: {}'.format(e))
            pass
    
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    del properties_texture
    
    
    class TextureButtonsPanel:
        """Use this class to define buttons from the texture tab properties."""
    
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "texture"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        @classmethod
        def poll(cls, context):
            tex = context.texture
            rd = context.scene.render
            return tex and (rd.engine in cls.COMPAT_ENGINES)
    
    
    class TEXTURE_MT_POV_specials(Menu):
        """Use this class to define pov texture slot operations buttons."""
    
        bl_label = "Texture Specials"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            layout.operator("texture.slot_copy", icon='COPYDOWN')
            layout.operator("texture.slot_paste", icon='PASTEDOWN')
    
    
    class WORLD_TEXTURE_SLOTS_UL_POV_layerlist(UIList):
        """Use this class to show pov texture slots list."""  # XXX Not used yet
    
        index: bpy.props.IntProperty(name='index')
        # should active_propname be index or..?
        def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
            world = context.scene.world  # .pov
            active_data = world.pov
            # tex = context.texture #may be needed later?
    
            # We could write some code to decide which icon to use here...
            # custom_icon = 'TEXTURE'
    
            # ob = data
            slot = item
            # ma = slot.name
            # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
            if self.layout_type in {'DEFAULT', 'COMPACT'}:
                # You should always start your row layout by a label (icon + text), or a non-embossed text field,
                # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
                # We use icon_value of label, as our given icon is an integer value, not an enum ID.
                # Note "data" names should never be translated!
                if slot:
                    layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
                else:
                    layout.label(text="New", translate=False, icon_value=icon)
            # 'GRID' layout type should be as compact as possible (typically a single icon!).
            elif self.layout_type in {'GRID'}:
                layout.alignment = 'CENTER'
                layout.label(text="", icon_value=icon)
    
    
    class MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist(UIList):
        """Use this class to show pov texture slots list."""
    
        #    texture_slots:
        index: bpy.props.IntProperty(name='index')
        # foo  = random prop
        def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
            # ob = data
            slot = item
            # ma = slot.name
            # draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
            if self.layout_type in {'DEFAULT', 'COMPACT'}:
                # You should always start your row layout by a label (icon + text), or a non-embossed text field,
                # this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
                # We use icon_value of label, as our given icon is an integer value, not an enum ID.
                # Note "data" names should never be translated!
                if slot:
                    layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
                else:
                    layout.label(text="New", translate=False, icon_value=icon)
            # 'GRID' layout type should be as compact as possible (typically a single icon!).
            elif self.layout_type in {'GRID'}:
                layout.alignment = 'CENTER'
                layout.label(text="", icon_value=icon)
    
    
    class TEXTURE_PT_context(TextureButtonsPanel, Panel):
        """Rewrite of this existing class to modify it."""
    
        bl_label = ""
        bl_context = "texture"
        bl_options = {'HIDE_HEADER'}
        COMPAT_ENGINES = {'POVRAY_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
        # register but not unregistered because
        # the modified parts concern only POVRAY_RENDER
        @classmethod
        def poll(cls, context):
            return (
                context.scene.texture_context
                not in ('MATERIAL', 'WORLD', 'LIGHT', 'PARTICLES', 'LINESTYLE')
                or context.scene.render.engine != 'POVRAY_RENDER'
            )
    
        def draw(self, context):
            layout = self.layout
            tex = context.texture
            space = context.space_data
            pin_id = space.pin_id
            use_pin_id = space.use_pin_id
            user = context.texture_user
    
            col = layout.column()
    
            if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
                pin_id = None
    
            if not pin_id:
                col.template_texture_user()
    
            if user or pin_id:
                col.separator()
    
                if pin_id:
                    col.template_ID(space, "pin_id")
                else:
                    propname = context.texture_user_property.identifier
                    col.template_ID(user, propname, new="texture.new")
    
                if tex:
                    col.separator()
    
                    split = col.split(factor=0.2)
                    split.label(text="Type")
                    split.prop(tex, "type", text="")
    
    
    class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
        """Use this class to show pov texture context buttons."""
    
