blender/release/scripts/startup/bl_ui/properties_data_lamp.py
Clément Foucault 1ff2646d58 Eevee: Add Lamp Specular multiplier.
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.

Cycles allows it via lamps material which we currently not support in Eevee.

This is a good workaround for now.
2018-05-02 18:39:53 +02:00

339 lines
10 KiB
Python

# ##### 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
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# GNU General Public License for more details.
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# 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel
from rna_prop_ui import PropertyPanel
class LAMP_MT_sunsky_presets(Menu):
bl_label = "Sun & Sky Presets"
preset_subdir = "sunsky"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
draw = Menu.draw_preset
class DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.engine
return context.lamp and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_lamp(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
ob = context.object
lamp = context.lamp
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
elif lamp:
split.template_ID(space, "pin_id")
class DATA_PT_preview(DataButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_lamp(DataButtonsPanel, Panel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY'}
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().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")
sub.prop(lamp, "shadow_soft_size", text="Radius")
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")
elif lamp.falloff_type == 'INVERSE_COEFFICIENTS':
col.label(text="Inverse Coefficients:")
sub = col.column(align=True)
sub.prop(lamp, "constant_coefficient", text="Constant")
sub.prop(lamp, "linear_coefficient", text="Linear")
sub.prop(lamp, "quadratic_coefficient", text="Quadratic")
if lamp.type == 'AREA':
col.prop(lamp, "distance")
col = split.column()
col.label()
class DATA_PT_EEVEE_lamp(DataButtonsPanel, Panel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().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', 'SUN'}:
sub.prop(lamp, "shadow_soft_size", text="Radius")
elif lamp.type == 'AREA':
sub = sub.column(align=True)
sub.prop(lamp, "shape", text="")
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")
col = split.column()
col.prop(lamp, "specular_factor", text="Specular")
class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.engine
return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
lamp = context.lamp
self.layout.prop(lamp, "use_shadow", text="")
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
split.active = lamp.use_shadow
sub = split.column()
col = sub.column(align=True)
col.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
col = sub.column()
col.prop(lamp, "shadow_buffer_soft", text="Soft")
col = split.column(align=True)
col.prop(lamp, "shadow_buffer_bias", text="Bias")
col.prop(lamp, "shadow_buffer_exp", text="Exponent")
col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
if lamp.type == 'SUN':
col = layout.column()
col.active = lamp.use_shadow
col.label("Cascaded Shadow Map:")
split = col.split()
sub = split.column()
sub.prop(lamp, "shadow_cascade_count", text="Count")
sub.prop(lamp, "shadow_cascade_fade", text="Fade")
sub = split.column()
sub.prop(lamp, "shadow_cascade_max_distance", text="Max Distance")
sub.prop(lamp, "shadow_cascade_exponent", text="Distribution")
layout.separator()
layout.prop(lamp, "use_contact_shadow")
split = layout.split()
split.active = lamp.use_contact_shadow
col = split.column()
col.prop(lamp, "contact_shadow_distance", text="Distance")
col.prop(lamp, "contact_shadow_soft_size", text="Soft")
col = split.column()
col.prop(lamp, "contact_shadow_bias", text="Bias")
col.prop(lamp, "contact_shadow_thickness", text="Thickness")
class DATA_PT_area(DataButtonsPanel, Panel):
bl_label = "Area Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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, Panel):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP')
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_spot(DataButtonsPanel, Panel):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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 = split.column()
col.prop(lamp, "show_cone")
class DATA_PT_falloff_curve(DataButtonsPanel, Panel):
bl_label = "Falloff Curve"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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", use_negative_slope=True)
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Lamp
classes = (
LAMP_MT_sunsky_presets,
DATA_PT_context_lamp,
DATA_PT_preview,
DATA_PT_lamp,
DATA_PT_EEVEE_lamp,
DATA_PT_EEVEE_shadow,
DATA_PT_area,
DATA_PT_spot,
DATA_PT_falloff_curve,
DATA_PT_custom_props_lamp,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)