Files
test/release/scripts/startup/bl_ui/properties_data_lamp.py
Clément Foucault dfcdec914c Eevee: Shadows: Add Contact Shadows
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps.

Theses inherit of the same artifacts as other screenspace methods.
2017-10-06 23:44:22 +02:00

547 lines
18 KiB
Python

# ##### 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 Menu, Panel
from rna_prop_ui import PropertyPanel
class LAMP_MT_sunsky_presets(Menu):
bl_label = "Sun & Sky Presets"
preset_subdir = "sunsky"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
draw = Menu.draw_preset
class DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return context.lamp and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_lamp(DataButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
ob = context.object
lamp = context.lamp
space = context.space_data
split = layout.split(percentage=0.65)
texture_count = len(lamp.texture_slots.keys())
if ob:
split.template_ID(ob, "data")
elif lamp:
split.template_ID(space, "pin_id")
if texture_count != 0:
split.label(text=str(texture_count), icon='TEXTURE')
class DATA_PT_preview(DataButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_lamp(DataButtonsPanel, Panel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().prop(lamp, "type", expand=True)
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "color", text="")
sub.prop(lamp, "energy")
if lamp.type in {'POINT', 'SPOT'}:
sub.label(text="Falloff:")
sub.prop(lamp, "falloff_type", text="")
sub.prop(lamp, "distance")
sub.prop(lamp, "shadow_soft_size", text="Radius")
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
col.label(text="Attenuation Factors:")
sub = col.column(align=True)
sub.prop(lamp, "linear_attenuation", slider=True, text="Linear")
sub.prop(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
elif lamp.falloff_type == 'INVERSE_COEFFICIENTS':
col.label(text="Inverse Coefficients:")
sub = col.column(align=True)
sub.prop(lamp, "constant_coefficient", text="Constant")
sub.prop(lamp, "linear_coefficient", text="Linear")
sub.prop(lamp, "quadratic_coefficient", text="Quadratic")
col.prop(lamp, "use_sphere")
if lamp.type == 'AREA':
col.prop(lamp, "distance")
col.prop(lamp, "gamma")
col = split.column()
col.prop(lamp, "use_negative")
col.prop(lamp, "use_own_layer", text="This Layer Only")
col.prop(lamp, "use_specular")
col.prop(lamp, "use_diffuse")
class DATA_PT_EEVEE_lamp(DataButtonsPanel, Panel):
bl_label = "Lamp"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().prop(lamp, "type", expand=True)
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "color", text="")
sub.prop(lamp, "energy")
if lamp.type in {'POINT', 'SPOT', 'SUN'}:
sub.prop(lamp, "shadow_soft_size", text="Radius")
elif lamp.type == 'AREA':
sub = sub.column(align=True)
sub.prop(lamp, "shape", text="")
if lamp.shape == 'SQUARE':
sub.prop(lamp, "size")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
col = split.column()
col.prop(lamp, "use_specular")
col.prop(lamp, "use_diffuse")
col.separator()
if lamp.type in {'POINT', 'SPOT', 'AREA'}:
col.prop(lamp, "use_sphere")
col = col.column()
col.active = lamp.use_sphere
col.prop(lamp, "distance")
class DATA_PT_sunsky(DataButtonsPanel, Panel):
bl_label = "Sky & Atmosphere"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp.sky
row = layout.row(align=True)
row.prop(lamp, "use_sky")
row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label)
row.operator("lamp.sunsky_preset_add", text="", icon='ZOOMIN')
row.operator("lamp.sunsky_preset_add", text="", icon='ZOOMOUT').remove_active = True
row = layout.row()
row.active = lamp.use_sky or lamp.use_atmosphere
row.prop(lamp, "atmosphere_turbidity", text="Turbidity")
split = layout.split()
col = split.column()
col.active = lamp.use_sky
col.label(text="Blending:")
sub = col.column()
sub.prop(lamp, "sky_blend_type", text="")
sub.prop(lamp, "sky_blend", text="Factor")
col.label(text="Color Space:")
sub = col.column()
sub.row().prop(lamp, "sky_color_space", expand=True)
sub.prop(lamp, "sky_exposure", text="Exposure")
col = split.column()
col.active = lamp.use_sky
col.label(text="Horizon:")
sub = col.column()
sub.prop(lamp, "horizon_brightness", text="Brightness")
sub.prop(lamp, "spread", text="Spread")
col.label(text="Sun:")
sub = col.column()
sub.prop(lamp, "sun_brightness", text="Brightness")
sub.prop(lamp, "sun_size", text="Size")
sub.prop(lamp, "backscattered_light", slider=True, text="Back Light")
layout.separator()
layout.prop(lamp, "use_atmosphere")
split = layout.split()
col = split.column()
col.active = lamp.use_atmosphere
col.label(text="Intensity:")
