51b796ff15
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
556 lines
18 KiB
Python
556 lines
18 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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import nodeitems_utils
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from bpy.types import Header, Menu, Panel
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from bpy.app.translations import pgettext_iface as iface_
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from .properties_grease_pencil_common import (
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GreasePencilDrawingToolsPanel,
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GreasePencilStrokeEditPanel,
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GreasePencilStrokeSculptPanel,
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GreasePencilBrushPanel,
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GreasePencilBrushCurvesPanel,
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GreasePencilDataPanel,
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GreasePencilPaletteColorPanel,
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GreasePencilToolsPanel
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)
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class NODE_HT_header(Header):
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bl_space_type = 'NODE_EDITOR'
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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snode = context.space_data
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snode_id = snode.id
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id_from = snode.id_from
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toolsettings = context.tool_settings
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row = layout.row(align=True)
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row.template_header()
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NODE_MT_editor_menus.draw_collapsible(context, layout)
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layout.prop(snode, "tree_type", text="", expand=True)
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if snode.tree_type == 'ShaderNodeTree':
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layout.prop(snode, "shader_type", text="", expand=True)
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ob = context.object
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if snode.shader_type == 'OBJECT' and ob:
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row = layout.row()
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# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
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row.enabled = not snode.pin
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# Show material.new when no active ID/slot exists
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if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
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row.template_ID(ob, "active_material", new="material.new")
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# Material ID, but not for Lamps
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if id_from and ob.type != 'LAMP':
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row.template_ID(id_from, "active_material", new="material.new")
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# No shader nodes for Eevee lamps
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if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
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layout.prop(snode_id, "use_nodes")
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if snode.shader_type == 'WORLD':
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row = layout.row()
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row.enabled = not snode.pin
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row.template_ID(scene, "world", new="world.new")
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if snode_id:
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row.prop(snode_id, "use_nodes")
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if snode.shader_type == 'LINESTYLE':
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view_layer = context.scene.view_layers.active
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lineset = view_layer.freestyle_settings.linesets.active
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if lineset is not None:
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row = layout.row()
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row.enabled = not snode.pin
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row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
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if snode_id:
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row.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'TextureNodeTree':
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layout.prop(snode, "texture_type", text="", expand=True)
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if id_from:
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if snode.texture_type == 'BRUSH':
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layout.template_ID(id_from, "texture", new="texture.new")
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else:
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layout.template_ID(id_from, "active_texture", new="texture.new")
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'CompositorNodeTree':
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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layout.prop(snode, "show_backdrop")
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if snode.show_backdrop:
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row = layout.row(align=True)
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row.prop(snode, "backdrop_channels", text="", expand=True)
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layout.prop(snode, "use_auto_render")
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else:
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# Custom node tree is edited as independent ID block
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layout.template_ID(snode, "node_tree", new="node.new_node_tree")
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layout.prop(snode, "pin", text="")
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layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
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layout.separator()
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# Auto-offset nodes (called "insert_offset" in code)
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layout.prop(snode, "use_insert_offset", text="")
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# Snap
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row = layout.row(align=True)
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row.prop(toolsettings, "use_snap", text="")
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row.prop(toolsettings, "snap_node_element", icon_only=True)
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if toolsettings.snap_node_element != 'GRID':
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row.prop(toolsettings, "snap_target", text="")
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row = layout.row(align=True)
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row.operator("node.clipboard_copy", text="", icon='COPYDOWN')
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row.operator("node.clipboard_paste", text="", icon='PASTEDOWN')
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layout.template_running_jobs()
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class NODE_MT_editor_menus(Menu):
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bl_idname = "NODE_MT_editor_menus"
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bl_label = ""
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def draw(self, context):
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self.draw_menus(self.layout, context)
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@staticmethod
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def draw_menus(layout, context):
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layout.menu("NODE_MT_view")
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layout.menu("NODE_MT_select")
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layout.menu("NODE_MT_add")
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layout.menu("NODE_MT_node")
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class NODE_MT_add(bpy.types.Menu):
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bl_space_type = 'NODE_EDITOR'
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bl_label = "Add"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_DEFAULT'
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props = layout.operator("node.add_search", text="Search ...")
