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blender-archive/release/scripts/startup/bl_ui/properties_data_lamp.py
Lukas Stockner 5505ba8d47 Cycles/Eevee: Implement disk and ellipse shapes for area lamps
The implementation is pretty straightforward.

In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.

There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.

Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.

Therefore, I've decided to not implement that for now, we could still look into it later on.

In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.

[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"

Reviewers: sergey, brecht, fclem

Differential Revision: https://developer.blender.org/D3171
2018-05-24 16:43:47 +02:00

339 lines
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Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### 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_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.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_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)
if ob:
split.template_ID(ob, "data")
elif lamp:
split.template_ID(space, "pin_id")
class DATA_PT_preview(DataButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', '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_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")
if lamp.type == 'AREA':
col.prop(lamp, "distance")
col = split.column()
col.label()
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 in {'SQUARE', 'DISK'}:
sub.prop(lamp, "size")
elif lamp.shape in {'RECTANGLE', 'ELLIPSE'}:
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
col = split.column()
col.prop(lamp, "specular_factor", text="Specular")
class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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_CLAY'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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 in {'SQUARE', 'DISK'}:
sub.prop(lamp, "size")
elif lamp.shape in {'RECTANGLE', 'ELLIPSE'}:
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_CLAY'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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.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_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.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_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_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)