col.prop(lamp, "sun_intensity", text="Sun")
col.prop(lamp, "atmosphere_distance_factor", text="Distance")
col = split.column()
col.active = lamp.use_atmosphere
col.label(text="Scattering:")
sub = col.column(align=True)
sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
class DATA_PT_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().prop(lamp, "shadow_method", expand=True)
if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form Factor Sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
row = layout.row()
row.prop(lamp, "use_umbra")
row.prop(lamp, "use_dither")
row.prop(lamp, "use_jitter")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.label(text="Buffer Type:")
col.row().prop(lamp, "shadow_buffer_type", expand=True)
if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
split = layout.split()
col = split.column()
col.label(text="Filter Type:")
col.prop(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_soft", text="Soft")
sub.prop(lamp, "shadow_buffer_bias", text="Bias")
col = split.column()
col.label(text="Sample Buffers:")
col.prop(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_size", text="Size")
sub.prop(lamp, "shadow_buffer_samples", text="Samples")
if lamp.shadow_buffer_type == 'DEEP':
col.prop(lamp, "compression_threshold")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.prop(lamp, "shadow_buffer_bias", text="Bias")
split = layout.split()
col = split.column()
col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
sub = col.column()
sub.active = not lamp.use_auto_clip_start
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col = split.column()
col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
sub = col.column()
sub.active = not lamp.use_auto_clip_end
sub.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
lamp = context.lamp
self.layout.prop(lamp, "use_shadow", text="")
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
split.active = lamp.use_shadow
sub = split.column()
col = sub.column(align=True)
col.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
col = sub.column()
col.prop(lamp, "shadow_buffer_soft", text="Soft")
col = split.column(align=True)
col.prop(lamp, "shadow_buffer_bias", text="Bias")
col.prop(lamp, "shadow_buffer_exp", text="Exponent")
col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
if lamp.type == 'SUN':
col = layout.column()
col.active = lamp.use_shadow
col.label("Cascaded Shadow Map:")
split = col.split()
sub = split.column()
sub.prop(lamp, "shadow_cascade_count", text="Count")
sub.prop(lamp, "shadow_cascade_fade", text="Fade")
sub = split.column()
sub.prop(lamp, "shadow_cascade_max_distance", text="Max Distance")
sub.prop(lamp, "shadow_cascade_exponent", text="Distribution")
layout.separator()
layout.prop(lamp, "use_contact_shadow")
split = layout.split()
split.active = lamp.use_contact_shadow
col = split.column()
col.prop(lamp, "contact_shadow_distance", text="Distance")
col.prop(lamp, "contact_shadow_soft_size", text="Soft")
col = split.column()
col.prop(lamp, "contact_shadow_bias", text="Bias")
col.prop(lamp, "contact_shadow_thickness", text="Thickness")
class DATA_PT_area(DataButtonsPanel, Panel):
bl_label = "Area Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
col = layout.column()
col.row().prop(lamp, "shape", expand=True)
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "size")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
class DATA_PT_spot(DataButtonsPanel, Panel):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col.prop(lamp, "use_square")
col.prop(lamp, "show_cone")
col = split.column()
col.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP')
col.prop(lamp, "use_halo")
sub = col.column(align=True)
sub.active = lamp.use_halo
sub.prop(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.prop(lamp, "halo_step", text="Step")
class DATA_PT_spot(DataButtonsPanel, Panel):
bl_label = "Spot Shape"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col = split.column()
col.prop(lamp, "show_cone")
class DATA_PT_falloff_curve(DataButtonsPanel, Panel):
bl_label = "Falloff Curve"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
lamp = context.lamp
self.layout.template_curve_mapping(lamp, "falloff_curve", use_negative_slope=True)
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Lamp
classes = (
LAMP_MT_sunsky_presets,
DATA_PT_context_lamp,
DATA_PT_preview,
DATA_PT_lamp,
DATA_PT_EEVEE_lamp,
DATA_PT_sunsky,
DATA_PT_shadow,
DATA_PT_EEVEE_shadow,
DATA_PT_area,
DATA_PT_spot,
DATA_PT_falloff_curve,
DATA_PT_custom_props_lamp,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)