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
339 lines
10 KiB
Python
339 lines
10 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_CLAY', 'BLENDER_EEVEE'}
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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.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_CLAY', 'BLENDER_EEVEE'}
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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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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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class DATA_PT_preview(DataButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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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_CLAY'}
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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.row().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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sub.prop(lamp, "shadow_soft_size", text="Radius")
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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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if lamp.type == 'AREA':
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col.prop(lamp, "distance")
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col = split.column()
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col.label()
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class DATA_PT_EEVEE_lamp(DataButtonsPanel, Panel):
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bl_label = "Lamp"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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.row().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', 'SUN'}:
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sub.prop(lamp, "shadow_soft_size", text="Radius")
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elif lamp.type == 'AREA':
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sub = sub.column(align=True)
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sub.prop(lamp, "shape", text="")
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if lamp.shape in {'SQUARE', 'DISK'}:
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sub.prop(lamp, "size")
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elif lamp.shape in {'RECTANGLE', 'ELLIPSE'}:
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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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col = split.column()
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col.prop(lamp, "specular_factor", text="Specular")
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class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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.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_header(self, context):
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lamp = context.lamp
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self.layout.prop(lamp, "use_shadow", text="")
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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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split.active = lamp.use_shadow
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sub = split.column()
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col = sub.column(align=True)
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col.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
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col.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
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col = sub.column()
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col.prop(lamp, "shadow_buffer_soft", text="Soft")
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col = split.column(align=True)
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col.prop(lamp, "shadow_buffer_bias", text="Bias")
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col.prop(lamp, "shadow_buffer_exp", text="Exponent")
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col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
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if lamp.type == 'SUN':
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col = layout.column()
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col.active = lamp.use_shadow
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col.label("Cascaded Shadow Map:")
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split = col.split()
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sub = split.column()
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sub.prop(lamp, "shadow_cascade_count", text="Count")
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sub.prop(lamp, "shadow_cascade_fade", text="Fade")
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sub = split.column()
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sub.prop(lamp, "shadow_cascade_max_distance", text="Max Distance")
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sub.prop(lamp, "shadow_cascade_exponent", text="Distribution")
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layout.separator()
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layout.prop(lamp, "use_contact_shadow")
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split = layout.split()
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split.active = lamp.use_contact_shadow
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col = split.column()
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col.prop(lamp, "contact_shadow_distance", text="Distance")
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col.prop(lamp, "contact_shadow_soft_size", text="Soft")
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col = split.column()
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col.prop(lamp, "contact_shadow_bias", text="Bias")
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col.prop(lamp, "contact_shadow_thickness", text="Thickness")
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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_CLAY'}
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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.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 in {'SQUARE', 'DISK'}:
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sub.prop(lamp, "size")
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elif lamp.shape in {'RECTANGLE', 'ELLIPSE'}:
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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_CLAY'}
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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.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_spot(DataButtonsPanel, Panel):
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bl_label = "Spot Shape"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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.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 = split.column()
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col.prop(lamp, "show_cone")
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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_CLAY', 'BLENDER_EEVEE'}
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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.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_CLAY', 'BLENDER_EEVEE'}
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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_EEVEE_lamp,
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DATA_PT_EEVEE_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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