This adds 2 new sliders for light objects that modulates the diffuse light and the volume light intensities. This also changes the way volume light is computed using point lamp representation. We use "Point Light Attenuation Without Singularity" from Cem Yuksel instead of the usual inverse square law.
346 lines
10 KiB
Python
346 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 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_WORKBENCH'}
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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_WORKBENCH'}
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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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# Compact layout for node editor.
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if self.bl_space_type == 'PROPERTIES':
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layout.row().prop(light, "type", expand=True)
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layout.use_property_split = True
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else:
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layout.use_property_split = True
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layout.row().prop(light, "type")
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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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# Compact layout for node editor.
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if self.bl_space_type == 'PROPERTIES':
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layout.row().prop(light, "type", expand=True)
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layout.use_property_split = True
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else:
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layout.use_property_split = True
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layout.row().prop(light, "type")
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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.separator()
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col.prop(light, "diffuse_factor", text="Diffuse")
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col.prop(light, "specular_factor", text="Specular")
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col.prop(light, "volume_factor", text="Volume")
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col.separator()
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if light.type in {'POINT', 'SPOT'}:
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col.prop(light, "shadow_soft_size", text="Radius")
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elif light.type == 'SUN':
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col.prop(light, "angle")
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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_light_distance(DataButtonsPanel, Panel):
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bl_label = "Custom Distance"
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bl_parent_id = "DATA_PT_EEVEE_light"
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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_header(self, context):
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light = context.light
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layout = self.layout
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layout.prop(light, "use_custom_distance", 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.active = light.use_custom_distance
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layout.use_property_split = True
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layout.prop(light, "cutoff_distance", text="Distance")
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class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
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bl_label = "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 (
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(light and light.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and
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(engine in cls.COMPAT_ENGINES)
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)
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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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if light.type != 'SUN':
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sub.prop(light, "shadow_buffer_clip_start", text="Clip Start")
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col.prop(light, "shadow_buffer_bias", text="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 (
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(light and light.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and
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(engine in cls.COMPAT_ENGINES)
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)
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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_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_WORKBENCH'}
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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_WORKBENCH'}
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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 (
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(light and light.type in {'POINT', 'SPOT'} and light.falloff_type == 'CUSTOM_CURVE') and
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(engine in cls.COMPAT_ENGINES)
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)
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def draw(self, context):
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light = context.light
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self.layout.template_curve_mapping(
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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_WORKBENCH'}
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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_light_distance,
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DATA_PT_EEVEE_shadow,
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DATA_PT_EEVEE_shadow_cascaded_shadow_map,
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DATA_PT_EEVEE_shadow_contact,
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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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