        bl_label = ""
        bl_options = {'HIDE_HEADER'}
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        @classmethod
        def poll(cls, context):
            engine = context.scene.render.engine
            return engine in cls.COMPAT_ENGINES
            # if not (hasattr(context, "pov_texture_slot") or hasattr(context, "texture_node")):
            #     return False
            return (
                context.material
                or context.scene.world
                or context.light
                or context.texture
                or context.line_style
                or context.particle_system
                or isinstance(context.space_data.pin_id, ParticleSettings)
                or context.texture_user
            ) and (engine in cls.COMPAT_ENGINES)
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
            mat = context.view_layer.objects.active.active_material
            wld = context.scene.world
    
            layout.prop(scene, "texture_context", expand=True)
            if scene.texture_context == 'MATERIAL' and mat is not None:
    
                row = layout.row()
                row.template_list(
                    "MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist",
                    "",
                    mat,
                    "pov_texture_slots",
                    mat.pov,
                    "active_texture_index",
                    rows=2,
                    maxrows=16,
                    type="DEFAULT",
                )
                col = row.column(align=True)
                col.operator("pov.textureslotadd", icon='ADD', text='')
                col.operator("pov.textureslotremove", icon='REMOVE', text='')
                # XXX todo: recreate for pov_texture_slots?
                # col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
                # col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
                col.separator()
    
                if mat.pov_texture_slots:
                    index = mat.pov.active_texture_index
                    slot = mat.pov_texture_slots[index]
                    povtex = slot.texture  # slot.name
                    tex = bpy.data.textures[povtex]
                    col.prop(tex, 'use_fake_user', text='')
                    # layout.label(text='Linked Texture data browser:')
                    # propname = slot.texture_search
                    # if slot.texture was a pointer to texture data rather than just a name string:
                    # layout.template_ID(povtex, "texture", new="texture.new")
    
                    layout.prop_search(
                        slot, 'texture_search', bpy.data, 'textures', text='', icon='TEXTURE'
                    )
                    try:
                        bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[
                            slot.texture_search
                        ]
                        bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[
                            slot.texture_search
                        ]
                    except KeyError:
                        # texture not hand-linked by user
                        pass
    
                    if tex:
                        layout.separator()
                        split = layout.split(factor=0.2)
                        split.label(text="Type")
                        split.prop(tex, "type", text="")
    
                # else:
                # for i in range(18):  # length of material texture slots
                # mat.pov_texture_slots.add()
            elif scene.texture_context == 'WORLD' and wld is not None:
    
                row = layout.row()
                row.template_list(
                    "WORLD_TEXTURE_SLOTS_UL_POV_layerlist",
                    "",
                    wld,
                    "pov_texture_slots",
                    wld.pov,
                    "active_texture_index",
                    rows=2,
                    maxrows=16,
                    type="DEFAULT",
                )
                col = row.column(align=True)
                col.operator("pov.textureslotadd", icon='ADD', text='')
                col.operator("pov.textureslotremove", icon='REMOVE', text='')
    
                # todo: recreate for pov_texture_slots?
                # col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
                # col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
                col.separator()
    
                if wld.pov_texture_slots:
                    index = wld.pov.active_texture_index
                    slot = wld.pov_texture_slots[index]
                    povtex = slot.texture  # slot.name
                    tex = bpy.data.textures[povtex]
                    col.prop(tex, 'use_fake_user', text='')
                    # layout.label(text='Linked Texture data browser:')
                    propname = slot.texture_search
                    # if slot.texture was a pointer to texture data rather than just a name string:
                    # layout.template_ID(povtex, "texture", new="texture.new")
    
                    layout.prop_search(
                        slot, 'texture_search', bpy.data, 'textures', text='', icon='TEXTURE'
                    )
                    try:
                        bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[
                            slot.texture_search
                        ]
                        bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[
                            slot.texture_search
                        ]
                    except KeyError:
                        # texture not hand-linked by user
                        pass
    
                    if tex:
                        layout.separator()
                        split = layout.split(factor=0.2)
                        split.label(text="Type")
                        split.prop(tex, "type", text="")
    
