blender/release/scripts/startup/nodeitems_builtins.py
Lukas Toenne 916ab30ccb Added an entry for Reroute node in the node categories. Reroute is not a "real" node, but for users it's a bit hard to find, so a menu entry is ok for now.
Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute".
2013-05-13 09:32:17 +00:00

390 lines
14 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 nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem
# Subclasses for standard node types
class CompositorNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'CompositorNodeTree'
class ShaderNewNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'ShaderNodeTree' and \
context.scene.render.use_shading_nodes
class ShaderOldNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'ShaderNodeTree' and \
not context.scene.render.use_shading_nodes
class TextureNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'TextureNodeTree'
# 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):
space = context.space_data
if not space:
return
ntree = space.edit_tree
if not ntree:
return
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 })
# All standard node categories currently used in nodes.
shader_node_categories = [
# Shader Nodes
ShaderOldNodeCategory("SH_INPUT", "Input", items=[
NodeItem("ShaderNodeMaterial"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeTexture"),
NodeItem("ShaderNodeGeometry"),
NodeItem("ShaderNodeExtendedMaterial"),
]),
ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutput"),
]),
ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeHueSaturation"),
]),
ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSqueeze"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
]),
ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[
]),
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("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
]),
ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputMaterial"),
NodeItem("ShaderNodeOutputLamp"),
NodeItem("ShaderNodeOutputWorld"),
]),
ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
NodeItem("ShaderNodeMixShader"),
NodeItem("ShaderNodeAddShader"),
NodeItem("ShaderNodeBsdfDiffuse"),
NodeItem("ShaderNodeBsdfGlossy"),
NodeItem("ShaderNodeBsdfTransparent"),
NodeItem("ShaderNodeBsdfRefraction"),
NodeItem("ShaderNodeBsdfGlass"),
NodeItem("ShaderNodeBsdfTranslucent"),
NodeItem("ShaderNodeBsdfAnisotropic"),
NodeItem("ShaderNodeBsdfVelvet"),
NodeItem("ShaderNodeSubsurfaceScattering"),
NodeItem("ShaderNodeEmission"),
NodeItem("ShaderNodeBackground"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeHoldout"),
]),
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"),
]),
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"),
]),
ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
]),
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"),
]),
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("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"),
]),
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"),
]),
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"),
]),
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"),
]),
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()