blender/release/scripts/startup/nodeitems_builtins.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00

524 lines
20 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.
#
# This program is distributed in the hope that it will be useful,
# 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.
#
# 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.
#
# ##### 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.tree_type == 'CompositorNodeTree')
class ShaderNewNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.tree_type == 'ShaderNodeTree' and
context.view_render.use_shading_nodes)
class ShaderOldNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.tree_type == 'ShaderNodeTree' and
not context.view_render.use_shading_nodes)
class TextureNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'TextureNodeTree'
# 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',
}
# generic node group items generator for shader, compositor 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)
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
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.view_render.engine == 'CYCLES'
def eevee_shader_nodes_poll(context):
return context.view_render.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))
# Until volume shader on objects are supported in eevee.
def volume_shader_nodes_poll(context):
return (cycles_shader_nodes_poll(context) or
(eevee_shader_nodes_poll(context) and
world_shader_nodes_poll(context)))
# All standard node categories currently used in nodes.
shader_node_categories = [
# Shader Nodes
ShaderOldNodeCategory("SH_INPUT", "Input", items=[
NodeItem("ShaderNodeMaterial"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeLayerWeight"),
NodeItem("ShaderNodeLampData"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeTexture"),
NodeItem("ShaderNodeGeometry"),
NodeItem("ShaderNodeExtendedMaterial"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutput"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeHueSaturation"),
NodeItem("ShaderNodeGamma"),
]),
ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorTransform"),
NodeItem("ShaderNodeNormalMap"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSqueeze"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeCombineHSV"),
]),
ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
# New Shader Nodes (Cycles)
ShaderNewNodeCategory("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("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeUVMap"),
NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeOutputLamp", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeOutputWorld", poll=world_shader_nodes_poll),
NodeItem("ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderNewNodeCategory("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_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_cycles_shader_nodes_poll),
NodeItem("ShaderNodeEmission", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfHair", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBackground", poll=world_shader_nodes_poll),
NodeItem("ShaderNodeAmbientOcclusion", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeHoldout", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumeAbsorption", poll=volume_shader_nodes_poll),
NodeItem("ShaderNodeVolumeScatter", poll=volume_shader_nodes_poll),
NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll),
]),
ShaderNewNodeCategory("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"),
]),
ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeLightFalloff"),
NodeItem("ShaderNodeHueSaturation"),
NodeItem("ShaderNodeGamma"),
NodeItem("ShaderNodeBrightContrast"),
]),
ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateXYZ"),
NodeItem("ShaderNodeCombineXYZ"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeCombineHSV"),
NodeItem("ShaderNodeWavelength"),
NodeItem("ShaderNodeBlackbody"),
]),
ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"),
]),
ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
ShaderNewNodeCategory("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"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
NodeItem("CompositorNodeComposite"),
NodeItem("CompositorNodeViewer"),
NodeItem("CompositorNodeSplitViewer"),
NodeItem("CompositorNodeOutputFile"),
NodeItem("CompositorNodeLevels"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
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("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"),
]),
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"),
]),
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"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OUTPUT", "Output", items=[
NodeItem("TextureNodeOutput"),
NodeItem("TextureNodeViewer"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
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 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)
def unregister():
nodeitems_utils.unregister_node_categories('SHADER')
nodeitems_utils.unregister_node_categories('COMPOSITING')
nodeitems_utils.unregister_node_categories('TEXTURE')
if __name__ == "__main__":
register()