blender/release/scripts/ui/properties_data_lamp.py
Campbell Barton f8a4683b72 pep8 warnings
2010-03-14 23:26:17 +00:00

438 lines
14 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 rna_prop_ui import PropertyPanel
narrowui = 180
class LAMP_MT_sunsky_presets(bpy.types.Menu):
bl_label = "Render Presets"
preset_subdir = "sunsky"
preset_operator = "script.python_file_run"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
draw = bpy.types.Menu.draw_preset
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
def poll(self, context):
engine = context.scene.render.engine
return context.lamp and (engine in self.COMPAT_ENGINES)
class DATA_PT_preview(DataButtonsPanel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_context_lamp(DataButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
ob = context.object
lamp = context.lamp
space = context.space_data
wide_ui = context.region.width > narrowui
if wide_ui:
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif lamp:
split.template_ID(space, "pin_id")
split.separator()
else:
if ob:
layout.template_ID(ob, "data")
elif lamp:
layout.template_ID(space, "pin_id")
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel):
_context_path = "object.data"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
class DATA_PT_lamp(DataButtonsPanel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
lamp = context.lamp
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(lamp, "type", expand=True)
else:
layout.prop(lamp, "type", text="")
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, "sphere")
if lamp.type == 'AREA':
col.prop(lamp, "distance")
col.prop(lamp, "gamma")
if wide_ui:
col = split.column()
col.prop(lamp, "negative")
col.prop(lamp, "layer", text="This Layer Only")
col.prop(lamp, "specular")
col.prop(lamp, "diffuse")
class DATA_PT_sunsky(DataButtonsPanel):
bl_label = "Sky & Atmosphere"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp.sky
wide_ui = context.region.width > narrowui
row = layout.row(align=True)
row.prop(lamp, "use_sky")
row.menu("LAMP_MT_sunsky_presets", text="Presets")
row.operator("lamp.sunsky_preset_add", text="Add")
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")
if wide_ui:
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")
if wide_ui:
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):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in ('POINT', 'SUN', 'SPOT', 'AREA')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(lamp, "shadow_method", expand=True)
else:
layout.prop(lamp, "shadow_method", text="")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
if wide_ui:
col = split.column()
col.prop(lamp, "shadow_layer", text="This Layer Only")
col.prop(lamp, "only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
col = layout.column()
col.label(text="Sampling:")
if wide_ui:
col.row().prop(lamp, "shadow_ray_sampling_method", expand=True)
else:
col.prop(lamp, "shadow_ray_sampling_method", text="")
if lamp.type in ('POINT', 'SUN', 'SPOT'):
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_soft_size", text="Soft Size")
col.prop(lamp, "shadow_ray_samples", text="Samples")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if wide_ui:
col = split.column()
elif lamp.type == 'AREA':
split = layout.split()
col = split.column()
if lamp.shape == 'SQUARE':
col.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
col.prop(lamp, "shadow_ray_samples_x", text="Samples X")
col.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if wide_ui:
col = split.column()
elif lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
if wide_ui:
col = split.column()
col.prop(lamp, "umbra")
col.prop(lamp, "dither")
col.prop(lamp, "jitter")
else:
if wide_ui:
col = split.column()
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.label(text="Buffer Type:")
if wide_ui:
col.row().prop(lamp, "shadow_buffer_type", expand=True)
else:
col.row().prop(lamp, "shadow_buffer_type", text="")
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")
if wide_ui:
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, "auto_clip_start", text="Autoclip Start")
sub = col.column()
sub.active = not lamp.auto_clip_start
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
if wide_ui:
col = split.column()
col.prop(lamp, "auto_clip_end", text="Autoclip End")
sub = col.column()
sub.active = not lamp.auto_clip_end
sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
class DATA_PT_area(DataButtonsPanel):
bl_label = "Area Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
col.row().prop(lamp, "shape", expand=True)
sub = col.column(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):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
wide_ui = context.region.width > narrowui
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, "square")
col.prop(lamp, "show_cone")
if wide_ui:
col = split.column()
else:
col.separator()
col.prop(lamp, "halo")
sub = col.column(align=True)
sub.active = lamp.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):
bl_label = "Falloff Curve"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, 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 self.COMPAT_ENGINES)
def draw(self, context):
lamp = context.lamp
self.layout.template_curve_mapping(lamp, "falloff_curve")
classes = [
LAMP_MT_sunsky_presets,
DATA_PT_context_lamp,
DATA_PT_preview,
DATA_PT_lamp,
DATA_PT_falloff_curve,
DATA_PT_area,
DATA_PT_spot,
DATA_PT_shadow,
DATA_PT_sunsky,
DATA_PT_custom_props_lamp]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()