blender/release/scripts/startup/nodeitems_builtins.py
Habib Gahbiche 805d947810 Compositor: Add Anti-Aliasing node
This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA)

The algorithm was proposed by:
  Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez

This node provides only SMAA 1x mode, so the operation will be done with no spatial
multisampling nor temporal supersampling. See Patch for comparisons.

The existing AA operation seems to be used only for binary images by some other nodes.
Using SMAA for binary images needs no important parameter such as "threshold", so we
perhaps can switch the operation to SMAA, though that changes existing behavior.

Notes:
1. The program code assumes the screen coordinates are DirectX style that the
   vertical direction is upside-down, so "top" and "bottom" actually represent bottom
   and top, respectively.

Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D2411
2021-03-29 07:56:58 +02:00

587 lines
22 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
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# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
import nodeitems_utils
from nodeitems_utils import (
NodeCategory,
NodeItem,
NodeItemCustom,
)
# Subclasses for standard node types
class SortedNodeCategory(NodeCategory):
def __init__(self, identifier, name, description="", items=None):
# for builtin nodes the convention is to sort by name
if isinstance(items, list):
items = sorted(items, key=lambda item: item.label.lower())
super().__init__(identifier, name, description, items)
class CompositorNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'CompositorNodeTree')
class ShaderNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'ShaderNodeTree')
class TextureNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'TextureNodeTree')
class GeometryNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'GeometryNodeTree')
# menu entry for node group tools
def group_tools_draw(self, layout, context):
layout.operator("node.group_make")
layout.operator("node.group_ungroup")
layout.separator()
# maps node tree type to group node type
node_tree_group_type = {
'CompositorNodeTree': 'CompositorNodeGroup',
'ShaderNodeTree': 'ShaderNodeGroup',
'TextureNodeTree': 'TextureNodeGroup',
'GeometryNodeTree': 'GeometryNodeGroup',
}
# generic node group items generator for shader, compositor, geometry and texture node groups
def node_group_items(context):
if context is None:
return
space = context.space_data
if not space:
return
ntree = space.edit_tree
if not ntree:
return
yield NodeItemCustom(draw=group_tools_draw)
yield NodeItem("NodeGroupInput", poll=group_input_output_item_poll)
yield NodeItem("NodeGroupOutput", poll=group_input_output_item_poll)
yield NodeItemCustom(draw=lambda self, layout, context: layout.separator())
def contains_group(nodetree, group):
if nodetree == group:
return True
else:
for node in nodetree.nodes:
if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
if contains_group(node.node_tree, group):
return True
return False
for group in context.blend_data.node_groups:
if group.bl_idname != ntree.bl_idname:
continue
# filter out recursive groups
if contains_group(group, ntree):
continue
# filter out hidden nodetrees
if group.name.startswith('.'):
continue
yield NodeItem(node_tree_group_type[group.bl_idname],
group.name,
{"node_tree": "bpy.data.node_groups[%r]" % group.name})
# only show input/output nodes inside node groups
def group_input_output_item_poll(context):
space = context.space_data
if space.edit_tree in bpy.data.node_groups.values():
return True
return False
# only show input/output nodes when editing line style node trees
def line_style_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'LINESTYLE')
# only show nodes working in world node trees
def world_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'WORLD')
# only show nodes working in object node trees
def object_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'OBJECT')
def cycles_shader_nodes_poll(context):
return context.engine == 'CYCLES'
def eevee_shader_nodes_poll(context):
return context.engine == 'BLENDER_EEVEE'
def eevee_cycles_shader_nodes_poll(context):
return (cycles_shader_nodes_poll(context) or
eevee_shader_nodes_poll(context))
def object_cycles_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
cycles_shader_nodes_poll(context))
def object_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_shader_nodes_poll(context))
def object_eevee_cycles_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_cycles_shader_nodes_poll(context))
