forked from bartvdbraak/blender
390 lines
13 KiB
Python
390 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from rna_prop_ui import PropertyPanel
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from blf import gettext as _
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class LAMP_MT_sunsky_presets(bpy.types.Menu):
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bl_label = _("Sun & Sky Presets")
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preset_subdir = "sunsky"
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preset_operator = "script.execute_preset"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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draw = bpy.types.Menu.draw_preset
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class DataButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return context.lamp and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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lamp = context.lamp
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space = context.space_data
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split = layout.split(percentage=0.65)
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texture_count = len(lamp.texture_slots.keys())
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if ob:
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split.template_ID(ob, "data")
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elif lamp:
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split.template_ID(space, "pin_id")
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if texture_count != 0:
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split.label(text=str(texture_count), icon='TEXTURE')
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class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Preview")
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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self.layout.template_preview(context.lamp)
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class DATA_PT_lamp(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Lamp")
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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layout.prop(lamp, "type", expand=True)
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split = layout.split()
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col = split.column()
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sub = col.column()
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sub.prop(lamp, "color", text="")
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sub.prop(lamp, "energy")
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if lamp.type in {'POINT', 'SPOT'}:
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sub.label(text=_("Falloff:"))
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sub.prop(lamp, "falloff_type", text="")
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sub.prop(lamp, "distance")
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if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
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col.label(text=_("Attenuation Factors:"))
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sub = col.column(align=True)
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sub.prop(lamp, "linear_attenuation", slider=True, text=_("Linear"))
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sub.prop(lamp, "quadratic_attenuation", slider=True, text=_("Quadratic"))
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col.prop(lamp, "use_sphere")
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if lamp.type == 'AREA':
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col.prop(lamp, "distance")
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col.prop(lamp, "gamma")
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col = split.column()
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col.prop(lamp, "use_negative")
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col.prop(lamp, "use_own_layer", text=_("This Layer Only"))
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col.prop(lamp, "use_specular")
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col.prop(lamp, "use_diffuse")
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class DATA_PT_sunsky(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Sky & Atmosphere")
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp.sky
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row = layout.row(align=True)
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row.prop(lamp, "use_sky")
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row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label)
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row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMIN")
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row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMOUT").remove_active = True
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row = layout.row()
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row.active = lamp.use_sky or lamp.use_atmosphere
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row.prop(lamp, "atmosphere_turbidity", text=_("Turbidity"))
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split = layout.split()
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col = split.column()
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col.active = lamp.use_sky
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col.label(text=_("Blending:"))
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sub = col.column()
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sub.prop(lamp, "sky_blend_type", text="")
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sub.prop(lamp, "sky_blend", text=_("Factor"))
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col.label(text=_("Color Space:"))
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sub = col.column()
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sub.row().prop(lamp, "sky_color_space", expand=True)
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sub.prop(lamp, "sky_exposure", text=_("Exposure"))
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col = split.column()
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col.active = lamp.use_sky
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col.label(text=_("Horizon:"))
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sub = col.column()
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sub.prop(lamp, "horizon_brightness", text=_("Brightness"))
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sub.prop(lamp, "spread", text=_("Spread"))
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col.label(text=_("Sun:"))
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sub = col.column()
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sub.prop(lamp, "sun_brightness", text=_("Brightness"))
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sub.prop(lamp, "sun_size", text=_("Size"))
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sub.prop(lamp, "backscattered_light", slider=True, text=_("Back Light"))
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layout.separator()
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layout.prop(lamp, "use_atmosphere")
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split = layout.split()
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col = split.column()
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col.active = lamp.use_atmosphere
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col.label(text=_("Intensity:"))
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col.prop(lamp, "sun_intensity", text=_("Sun"))
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col.prop(lamp, "atmosphere_distance_factor", text=_("Distance"))
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col = split.column()
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col.active = lamp.use_atmosphere
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col.label(text=_("Scattering:"))
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sub = col.column(align=True)
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sub.prop(lamp, "atmosphere_inscattering", slider=True, text=_("Inscattering"))
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sub.prop(lamp, "atmosphere_extinction", slider=True, text=_("Extinction"))
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class DATA_PT_shadow(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Shadow")
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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layout.prop(lamp, "shadow_method", expand=True)
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if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
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split = layout.split()
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col = split.column()
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col.label(text=_("Form factor sampling:"))
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sub = col.row(align=True)