    
    # Commented out below is a reminder of what existed in Blender Internal
    # attributes need to be recreated
    '''
            slot = getattr(context, "texture_slot", None)
            node = getattr(context, "texture_node", None)
            space = context.space_data
    
            #attempt at replacing removed space_data
            mtl = getattr(context, "material", None)
            if mtl != None:
                spacedependant = mtl
            wld = getattr(context, "world", None)
            if wld != None:
                spacedependant = wld
            lgt = getattr(context, "light", None)
            if lgt != None:
                spacedependant = lgt
    
    
            #idblock = context.particle_system.settings
    
            tex = getattr(context, "texture", None)
            if tex != None:
                spacedependant = tex
    
    
    
            scene = context.scene
            idblock = scene.pov#pov_context_tex_datablock(context)
            pin_id = space.pin_id
    
            #spacedependant.use_limited_texture_context = True
    
            if space.use_pin_id and not isinstance(pin_id, Texture):
                idblock = id_tex_datablock(pin_id)
                pin_id = None
    
            if not space.use_pin_id:
                layout.row().prop(spacedependant, "texture_context", expand=True)
                pin_id = None
    
            if spacedependant.texture_context == 'OTHER':
                if not pin_id:
                    layout.template_texture_user()
                user = context.texture_user
                if user or pin_id:
                    layout.separator()
    
                    row = layout.row()
    
                    if pin_id:
                        row.template_ID(space, "pin_id")
                    else:
                        propname = context.texture_user_property.identifier
                        row.template_ID(user, propname, new="texture.new")
    
                    if tex:
                        split = layout.split(factor=0.2)
                        if tex.use_nodes:
                            if slot:
                                split.label(text="Output:")
                                split.prop(slot, "output_node", text="")
                        else:
                            split.label(text="Type:")
                            split.prop(tex, "type", text="")
                return
    
            tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER'))
    
            if tex_collection:
    
                pov = getattr(context, "pov", None)
                active_texture_index = getattr(spacedependant, "active_texture_index", None)
                print (pov)
                print(idblock)
                print(active_texture_index)
                row = layout.row()
    
                row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
                                  idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")
    
                # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
                                  # world.texture_slots, world, "active_texture_index", rows=2)
    
                col = row.column(align=True)
                col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
                col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
                col.menu("TEXTURE_MT_POV_specials", icon='DOWNARROW_HLT', text="")
    
            if tex_collection:
                layout.template_ID(idblock, "active_texture", new="texture.new")
            elif node:
                layout.template_ID(node, "texture", new="texture.new")
            elif idblock:
                layout.template_ID(idblock, "texture", new="texture.new")
    
            if pin_id:
                layout.template_ID(space, "pin_id")
    
            if tex:
                split = layout.split(factor=0.2)
                if tex.use_nodes:
                    if slot:
                        split.label(text="Output:")
                        split.prop(slot, "output_node", text="")
                else:
                    split.label(text="Type:")
    '''
    
    
    class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
        """Use this class to show pov color ramps."""
    
        bl_label = "Colors"
        bl_options = {'DEFAULT_CLOSED'}
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            layout = self.layout
    
            tex = context.texture
    
            layout.prop(tex, "use_color_ramp", text="Ramp")
            if tex.use_color_ramp:
                layout.template_color_ramp(tex, "color_ramp", expand=True)
    
            split = layout.split()
    
            col = split.column()
            col.label(text="RGB Multiply:")
            sub = col.column(align=True)
            sub.prop(tex, "factor_red", text="R")
            sub.prop(tex, "factor_green", text="G")
            sub.prop(tex, "factor_blue", text="B")
    
            col = split.column()
            col.label(text="Adjust:")
            col.prop(tex, "intensity")
            col.prop(tex, "contrast")
            col.prop(tex, "saturation")
    
            col = layout.column()
            col.prop(tex, "use_clamp", text="Clamp")
    