# All standard node categories currently used in nodes.
shader_node_categories = [
# Shader Nodes (Cycles and Eevee)
ShaderNodeCategory("SH_NEW_INPUT", "Input", items=[
NodeItem("ShaderNodeTexCoord"),
NodeItem("ShaderNodeAttribute"),
NodeItem("ShaderNodeLightPath"),
NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeLayerWeight"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeTangent"),
NodeItem("ShaderNodeNewGeometry"),
NodeItem("ShaderNodeWireframe"),
NodeItem("ShaderNodeBevel"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeVolumeInfo"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeUVMap"),
NodeItem("ShaderNodeVertexColor"),
NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll),
]),
ShaderNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeOutputLight", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeOutputAOV"),
NodeItem("ShaderNodeOutputWorld", poll=world_shader_nodes_poll),
NodeItem("ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll),
]),
ShaderNodeCategory("SH_NEW_SHADER", "Shader", items=[
NodeItem("ShaderNodeMixShader", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeAddShader", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfDiffuse", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfPrincipled", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlossy", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfTransparent", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfRefraction", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlass", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfTranslucent", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfAnisotropic", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfVelvet", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfToon", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeSubsurfaceScattering", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeEmission", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfHair", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBackground", poll=world_shader_nodes_poll),
NodeItem("ShaderNodeHoldout", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumeAbsorption", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumeScatter", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumePrincipled"),
NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll),
NodeItem("ShaderNodeBsdfHairPrincipled", poll=object_cycles_shader_nodes_poll)
]),
ShaderNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexImage"),
NodeItem("ShaderNodeTexEnvironment"),
NodeItem("ShaderNodeTexSky"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexWave"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexBrick"),
NodeItem("ShaderNodeTexPointDensity"),
NodeItem("ShaderNodeTexIES"),
NodeItem("ShaderNodeTexWhiteNoise"),
]),
ShaderNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeLightFalloff"),
NodeItem("ShaderNodeHueSaturation"),
NodeItem("ShaderNodeGamma"),
NodeItem("ShaderNodeBrightContrast"),
]),
ShaderNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
NodeItem("ShaderNodeDisplacement"),
NodeItem("ShaderNodeVectorDisplacement"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorRotate"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeMapRange"),
NodeItem("ShaderNodeClamp"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateXYZ"),
NodeItem("ShaderNodeCombineXYZ"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeCombineHSV"),
NodeItem("ShaderNodeWavelength"),
NodeItem("ShaderNodeBlackbody"),
]),
ShaderNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"),
]),
ShaderNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
ShaderNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
compositor_node_categories = [
# Compositor Nodes
CompositorNodeCategory("CMP_INPUT", "Input", items=[
NodeItem("CompositorNodeRLayers"),
NodeItem("CompositorNodeImage"),
NodeItem("CompositorNodeMovieClip"),
NodeItem("CompositorNodeMask"),
NodeItem("CompositorNodeRGB"),
NodeItem("CompositorNodeValue"),
NodeItem("CompositorNodeTexture"),
NodeItem("CompositorNodeBokehImage"),
NodeItem("CompositorNodeTime"),
NodeItem("CompositorNodeTrackPos"),
]),
CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
NodeItem("CompositorNodeComposite"),
