blender/release/scripts/startup/bl_ui/space_node.py
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
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.
2018-04-19 17:35:25 +02:00

556 lines
18 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 bpy.types import Header, Menu, Panel
from bpy.app.translations import pgettext_iface as iface_
from .properties_grease_pencil_common import (
GreasePencilDrawingToolsPanel,
GreasePencilStrokeEditPanel,
GreasePencilStrokeSculptPanel,
GreasePencilBrushPanel,
GreasePencilBrushCurvesPanel,
GreasePencilDataPanel,
GreasePencilPaletteColorPanel,
GreasePencilToolsPanel
)
class NODE_HT_header(Header):
bl_space_type = 'NODE_EDITOR'
def draw(self, context):
layout = self.layout
scene = context.scene
snode = context.space_data
snode_id = snode.id
id_from = snode.id_from
toolsettings = context.tool_settings
row = layout.row(align=True)
row.template_header()
NODE_MT_editor_menus.draw_collapsible(context, layout)
layout.prop(snode, "tree_type", text="", expand=True)
if snode.tree_type == 'ShaderNodeTree':
layout.prop(snode, "shader_type", text="", expand=True)
ob = context.object
if snode.shader_type == 'OBJECT' and ob:
row = layout.row()
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
row.enabled = not snode.pin
# Show material.new when no active ID/slot exists
if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
row.template_ID(ob, "active_material", new="material.new")
# Material ID, but not for Lamps
if id_from and ob.type != 'LAMP':
row.template_ID(id_from, "active_material", new="material.new")
# No shader nodes for Eevee lamps
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'):
layout.prop(snode_id, "use_nodes")
if snode.shader_type == 'WORLD':
row = layout.row()
row.enabled = not snode.pin
row.template_ID(scene, "world", new="world.new")
if snode_id:
row.prop(snode_id, "use_nodes")
if snode.shader_type == 'LINESTYLE':
view_layer = context.scene.view_layers.active
lineset = view_layer.freestyle_settings.linesets.active
if lineset is not None:
row = layout.row()
row.enabled = not snode.pin
row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
if snode_id:
row.prop(snode_id, "use_nodes")
elif snode.tree_type == 'TextureNodeTree':
layout.prop(snode, "texture_type", text="", expand=True)
if id_from:
if snode.texture_type == 'BRUSH':
layout.template_ID(id_from, "texture", new="texture.new")
else:
layout.template_ID(id_from, "active_texture", new="texture.new")
if snode_id:
layout.prop(snode_id, "use_nodes")
elif snode.tree_type == 'CompositorNodeTree':
if snode_id:
layout.prop(snode_id, "use_nodes")
layout.prop(snode, "show_backdrop")
if snode.show_backdrop:
row = layout.row(align=True)
row.prop(snode, "backdrop_channels", text="", expand=True)
layout.prop(snode, "use_auto_render")
else:
# Custom node tree is edited as independent ID block
layout.template_ID(snode, "node_tree", new="node.new_node_tree")
layout.prop(snode, "pin", text="")
layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
layout.separator()
# Auto-offset nodes (called "insert_offset" in code)
layout.prop(snode, "use_insert_offset", text="")
# Snap
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_node_element", icon_only=True)
if toolsettings.snap_node_element != 'GRID':
row.prop(toolsettings, "snap_target", text="")
row = layout.row(align=True)
row.operator("node.clipboard_copy", text="", icon='COPYDOWN')
row.operator("node.clipboard_paste", text="", icon='PASTEDOWN')
layout.template_running_jobs()
class NODE_MT_editor_menus(Menu):
bl_idname = "NODE_MT_editor_menus"
bl_label = ""
def draw(self, context):
self.draw_menus(self.layout, context)
@staticmethod
def draw_menus(layout, context):
layout.menu("NODE_MT_view")
layout.menu("NODE_MT_select")
layout.menu("NODE_MT_add")
layout.menu("NODE_MT_node")
class NODE_MT_add(bpy.types.Menu):
bl_space_type = 'NODE_EDITOR'
bl_label = "Add"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_DEFAULT'
props = layout.operator("node.add_search", text="Search ...")