    
    # Texture Slot Panels #
    
    
    class TEXTURE_OT_POV_texture_slot_add(Operator):
        """Use this class for the add texture slot button."""
    
        bl_idname = "pov.textureslotadd"
        bl_label = "Add"
        bl_description = "Add texture_slot"
        bl_options = {'REGISTER', 'UNDO'}
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def execute(self, context):
            idblock = pov_context_tex_datablock(context)
            tex = bpy.data.textures.new(name='Texture', type='IMAGE')
            # tex.use_fake_user = True
            # mat = context.view_layer.objects.active.active_material
            slot = idblock.pov_texture_slots.add()
            slot.name = tex.name
            slot.texture = tex.name
            slot.texture_search = tex.name
            # Switch paint brush and paint brush mask
            # to this texture so settings remain contextual
            bpy.context.tool_settings.image_paint.brush.texture = tex
            bpy.context.tool_settings.image_paint.brush.mask_texture = tex
            idblock.pov.active_texture_index = len(idblock.pov_texture_slots) - 1
    
            # for area in bpy.context.screen.areas:
            # if area.type in ['PROPERTIES']:
            # area.tag_redraw()
    
            return {'FINISHED'}
    
    
    class TEXTURE_OT_POV_texture_slot_remove(Operator):
        """Use this class for the remove texture slot button."""
    
        bl_idname = "pov.textureslotremove"
        bl_label = "Remove"
        bl_description = "Remove texture_slot"
        bl_options = {'REGISTER', 'UNDO'}
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def execute(self, context):
            idblock = pov_context_tex_datablock(context)
            # mat = context.view_layer.objects.active.active_material
            # tex_slot = idblock.pov_texture_slots.remove(idblock.pov.active_texture_index) # not used
            if idblock.pov.active_texture_index > 0:
                idblock.pov.active_texture_index -= 1
            try:
                tex = idblock.pov_texture_slots[idblock.pov.active_texture_index].texture
            except IndexError:
                # No more slots
                return {'FINISHED'}
            # Switch paint brush to previous texture so settings remain contextual
            # if 'tex' in locals(): # Would test is the tex variable is assigned / exists
            bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[tex]
            bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[tex]
    
            return {'FINISHED'}
    
    
    class TextureSlotPanel(TextureButtonsPanel):
        """Use this class to show pov texture slots panel."""
    
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        @classmethod
        def poll(cls, context):
            if not hasattr(context, "pov_texture_slot"):
                return False
    
            engine = context.scene.render.engine
            # return TextureButtonsPanel.poll(cls, context) and (engine in cls.COMPAT_ENGINES)
            return TextureButtonsPanel.poll(context) and (engine in cls.COMPAT_ENGINES)
    
    
    class TEXTURE_PT_POV_type(TextureButtonsPanel, Panel):
        """Use this class to define pov texture type buttons."""
    
        bl_label = "POV Textures"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        bl_options = {'HIDE_HEADER'}
    
        def draw(self, context):
            layout = self.layout
            # world = context.world # unused
            tex = context.texture
    
            split = layout.split(factor=0.2)
            split.label(text="Pattern")
            split.prop(tex.pov, "tex_pattern_type", text="")
    
            # row = layout.row()
            # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
            # world.texture_slots, world, "active_texture_index")
    
    
    class TEXTURE_PT_POV_preview(TextureButtonsPanel, Panel):
        """Use this class to define pov texture preview panel."""
    
        bl_label = "Preview"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        bl_options = {'HIDE_HEADER'}
    
        @classmethod
        def poll(cls, context):
            engine = context.scene.render.engine
            if not hasattr(context, "pov_texture_slot"):
                return False
            tex = context.texture
            # mat = bpy.context.active_object.active_material #unused
            return tex and (tex.pov.tex_pattern_type != 'emulator') and (engine in cls.COMPAT_ENGINES)
    
        def draw(self, context):
            tex = context.texture
            slot = getattr(context, "pov_texture_slot", None)
            # idblock = pov_context_tex_datablock(context) # unused
            layout = self.layout
            # if idblock:
            # layout.template_preview(tex, parent=idblock, slot=slot)
            if tex.pov.tex_pattern_type != 'emulator':
                layout.operator("tex.preview_update")
            else:
                layout.template_preview(tex, slot=slot)
    
    
    class TEXTURE_PT_POV_parameters(TextureButtonsPanel, Panel):
        """Use this class to define pov texture pattern buttons."""
    
