now rna functions that dont have a 'self' are automatically assumed '@classmethods'. de-duplicated poll functions and made some minor tweaks too.
		
			
				
	
	
		
			399 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			399 lines
		
	
	
		
			13 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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| 
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| # <pep8 compliant>
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| import bpy
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| from rna_prop_ui import PropertyPanel
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| 
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| 
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| class LAMP_MT_sunsky_presets(bpy.types.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_GAME'}
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|     draw = bpy.types.Menu.draw_preset
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| 
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| 
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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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| 
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|     @classmethod
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|     def poll(cls, context):
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|         engine = context.scene.render.engine
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|         return context.lamp and (engine in cls.COMPAT_ENGINES)
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| 
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| 
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| class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Preview"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         self.layout.template_preview(context.lamp)
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| 
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| class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = ""
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|     bl_show_header = False
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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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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| 
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|         split = layout.split(percentage=0.65)
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| 
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|         if ob:
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|             split.template_ID(ob, "data")
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|             split.separator()
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|         elif lamp:
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|             split.template_ID(space, "pin_id")
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|             split.separator()
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| 
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| 
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| class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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|     _context_path = "object.data"
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| 
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| 
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| class DATA_PT_lamp(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Lamp"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         lamp = context.lamp
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| 
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|         layout.prop(lamp, "type", expand=True)
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| 
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|         split = layout.split()
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| 
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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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| 
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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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| 
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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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| 
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|             col.prop(lamp, "sphere")
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| 
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|         if lamp.type == 'AREA':
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|             col.prop(lamp, "distance")
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|             col.prop(lamp, "gamma")
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| 
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|         col = split.column()
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|         col.prop(lamp, "negative")
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|         col.prop(lamp, "layer", text="This Layer Only")
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|         col.prop(lamp, "specular")
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|         col.prop(lamp, "diffuse")
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| 
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| 
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| class DATA_PT_sunsky(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Sky & Atmosphere"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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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.scene.render.engine
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|         return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         lamp = context.lamp.sky
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| 
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|         row = layout.row(align=True)
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|         row.prop(lamp, "use_sky")
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|         row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label)
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|         row.operator("lamp.sunsky_preset_add", text="", icon="ZOOMIN")
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| 
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|         row = layout.row()
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|         row.active = lamp.use_sky or lamp.use_atmosphere
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|         row.prop(lamp, "atmosphere_turbidity", text="Turbidity")
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| 
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|         split = layout.split()
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| 
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|         col = split.column()
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|         col.active = lamp.use_sky
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|         col.label(text="Blending:")
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|         sub = col.column()
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|         sub.prop(lamp, "sky_blend_type", text="")
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|         sub.prop(lamp, "sky_blend", text="Factor")
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| 
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|         col.label(text="Color Space:")
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|         sub = col.column()
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|         sub.row().prop(lamp, "sky_color_space", expand=True)
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|         sub.prop(lamp, "sky_exposure", text="Exposure")
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| 
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|         col = split.column()
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|         col.active = lamp.use_sky
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|         col.label(text="Horizon:")
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|         sub = col.column()
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|         sub.prop(lamp, "horizon_brightness", text="Brightness")
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|         sub.prop(lamp, "spread", text="Spread")
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| 
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|         col.label(text="Sun:")
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|         sub = col.column()
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|         sub.prop(lamp, "sun_brightness", text="Brightness")
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|         sub.prop(lamp, "sun_size", text="Size")
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|         sub.prop(lamp, "backscattered_light", slider=True, text="Back Light")
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| 
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|         layout.separator()
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| 
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|         layout.prop(lamp, "use_atmosphere")
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| 
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|         split = layout.split()
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| 
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|         col = split.column()
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|         col.active = lamp.use_atmosphere
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|         col.label(text="Intensity:")
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|         col.prop(lamp, "sun_intensity", text="Sun")
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|         col.prop(lamp, "atmosphere_distance_factor", text="Distance")
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| 
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|         col = split.column()
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|         col.active = lamp.use_atmosphere
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|         col.label(text="Scattering:")
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|         sub = col.column(align=True)
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|         sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
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|         sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
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| 
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| 
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| class DATA_PT_shadow(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Shadow"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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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.scene.render.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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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         lamp = context.lamp
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| 
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|         layout.prop(lamp, "shadow_method", expand=True)
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| 
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|         if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
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|             split = layout.split()
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| 
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|             col= split.column()
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|             col.label(text="Form factor sampling:")
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|             
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|             sub=col.row(align=True)
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| 
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|             if lamp.shape == 'SQUARE':
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|                 sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
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|             elif lamp.shape == 'RECTANGLE':
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|                 sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
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|                 sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
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| 
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|         if lamp.shadow_method != 'NOSHADOW':
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|             split = layout.split()
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| 
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|             col = split.column()
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|             col.prop(lamp, "shadow_color", text="")