props.use_transform = True
# actual node submenus are defined by draw functions from node categories
nodeitems_utils.draw_node_categories_menu(self, context)
class NODE_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("node.properties", icon='MENU_PANEL')
layout.operator("node.toolbar", icon='MENU_PANEL')
layout.separator()
layout.operator("view2d.zoom_in")
layout.operator("view2d.zoom_out")
layout.separator()
layout.operator("node.view_selected")
layout.operator("node.view_all")
if context.space_data.show_backdrop:
layout.separator()
layout.operator("node.backimage_move", text="Backdrop Move")
layout.operator("node.backimage_zoom", text="Backdrop Zoom In").factor = 1.2
layout.operator("node.backimage_zoom", text="Backdrop Zoom Out").factor = 0.83333
layout.operator("node.backimage_fit", text="Fit Backdrop to Available Space")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.screen_full_area")
layout.operator("screen.screen_full_area", text="Toggle Fullscreen Area").use_hide_panels = True
class NODE_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("node.select_border").tweak = False
layout.operator("node.select_circle")
layout.separator()
layout.operator("node.select_all").action = 'TOGGLE'
layout.operator("node.select_all", text="Inverse").action = 'INVERT'
layout.operator("node.select_linked_from")
layout.operator("node.select_linked_to")
layout.separator()
layout.operator("node.select_grouped").extend = False
layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False
layout.separator()
layout.operator("node.find_node")
class NODE_MT_node(Menu):
bl_label = "Node"
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize")
layout.separator()
layout.operator("node.duplicate_move")
layout.operator("node.delete")
layout.operator("node.delete_reconnect")
layout.separator()
layout.operator("node.join", text="Join in New Frame")
layout.operator("node.detach", text="Remove from Frame")
layout.separator()
layout.operator("node.link_make").replace = False
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_cut")
layout.operator("node.links_detach")
layout.separator()
layout.operator("node.group_edit").exit = False
layout.operator("node.group_ungroup")
layout.operator("node.group_make")
layout.operator("node.group_insert")
layout.separator()
layout.operator("node.hide_toggle")
layout.operator("node.mute_toggle")
layout.operator("node.preview_toggle")
layout.operator("node.hide_socket_toggle")
layout.operator("node.options_toggle")
layout.operator("node.collapse_hide_unused_toggle")
layout.separator()
layout.operator("node.read_viewlayers")
layout.operator("node.read_fullsamplelayers")
class NODE_MT_node_color_presets(Menu):
"""Predefined node color"""
bl_label = "Color Presets"
preset_subdir = "node_color"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class NODE_MT_node_color_specials(Menu):
bl_label = "Node Color Specials"
def draw(self, context):
layout = self.layout
layout.operator("node.node_copy_color", icon='COPY_ID')
class NODE_PT_active_node_generic(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Node"
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw(self, context):
layout = self.layout
node = context.active_node
layout.prop(node, "name", icon='NODE')
layout.prop(node, "label", icon='NODE')
class NODE_PT_active_node_color(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Color"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw_header(self, context):
node = context.active_node
self.layout.prop(node, "use_custom_color", text="")
def draw(self, context):
layout = self.layout
node = context.active_node
layout.enabled = node.use_custom_color
row = layout.row()
col = row.column()
col.menu("NODE_MT_node_color_presets")
col.prop(node, "color", text="")
col = row.column(align=True)
col.operator("node.node_color_preset_add", text="", icon='ZOOMIN').remove_active = False
col.operator("node.node_color_preset_add", text="", icon='ZOOMOUT').remove_active = True
col.menu("NODE_MT_node_color_specials", text="", icon='DOWNARROW_HLT')
class NODE_PT_active_node_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Properties"
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw(self, context):
layout = self.layout
node = context.active_node
# set "node" context pointer for the panel layout
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