        bl_label = "POV Pattern Options"
        bl_options = {'HIDE_HEADER'}
        COMPAT_ENGINES = {'POVRAY_RENDER'}
    
        def draw(self, context):
            # mat = bpy.context.active_object.active_material # Unused
            layout = self.layout
            tex = context.texture
            align = True
            if tex is not None and tex.pov.tex_pattern_type != 'emulator':
                if tex.pov.tex_pattern_type == 'agate':
                    layout.prop(tex.pov, "modifier_turbulence", text="Agate Turbulence")
                if tex.pov.tex_pattern_type in {'spiral1', 'spiral2'}:
                    layout.prop(tex.pov, "modifier_numbers", text="Number of arms")
                if tex.pov.tex_pattern_type == 'tiling':
                    layout.prop(tex.pov, "modifier_numbers", text="Pattern number")
                if tex.pov.tex_pattern_type == 'magnet':
                    layout.prop(tex.pov, "magnet_style", text="Magnet style")
                if tex.pov.tex_pattern_type == 'quilted':
                    row = layout.row(align=align)
                    row.prop(tex.pov, "modifier_control0", text="Control0")
                    row.prop(tex.pov, "modifier_control1", text="Control1")
                if tex.pov.tex_pattern_type == 'brick':
                    col = layout.column(align=align)
                    row = col.row()
                    row.prop(tex.pov, "brick_size_x", text="Brick size X")
                    row.prop(tex.pov, "brick_size_y", text="Brick size Y")
                    row = col.row()
                    row.prop(tex.pov, "brick_size_z", text="Brick size Z")
                    row.prop(tex.pov, "brick_mortar", text="Brick mortar")
                if tex.pov.tex_pattern_type in {'julia', 'mandel', 'magnet'}:
                    col = layout.column(align=align)
                    if tex.pov.tex_pattern_type == 'julia':
                        row = col.row()
                        row.prop(tex.pov, "julia_complex_1", text="Complex 1")
                        row.prop(tex.pov, "julia_complex_2", text="Complex 2")
                    if tex.pov.tex_pattern_type == 'magnet' and tex.pov.magnet_style == 'julia':
                        row = col.row()
                        row.prop(tex.pov, "julia_complex_1", text="Complex 1")
                        row.prop(tex.pov, "julia_complex_2", text="Complex 2")
                    row = col.row()
                    if tex.pov.tex_pattern_type in {'julia', 'mandel'}:
                        row.prop(tex.pov, "f_exponent", text="Exponent")
                    if tex.pov.tex_pattern_type == 'magnet':
                        row.prop(tex.pov, "magnet_type", text="Type")
                    row.prop(tex.pov, "f_iter", text="Iterations")
                    row = col.row()
                    row.prop(tex.pov, "f_ior", text="Interior")
                    row.prop(tex.pov, "f_ior_fac", text="Factor I")
                    row = col.row()
                    row.prop(tex.pov, "f_eor", text="Exterior")
                    row.prop(tex.pov, "f_eor_fac", text="Factor E")
                if tex.pov.tex_pattern_type == 'gradient':
                    layout.label(text="Gradient orientation:")
                    column_flow = layout.column_flow(columns=3, align=True)
                    column_flow.prop(tex.pov, "grad_orient_x", text="X")
                    column_flow.prop(tex.pov, "grad_orient_y", text="Y")
                    column_flow.prop(tex.pov, "grad_orient_z", text="Z")
                if tex.pov.tex_pattern_type == 'pavement':
                    layout.prop(tex.pov, "pave_sides", text="Pavement:number of sides")
                    col = layout.column(align=align)
                    column_flow = col.column_flow(columns=3, align=True)
                    column_flow.prop(tex.pov, "pave_tiles", text="Tiles")
                    if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6:
                        column_flow.prop(tex.pov, "pave_pat_35", text="Pattern")
                    if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5:
                        column_flow.prop(tex.pov, "pave_pat_22", text="Pattern")
                    if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5:
                        column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
                    if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6:
                        column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
                    if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4:
                        column_flow.prop(tex.pov, "pave_pat_7", text="Pattern")
                    if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4:
                        column_flow.prop(tex.pov, "pave_pat_5", text="Pattern")
                    if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5:
                        column_flow.prop(tex.pov, "pave_pat_4", text="Pattern")
                    if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3:
                        column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
                    if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4:
                        column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
                    if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3:
                        column_flow.prop(tex.pov, "pave_pat_2", text="Pattern")
                    if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6:
                        column_flow.label(text="!!! 5 tiles!")
                    column_flow.prop(tex.pov, "pave_form", text="Form")
                if tex.pov.tex_pattern_type == 'function':
                    layout.prop(tex.pov, "func_list", text="Functions")
