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blender-archive/scripts/startup/bl_ui/properties_data_light.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +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)