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if lamp.shape == 'SQUARE':
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sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples"))
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elif lamp.shape == 'RECTANGLE':
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sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples X"))
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sub.prop(lamp, "shadow_ray_samples_y", text=_("Samples Y"))
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if lamp.shadow_method != 'NOSHADOW':
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split = layout.split()
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col = split.column()
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col.prop(lamp, "shadow_color", text="")
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col = split.column()
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col.prop(lamp, "use_shadow_layer", text=_("This Layer Only"))
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col.prop(lamp, "use_only_shadow")
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if lamp.shadow_method == 'RAY_SHADOW':
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split = layout.split()
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col = split.column()
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col.label(text=_("Sampling:"))
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if lamp.type in {'POINT', 'SUN', 'SPOT'}:
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sub = col.row()
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sub.prop(lamp, "shadow_ray_samples", text=_("Samples"))
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sub.prop(lamp, "shadow_soft_size", text=_("Soft Size"))
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elif lamp.type == 'AREA':
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sub = col.row(align=True)
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if lamp.shape == 'SQUARE':
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sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples"))
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elif lamp.shape == 'RECTANGLE':
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sub.prop(lamp, "shadow_ray_samples_x", text=_("Samples X"))
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sub.prop(lamp, "shadow_ray_samples_y", text=_("Samples Y"))
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col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
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if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
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layout.prop(lamp, "shadow_adaptive_threshold", text=_("Threshold"))
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if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
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row = layout.row()
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row.prop(lamp, "use_umbra")
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row.prop(lamp, "use_dither")
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row.prop(lamp, "use_jitter")
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elif lamp.shadow_method == 'BUFFER_SHADOW':
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col = layout.column()
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col.label(text=_("Buffer Type:"))
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col.row().prop(lamp, "shadow_buffer_type", expand=True)
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if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
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split = layout.split()
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col = split.column()
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col.label(text=_("Filter Type:"))
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col.prop(lamp, "shadow_filter_type", text="")
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sub = col.column(align=True)
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sub.prop(lamp, "shadow_buffer_soft", text=_("Soft"))
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sub.prop(lamp, "shadow_buffer_bias", text=_("Bias"))
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col = split.column()
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col.label(text=_("Sample Buffers:"))
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col.prop(lamp, "shadow_sample_buffers", text="")
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sub = col.column(align=True)
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sub.prop(lamp, "shadow_buffer_size", text=_("Size"))
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sub.prop(lamp, "shadow_buffer_samples", text=_("Samples"))
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if lamp.shadow_buffer_type == 'DEEP':
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col.prop(lamp, "compression_threshold")
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elif lamp.shadow_buffer_type == 'IRREGULAR':
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layout.prop(lamp, "shadow_buffer_bias", text=_("Bias"))
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split = layout.split()
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col = split.column()
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col.prop(lamp, "use_auto_clip_start", text=_("Autoclip Start"))
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sub = col.column()
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sub.active = not lamp.use_auto_clip_start
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sub.prop(lamp, "shadow_buffer_clip_start", text=_("Clip Start"))
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col = split.column()
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col.prop(lamp, "use_auto_clip_end", text=_("Autoclip End"))
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sub = col.column()
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sub.active = not lamp.use_auto_clip_end
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sub.prop(lamp, "shadow_buffer_clip_end", text=_(" Clip End"))
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class DATA_PT_area(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Area Shape")
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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col = layout.column()
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col.row().prop(lamp, "shape", expand=True)
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sub = col.row(align=True)
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if (lamp.shape == 'SQUARE'):
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sub.prop(lamp, "size")
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elif (lamp.shape == 'RECTANGLE'):
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sub.prop(lamp, "size", text=_("Size X"))
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sub.prop(lamp, "size_y", text=_("Size Y"))
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class DATA_PT_spot(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Spot Shape")
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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split = layout.split()
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col = split.column()
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sub = col.column()
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sub.prop(lamp, "spot_size", text=_("Size"))
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sub.prop(lamp, "spot_blend", text=_("Blend"), slider=True)
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col.prop(lamp, "use_square")
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col.prop(lamp, "show_cone")
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col = split.column()
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col.prop(lamp, "use_halo")
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sub = col.column(align=True)
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sub.active = lamp.use_halo
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sub.prop(lamp, "halo_intensity", text=_("Intensity"))
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if lamp.shadow_method == 'BUFFER_SHADOW':
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sub.prop(lamp, "halo_step", text=_("Step"))
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class DATA_PT_falloff_curve(DataButtonsPanel, bpy.types.Panel):
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bl_label = _("Falloff Curve")
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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lamp = context.lamp
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self.layout.template_curve_mapping(lamp, "falloff_curve")
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class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object.data"
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_property_type = bpy.types.Lamp
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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