blender/release/scripts/ui/properties_data_lamp.py
Luca Bonavita 17bd603cbc == Area lamp UI ==
Fixes [#23152] Area light with noshadow is affected by rayshadow sampling setup (Kino Bug Reporting Sprint)
https://projects.blender.org/tracker/index.php?func=detail&aid=23152&group_id=9&atid=498

This moves the samples field so that it is visible in area lamps when noshadow is clicked, because acording to Brecht: "area lights also use the 
samples for sampling the form factor, but they are in the shadow panel, probably for area lights that button should be moved"

Also modified the sampling buttons so that only those depending on the sampling method are below the sampling method selector, while the general 
ones come first so it's immediate to see which ones are depending on the sampling method.

Also, formatted so that options for constant jitter appear below that button, so it's faster to setup.
Same for QMC which has the threshold field just below the QMC selector, and not wide as the column.

This still uses "if wide_ui else", in IRC there has been discussion about removing it but this will be done but who is in charge of it at due 
time.
2010-08-06 14:36:39 +00:00

461 lines
15 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.
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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 rna_prop_ui import PropertyPanel
narrowui = bpy.context.user_preferences.view.properties_width_check
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"
class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
engine = context.scene.render.engine
return context.lamp and (engine in __class__.COMPAT_ENGINES)
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
engine = context.scene.render.engine
return context.lamp and (engine in __class__.COMPAT_ENGINES)
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, bpy.types.Panel):
_context_path = "object.data"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
engine = context.scene.render.engine
return context.lamp and (engine in __class__.COMPAT_ENGINES)
class DATA_PT_lamp(DataButtonsPanel, bpy.types.Panel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
engine = context.scene.render.engine
return context.lamp and (engine in __class__.COMPAT_ENGINES)
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, bpy.types.Panel):
bl_label = "Sky & Atmosphere"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in __class__.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=bpy.types.LAMP_MT_sunsky_presets.bl_label)
row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMIN")
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, bpy.types.Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in ('POINT', 'SUN', 'SPOT', 'AREA')) and (engine in __class__.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' and lamp.type == 'AREA':
split = layout.split()
col= split.column()
col.label(text="Form factor sampling:")
if wide_ui:
sub=col.row(align=True)
else:
sub=col.column(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="")
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':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in ('POINT', 'SUN', 'SPOT'):
if wide_ui:
sub=col.row()
else:
sub=col.column()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
if wide_ui:
sub=col.row(align=True)
else:
sub=col.column(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 wide_ui:
col.row().prop(lamp, "shadow_ray_sampling_method", expand=True)
else:
col.prop(lamp, "shadow_ray_sampling_method", text="")
split = layout.split()
col = split.column()
if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if wide_ui:
col = split.column()
if lamp.type == 'AREA' and lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
col = split.column()
col = split.column()
col.prop(lamp, "umbra")
col.prop(lamp, "dither")
col.prop(lamp, "jitter")
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, bpy.types.Panel):
bl_label = "Area Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in __class__.COMPAT_ENGINES)
def draw(self, context):
lamp = context.lamp
wide_ui = context.region.width > narrowui
layout = self.layout
split = layout.split()
col = split.column()
if wide_ui:
col.row().prop(lamp, "shape", expand=True)
sub = col.row(align=True)
else:
col.prop(lamp, "shape", text="")
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, bpy.types.Panel):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in __class__.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, bpy.types.Panel):
bl_label = "Falloff Curve"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@staticmethod
def poll(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 __class__.COMPAT_ENGINES)
def draw(self, context):
lamp = context.lamp
self.layout.template_curve_mapping(lamp, "falloff_curve")
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()