# ##### 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 ##### # import bpy from bpy.types import Menu, Panel from rna_prop_ui import PropertyPanel 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', 'BLENDER_CLAY', 'BLENDER_EEVEE'} 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', 'BLENDER_CLAY', 'BLENDER_EEVEE'} 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', 'BLENDER_CLAY', 'BLENDER_EEVEE'} 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', 'BLENDER_CLAY'} def draw(self, context): layout = self.layout lamp = context.lamp layout.row().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") sub.prop(lamp, "shadow_soft_size", text="Radius") 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") elif lamp.falloff_type == 'INVERSE_COEFFICIENTS': col.label(text="Inverse Coefficients:") sub = col.column(align=True) sub.prop(lamp, "constant_coefficient", text="Constant") sub.prop(lamp, "linear_coefficient", text="Linear") sub.prop(lamp, "quadratic_coefficient", 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_EEVEE_lamp(DataButtonsPanel, Panel): bl_label = "Lamp" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout lamp = context.lamp layout.row().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', 'SUN'}: sub.prop(lamp, "shadow_soft_size", text="Radius") elif lamp.type == 'AREA': sub = sub.column(align=True) sub.prop(lamp, "shape", text="") 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") col = split.column() col.prop(lamp, "use_specular") col.prop(lamp, "use_diffuse") col.separator() if lamp.type in {'POINT', 'SPOT', 'AREA'}: col.prop(lamp, "use_sphere") col = col.column() col.active = lamp.use_sphere col.prop(lamp, "distance") class DATA_PT_sunsky(DataButtonsPanel, Panel): bl_label = "Sky & Atmosphere" COMPAT_ENGINES = {'BLENDER_RENDER'} @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'} @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.row().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_EEVEE_shadow(DataButtonsPanel, Panel): bl_label = "Shadow" COMPAT_ENGINES = {'BLENDER_EEVEE'} @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_header(self, context): lamp = context.lamp self.layout.prop(lamp, "use_shadow", text="") def draw(self, context): layout = self.layout lamp = context.lamp split = layout.split() split.active = lamp.use_shadow sub = split.column() col = sub.column(align=True) col.prop(lamp, "shadow_buffer_clip_start", text="Clip Start") col.prop(lamp, "shadow_buffer_clip_end", text="Clip End") col = sub.column() col.prop(lamp, "shadow_buffer_soft", text="Soft") col = split.column(align=True) col.prop(lamp, "shadow_buffer_bias", text="Bias") col.prop(lamp, "shadow_buffer_exp", text="Exponent") col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias") if lamp.type == 'SUN': col = layout.column() col.active = lamp.use_shadow col.label("Cascaded Shadow Map:") split = col.split() sub = split.column() sub.prop(lamp, "shadow_cascade_count", text="Count") sub.prop(lamp, "shadow_cascade_fade", text="Fade") sub = split.column() sub.prop(lamp, "shadow_cascade_max_distance", text="Max Distance") sub.prop(lamp, "shadow_cascade_exponent", text="Distribution") layout.separator() layout.prop(lamp, "use_contact_shadow") split = layout.split() split.active = lamp.use_contact_shadow col = split.column() col.prop(lamp, "contact_shadow_distance", text="Distance") col.prop(lamp, "contact_shadow_soft_size", text="Soft") col = split.column() col.prop(lamp, "contact_shadow_bias", text="Bias") col.prop(lamp, "contact_shadow_thickness", text="Thickness") class DATA_PT_area(DataButtonsPanel, Panel): bl_label = "Area Shape" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'} @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', 'BLENDER_CLAY'} @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.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP') 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_spot(DataButtonsPanel, Panel): bl_label = "Spot Shape" COMPAT_ENGINES = {'BLENDER_EEVEE'} @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 = split.column() col.prop(lamp, "show_cone") class DATA_PT_falloff_curve(DataButtonsPanel, Panel): bl_label = "Falloff Curve" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'} @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", use_negative_slope=True) class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'} _context_path = "object.data" _property_type = bpy.types.Lamp classes = ( LAMP_MT_sunsky_presets, DATA_PT_context_lamp, DATA_PT_preview, DATA_PT_lamp, DATA_PT_EEVEE_lamp, DATA_PT_sunsky, DATA_PT_shadow, DATA_PT_EEVEE_shadow, DATA_PT_area, DATA_PT_spot, DATA_PT_falloff_curve, DATA_PT_custom_props_lamp, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)