blender/release/scripts/startup/bl_ui/properties_data_lamp.py
2011-09-01 15:08:32 +00:00

391 lines
13 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
# 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>
import bpy
from bpy.types import Menu, Panel
from rna_prop_ui import PropertyPanel
from blf import gettext as _
class LAMP_MT_sunsky_presets(Menu):
bl_label = _("Sun & Sky Presets")
preset_subdir = "sunsky"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
draw = 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, 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, 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, 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, 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, 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, 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, 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, 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, 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__)