Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
415 lines
13 KiB
Python
415 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel
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from rna_prop_ui import PropertyPanel
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class LAMP_MT_sunsky_presets(Menu):
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bl_label = "Sun & Sky Presets"
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preset_subdir = "sunsky"
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preset_operator = "script.execute_preset"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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draw = Menu.draw_preset
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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.scene.render.engine
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return context.lamp and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_lamp(DataButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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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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lamp = context.lamp
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space = context.space_data
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split = layout.split(percentage=0.65)
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texture_count = len(lamp.texture_slots.keys())
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if ob:
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split.template_ID(ob, "data")
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elif lamp:
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split.template_ID(space, "pin_id")
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if texture_count != 0:
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split.label(text=str(texture_count), icon='TEXTURE')
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class DATA_PT_preview(DataButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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self.layout.template_preview(context.lamp)
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class DATA_PT_lamp(DataButtonsPanel, Panel):
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bl_label = "Lamp"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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layout.prop(lamp, "type", expand=True)
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split = layout.split()
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col = split.column()
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sub = col.column()
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sub.prop(lamp, "color", text="")
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sub.prop(lamp, "energy")
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if lamp.type in {'POINT', 'SPOT'}:
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sub.label(text="Falloff:")
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sub.prop(lamp, "falloff_type", text="")
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sub.prop(lamp, "distance")
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if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
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col.label(text="Attenuation Factors:")
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sub = col.column(align=True)
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sub.prop(lamp, "linear_attenuation", slider=True, text="Linear")
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sub.prop(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
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elif lamp.falloff_type == 'INVERSE_COEFFICIENTS':
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col.label(text="Inverse Coefficients:")
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sub = col.column(align=True)
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sub.prop(lamp, "constant_coefficient", text="Constant")
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sub.prop(lamp, "linear_coefficient", text="Linear")
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sub.prop(lamp, "quadratic_coefficient", text="Quadratic")
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col.prop(lamp, "use_sphere")
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if lamp.type == 'AREA':
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col.prop(lamp, "distance")
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col.prop(lamp, "gamma")
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col = split.column()
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col.prop(lamp, "use_negative")
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col.prop(lamp, "use_own_layer", text="This Layer Only")
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col.prop(lamp, "use_specular")
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col.prop(lamp, "use_diffuse")
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class DATA_PT_sunsky(DataButtonsPanel, Panel):
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bl_label = "Sky & Atmosphere"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type == 'SUN') 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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lamp = context.lamp.sky
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row = layout.row(align=True)
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row.prop(lamp, "use_sky")
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row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label)
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row.operator("lamp.sunsky_preset_add", text="", icon='ZOOMIN')
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row.operator("lamp.sunsky_preset_add", text="", icon='ZOOMOUT').remove_active = True
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row = layout.row()
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row.active = lamp.use_sky or lamp.use_atmosphere
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row.prop(lamp, "atmosphere_turbidity", text="Turbidity")
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split = layout.split()
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col = split.column()
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col.active = lamp.use_sky
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col.label(text="Blending:")
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sub = col.column()
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sub.prop(lamp, "sky_blend_type", text="")
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sub.prop(lamp, "sky_blend", text="Factor")
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col.label(text="Color Space:")
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sub = col.column()
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sub.row().prop(lamp, "sky_color_space", expand=True)
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sub.prop(lamp, "sky_exposure", text="Exposure")
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col = split.column()
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col.active = lamp.use_sky
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col.label(text="Horizon:")
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sub = col.column()
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sub.prop(lamp, "horizon_brightness", text="Brightness")
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sub.prop(lamp, "spread", text="Spread")
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col.label(text="Sun:")
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sub = col.column()
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sub.prop(lamp, "sun_brightness", text="Brightness")
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sub.prop(lamp, "sun_size", text="Size")
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sub.prop(lamp, "backscattered_light", slider=True, text="Back Light")
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layout.separator()
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layout.prop(lamp, "use_atmosphere")
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split = layout.split()
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col = split.column()
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col.active = lamp.use_atmosphere
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col.label(text="Intensity:")
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col.prop(lamp, "sun_intensity", text="Sun")
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col.prop(lamp, "atmosphere_distance_factor", text="Distance")
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col = split.column()
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col.active = lamp.use_atmosphere
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col.label(text="Scattering:")
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sub = col.column(align=True)
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sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
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sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
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class DATA_PT_shadow(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) 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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lamp = context.lamp
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layout.prop(lamp, "shadow_method", expand=True)
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if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
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split = layout.split()
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col = split.column()
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col.label(text="Form factor sampling:")
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sub = col.row(align=True)
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if lamp.shape == 'SQUARE':
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sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