NodeItem("CompositorNodeViewer"),
NodeItem("CompositorNodeSplitViewer"),
NodeItem("CompositorNodeOutputFile"),
NodeItem("CompositorNodeLevels"),
]),
CompositorNodeCategory("CMP_OP_COLOR", "Color", items=[
NodeItem("CompositorNodeMixRGB"),
NodeItem("CompositorNodeAlphaOver"),
NodeItem("CompositorNodeInvert"),
NodeItem("CompositorNodeCurveRGB"),
NodeItem("CompositorNodeHueSat"),
NodeItem("CompositorNodeColorBalance"),
NodeItem("CompositorNodeHueCorrect"),
NodeItem("CompositorNodeBrightContrast"),
NodeItem("CompositorNodeGamma"),
NodeItem("CompositorNodeExposure"),
NodeItem("CompositorNodeColorCorrection"),
NodeItem("CompositorNodeTonemap"),
NodeItem("CompositorNodeZcombine"),
]),
CompositorNodeCategory("CMP_CONVERTOR", "Converter", items=[
NodeItem("CompositorNodeMath"),
NodeItem("CompositorNodeValToRGB"),
NodeItem("CompositorNodeSetAlpha"),
NodeItem("CompositorNodePremulKey"),
NodeItem("CompositorNodeIDMask"),
NodeItem("CompositorNodeRGBToBW"),
NodeItem("CompositorNodeSepRGBA"),
NodeItem("CompositorNodeCombRGBA"),
NodeItem("CompositorNodeSepHSVA"),
NodeItem("CompositorNodeCombHSVA"),
NodeItem("CompositorNodeSepYUVA"),
NodeItem("CompositorNodeCombYUVA"),
NodeItem("CompositorNodeSepYCCA"),
NodeItem("CompositorNodeCombYCCA"),
NodeItem("CompositorNodeSwitchView"),
]),
CompositorNodeCategory("CMP_OP_FILTER", "Filter", items=[
NodeItem("CompositorNodeBlur"),
NodeItem("CompositorNodeBilateralblur"),
NodeItem("CompositorNodeDilateErode"),
NodeItem("CompositorNodeDespeckle"),
NodeItem("CompositorNodeFilter"),
NodeItem("CompositorNodeBokehBlur"),
NodeItem("CompositorNodeVecBlur"),
NodeItem("CompositorNodeDefocus"),
NodeItem("CompositorNodeGlare"),
NodeItem("CompositorNodeInpaint"),
NodeItem("CompositorNodeDBlur"),
NodeItem("CompositorNodePixelate"),
NodeItem("CompositorNodeSunBeams"),
NodeItem("CompositorNodeDenoise"),
NodeItem("CompositorNodeAntiAliasing"),
]),
CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
NodeItem("CompositorNodeNormal"),
NodeItem("CompositorNodeMapValue"),
NodeItem("CompositorNodeMapRange"),
NodeItem("CompositorNodeNormalize"),
NodeItem("CompositorNodeCurveVec"),
]),
CompositorNodeCategory("CMP_MATTE", "Matte", items=[
NodeItem("CompositorNodeKeying"),
NodeItem("CompositorNodeKeyingScreen"),
NodeItem("CompositorNodeChannelMatte"),
NodeItem("CompositorNodeColorSpill"),
NodeItem("CompositorNodeBoxMask"),
NodeItem("CompositorNodeEllipseMask"),
NodeItem("CompositorNodeLumaMatte"),
NodeItem("CompositorNodeDiffMatte"),
NodeItem("CompositorNodeDistanceMatte"),
NodeItem("CompositorNodeChromaMatte"),
NodeItem("CompositorNodeColorMatte"),
NodeItem("CompositorNodeDoubleEdgeMask"),
NodeItem("CompositorNodeCryptomatte"),
NodeItem("CompositorNodeCryptomatteV2"),
]),
CompositorNodeCategory("CMP_DISTORT", "Distort", items=[
NodeItem("CompositorNodeScale"),
NodeItem("CompositorNodeLensdist"),
NodeItem("CompositorNodeMovieDistortion"),
NodeItem("CompositorNodeTranslate"),
NodeItem("CompositorNodeRotate"),
NodeItem("CompositorNodeFlip"),
NodeItem("CompositorNodeCrop"),
NodeItem("CompositorNodeDisplace"),
NodeItem("CompositorNodeMapUV"),
NodeItem("CompositorNodeTransform"),
NodeItem("CompositorNodeStabilize"),
NodeItem("CompositorNodePlaneTrackDeform"),
NodeItem("CompositorNodeCornerPin"),
]),
CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
CompositorNodeCategory("CMP_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
NodeItem("CompositorNodeSwitch"),
]),
]
texture_node_categories = [
# Texture Nodes
TextureNodeCategory("TEX_INPUT", "Input", items=[
NodeItem("TextureNodeCurveTime"),
NodeItem("TextureNodeCoordinates"),
NodeItem("TextureNodeTexture"),
NodeItem("TextureNodeImage"),
]),
TextureNodeCategory("TEX_OUTPUT", "Output", items=[
NodeItem("TextureNodeOutput"),
NodeItem("TextureNodeViewer"),
]),
TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
NodeItem("TextureNodeMixRGB"),
NodeItem("TextureNodeCurveRGB"),
NodeItem("TextureNodeInvert"),
NodeItem("TextureNodeHueSaturation"),
NodeItem("TextureNodeCompose"),
NodeItem("TextureNodeDecompose"),
]),
TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
NodeItem("TextureNodeChecker"),
NodeItem("TextureNodeBricks"),
]),
TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
NodeItem("TextureNodeTexNoise"),
NodeItem("TextureNodeTexDistNoise"),