                if tex.pov.tex_pattern_type == 'function' and tex.pov.func_list != "NONE":
                    func = None
                    if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}:
                        func = 0
                    if tex.pov.func_list in {
                        "f_comma",
                        "f_crossed_trough",
                        "f_cubic_saddle",
                        "f_cushion",
                        "f_devils_curve",
                        "f_enneper",
                        "f_glob",
                        "f_heart",
                        "f_hex_x",
                        "f_hex_y",
                        "f_hunt_surface",
                        "f_klein_bottle",
                        "f_kummer_surface_v1",
                        "f_lemniscate_of_gerono",
                        "f_mitre",
                        "f_nodal_cubic",
                        "f_noise_generator",
                        "f_odd",
                        "f_paraboloid",
                        "f_pillow",
                        "f_piriform",
                        "f_quantum",
                        "f_quartic_paraboloid",
                        "f_quartic_saddle",
                        "f_sphere",
                        "f_steiners_roman",
                        "f_torus_gumdrop",
                        "f_umbrella",
                    }:
                        func = 1
                    if tex.pov.func_list in {
                        "f_bicorn",
                        "f_bifolia",
                        "f_boy_surface",
                        "f_superellipsoid",
                        "f_torus",
                    }:
                        func = 2
                    if tex.pov.func_list in {
                        "f_ellipsoid",
                        "f_folium_surface",
                        "f_hyperbolic_torus",
                        "f_kampyle_of_eudoxus",
                        "f_parabolic_torus",
                        "f_quartic_cylinder",
                        "f_torus2",
                    }:
                        func = 3
                    if tex.pov.func_list in {
                        "f_blob2",
                        "f_cross_ellipsoids",
                        "f_flange_cover",
                        "f_isect_ellipsoids",
                        "f_kummer_surface_v2",
                        "f_ovals_of_cassini",
                        "f_rounded_box",
                        "f_spikes_2d",
                        "f_strophoid",
                    }:
                        func = 4
                    if tex.pov.func_list in {
                        "f_algbr_cyl1",
                        "f_algbr_cyl2",
                        "f_algbr_cyl3",
                        "f_algbr_cyl4",
                        "f_blob",
                        "f_mesh1",
                        "f_poly4",
                        "f_spikes",
                    }:
                        func = 5
                    if tex.pov.func_list in {
                        "f_devils_curve_2d",
                        "f_dupin_cyclid",
                        "f_folium_surface_2d",
                        "f_hetero_mf",
                        "f_kampyle_of_eudoxus_2d",
                        "f_lemniscate_of_gerono_2d",
                        "f_polytubes",
                        "f_ridge",
                        "f_ridged_mf",
                        "f_spiral",
                        "f_witch_of_agnesi",
                    }:
                        func = 6
                    if tex.pov.func_list in {"f_helix1", "f_helix2", "f_piriform_2d", "f_strophoid_2d"}:
                        func = 7
                    if tex.pov.func_list == "f_helical_torus":
                        func = 8
                    column_flow = layout.column_flow(columns=3, align=True)
                    column_flow.label(text="X")
                    column_flow.prop(tex.pov, "func_plus_x", text="")
                    column_flow.prop(tex.pov, "func_x", text="Value")
                    column_flow = layout.column_flow(columns=3, align=True)
                    column_flow.label(text="Y")
                    column_flow.prop(tex.pov, "func_plus_y", text="")
                    column_flow.prop(tex.pov, "func_y", text="Value")
                    column_flow = layout.column_flow(columns=3, align=True)
                    column_flow.label(text="Z")
                    column_flow.prop(tex.pov, "func_plus_z", text="")
                    column_flow.prop(tex.pov, "func_z", text="Value")
                    row = layout.row(align=align)
                    if func > 0:
                        row.prop(tex.pov, "func_P0", text="P0")
                    if func > 1:
                        row.prop(tex.pov, "func_P1", text="P1")
                    row = layout.row(align=align)
                    if func > 2:
                        row.prop(tex.pov, "func_P2", text="P2")
                    if func > 3:
                        row.prop(tex.pov, "func_P3", text="P3")
                    row = layout.row(align=align)
                    if func > 4:
                        row.prop(tex.pov, "func_P4", text="P4")
                    if func > 5:
                        row.prop(tex.pov, "func_P5", text="P5")
                    row = layout.row(align=align)
                    if func > 6:
                        row.prop(tex.pov, "func_P6", text="P6")
                    if func > 7:
                        row.prop(tex.pov, "func_P7", text="P7")
                        row = layout.row(align=align)
                        row.prop(tex.pov, "func_P8", text="P8")
                        row.prop(tex.pov, "func_P9", text="P9")
                ###################################################End Patterns############################
    
