forked from bartvdbraak/blender
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.
462 lines
18 KiB
Python
462 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 nodeitems_utils import (
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NodeCategory,
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NodeItem,
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NodeItemCustom,
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)
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# Subclasses for standard node types
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class SortedNodeCategory(NodeCategory):
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def __init__(self, identifier, name, description="", items=None):
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# for builtin nodes the convention is to sort by name
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if isinstance(items, list):
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items = sorted(items, key=lambda item: item.label.lower())
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super().__init__(identifier, name, description, items)
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class CompositorNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'CompositorNodeTree')
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class ShaderNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.tree_type == 'ShaderNodeTree')
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class TextureNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'TextureNodeTree'
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# menu entry for node group tools
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def group_tools_draw(self, layout, context):
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layout.operator("node.group_make")
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layout.operator("node.group_ungroup")
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layout.separator()
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# maps node tree type to group node type
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node_tree_group_type = {
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'CompositorNodeTree': 'CompositorNodeGroup',
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'ShaderNodeTree': 'ShaderNodeGroup',
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'TextureNodeTree': 'TextureNodeGroup',
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}
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# generic node group items generator for shader, compositor and texture node groups
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def node_group_items(context):
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if context is None:
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return
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space = context.space_data
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if not space:
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return
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ntree = space.edit_tree
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if not ntree:
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return
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yield NodeItemCustom(draw=group_tools_draw)
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def contains_group(nodetree, group):
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if nodetree == group:
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return True
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else:
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for node in nodetree.nodes:
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if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
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if contains_group(node.node_tree, group):
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return True
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return False
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for group in context.blend_data.node_groups:
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if group.bl_idname != ntree.bl_idname:
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continue
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# filter out recursive groups
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if contains_group(group, ntree):
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continue
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yield NodeItem(node_tree_group_type[group.bl_idname],
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group.name,
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{"node_tree": "bpy.data.node_groups[%r]" % group.name})
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# only show input/output nodes inside node groups
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def group_input_output_item_poll(context):
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space = context.space_data
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if space.edit_tree in bpy.data.node_groups.values():
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return True
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return False
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# only show input/output nodes when editing line style node trees
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def line_style_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'LINESTYLE')
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# only show nodes working in world node trees
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def world_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'WORLD')
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# only show nodes working in object node trees
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def object_shader_nodes_poll(context):
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snode = context.space_data
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return (snode.tree_type == 'ShaderNodeTree' and
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snode.shader_type == 'OBJECT')
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def cycles_shader_nodes_poll(context):
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return context.engine == 'CYCLES'
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def eevee_shader_nodes_poll(context):
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return context.engine == 'BLENDER_EEVEE'
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def eevee_cycles_shader_nodes_poll(context):
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return (cycles_shader_nodes_poll(context) or
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eevee_shader_nodes_poll(context))
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def object_cycles_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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cycles_shader_nodes_poll(context))
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def object_eevee_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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eevee_shader_nodes_poll(context))
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def object_eevee_cycles_shader_nodes_poll(context):
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return (object_shader_nodes_poll(context) and
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eevee_cycles_shader_nodes_poll(context))
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# All standard node categories currently used in nodes.
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shader_node_categories = [
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# Shader Nodes (Cycles and Eevee)
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ShaderNodeCategory("SH_NEW_INPUT", "Input", items=[
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NodeItem("ShaderNodeTexCoord"),
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NodeItem("ShaderNodeAttribute"),
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NodeItem("ShaderNodeLightPath"),
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NodeItem("ShaderNodeFresnel"),
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NodeItem("ShaderNodeLayerWeight"),
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NodeItem("ShaderNodeRGB"),
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NodeItem("ShaderNodeValue"),
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NodeItem("ShaderNodeTangent"),
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NodeItem("ShaderNodeNewGeometry"),
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NodeItem("ShaderNodeWireframe"),
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NodeItem("ShaderNodeBevel"),
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NodeItem("ShaderNodeObjectInfo"),
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NodeItem("ShaderNodeHairInfo"),
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NodeItem("ShaderNodeParticleInfo"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("ShaderNodeUVMap"),
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NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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ShaderNodeCategory("SH_NEW_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeOutputLamp", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeOutputWorld", poll=world_shader_nodes_poll),
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NodeItem("ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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ShaderNodeCategory("SH_NEW_SHADER", "Shader", items=[
