This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
		
			
				
	
	
		
			296 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			296 lines
		
	
	
		
			8.7 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 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.light and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_light(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_EEVEE', 'BLENDER_OPENGL'}
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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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        light = context.light
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        space = context.space_data
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        if ob:
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            layout.template_ID(ob, "data")
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        elif light:
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            layout.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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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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    def draw(self, context):
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        self.layout.template_preview(context.light)
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class DATA_PT_light(DataButtonsPanel, Panel):
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    bl_label = "Light"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_OPENGL'}
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    def draw(self, context):
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        layout = self.layout
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        light = context.light
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        layout.row().prop(light, "type", expand=True)
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class DATA_PT_EEVEE_light(DataButtonsPanel, Panel):
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    bl_label = "Light"
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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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        light = context.light
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        layout.row().prop(light, "type", expand=True)
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        layout.use_property_split = True
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        col = layout.column()
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        col.prop(light, "color")
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        col.prop(light, "energy")
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        col.prop(light, "specular_factor", text="Specular")
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        col.separator()
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        if light.type in {'POINT', 'SPOT', 'SUN'}:
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            col.prop(light, "shadow_soft_size", text="Radius")
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        elif light.type == 'AREA':
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            col.prop(light, "shape")
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            sub = col.column(align=True)
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            if light.shape in {'SQUARE', 'DISK'}:
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                sub.prop(light, "size")
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            elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
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                sub.prop(light, "size", text="Size X")
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                sub.prop(light, "size_y", text="Y")
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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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        light = context.light
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        engine = context.engine
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        return (light and light.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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        light = context.light
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        self.layout.prop(light, "use_shadow", text="")
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    def draw(self, context):
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        layout = self.layout
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        layout.use_property_split = True
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        light = context.light
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        layout.active = light.use_shadow
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        col = layout.column()
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        sub = col.column(align=True)
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        sub.prop(light, "shadow_buffer_clip_start", text="Clip Start")
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        sub.prop(light, "shadow_buffer_clip_end", text="End")
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        col.prop(light, "shadow_buffer_soft", text="Softness")
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        col.separator()
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        col.prop(light, "shadow_buffer_bias", text="Bias")
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        col.prop(light, "shadow_buffer_exp", text="Exponent")
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        col.prop(light, "shadow_buffer_bleed_bias", text="Bleed Bias")
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class DATA_PT_EEVEE_shadow_cascaded_shadow_map(DataButtonsPanel, Panel):
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    bl_label = "Cascaded Shadow Map"
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    bl_parent_id = "DATA_PT_EEVEE_shadow"
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    bl_options = {'DEFAULT_CLOSED'}
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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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        light = context.light
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        engine = context.engine
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        return (light and light.type == 'SUN') 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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        light = context.light
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        layout.use_property_split = True
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        col = layout.column()
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        col.prop(light, "shadow_cascade_count", text="Count")
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        col.prop(light, "shadow_cascade_fade", text="Fade")
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        col.prop(light, "shadow_cascade_max_distance", text="Max Distance")
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        col.prop(light, "shadow_cascade_exponent", text="Distribution")
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class DATA_PT_EEVEE_shadow_contact(DataButtonsPanel, Panel):
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    bl_label = "Contact Shadows"
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    bl_parent_id = "DATA_PT_EEVEE_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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        light = context.light
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        engine = context.engine
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        return (light and light.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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        light = context.light
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        layout = self.layout
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        layout.active = light.use_shadow
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        layout.prop(light, "use_contact_shadow", text="")
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    def draw(self, context):
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        layout = self.layout
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        light = context.light
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        layout.use_property_split = True
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        col = layout.column()
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        col.active = light.use_shadow and light.use_contact_shadow
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        col.prop(light, "contact_shadow_distance", text="Distance")
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        col.prop(light, "contact_shadow_soft_size", text="Softness")
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        col.prop(light, "contact_shadow_bias", text="Bias")
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        col.prop(light, "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_OPENGL'}
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    @classmethod
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    def poll(cls, context):
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        light = context.light
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        engine = context.engine
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        return (light and light.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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        light = context.light
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        col = layout.column()
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        col.row().prop(light, "shape", expand=True)
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        sub = col.row(align=True)
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        if light.shape in {'SQUARE', 'DISK'}:
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            sub.prop(light, "size")
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        elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
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            sub.prop(light, "size", text="Size X")
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            sub.prop(light, "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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    bl_parent_id = "DATA_PT_EEVEE_light"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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    @classmethod
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    def poll(cls, context):
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        light = context.light
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        engine = context.engine
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        return (light and light.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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        layout.use_property_split = True
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        light = context.light
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        col = layout.column()
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        col.prop(light, "spot_size", text="Size")
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        col.prop(light, "spot_blend", text="Blend", slider=True)
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        col.prop(light, "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_EEVEE'}
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    @classmethod
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    def poll(cls, context):
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        light = context.light
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        engine = context.engine
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        return (light and light.type in {'POINT', 'SPOT'} and light.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
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    def draw(self, context):
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        light = context.light
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        self.layout.template_curve_mapping(light, "falloff_curve", use_negative_slope=True)
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class DATA_PT_custom_props_light(DataButtonsPanel, PropertyPanel, Panel):
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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    _context_path = "object.data"
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    _property_type = bpy.types.Light
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classes = (
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    DATA_PT_context_light,
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    DATA_PT_preview,
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    DATA_PT_light,
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    DATA_PT_EEVEE_light,
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    DATA_PT_EEVEE_shadow,
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    DATA_PT_EEVEE_shadow_contact,
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    DATA_PT_EEVEE_shadow_cascaded_shadow_map,
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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_light,
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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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