Shadow Map Ray Tracing is a technique that ray cast against the shadow depth buffer. The technique is described in "Soft Shadows by Ray Tracing Multilayer Transparent Shadow Maps". Note that we only implement the single layer approach since storing multiple depth is prohibitively expensive. Pull Request: https://projects.blender.org/blender/blender/pulls/111809
303 lines
8.5 KiB
Python
303 lines
8.5 KiB
Python
# 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()
|
|
|
|
col.prop(light, "diffuse_factor", text="Diffuse")
|
|
col.prop(light, "specular_factor", text="Specular")
|
|
col.prop(light, "volume_factor", text="Volume", text_ctxt=i18n_contexts.id_id)
|
|
|
|
col.separator()
|
|
|
|
if light.type in {'POINT', 'SPOT'}:
|
|
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")
|
|
|
|
if context.engine == 'BLENDER_EEVEE_NEXT':
|
|
col.separator()
|
|
|
|
col.prop(light, "use_shadow", text="Cast Shadow")
|
|
col.prop(light, "shadow_softness_factor", text="Shadow Softness")
|
|
|
|
if light.type == 'SUN':
|
|
col.prop(light, "shadow_trace_distance", text="Trace Distance")
|
|
|
|
|
|
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_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 = "Spot 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_EEVEE_light_distance,
|
|
DATA_PT_EEVEE_shadow,
|
|
DATA_PT_EEVEE_shadow_cascaded_shadow_map,
|
|
DATA_PT_EEVEE_shadow_contact,
|
|
DATA_PT_spot,
|
|
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)
|