# ##### 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 ##### # import bpy from rna_prop_ui import PropertyPanel from blf import gettext as _ class LAMP_MT_sunsky_presets(bpy.types.Menu): bl_label = _("Sun & Sky Presets") preset_subdir = "sunsky" preset_operator = "script.execute_preset" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} draw = bpy.types.Menu.draw_preset class DataButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" @classmethod def poll(cls, context): engine = context.scene.render.engine return context.lamp and (engine in cls.COMPAT_ENGINES) class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout ob = context.object lamp = context.lamp space = context.space_data split = layout.split(percentage=0.65) texture_count = len(lamp.texture_slots.keys()) if ob: split.template_ID(ob, "data") elif lamp: split.template_ID(space, "pin_id") if texture_count != 0: split.label(text=str(texture_count), icon='TEXTURE') class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel): bl_label = _("Preview") COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): self.layout.template_preview(context.lamp) class DATA_PT_lamp(DataButtonsPanel, bpy.types.Panel): bl_label = _("Lamp") COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout lamp = context.lamp layout.prop(lamp, "type", expand=True) split = layout.split() col = split.column() sub = col.column() sub.prop(lamp, "color", text="") sub.prop(lamp, "energy") if lamp.type in {'POINT', 'SPOT'}: sub.label(text=_("Falloff:")) sub.prop(lamp, "falloff_type", text="") sub.prop(lamp, "distance") if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED': col.label(text=_("Attenuation Factors:")) sub = col.column(align=True) sub.prop(lamp, "linear_attenuation", slider=True, text=_("Linear")) sub.prop(lamp, "quadratic_attenuation", slider=True, text=_("Quadratic")) col.prop(lamp, "use_sphere") if lamp.type == 'AREA': col.prop(lamp, "distance") col.prop(lamp, "gamma") col = split.column() col.prop(lamp, "use_negative") col.prop(lamp, "use_own_layer", text=_("This Layer Only")) col.prop(lamp, "use_specular") col.prop(lamp, "use_diffuse") class DATA_PT_sunsky(DataButtonsPanel, bpy.types.Panel): bl_label = _("Sky & Atmosphere") COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): lamp = context.lamp engine = context.scene.render.engine return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout lamp = context.lamp.sky row = layout.row(align=True) row.prop(lamp, "use_sky") row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label) row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMIN") row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMOUT").remove_active = True row = layout.row() row.active = lamp.use_sky or lamp.use_atmosphere row.prop(lamp, "atmosphere_turbidity", text=_("Turbidity")) split = layout.split() col = split.column() col.active = lamp.use_sky col.label(text=_("Blending:")) sub = col.column() sub.prop(lamp, "sky_blend_type", text="") sub.prop(lamp, "sky_blend", text=_("Factor")) col.label(text=_("Color Space:")) sub = col.column() sub.row().prop(lamp, "sky_color_space", expand=True) sub.prop(lamp, "sky_exposure", text=_("Exposure")) col = split.column() col.active = lamp.use_sky col.label(text=_("Horizon:")) sub = col.column() sub.prop(lamp, "horizon_brightness", text=_("Brightness")) sub.prop(lamp, "spread", text=_("Spread")) col.label(text=_("Sun:")) sub = col.column() sub.prop(lamp, "sun_brightness", text=_("Brightness")) sub.prop(lamp, "sun_size", text=_("Size")) sub.prop(lamp, "backscattered_light", slider=True, text=_("Back Light")) layout.separator() layout.prop(lamp, "use_atmosphere") split = layout.split() col = split.column() col.active = lamp.use_atmosphere col.label(text=_("Intensity:")) col.prop(lamp, "sun_intensity", text=_("Sun")) col.prop(lamp, "atmosphere_distance_factor", text=_("Distance")) col = split.column() col.active = lamp.use_atmosphere col.label(text=_("Scattering:")) sub = col.column(align=True) sub.prop(lamp, "atmosphere_inscattering", slider=True, text=_("Inscattering")) sub.prop(lamp, "atmosphere_extinction", slider=True, text=_("Extinction")) class DATA_PT_shadow(DataButtonsPanel, bpy.types.Panel): bl_label = _("Shadow") COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): lamp = context.lamp engine = context.scene.render.engine return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout lamp = context.lamp layout.prop(lamp, "shadow_method", expand=True) if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA': split = layout.split() col = split.column() col.label(text=_("Form factor