# XXX this could be filtered further to exclude socket types which don't have meaningful input values (e.g. cycles shader)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
layout.label("Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, iface_(socket.name, socket.bl_rna.translation_context))
# Node Backdrop options
class NODE_PT_backdrop(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Backdrop"
@classmethod
def poll(cls, context):
snode = context.space_data
return snode.tree_type == 'CompositorNodeTree'
def draw_header(self, context):
snode = context.space_data
self.layout.prop(snode, "show_backdrop", text="")
def draw(self, context):
layout = self.layout
snode = context.space_data
layout.active = snode.show_backdrop
layout.prop(snode, "backdrop_channels", text="")
layout.prop(snode, "backdrop_zoom", text="Zoom")
col = layout.column(align=True)
col.label(text="Offset:")
col.prop(snode, "backdrop_offset", text="")
col.operator("node.backimage_move", text="Move")
layout.operator("node.backimage_fit", text="Fit")
class NODE_PT_quality(bpy.types.Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Performance"
@classmethod
def poll(cls, context):
snode = context.space_data
return snode.tree_type == 'CompositorNodeTree' and snode.node_tree is not None
def draw(self, context):
layout = self.layout
snode = context.space_data
tree = snode.node_tree
col = layout.column()
col.prop(tree, "render_quality", text="Render")
col.prop(tree, "edit_quality", text="Edit")
col.prop(tree, "chunk_size")
col = layout.column()
col.prop(tree, "use_opencl")
col.prop(tree, "use_groupnode_buffer")
col.prop(tree, "use_two_pass")
col.prop(tree, "use_viewer_border")
class NODE_UL_interface_sockets(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
socket = item
color = socket.draw_color(context)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row(align=True)
# inputs get icon on the left
if not socket.is_output:
row.template_node_socket(color)
row.prop(socket, "name", text="", emboss=False, icon_value=icon)
# outputs get icon on the right
if socket.is_output:
row.template_node_socket(color)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.template_node_socket(color)
# Grease Pencil properties
class NODE_PT_grease_pencil(GreasePencilDataPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
# NOTE: this is just a wrapper around the generic GP Panel
@classmethod
def poll(cls, context):
snode = context.space_data
return snode is not None and snode.node_tree is not None
# Grease Pencil palette colors
class NODE_PT_grease_pencil_palettecolor(GreasePencilPaletteColorPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
# NOTE: this is just a wrapper around the generic GP Panel
@classmethod
def poll(cls, context):
snode = context.space_data
return snode is not None and snode.node_tree is not None
class NODE_PT_grease_pencil_tools(GreasePencilToolsPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_options = {'DEFAULT_CLOSED'}
# NOTE: this is just a wrapper around the generic GP tools panel
# It contains access to some essential tools usually found only in
# toolbar, but which may not necessarily be open
# Tool Shelf ------------------
# Grease Pencil drawing tools
class NODE_PT_tools_grease_pencil_draw(GreasePencilDrawingToolsPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil stroke editing tools
class NODE_PT_tools_grease_pencil_edit(GreasePencilStrokeEditPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil stroke sculpting tools
class NODE_PT_tools_grease_pencil_sculpt(GreasePencilStrokeSculptPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil drawing brushes
class NODE_PT_tools_grease_pencil_brush(GreasePencilBrushPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# Grease Pencil drawing curves
class NODE_PT_tools_grease_pencil_brushcurves(GreasePencilBrushCurvesPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
# -----------------------------
def node_draw_tree_view(layout, context):
pass
classes = (
NODE_HT_header,
NODE_MT_editor_menus,
NODE_MT_add,
NODE_MT_view,
NODE_MT_select,
NODE_MT_node,
NODE_MT_node_color_presets,
NODE_MT_node_color_specials,
NODE_PT_active_node_generic,
NODE_PT_active_node_color,
NODE_PT_active_node_properties,
NODE_PT_backdrop,
NODE_PT_quality,
NODE_UL_interface_sockets,
NODE_PT_grease_pencil,
NODE_PT_grease_pencil_palettecolor,
NODE_PT_grease_pencil_tools,
NODE_PT_tools_grease_pencil_draw,
NODE_PT_tools_grease_pencil_edit,
NODE_PT_tools_grease_pencil_sculpt,
NODE_PT_tools_grease_pencil_brush,
NODE_PT_tools_grease_pencil_brushcurves,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)