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props.use_transform = True
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# actual node submenus are defined by draw functions from node categories
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nodeitems_utils.draw_node_categories_menu(self, context)
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class NODE_MT_view(Menu):
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.properties", icon='MENU_PANEL')
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layout.operator("node.toolbar", icon='MENU_PANEL')
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layout.separator()
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layout.operator("view2d.zoom_in")
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layout.operator("view2d.zoom_out")
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layout.separator()
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layout.operator("node.view_selected")
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layout.operator("node.view_all")
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if context.space_data.show_backdrop:
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layout.separator()
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layout.operator("node.backimage_move", text="Backdrop Move")
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layout.operator("node.backimage_zoom", text="Backdrop Zoom In").factor = 1.2
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layout.operator("node.backimage_zoom", text="Backdrop Zoom Out").factor = 0.83333
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layout.operator("node.backimage_fit", text="Fit Backdrop to Available Space")
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layout.separator()
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layout.operator("screen.area_dupli")
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layout.operator("screen.screen_full_area")
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layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True
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class NODE_MT_select(Menu):
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bl_label = "Select"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.select_border").tweak = False
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layout.operator("node.select_circle")
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layout.separator()
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layout.operator("node.select_all").action = 'TOGGLE'
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layout.operator("node.select_all", text="Inverse").action = 'INVERT'
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layout.operator("node.select_linked_from")
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layout.operator("node.select_linked_to")
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layout.separator()
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layout.operator("node.select_grouped").extend = False
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layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
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layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False
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layout.separator()
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layout.operator("node.find_node")
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class NODE_MT_node(Menu):
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bl_label = "Node"
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def draw(self, context):
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layout = self.layout
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layout.operator("transform.translate")
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layout.operator("transform.rotate")
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layout.operator("transform.resize")
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layout.separator()
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layout.operator("node.duplicate_move")
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layout.operator("node.delete")
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layout.operator("node.delete_reconnect")
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layout.separator()
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layout.operator("node.join", text="Join in New Frame")
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layout.operator("node.detach", text="Remove from Frame")
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layout.separator()
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layout.operator("node.link_make").replace = False
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layout.operator("node.link_make", text="Make and Replace Links").replace = True
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layout.operator("node.links_cut")
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layout.operator("node.links_detach")
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layout.separator()
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layout.operator("node.group_edit").exit = False
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layout.operator("node.group_ungroup")
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layout.operator("node.group_make")
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layout.operator("node.group_insert")
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layout.separator()
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layout.operator("node.hide_toggle")
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layout.operator("node.mute_toggle")
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layout.operator("node.preview_toggle")
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layout.operator("node.hide_socket_toggle")
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layout.operator("node.options_toggle")
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layout.operator("node.collapse_hide_unused_toggle")
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layout.separator()
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layout.operator("node.read_viewlayers")
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layout.operator("node.read_fullsamplelayers")
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class NODE_MT_node_color_presets(Menu):
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"""Predefined node color"""
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bl_label = "Color Presets"
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preset_subdir = "node_color"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class NODE_MT_node_color_specials(Menu):
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bl_label = "Node Color Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.node_copy_color", icon='COPY_ID')
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class NODE_PT_active_node_generic(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Node"
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# bl_options = {'HIDE_HEADER'}
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@classmethod
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def poll(cls, context):
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return context.active_node is not None
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def draw(self, context):
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layout = self.layout
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node = context.active_node
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layout.prop(node, "name", icon='NODE')
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layout.prop(node, "label", icon='NODE')
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class NODE_PT_active_node_color(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Color"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.active_node is not None
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def draw_header(self, context):
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node = context.active_node
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self.layout.prop(node, "use_custom_color", text="")
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def draw(self, context):
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layout = self.layout
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node = context.active_node
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layout.enabled = node.use_custom_color
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row = layout.row()
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col = row.column()
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col.menu("NODE_MT_node_color_presets")
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col.prop(node, "color", text="")
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col = row.column(align=True)
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col.operator("node.node_color_preset_add", text="", icon='ZOOMIN').remove_active = False
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col.operator("node.node_color_preset_add", text="", icon='ZOOMOUT').remove_active = True
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col.menu("NODE_MT_node_color_specials", text="", icon='DOWNARROW_HLT')
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class NODE_PT_active_node_properties(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Properties"
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@classmethod
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def poll(cls, context):
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return context.active_node is not None