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NodeItem("ShaderNodeMixShader", poll=eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeAddShader", poll=eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfDiffuse", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfPrincipled", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfGlossy", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfTransparent", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfRefraction", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfGlass", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfTranslucent", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfAnisotropic", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfVelvet", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfToon", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeSubsurfaceScattering", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeEmission", poll=object_eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBsdfHair", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeBackground", poll=world_shader_nodes_poll),
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NodeItem("ShaderNodeAmbientOcclusion", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeHoldout", poll=object_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeVolumeAbsorption", poll=eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeVolumeScatter", poll=eevee_cycles_shader_nodes_poll),
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NodeItem("ShaderNodeVolumePrincipled"),
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NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll),
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]),
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ShaderNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexImage"),
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NodeItem("ShaderNodeTexEnvironment"),
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NodeItem("ShaderNodeTexSky"),
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexWave"),
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NodeItem("ShaderNodeTexVoronoi"),
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NodeItem("ShaderNodeTexMusgrave"),
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexMagic"),
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NodeItem("ShaderNodeTexChecker"),
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NodeItem("ShaderNodeTexBrick"),
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NodeItem("ShaderNodeTexPointDensity"),
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]),
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ShaderNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
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NodeItem("ShaderNodeMixRGB"),
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NodeItem("ShaderNodeRGBCurve"),
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NodeItem("ShaderNodeInvert"),
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NodeItem("ShaderNodeLightFalloff"),
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NodeItem("ShaderNodeHueSaturation"),
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NodeItem("ShaderNodeGamma"),
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NodeItem("ShaderNodeBrightContrast"),
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]),
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ShaderNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeBump"),
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NodeItem("ShaderNodeDisplacement"),
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NodeItem("ShaderNodeVectorDisplacement"),
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NodeItem("ShaderNodeNormalMap"),
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeVectorCurve"),
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NodeItem("ShaderNodeVectorTransform"),
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]),
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ShaderNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeRGBToBW"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateXYZ"),
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NodeItem("ShaderNodeCombineXYZ"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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NodeItem("ShaderNodeWavelength"),
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NodeItem("ShaderNodeBlackbody"),
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]),
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ShaderNodeCategory("SH_NEW_SCRIPT", "Script", items=[
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NodeItem("ShaderNodeScript"),
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]),
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ShaderNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
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ShaderNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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]
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compositor_node_categories = [
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# Compositor Nodes
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CompositorNodeCategory("CMP_INPUT", "Input", items=[
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NodeItem("CompositorNodeRLayers"),
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NodeItem("CompositorNodeImage"),
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NodeItem("CompositorNodeMovieClip"),
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NodeItem("CompositorNodeMask"),
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NodeItem("CompositorNodeRGB"),
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NodeItem("CompositorNodeValue"),
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NodeItem("CompositorNodeTexture"),
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NodeItem("CompositorNodeBokehImage"),
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NodeItem("CompositorNodeTime"),
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NodeItem("CompositorNodeTrackPos"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
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NodeItem("CompositorNodeComposite"),
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NodeItem("CompositorNodeViewer"),
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NodeItem("CompositorNodeSplitViewer"),
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NodeItem("CompositorNodeOutputFile"),
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NodeItem("CompositorNodeLevels"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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CompositorNodeCategory("CMP_OP_COLOR", "Color", items=[
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NodeItem("CompositorNodeMixRGB"),
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NodeItem("CompositorNodeAlphaOver"),
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NodeItem("CompositorNodeInvert"),
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NodeItem("CompositorNodeCurveRGB"),
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NodeItem("CompositorNodeHueSat"),
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NodeItem("CompositorNodeColorBalance"),
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NodeItem("CompositorNodeHueCorrect"),
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NodeItem("CompositorNodeBrightContrast"),
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NodeItem("CompositorNodeGamma"),
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NodeItem("CompositorNodeColorCorrection"),
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NodeItem("CompositorNodeTonemap"),
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NodeItem("CompositorNodeZcombine"),
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]),
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CompositorNodeCategory("CMP_CONVERTOR", "Converter", items=[
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NodeItem("CompositorNodeMath"),
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NodeItem("CompositorNodeValToRGB"),
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NodeItem("CompositorNodeSetAlpha"),
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NodeItem("CompositorNodePremulKey"),
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NodeItem("CompositorNodeIDMask"),
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NodeItem("CompositorNodeRGBToBW"),
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NodeItem("CompositorNodeSepRGBA"),
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NodeItem("CompositorNodeCombRGBA"),
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NodeItem("CompositorNodeSepHSVA"),
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NodeItem("CompositorNodeCombHSVA"),
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NodeItem("CompositorNodeSepYUVA"),
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NodeItem("CompositorNodeCombYUVA"),
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NodeItem("CompositorNodeSepYCCA"),
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NodeItem("CompositorNodeCombYCCA"),
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NodeItem("CompositorNodeSwitchView"),
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]),
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CompositorNodeCategory("CMP_OP_FILTER", "Filter", items=[
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NodeItem("CompositorNodeBlur"),
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NodeItem("CompositorNodeBilateralblur"),
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NodeItem("CompositorNodeDilateErode"),
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NodeItem("CompositorNodeDespeckle"),
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NodeItem("CompositorNodeFilter"),
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NodeItem("CompositorNodeBokehBlur"),