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| 
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|             col = split.column()
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|             col.prop(lamp, "shadow_layer", text="This Layer Only")
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|             col.prop(lamp, "only_shadow")
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| 
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|         if lamp.shadow_method == 'RAY_SHADOW':
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|             split = layout.split()
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|             
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|             col = split.column()
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|             col.label(text="Sampling:")
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|             
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|             if lamp.type in ('POINT', 'SUN', 'SPOT'):
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|                 sub = col.row()
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|                 
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|                 sub.prop(lamp, "shadow_ray_samples", text="Samples")
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|                 sub.prop(lamp, "shadow_soft_size", text="Soft Size")
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|                 
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|             elif lamp.type == 'AREA':
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|                 sub = col.row(align=True)
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|                 
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|                 if lamp.shape == 'SQUARE':
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|                     sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
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|                 elif lamp.shape == 'RECTANGLE':
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|                     sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
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|                     sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
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| 
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|             col.row().prop(lamp, "shadow_ray_sampling_method", expand=True)
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| 
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|             split = layout.split()
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|             col = split.column()
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|             
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|             if lamp.shadow_ray_sampling_method == 'ADAPTIVE_QMC':
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|                 col.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
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|                 col = split.column()
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|             
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|             if lamp.type == 'AREA' and lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED':
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|                 col = split.column()
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|                 col = split.column()
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|                 col.prop(lamp, "umbra")
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|                 col.prop(lamp, "dither")
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|                 col.prop(lamp, "jitter")
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| 
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|         elif lamp.shadow_method == 'BUFFER_SHADOW':
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|             col = layout.column()
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|             col.label(text="Buffer Type:")
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|             col.row().prop(lamp, "shadow_buffer_type", expand=True)
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| 
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|             if lamp.shadow_buffer_type in ('REGULAR', 'HALFWAY', 'DEEP'):
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|                 split = layout.split()
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| 
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|                 col = split.column()
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|                 col.label(text="Filter Type:")
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|                 col.prop(lamp, "shadow_filter_type", text="")
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|                 sub = col.column(align=True)
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|                 sub.prop(lamp, "shadow_buffer_soft", text="Soft")
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|                 sub.prop(lamp, "shadow_buffer_bias", text="Bias")
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| 
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|                 col = split.column()
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|                 col.label(text="Sample Buffers:")
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|                 col.prop(lamp, "shadow_sample_buffers", text="")
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|                 sub = col.column(align=True)
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|                 sub.prop(lamp, "shadow_buffer_size", text="Size")
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|                 sub.prop(lamp, "shadow_buffer_samples", text="Samples")
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|                 if lamp.shadow_buffer_type == 'DEEP':
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|                     col.prop(lamp, "compression_threshold")
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| 
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|             elif lamp.shadow_buffer_type == 'IRREGULAR':
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|                 layout.prop(lamp, "shadow_buffer_bias", text="Bias")
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| 
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|             split = layout.split()
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| 
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|             col = split.column()
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|             col.prop(lamp, "auto_clip_start", text="Autoclip Start")
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|             sub = col.column()
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|             sub.active = not lamp.auto_clip_start
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|             sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
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| 
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|             col = split.column()
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|             col.prop(lamp, "auto_clip_end", text="Autoclip End")
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|             sub = col.column()
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|             sub.active = not lamp.auto_clip_end
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|             sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
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| 
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| 
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| class DATA_PT_area(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Area Shape"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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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.scene.render.engine
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|         return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
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| 
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|     def draw(self, context):
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|         lamp = context.lamp
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| 
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|         layout = self.layout
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|         split = layout.split()
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| 
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|         col = split.column()
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|         
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|         col.row().prop(lamp, "shape", expand=True)
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|         sub = col.row(align=True)
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| 
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|         if (lamp.shape == 'SQUARE'):
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|             sub.prop(lamp, "size")
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|         elif (lamp.shape == 'RECTANGLE'):
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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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| 
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| 
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| class DATA_PT_spot(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Spot Shape"
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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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.scene.render.engine
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|         return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
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| 
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|     def draw(self, context):
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|         layout = self.layout
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| 
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|         lamp = context.lamp
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| 
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|         split = layout.split()
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| 
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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, "square")
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|         col.prop(lamp, "show_cone")
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| 
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|         col = split.column()
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| 
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|         col.prop(lamp, "halo")
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|         sub = col.column(align=True)
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|         sub.active = lamp.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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| 
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| 
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| class DATA_PT_falloff_curve(DataButtonsPanel, bpy.types.Panel):
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|     bl_label = "Falloff Curve"
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|     bl_default_closed = True
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|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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| 
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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.scene.render.engine
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| 
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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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| 
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|     def draw(self, context):
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|         lamp = context.lamp
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| 
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|         self.layout.template_curve_mapping(lamp, "falloff_curve")
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| 
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| 
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| def register():
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|     pass
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| 
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| 
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| def unregister():
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|     pass
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| 
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| if __name__ == "__main__":
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|     register()
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