# SPDX-FileCopyrightText: 2018-2023 Blender Authors # # SPDX-License-Identifier: GPL-2.0-or-later import bpy from bpy.app.translations import contexts as i18n_contexts from bpy.types import Panel from rna_prop_ui import PropertyPanel from bl_ui.space_properties import PropertiesAnimationMixin 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() heading = col.column(align=True, heading="Temperature") row = heading.column(align=True).row(align=True) row.use_property_decorate = False row.prop(light, "use_temperature", text="") # Don't show color preview for now, it is grayed out so the color # is not accurate. Would not a change in the UI code to allow # non-editable colors to be displayed as is. if False: # light.use_temperature: sub = row.split(factor=0.7, align=True) sub.active = light.use_temperature sub.prop(light, "temperature", text="") sub.prop(light, "temperature_color", text="") else: sub = row.row() sub.active = light.use_temperature sub.prop(light, "temperature", text="") row.prop_decorator(light, "temperature") if light.use_temperature: col.prop(light, "color", text="Tint") else: col.prop(light, "color", text="Color") layout.separator() col = layout.column() col.prop(light, "energy") col.prop(light, "exposure") col.prop(light, "normalize") layout.separator() col = layout.column() if light.type in {'POINT', 'SPOT'}: col.prop(light, "shadow_soft_size", text="Radius") col.prop(light, "use_soft_falloff") elif light.type == 'SUN': col.prop(light, "angle") 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.prop(light, "use_custom_distance", text="") def draw(self, context): layout = self.layout light = context.light layout.active = light.use_custom_distance layout.use_property_split = True layout.prop(light, "cutoff_distance", text="Distance") class DATA_PT_EEVEE_light_shadow(DataButtonsPanel, Panel): bl_label = "Shadow" bl_parent_id = "DATA_PT_EEVEE_light" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw_header(self, context): light = context.light self.layout.prop(light, "use_shadow", text="") def draw(self, context): layout = self.layout light = context.light layout.use_property_split = True layout.active = context.scene.eevee.use_shadows and light.use_shadow col = layout.column(align=False, heading="Jitter") row = col.row(align=True) sub = row.row(align=True) sub.prop(light, "use_shadow_jitter", text="") sub = sub.row(align=True) sub.active = light.use_shadow_jitter sub.prop(light, "shadow_jitter_overblur", text="Overblur") col = layout.column() col.prop(light, "shadow_filter_radius", text="Filter") sub = col.column(align=True) row = sub.row(align=True) row.prop(light, "shadow_maximum_resolution", text="Resolution Limit") if light.type != 'SUN': row.prop(light, "use_absolute_resolution", text="", icon='DRIVER_DISTANCE') class DATA_PT_EEVEE_light_influence(DataButtonsPanel, Panel): bl_label = "Influence" bl_parent_id = "DATA_PT_EEVEE_light" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout ob = context.object light = context.light layout.use_property_split = True col = layout.column(align=True) sub = col.column(align=True) sub.active = ob is None or ob.visible_diffuse sub.prop(light, "diffuse_factor", text="Diffuse") sub = col.column(align=True) sub.active = ob is None or ob.visible_glossy sub.prop(light, "specular_factor", text="Glossy") sub = col.column(align=True) sub.active = ob is None or ob.visible_transmission sub.prop(light, "transmission_factor", text="Transmission") sub = col.column(align=True) sub.active = ob is None or ob.visible_volume_scatter sub.prop(light, "volume_factor", text="Volume Scatter", text_ctxt=i18n_contexts.id_id) class DATA_PT_spot(DataButtonsPanel, Panel): bl_label = "Beam 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="Angle") col.prop(light, "spot_blend", text="Blend", slider=True) col.prop(light, "show_cone") class DATA_PT_light_animation(DataButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel): COMPAT_ENGINES = { 'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', } def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False # DataButtonsPanel.poll ensures this is not None. light = context.light col = layout.column(align=True) col.label(text="Light") self.draw_action_and_slot_selector(context, col, light) if node_tree := light.node_tree: col = layout.column(align=True) col.label(text="Shader Node Tree") self.draw_action_and_slot_selector(context, col, node_tree) 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_spot, DATA_PT_EEVEE_light_shadow, DATA_PT_EEVEE_light_influence, DATA_PT_EEVEE_light_distance, DATA_PT_light_animation, 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)