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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_data_lamp.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_data_lamp.py386
1 files changed, 386 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_lamp.py b/release/scripts/startup/bl_ui/properties_data_lamp.py
new file mode 100644
index 00000000000..00919d64ca5
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_data_lamp.py
@@ -0,0 +1,386 @@
+# ##### 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
+
+
+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"
+
+ @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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+ _property_type = bpy.types.Lamp