sampling:")) sub = col.row(align=True) if lamp.shape == 'SQUARE': sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples")) elif lamp.shape == 'RECTANGLE': sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples X")) sub.prop(lamp, "shadow_ray_samples_y", text=_("Samples Y")) if lamp.shadow_method != 'NOSHADOW': split = layout.split() col = split.column() col.prop(lamp, "shadow_color", text="") col = split.column() col.prop(lamp, "use_shadow_layer", text=_("This Layer Only")) col.prop(lamp, "use_only_shadow") if lamp.shadow_method == 'RAY_SHADOW': split = layout.split() col = split.column() col.label(text=_("Sampling:")) if lamp.type in {'POINT', 'SUN', 'SPOT'}: sub = col.row() sub.prop(lamp, "shadow_ray_samples", text=_("Samples")) sub.prop(lamp, "shadow_soft_size", text=_("Soft Size")) elif lamp.type == 'AREA': sub = col.row(align=True) if lamp.shape == 'SQUARE': sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples")) elif lamp.shape == 'RECTANGLE': sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples X")) sub.prop(lamp, "shadow_ray_samples_y", text=_("Samples Y")) col.row().prop(lamp, "shadow_ray_sample_method", expand=True) if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC': layout.prop(lamp, "shadow_adaptive_threshold", text=_("Threshold")) if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED': row = layout.row() row.prop(lamp, "use_umbra") row.prop(lamp, "use_dither") row.prop(lamp, "use_jitter") elif lamp.shadow_method == 'BUFFER_SHADOW': col = layout.column() col.label(text=_("Buffer Type:")) col.row().prop(lamp, "shadow_buffer_type", expand=True) if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}: split = layout.split() col = split.column() col.label(text=_("Filter Type:")) col.prop(lamp, "shadow_filter_type", text="") sub = col.column(align=True) sub.prop(lamp, "shadow_buffer_soft", text=_("Soft")) sub.prop(lamp, "shadow_buffer_bias", text=_("Bias")) col = split.column() col.label(text=_("Sample Buffers:")) col.prop(lamp, "shadow_sample_buffers", text="") sub = col.column(align=True) sub.prop(lamp, "shadow_buffer_size", text=_("Size")) sub.prop(lamp, "shadow_buffer_samples", text=_("Samples")) if lamp.shadow_buffer_type == 'DEEP': col.prop(lamp, "compression_threshold") elif lamp.shadow_buffer_type == 'IRREGULAR': layout.prop(lamp, "shadow_buffer_bias", text=_("Bias")) split = layout.split() col = split.column() col.prop(lamp, "use_auto_clip_start", text=_("Autoclip Start")) sub = col.column() sub.active = not lamp.use_auto_clip_start sub.prop(lamp, "shadow_buffer_clip_start", text=_("Clip Start")) col = split.column() col.prop(lamp, "use_auto_clip_end", text=_("Autoclip End")) sub = col.column() sub.active = not lamp.use_auto_clip_end sub.prop(lamp, "shadow_buffer_clip_end", text=_(" Clip End")) class DATA_PT_area(DataButtonsPanel, bpy.types.Panel): bl_label = _("Area Shape") COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): lamp = context.lamp engine = context.scene.render.engine return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout lamp = context.lamp col = layout.column() col.row().prop(lamp, "shape", expand=True) sub = col.row(align=True) if (lamp.shape == 'SQUARE'): sub.prop(lamp, "size") elif (lamp.shape == 'RECTANGLE'): sub.prop(lamp, "size", text=_("Size X")) sub.prop(lamp, "size_y", text=_("Size Y")) class DATA_PT_spot(DataButtonsPanel, bpy.types.Panel): bl_label = _("Spot Shape") COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): lamp = context.lamp engine = context.scene.render.engine return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout lamp = context.lamp split = layout.split() col = split.column() sub = col.column() sub.prop(lamp, "spot_size", text=_("Size")) sub.prop(lamp, "spot_blend", text=_("Blend"), slider=True) col.prop(lamp, "use_square") col.prop(lamp, "show_cone") col = split.column() col.prop(lamp, "use_halo") sub = col.column(align=True) sub.active = lamp.use_halo sub.prop(lamp, "halo_intensity", text=_("Intensity")) if lamp.shadow_method == 'BUFFER_SHADOW': sub.prop(lamp, "halo_step", text=_("Step")) class DATA_PT_falloff_curve(DataButtonsPanel, bpy.types.Panel): bl_label = _("Falloff Curve") bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): lamp = context.lamp engine = context.scene.render.engine return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES) def draw(self, context): lamp = context.lamp self.layout.template_curve_mapping(lamp, "falloff_curve") class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "object.data" _property_type = bpy.types.Lamp if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)