                layout.prop(tex.pov, "warp_types", text="Warp types")  # warp
                if tex.pov.warp_types == "TOROIDAL":
                    layout.prop(tex.pov, "warp_tor_major_radius", text="Major radius")
                if tex.pov.warp_types not in {"CUBIC", "NONE"}:
                    layout.prop(tex.pov, "warp_orientation", text="Warp orientation")
                col = layout.column(align=align)
                row = col.row()
                row.prop(tex.pov, "warp_dist_exp", text="Distance exponent")
                row = col.row()
                row.prop(tex.pov, "modifier_frequency", text="Frequency")
                row.prop(tex.pov, "modifier_phase", text="Phase")
    
                row = layout.row()
    
                row.label(text="Offset:")
                row.label(text="Scale:")
                row.label(text="Rotate:")
                col = layout.column(align=align)
                row = col.row()
                row.prop(tex.pov, "tex_mov_x", text="X")
                row.prop(tex.pov, "tex_scale_x", text="X")
                row.prop(tex.pov, "tex_rot_x", text="X")
                row = col.row()
                row.prop(tex.pov, "tex_mov_y", text="Y")
                row.prop(tex.pov, "tex_scale_y", text="Y")
                row.prop(tex.pov, "tex_rot_y", text="Y")
                row = col.row()
                row.prop(tex.pov, "tex_mov_z", text="Z")
                row.prop(tex.pov, "tex_scale_z", text="Z")
                row.prop(tex.pov, "tex_rot_z", text="Z")
                row = layout.row()
    
                row.label(text="Turbulence:")
                col = layout.column(align=align)
                row = col.row()
                row.prop(tex.pov, "warp_turbulence_x", text="X")
                row.prop(tex.pov, "modifier_octaves", text="Octaves")
                row = col.row()
                row.prop(tex.pov, "warp_turbulence_y", text="Y")
                row.prop(tex.pov, "modifier_lambda", text="Lambda")
                row = col.row()
                row.prop(tex.pov, "warp_turbulence_z", text="Z")
                row.prop(tex.pov, "modifier_omega", text="Omega")
    
    
    class TEXTURE_PT_POV_mapping(TextureSlotPanel, Panel):
        """Use this class to define POV texture mapping buttons."""
    
