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blender-archive/release/scripts/startup/bl_ui/properties_data_light.py
Clément Foucault a0f5240089 EEVEE-Next: Virtual Shadow Map initial implementation
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.

The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.

Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.

## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.

## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).

Related to #93220
Related to #104472
2023-02-08 21:18:44 +01:00

317 lines
8.9 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
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',
'BLENDER_WORKBENCH_NEXT'}
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', 'BLENDER_WORKBENCH_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")
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()
col.prop(light, "diffuse_factor", text="Diffuse")
col.prop(light, "specular_factor", text="Specular")
col.prop(light, "volume_factor", text="Volume")
col.separator()
if light.type in {'POINT', 'SPOT'}:
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_shadow(DataButtonsPanel, Panel):
bl_label = "Shadow"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@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")
if context.engine != 'BLENDER_EEVEE_NEXT':
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 = "Spot Shape"
bl_parent_id = "DATA_PT_EEVEE_light"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@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_falloff_curve(DataButtonsPanel, Panel):
bl_label = "Falloff Curve"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
light = context.light
engine = context.engine
return (
(light and light.type in {'POINT', 'SPOT'} and light.falloff_type == 'CUSTOM_CURVE') and
(engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
light = context.light
self.layout.template_curve_mapping(
light, "falloff_curve", use_negative_slope=True)
class DATA_PT_custom_props_light(DataButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE_NEXT',
'BLENDER_EEVEE',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
_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_EEVEE_light_distance,
DATA_PT_EEVEE_shadow,
DATA_PT_EEVEE_shadow_cascaded_shadow_map,
DATA_PT_EEVEE_shadow_contact,
DATA_PT_spot,
DATA_PT_falloff_curve,
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)