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# ##### 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 Panel
from rna_prop_ui import PropertyPanel
class DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.engine
return context.light and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_light(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
ob = context.object
light = context.light
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif light:
layout.template_ID(space, "pin_id")
class DATA_PT_preview(DataButtonsPanel, Panel):
bl_label = "Preview"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.light)
class DATA_PT_light(DataButtonsPanel, Panel):
bl_label = "Light"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
light = context.light
# Compact layout for node editor.
if self.bl_space_type == 'PROPERTIES':
layout.row().prop(light, "type", expand=True)
layout.use_property_split = True
else:
layout.use_property_split = True
layout.row().prop(light, "type")
class DATA_PT_EEVEE_light(DataButtonsPanel, Panel):
bl_label = "Light"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
light = context.light
# Compact layout for node editor.
if self.bl_space_type == 'PROPERTIES':
layout.row().prop(light, "type", expand=True)
layout.use_property_split = True
else:
layout.use_property_split = True
layout.row().prop(light, "type")
col = layout.column()
col.prop(light, "color")
col.prop(light, "energy")
col.prop(light, "specular_factor", text="Specular")
col.separator()
if light.type in {'POINT', 'SPOT', 'SUN'}:
col.prop(light, "shadow_soft_size", text="Radius")
elif light.type == 'AREA':
col.prop(light, "shape")
sub = col.column(align=True)
if light.shape in {'SQUARE', 'DISK'}:
sub.prop(light, "size")
elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
sub.prop(light, "size", text="Size X")
sub.prop(light, "size_y", text="Y")
class DATA_PT_EEVEE_light_distance(DataButtonsPanel, Panel):
bl_label = "Custom Distance"
bl_parent_id = "DATA_PT_EEVEE_light"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type != 'SUN') and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
light = context.light
layout = self.layout
layout.active = light.use_shadow
layout.prop(light, "use_custom_distance", text="")
def draw(self, context):
layout = self.layout
light = context.light
layout.use_property_split = True
col = layout.column()
col.prop(light, "cutoff_distance", text="Distance")
class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
light = context.light
self.layout.prop(light, "use_shadow", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
light = context.light
layout.active = light.use_shadow
col = layout.column()
sub = col.column(align=True)
sub.prop(light, "shadow_buffer_clip_start", text="Clip Start")
if light.type == 'SUN':
sub.prop(light, "shadow_buffer_clip_end", text="End")
col.prop(light, "shadow_buffer_soft", text="Softness")
col.separator()
col.prop(light, "shadow_buffer_bias", text="Bias")
col.prop(light, "shadow_buffer_exp", text="Exponent")
col.prop(light, "shadow_buffer_bleed_bias", text="Bleed Bias")
class DATA_PT_EEVEE_shadow_cascaded_shadow_map(DataButtonsPanel, Panel):
bl_label = "Cascaded Shadow Map"
bl_parent_id = "DATA_PT_EEVEE_shadow"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
light = context.light
layout.use_property_split = True
col = layout.column()
col.prop(light, "shadow_cascade_count", text="Count")
col.prop(light, "shadow_cascade_fade", text="Fade")
col.prop(light, "shadow_cascade_max_distance", text="Max Distance")
col.prop(light, "shadow_cascade_exponent", text="Distribution")
class DATA_PT_EEVEE_shadow_contact(DataButtonsPanel, Panel):
bl_label = "Contact Shadows"
bl_parent_id = "DATA_PT_EEVEE_shadow"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
light = context.light
layout = self.layout
layout.active = light.use_shadow
layout.prop(light, "use_contact_shadow", text="")
def draw(self, context):
layout = self.layout
light = context.light
layout.use_property_split = True
col = layout.column()
col.active = light.use_shadow and light.use_contact_shadow
col.prop(light, "contact_shadow_distance", text="Distance")
col.prop(light, "contact_shadow_soft_size", text="Softness")
col.prop(light, "contact_shadow_bias", text="Bias")
col.prop(light, "contact_shadow_thickness", text="Thickness")
class DATA_PT_area(DataButtonsPanel, Panel):
bl_label = "Area Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
light = context.light
col = layout.column()
col.row().prop(light, "shape", expand=True)
sub = col.row(align=True)
if light.shape in {'SQUARE', 'DISK'}:
sub.prop(light, "size")
elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
sub.prop(light, "size", text="Size X")
sub.prop(light, "size_y", text="Size Y")
class DATA_PT_spot(DataButtonsPanel, Panel):
bl_label = "Spot Shape"
bl_parent_id = "DATA_PT_EEVEE_light"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
light = context.light
col = layout.column()
col.prop(light, "spot_size", text="Size")
col.prop(light, "spot_blend", text="Blend", slider=True)
col.prop(light, "show_cone")
class DATA_PT_falloff_curve(DataButtonsPanel, Panel):
bl_label = "Falloff Curve"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (light and light.type in {'POINT', 'SPOT'} and light.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
light = context.light
self.layout.template_curve_mapping(light, "falloff_curve", use_negative_slope=True)
class DATA_PT_custom_props_light(DataButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "object.data"
_property_type = bpy.types.Light
classes = (
DATA_PT_context_light,
DATA_PT_preview,
DATA_PT_light,
DATA_PT_EEVEE_light,
DATA_PT_EEVEE_light_distance,
DATA_PT_EEVEE_shadow,
DATA_PT_EEVEE_shadow_contact,
DATA_PT_EEVEE_shadow_cascaded_shadow_map,
DATA_PT_area,
DATA_PT_spot,
DATA_PT_falloff_curve,
DATA_PT_custom_props_light,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)
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