        bl_label = "Mapping"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
    
        @classmethod
        def poll(cls, context):
            idblock = pov_context_tex_datablock(context)
            if isinstance(idblock, Brush) and not context.sculpt_object:
                return False
    
            if not getattr(context, "texture_slot", None):
                return False
    
            engine = context.scene.render.engine
            return engine in cls.COMPAT_ENGINES
    
        def draw(self, context):
            layout = self.layout
    
            idblock = pov_context_tex_datablock(context)
            mat = bpy.context.active_object.active_material
            # tex = context.texture_slot
            tex = mat.pov_texture_slots[mat.active_texture_index]
            if not isinstance(idblock, Brush):
                split = layout.split(percentage=0.3)
                col = split.column()
                col.label(text="Coordinates:")
                col = split.column()
                col.prop(tex, "texture_coords", text="")
    
                if tex.texture_coords == 'ORCO':
                    """
                    ob = context.object
                    if ob and ob.type == 'MESH':
                        split = layout.split(percentage=0.3)
                        split.label(text="Mesh:")
                        split.prop(ob.data, "texco_mesh", text="")
                    """
                elif tex.texture_coords == 'UV':
                    split = layout.split(percentage=0.3)
                    split.label(text="Map:")
                    ob = context.object
                    if ob and ob.type == 'MESH':
                        split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
                    else:
                        split.prop(tex, "uv_layer", text="")
    
                elif tex.texture_coords == 'OBJECT':
                    split = layout.split(percentage=0.3)
                    split.label(text="Object:")
                    split.prop(tex, "object", text="")
    
                elif tex.texture_coords == 'ALONG_STROKE':
                    split = layout.split(percentage=0.3)
                    split.label(text="Use Tips:")
                    split.prop(tex, "use_tips", text="")
    
            if isinstance(idblock, Brush):
                if context.sculpt_object or context.image_paint_object:
                    brush_texture_settings(layout, idblock, context.sculpt_object)
            else:
                if isinstance(idblock, FreestyleLineStyle):
                    split = layout.split(percentage=0.3)
                    split.label(text="Projection:")
                    split.prop(tex, "mapping", text="")
    
                    split = layout.split(percentage=0.3)
                    split.separator()
                    row = split.row()
                    row.prop(tex, "mapping_x", text="")
                    row.prop(tex, "mapping_y", text="")
                    row.prop(tex, "mapping_z", text="")
    
                elif isinstance(idblock, Material):
                    split = layout.split(percentage=0.3)
                    split.label(text="Projection:")
                    split.prop(tex, "mapping", text="")
    
                    split = layout.split()
    
                    col = split.column()
                    if tex.texture_coords in {'ORCO', 'UV'}:
                        col.prop(tex, "use_from_dupli")
                        if idblock.type == 'VOLUME' and tex.texture_coords == 'ORCO':
                            col.prop(tex, "use_map_to_bounds")
                    elif tex.texture_coords == 'OBJECT':
                        col.prop(tex, "use_from_original")
                        if idblock.type == 'VOLUME':
                            col.prop(tex, "use_map_to_bounds")
                    else:
                        col.label()
    
                    col = split.column()
                    row = col.row()
                    row.prop(tex, "mapping_x", text="")
                    row.prop(tex, "mapping_y", text="")
                    row.prop(tex, "mapping_z", text="")
    
                row = layout.row()
                row.column().prop(tex, "offset")
                row.column().prop(tex, "scale")
    
    
    class TEXTURE_PT_POV_influence(TextureSlotPanel, Panel):
        """Use this class to define pov texture influence buttons."""
    
        bl_label = "Influence"
        COMPAT_ENGINES = {'POVRAY_RENDER'}
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        # bl_context = 'texture'
        @classmethod
        def poll(cls, context):
            idblock = pov_context_tex_datablock(context)
            if (
                # isinstance(idblock, Brush) and # Brush used for everything since 2.8
                context.scene.texture_context
                == 'OTHER'