# 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 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_NEXT', '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_NEXT', '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_NEXT', '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.separator() if light.type in {'POINT', 'SPOT'}: col.prop(light, "use_soft_falloff") col.prop(light, "shadow_soft_size", text="Radius") 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_NEXT', '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_NEXT'} 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() if light.type == 'SUN': col.prop(light, "shadow_trace_distance", text="Distance") col.separator() col.prop(light, "shadow_filter_radius", text="Filter") col.prop(light, "shadow_resolution_scale", text="Resolution") 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_NEXT', '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.visible_diffuse sub.prop(light, "diffuse_factor", text="Diffuse") sub = col.column(align=True) sub.active = ob.visible_glossy sub.prop(light, "specular_factor", text="Glossy") sub = col.column(align=True) sub.active = ob.visible_transmission sub.prop(light, "transmission_factor", text="Transmission") sub = col.column(align=True) sub.active = ob.visible_volume_scatter sub.prop(light, "volume_factor", text="Volume Scatter", text_ctxt=i18n_contexts.id_id) 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) if light.type != 'SUN': sub.prop(light, "shadow_buffer_clip_start", text="Clip Start") col.prop(light, "shadow_buffer_bias", text="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_bias", text="Bias") col.prop(light, "contact_shadow_thickness", text="Thickness") class DATA_PT_spot(DataButtonsPanel, Panel): bl_label = "Beam Shape" bl_parent_id = "DATA_PT_EEVEE_light" COMPAT_ENGINES = { 'BLENDER_RENDER', 'BLENDER_EEVEE_NEXT', '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_custom_props_light(DataButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = { 'BLENDER_RENDER', 'BLENDER_EEVEE_NEXT', '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_EEVEE_shadow, DATA_PT_EEVEE_shadow_cascaded_shadow_map, DATA_PT_EEVEE_shadow_contact, 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)