When enabled, this normalize the strength by the light area, to keep the total output the same regardless of shape or size. This is the existing behavior. This is supported in Cycles, EEVEE, Hydra, USD, COLLADA. For add-ons, an API function to compute the area is added for conversion, in case there is no native support for normalization. area = light.area(matrix_world=ob.matrix_world) Co-authored-by: Brecht Van Lommel <brecht@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/136958
314 lines
9.2 KiB
Python
314 lines
9.2 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
|
|
from bl_ui.space_properties import PropertiesAnimationMixin
|
|
|
|
|
|
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_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',
|
|
}
|
|
|
|
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'}
|
|
|
|
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()
|
|
heading = col.column(align=True, heading="Temperature")
|
|
row = heading.column(align=True).row(align=True)
|
|
row.prop(light, "use_temperature", text="")
|
|
# Don't show color preview for now, it is grayed out so the color
|
|
# is not accurate. Would not a change in the UI code to allow
|
|
# non-editable colors to be displayed as is.
|
|
if False: # light.use_temperature:
|
|
sub = row.split(factor=0.7, align=True)
|
|
sub.active = light.use_temperature
|
|
sub.prop(light, "temperature", text="")
|
|
sub.prop(light, "temperature_color", text="")
|
|
else:
|
|
sub = row.row()
|
|
sub.active = light.use_temperature
|
|
sub.prop(light, "temperature", text="")
|
|
|
|
if light.use_temperature:
|
|
col.prop(light, "color", text="Tint")
|
|
else:
|
|
col.prop(light, "color", text="Color")
|
|
|
|
layout.separator()
|
|
|
|
col = layout.column()
|
|
col.prop(light, "energy")
|
|
col.prop(light, "exposure")
|
|
col.prop(light, "normalize")
|
|
|
|
layout.separator()
|
|
|
|
col = layout.column()
|
|
if light.type in {'POINT', 'SPOT'}:
|
|
col.prop(light, "shadow_soft_size", text="Radius")
|
|
col.prop(light, "use_soft_falloff")
|
|
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'}
|
|
|
|
@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(align=False, heading="Jitter")
|
|
row = col.row(align=True)
|
|
sub = row.row(align=True)
|
|
sub.prop(light, "use_shadow_jitter", text="")
|
|
sub = sub.row(align=True)
|
|
sub.active = light.use_shadow_jitter
|
|
sub.prop(light, "shadow_jitter_overblur", text="Overblur")
|
|
|
|
col = layout.column()
|
|
col.prop(light, "shadow_filter_radius", text="Filter")
|
|
|
|
sub = col.column(align=True)
|
|
row = sub.row(align=True)
|
|
row.prop(light, "shadow_maximum_resolution", text="Resolution Limit")
|
|
if light.type != 'SUN':
|
|
row.prop(light, "use_absolute_resolution", text="", icon='DRIVER_DISTANCE')
|
|
|
|
|
|
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'}
|
|
|
|
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 is None or ob.visible_diffuse
|
|
sub.prop(light, "diffuse_factor", text="Diffuse")
|
|
|
|
sub = col.column(align=True)
|
|
sub.active = ob is None or ob.visible_glossy
|
|
sub.prop(light, "specular_factor", text="Glossy")
|
|
|
|
sub = col.column(align=True)
|
|
sub.active = ob is None or ob.visible_transmission
|
|
sub.prop(light, "transmission_factor", text="Transmission")
|
|
|
|
sub = col.column(align=True)
|
|
sub.active = ob is None or ob.visible_volume_scatter
|
|
sub.prop(light, "volume_factor", text="Volume Scatter", text_ctxt=i18n_contexts.id_id)
|
|
|
|
|
|
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_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_light_animation(DataButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'BLENDER_WORKBENCH',
|
|
}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
# DataButtonsPanel.poll ensures this is not None.
|
|
light = context.light
|
|
|
|
col = layout.column(align=True)
|
|
col.label(text="Light")
|
|
self.draw_action_and_slot_selector(context, col, light)
|
|
|
|
if node_tree := light.node_tree:
|
|
col = layout.column(align=True)
|
|
col.label(text="Shader Node Tree")
|
|
self.draw_action_and_slot_selector(context, col, node_tree)
|
|
|
|
|
|
class DATA_PT_custom_props_light(DataButtonsPanel, PropertyPanel, Panel):
|
|
COMPAT_ENGINES = {
|
|
'BLENDER_RENDER',
|
|
'BLENDER_EEVEE_NEXT',
|
|
'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_light_animation,
|
|
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)
|