NodeItem("TextureNodeTexClouds"),
NodeItem("TextureNodeTexBlend"),
NodeItem("TextureNodeTexVoronoi"),
NodeItem("TextureNodeTexMagic"),
NodeItem("TextureNodeTexMarble"),
NodeItem("TextureNodeTexWood"),
NodeItem("TextureNodeTexMusgrave"),
NodeItem("TextureNodeTexStucci"),
]),
TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
NodeItem("TextureNodeMath"),
NodeItem("TextureNodeValToRGB"),
NodeItem("TextureNodeRGBToBW"),
NodeItem("TextureNodeValToNor"),
NodeItem("TextureNodeDistance"),
]),
TextureNodeCategory("TEX_DISTORT", "Distort", items=[
NodeItem("TextureNodeScale"),
NodeItem("TextureNodeTranslate"),
NodeItem("TextureNodeRotate"),
NodeItem("TextureNodeAt"),
]),
TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
def not_implemented_node(idname):
NodeType = getattr(bpy.types, idname)
name = NodeType.bl_rna.name
label = "%s (mockup)" % name
return NodeItem(idname, label=label)
geometry_node_categories = [
# Geometry Nodes
GeometryNodeCategory("GEO_ATTRIBUTE", "Attribute", items=[
NodeItem("GeometryNodeAttributeRandomize"),
NodeItem("GeometryNodeAttributeMath"),
NodeItem("GeometryNodeAttributeClamp"),
NodeItem("GeometryNodeAttributeCompare"),
NodeItem("GeometryNodeAttributeConvert"),
NodeItem("GeometryNodeAttributeFill"),
NodeItem("GeometryNodeAttributeMix"),
NodeItem("GeometryNodeAttributeProximity"),
NodeItem("GeometryNodeAttributeColorRamp"),
NodeItem("GeometryNodeAttributeVectorMath"),
NodeItem("GeometryNodeAttributeSampleTexture"),
NodeItem("GeometryNodeAttributeCombineXYZ"),
NodeItem("GeometryNodeAttributeSeparateXYZ"),
NodeItem("GeometryNodeAttributeRemove"),
NodeItem("GeometryNodeAttributeMapRange"),
]),
GeometryNodeCategory("GEO_COLOR", "Color", items=[
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
]),
GeometryNodeCategory("GEO_GEOMETRY", "Geometry", items=[
NodeItem("GeometryNodeTransform"),
NodeItem("GeometryNodeJoinGeometry"),
]),
GeometryNodeCategory("GEO_INPUT", "Input", items=[
NodeItem("GeometryNodeObjectInfo"),
NodeItem("GeometryNodeCollectionInfo"),
NodeItem("FunctionNodeRandomFloat"),
NodeItem("ShaderNodeValue"),
NodeItem("FunctionNodeInputString"),
NodeItem("FunctionNodeInputVector"),
NodeItem("GeometryNodeIsViewport"),
]),
GeometryNodeCategory("GEO_MESH", "Mesh", items=[
NodeItem("GeometryNodeBoolean"),
NodeItem("GeometryNodeTriangulate"),
NodeItem("GeometryNodeEdgeSplit"),
NodeItem("GeometryNodeSubdivisionSurface"),
NodeItem("GeometryNodeSubdivide"),
]),
GeometryNodeCategory("GEO_PRIMITIVES", "Mesh Primitives", items=[
NodeItem("GeometryNodeMeshCircle"),
NodeItem("GeometryNodeMeshCone"),
NodeItem("GeometryNodeMeshCube"),
NodeItem("GeometryNodeMeshCylinder"),
NodeItem("GeometryNodeMeshGrid"),
NodeItem("GeometryNodeMeshIcoSphere"),
NodeItem("GeometryNodeMeshLine"),
NodeItem("GeometryNodeMeshUVSphere"),
]),
GeometryNodeCategory("GEO_POINT", "Point", items=[
NodeItem("GeometryNodePointDistribute"),
NodeItem("GeometryNodePointInstance"),
NodeItem("GeometryNodePointSeparate"),
NodeItem("GeometryNodePointScale"),
NodeItem("GeometryNodePointTranslate"),
NodeItem("GeometryNodeRotatePoints"),
NodeItem("GeometryNodeAlignRotationToVector"),
]),
GeometryNodeCategory("GEO_UTILITIES", "Utilities", items=[
NodeItem("ShaderNodeMapRange"),
NodeItem("ShaderNodeClamp"),
NodeItem("ShaderNodeMath"),
NodeItem("FunctionNodeBooleanMath"),
NodeItem("FunctionNodeFloatCompare"),
]),
GeometryNodeCategory("GEO_VECTOR", "Vector", items=[
NodeItem("ShaderNodeSeparateXYZ"),
NodeItem("ShaderNodeCombineXYZ"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeVectorRotate"),
]),
GeometryNodeCategory("GEO_VOLUME", "Volume", items=[
NodeItem("GeometryNodePointsToVolume"),
NodeItem("GeometryNodeVolumeToMesh"),
]),
GeometryNodeCategory("GEO_GROUP", "Group", items=node_group_items),
GeometryNodeCategory("GEO_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
def register():
nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
nodeitems_utils.register_node_categories('GEOMETRY', geometry_node_categories)
def unregister():
nodeitems_utils.unregister_node_categories('SHADER')
nodeitems_utils.unregister_node_categories('COMPOSITING')
nodeitems_utils.unregister_node_categories('TEXTURE')
nodeitems_utils.unregister_node_categories('GEOMETRY')
if __name__ == "__main__":
register()