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def draw(self, context):
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layout = self.layout
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node = context.active_node
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# set "node" context pointer for the panel layout
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layout.context_pointer_set("node", node)
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if hasattr(node, "draw_buttons_ext"):
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node.draw_buttons_ext(context, layout)
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elif hasattr(node, "draw_buttons"):
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node.draw_buttons(context, layout)
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# XXX this could be filtered further to exclude socket types which don't have meaningful input values (e.g. cycles shader)
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value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
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if value_inputs:
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layout.separator()
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layout.label("Inputs:")
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for socket in value_inputs:
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row = layout.row()
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socket.draw(context, row, node, iface_(socket.name, socket.bl_rna.translation_context))
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# Node Backdrop options
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class NODE_PT_backdrop(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Backdrop"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'CompositorNodeTree'
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def draw_header(self, context):
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snode = context.space_data
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self.layout.prop(snode, "show_backdrop", text="")
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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layout.active = snode.show_backdrop
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layout.prop(snode, "backdrop_channels", text="")
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layout.prop(snode, "backdrop_zoom", text="Zoom")
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col = layout.column(align=True)
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col.label(text="Offset:")
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col.prop(snode, "backdrop_offset", text="")
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col.operator("node.backimage_move", text="Move")
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layout.operator("node.backimage_fit", text="Fit")
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class NODE_PT_quality(bpy.types.Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Performance"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'CompositorNodeTree' and snode.node_tree is not None
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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tree = snode.node_tree
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col = layout.column()
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col.prop(tree, "render_quality", text="Render")
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col.prop(tree, "edit_quality", text="Edit")
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col.prop(tree, "chunk_size")
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col = layout.column()
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col.prop(tree, "use_opencl")
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col.prop(tree, "use_groupnode_buffer")
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col.prop(tree, "use_two_pass")
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col.prop(tree, "use_viewer_border")
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class NODE_UL_interface_sockets(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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socket = item
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color = socket.draw_color(context)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row(align=True)
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# inputs get icon on the left
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if not socket.is_output:
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row.template_node_socket(color)
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row.prop(socket, "name", text="", emboss=False, icon_value=icon)
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# outputs get icon on the right
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if socket.is_output:
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row.template_node_socket(color)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.template_node_socket(color)
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# Grease Pencil properties
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class NODE_PT_grease_pencil(GreasePencilDataPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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# NOTE: this is just a wrapper around the generic GP Panel
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode is not None and snode.node_tree is not None
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# Grease Pencil palette colors
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class NODE_PT_grease_pencil_palettecolor(GreasePencilPaletteColorPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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# NOTE: this is just a wrapper around the generic GP Panel
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode is not None and snode.node_tree is not None
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class NODE_PT_grease_pencil_tools(GreasePencilToolsPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_options = {'DEFAULT_CLOSED'}
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# NOTE: this is just a wrapper around the generic GP tools panel
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# It contains access to some essential tools usually found only in
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# toolbar, but which may not necessarily be open
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# Tool Shelf ------------------
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# Grease Pencil drawing tools
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class NODE_PT_tools_grease_pencil_draw(GreasePencilDrawingToolsPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# Grease Pencil stroke editing tools
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class NODE_PT_tools_grease_pencil_edit(GreasePencilStrokeEditPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# Grease Pencil stroke sculpting tools
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class NODE_PT_tools_grease_pencil_sculpt(GreasePencilStrokeSculptPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# Grease Pencil drawing brushes
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class NODE_PT_tools_grease_pencil_brush(GreasePencilBrushPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# Grease Pencil drawing curves
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class NODE_PT_tools_grease_pencil_brushcurves(GreasePencilBrushCurvesPanel, Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'TOOLS'
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# -----------------------------
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def node_draw_tree_view(layout, context):
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pass
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classes = (
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NODE_HT_header,
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NODE_MT_editor_menus,
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NODE_MT_add,
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NODE_MT_view,
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NODE_MT_select,
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NODE_MT_node,
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NODE_MT_node_color_presets,
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NODE_MT_node_color_specials,
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NODE_PT_active_node_generic,
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NODE_PT_active_node_color,
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NODE_PT_active_node_properties,
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NODE_PT_backdrop,
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NODE_PT_quality,
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NODE_UL_interface_sockets,
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NODE_PT_grease_pencil,
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NODE_PT_grease_pencil_palettecolor,
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NODE_PT_grease_pencil_tools,
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NODE_PT_tools_grease_pencil_draw,
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NODE_PT_tools_grease_pencil_edit,
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NODE_PT_tools_grease_pencil_sculpt,
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NODE_PT_tools_grease_pencil_brush,
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NODE_PT_tools_grease_pencil_brushcurves,
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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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