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NodeItem("CompositorNodeVecBlur"),
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NodeItem("CompositorNodeDefocus"),
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NodeItem("CompositorNodeGlare"),
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NodeItem("CompositorNodeInpaint"),
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NodeItem("CompositorNodeDBlur"),
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NodeItem("CompositorNodePixelate"),
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NodeItem("CompositorNodeSunBeams"),
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]),
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CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
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NodeItem("CompositorNodeNormal"),
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NodeItem("CompositorNodeMapValue"),
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NodeItem("CompositorNodeMapRange"),
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NodeItem("CompositorNodeNormalize"),
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NodeItem("CompositorNodeCurveVec"),
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]),
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CompositorNodeCategory("CMP_MATTE", "Matte", items=[
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NodeItem("CompositorNodeKeying"),
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NodeItem("CompositorNodeKeyingScreen"),
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NodeItem("CompositorNodeChannelMatte"),
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NodeItem("CompositorNodeColorSpill"),
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NodeItem("CompositorNodeBoxMask"),
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NodeItem("CompositorNodeEllipseMask"),
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NodeItem("CompositorNodeLumaMatte"),
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NodeItem("CompositorNodeDiffMatte"),
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NodeItem("CompositorNodeDistanceMatte"),
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NodeItem("CompositorNodeChromaMatte"),
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NodeItem("CompositorNodeColorMatte"),
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NodeItem("CompositorNodeDoubleEdgeMask"),
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]),
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CompositorNodeCategory("CMP_DISTORT", "Distort", items=[
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NodeItem("CompositorNodeScale"),
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NodeItem("CompositorNodeLensdist"),
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NodeItem("CompositorNodeMovieDistortion"),
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NodeItem("CompositorNodeTranslate"),
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NodeItem("CompositorNodeRotate"),
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NodeItem("CompositorNodeFlip"),
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NodeItem("CompositorNodeCrop"),
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NodeItem("CompositorNodeDisplace"),
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NodeItem("CompositorNodeMapUV"),
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NodeItem("CompositorNodeTransform"),
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NodeItem("CompositorNodeStabilize"),
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NodeItem("CompositorNodePlaneTrackDeform"),
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NodeItem("CompositorNodeCornerPin"),
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]),
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CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
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CompositorNodeCategory("CMP_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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NodeItem("CompositorNodeSwitch"),
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]),
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]
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texture_node_categories = [
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# Texture Nodes
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TextureNodeCategory("TEX_INPUT", "Input", items=[
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NodeItem("TextureNodeCurveTime"),
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NodeItem("TextureNodeCoordinates"),
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NodeItem("TextureNodeTexture"),
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NodeItem("TextureNodeImage"),
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NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
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]),
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TextureNodeCategory("TEX_OUTPUT", "Output", items=[
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NodeItem("TextureNodeOutput"),
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NodeItem("TextureNodeViewer"),
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NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
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]),
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TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
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NodeItem("TextureNodeMixRGB"),
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NodeItem("TextureNodeCurveRGB"),
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NodeItem("TextureNodeInvert"),
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NodeItem("TextureNodeHueSaturation"),
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NodeItem("TextureNodeCompose"),
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NodeItem("TextureNodeDecompose"),
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]),
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TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
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NodeItem("TextureNodeChecker"),
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NodeItem("TextureNodeBricks"),
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]),
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TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
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NodeItem("TextureNodeTexNoise"),
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NodeItem("TextureNodeTexDistNoise"),
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NodeItem("TextureNodeTexClouds"),
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NodeItem("TextureNodeTexBlend"),
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NodeItem("TextureNodeTexVoronoi"),
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NodeItem("TextureNodeTexMagic"),
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NodeItem("TextureNodeTexMarble"),
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NodeItem("TextureNodeTexWood"),
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NodeItem("TextureNodeTexMusgrave"),
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NodeItem("TextureNodeTexStucci"),
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]),
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TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
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NodeItem("TextureNodeMath"),
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NodeItem("TextureNodeValToRGB"),
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NodeItem("TextureNodeRGBToBW"),
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NodeItem("TextureNodeValToNor"),
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NodeItem("TextureNodeDistance"),
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]),
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TextureNodeCategory("TEX_DISTORT", "Distort", items=[
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NodeItem("TextureNodeScale"),
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NodeItem("TextureNodeTranslate"),
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NodeItem("TextureNodeRotate"),
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NodeItem("TextureNodeAt"),
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]),
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TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
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TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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|
]),
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|
]
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|
|
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def register():
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nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
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|
nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
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|
nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
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|
|
|
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|
def unregister():
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|
nodeitems_utils.unregister_node_categories('SHADER')
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|
nodeitems_utils.unregister_node_categories('COMPOSITING')
|
|
nodeitems_utils.unregister_node_categories('TEXTURE')
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|
|
|
|
|
if __name__ == "__main__":
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|
register()
|