Relative imports are intentionally avoided in UI code (`scripts/startup/bl_ui`) because it makes it impossible to run individual files in isolation. Common workflow for making mock-ups and quick UI edits is to load the UI file in Blender's text editor with "Edit Source" operator, make changes, and run the script to see the changes. But in the current version it's impossible because files include relative imports, which don't allow Python to run scripts individually. Pull Request: https://projects.blender.org/blender/blender/pulls/138246
288 lines
8.2 KiB
Python
288 lines
8.2 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()
|
|
col.prop(light, "color")
|
|
col.prop(light, "energy")
|
|
|
|
col.separator()
|
|
|
|
if light.type in {'POINT', 'SPOT'}:
|
|
col.prop(light, "use_soft_falloff")
|
|
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")
|
|
|
|
|
|
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)
|