Files
test2/scripts/startup/bl_ui/properties_data_light.py
Clément Foucault c7bc3334ad EEVEE-Next: Shadow: Add Maximum Resolution Option
This adds a light parameter to avoid near camera pixels
allocating too much shadow resolution.

This is more intuitive than the scale shadow setting and
allows reducing the precision without changing the look
of distant shadows.

For sun lights, the property sets the minimum pixel
size the shadow can contains. This allows to
remove a lot tilemap close up.

For local lights, there is another additional property
to set the maximum resolution in shadow space (like
EEVEE-Legacy) instead of in world space (like sun
lights). This allows making older files lighter and
allow a more conservative approach to resolution.

This add versionning code to handle EEVEE-Legacy files
that had fixed resolution per light type.

The resolution setting is always in world space distance
as the maximum shadow resolution distribution might change
in the future or be dependent on other parameters
(like beam angle). This ensure that there is no
dependency on these parameters, but make the
setting use very small units. But this is more of
a UI problem.

Pull Request: https://projects.blender.org/blender/blender/pulls/121701
2024-05-13 14:34:11 +02:00

351 lines
10 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()
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', '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_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()
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")
row.prop(light, "use_absolute_resolution", text="", icon='DRIVER_DISTANCE')
sub.prop(light, "shadow_resolution_scale", text="Scale")
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', 'BLENDER_EEVEE'}
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.visible_diffuse
sub.prop(light, "diffuse_factor", text="Diffuse")
sub = col.column(align=True)
sub.active = ob.visible_glossy
sub.prop(light, "specular_factor", text="Glossy")
sub = col.column(align=True)
sub.active = ob.visible_transmission
sub.prop(light, "transmission_factor", text="Transmission")
sub = col.column(align=True)
sub.active = ob.visible_volume_scatter
sub.prop(light, "volume_factor", text="Volume Scatter", text_ctxt=i18n_contexts.id_id)
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 = "Beam 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_spot,
DATA_PT_EEVEE_light_shadow,
DATA_PT_EEVEE_light_influence,
DATA_PT_EEVEE_light_distance,
DATA_PT_EEVEE_shadow,
DATA_PT_EEVEE_shadow_cascaded_shadow_map,
DATA_PT_EEVEE_shadow_contact,
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)