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elif lamp.shape == 'RECTANGLE':
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sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
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sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
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if lamp.shadow_method != 'NOSHADOW':
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split = layout.split()
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col = split.column()
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col.prop(lamp, "shadow_color", text="")
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col = split.column()
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col.prop(lamp, "use_shadow_layer", text="This Layer Only")
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col.prop(lamp, "use_only_shadow")
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if lamp.shadow_method == 'RAY_SHADOW':
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split = layout.split()
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col = split.column()
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col.label(text="Sampling:")
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if lamp.type in {'POINT', 'SUN', 'SPOT'}:
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sub = col.row()
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sub.prop(lamp, "shadow_ray_samples", text="Samples")
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sub.prop(lamp, "shadow_soft_size", text="Soft Size")
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elif lamp.type == 'AREA':
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sub = col.row(align=True)
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if lamp.shape == 'SQUARE':
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sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
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elif lamp.shape == 'RECTANGLE':
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sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
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sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
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col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
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if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
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layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
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if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
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row = layout.row()
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row.prop(lamp, "use_umbra")
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row.prop(lamp, "use_dither")
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row.prop(lamp, "use_jitter")
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elif lamp.shadow_method == 'BUFFER_SHADOW':
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col = layout.column()
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col.label(text="Buffer Type:")
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col.row().prop(lamp, "shadow_buffer_type", expand=True)
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if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
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split = layout.split()
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col = split.column()
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col.label(text="Filter Type:")
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col.prop(lamp, "shadow_filter_type", text="")
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sub = col.column(align=True)
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sub.prop(lamp, "shadow_buffer_soft", text="Soft")
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sub.prop(lamp, "shadow_buffer_bias", text="Bias")
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col = split.column()
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col.label(text="Sample Buffers:")
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col.prop(lamp, "shadow_sample_buffers", text="")
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sub = col.column(align=True)
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sub.prop(lamp, "shadow_buffer_size", text="Size")
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sub.prop(lamp, "shadow_buffer_samples", text="Samples")
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if lamp.shadow_buffer_type == 'DEEP':
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col.prop(lamp, "compression_threshold")
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elif lamp.shadow_buffer_type == 'IRREGULAR':
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layout.prop(lamp, "shadow_buffer_bias", text="Bias")
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split = layout.split()
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col = split.column()
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col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
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sub = col.column()
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sub.active = not lamp.use_auto_clip_start
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sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
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col = split.column()
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col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
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sub = col.column()
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sub.active = not lamp.use_auto_clip_end
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sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
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class DATA_PT_area(DataButtonsPanel, Panel):
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bl_label = "Area Shape"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type == 'AREA') 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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lamp = context.lamp
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col = layout.column()
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col.row().prop(lamp, "shape", expand=True)
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sub = col.row(align=True)
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if lamp.shape == 'SQUARE':
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sub.prop(lamp, "size")
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elif lamp.shape == 'RECTANGLE':
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sub.prop(lamp, "size", text="Size X")
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sub.prop(lamp, "size_y", text="Size Y")
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class DATA_PT_spot(DataButtonsPanel, Panel):
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bl_label = "Spot Shape"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.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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lamp = context.lamp
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split = layout.split()
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col = split.column()
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sub = col.column()
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sub.prop(lamp, "spot_size", text="Size")
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sub.prop(lamp, "spot_blend", text="Blend", slider=True)
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col.prop(lamp, "use_square")
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col.prop(lamp, "show_cone")
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col = split.column()
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col.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP')
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col.prop(lamp, "use_halo")
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sub = col.column(align=True)
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sub.active = lamp.use_halo
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sub.prop(lamp, "halo_intensity", text="Intensity")
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if lamp.shadow_method == 'BUFFER_SHADOW':
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sub.prop(lamp, "halo_step", text="Step")
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class DATA_PT_falloff_curve(DataButtonsPanel, Panel):
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bl_label = "Falloff Curve"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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lamp = context.lamp
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self.layout.template_curve_mapping(lamp, "falloff_curve", use_negative_slope=True)
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class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object.data"
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_property_type = bpy.types.Lamp
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classes = (
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LAMP_MT_sunsky_presets,
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DATA_PT_context_lamp,
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DATA_PT_preview,
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DATA_PT_lamp,
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DATA_PT_sunsky,
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DATA_PT_shadow,
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DATA_PT_area,
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DATA_PT_spot,
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DATA_PT_falloff_curve,
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DATA_PT_custom_props_lamp,
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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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