This is more consistent with other naming of angles in the user interface, and more clear. The identifier has not changed, so no API compatibility is broken. Fix #144527 Pull Request: https://projects.blender.org/blender/blender/pulls/144661
316 lines
9.3 KiB
Python
316 lines
9.3 KiB
Python
# SPDX-FileCopyrightText: 2018-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.app.translations import contexts as i18n_contexts
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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from bl_ui.space_properties import PropertiesAnimationMixin
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class DataButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.light and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_light(DataButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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light = context.light
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif light:
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layout.template_ID(space, "pin_id")
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class DATA_PT_preview(DataButtonsPanel, Panel):
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bl_label = "Preview"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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}
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def draw(self, context):
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self.layout.template_preview(context.light)
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class DATA_PT_light(DataButtonsPanel, Panel):
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bl_label = "Light"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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light = context.light
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# Compact layout for node editor.
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if self.bl_space_type == 'PROPERTIES':
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layout.row().prop(light, "type", expand=True)
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layout.use_property_split = True
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else:
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layout.use_property_split = True
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layout.row().prop(light, "type")
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class DATA_PT_EEVEE_light(DataButtonsPanel, Panel):
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bl_label = "Light"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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light = context.light
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# Compact layout for node editor.
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if self.bl_space_type == 'PROPERTIES':
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layout.row().prop(light, "type", expand=True)
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layout.use_property_split = True
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else:
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layout.use_property_split = True
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layout.row().prop(light, "type")
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col = layout.column()
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heading = col.column(align=True, heading="Temperature")
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row = heading.column(align=True).row(align=True)
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row.use_property_decorate = False
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row.prop(light, "use_temperature", text="")
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# Don't show color preview for now, it is grayed out so the color
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# is not accurate. Would not a change in the UI code to allow
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# non-editable colors to be displayed as is.
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if False: # light.use_temperature:
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sub = row.split(factor=0.7, align=True)
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sub.active = light.use_temperature
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sub.prop(light, "temperature", text="")
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sub.prop(light, "temperature_color", text="")
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else:
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sub = row.row()
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sub.active = light.use_temperature
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sub.prop(light, "temperature", text="")
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row.prop_decorator(light, "temperature")
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if light.use_temperature:
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col.prop(light, "color", text="Tint")
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else:
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col.prop(light, "color", text="Color")
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layout.separator()
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col = layout.column()
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col.prop(light, "energy")
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col.prop(light, "exposure")
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col.prop(light, "normalize")
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layout.separator()
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col = layout.column()
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if light.type in {'POINT', 'SPOT'}:
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col.prop(light, "shadow_soft_size", text="Radius")
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col.prop(light, "use_soft_falloff")
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elif light.type == 'SUN':
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col.prop(light, "angle")
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elif light.type == 'AREA':
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col.prop(light, "shape")
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sub = col.column(align=True)
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if light.shape in {'SQUARE', 'DISK'}:
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sub.prop(light, "size")
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elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
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sub.prop(light, "size", text="Size X")
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sub.prop(light, "size_y", text="Y")
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class DATA_PT_EEVEE_light_distance(DataButtonsPanel, Panel):
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bl_label = "Custom Distance"
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bl_parent_id = "DATA_PT_EEVEE_light"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (light and light.type != 'SUN') and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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light = context.light
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layout = self.layout
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layout.prop(light, "use_custom_distance", text="")
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def draw(self, context):
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layout = self.layout
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light = context.light
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layout.active = light.use_custom_distance
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layout.use_property_split = True
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layout.prop(light, "cutoff_distance", text="Distance")
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class DATA_PT_EEVEE_light_shadow(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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bl_parent_id = "DATA_PT_EEVEE_light"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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light = context.light
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self.layout.prop(light, "use_shadow", text="")
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def draw(self, context):
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layout = self.layout
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light = context.light
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layout.use_property_split = True
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layout.active = context.scene.eevee.use_shadows and light.use_shadow
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col = layout.column(align=False, heading="Jitter")
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(light, "use_shadow_jitter", text="")
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sub = sub.row(align=True)
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sub.active = light.use_shadow_jitter
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sub.prop(light, "shadow_jitter_overblur", text="Overblur")
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col = layout.column()
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col.prop(light, "shadow_filter_radius", text="Filter")
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sub = col.column(align=True)
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row = sub.row(align=True)
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row.prop(light, "shadow_maximum_resolution", text="Resolution Limit")
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if light.type != 'SUN':
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row.prop(light, "use_absolute_resolution", text="", icon='DRIVER_DISTANCE')
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class DATA_PT_EEVEE_light_influence(DataButtonsPanel, Panel):
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bl_label = "Influence"
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bl_parent_id = "DATA_PT_EEVEE_light"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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light = context.light
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layout.use_property_split = True
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col = layout.column(align=True)
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sub = col.column(align=True)
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sub.active = ob is None or ob.visible_diffuse
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sub.prop(light, "diffuse_factor", text="Diffuse")
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sub = col.column(align=True)
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sub.active = ob is None or ob.visible_glossy
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sub.prop(light, "specular_factor", text="Glossy")
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sub = col.column(align=True)
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sub.active = ob is None or ob.visible_transmission
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sub.prop(light, "transmission_factor", text="Transmission")
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sub = col.column(align=True)
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sub.active = ob is None or ob.visible_volume_scatter
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sub.prop(light, "volume_factor", text="Volume Scatter", text_ctxt=i18n_contexts.id_id)
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class DATA_PT_spot(DataButtonsPanel, Panel):
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bl_label = "Beam Shape"
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bl_parent_id = "DATA_PT_EEVEE_light"
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (light and light.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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light = context.light
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col = layout.column()
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col.prop(light, "spot_size", text="Angle")
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col.prop(light, "spot_blend", text="Blend", slider=True)
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col.prop(light, "show_cone")
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class DATA_PT_light_animation(DataButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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# DataButtonsPanel.poll ensures this is not None.
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light = context.light
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col = layout.column(align=True)
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col.label(text="Light")
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self.draw_action_and_slot_selector(context, col, light)
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if node_tree := light.node_tree:
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col = layout.column(align=True)
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col.label(text="Shader Node Tree")
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self.draw_action_and_slot_selector(context, col, node_tree)
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class DATA_PT_custom_props_light(DataButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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_context_path = "object.data"
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_property_type = bpy.types.Light
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classes = (
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DATA_PT_context_light,
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DATA_PT_preview,
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DATA_PT_light,
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DATA_PT_EEVEE_light,
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DATA_PT_spot,
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DATA_PT_EEVEE_light_shadow,
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DATA_PT_EEVEE_light_influence,
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DATA_PT_EEVEE_light_distance,
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DATA_PT_light_animation,
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DATA_PT_custom_props_light,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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