forked from bartvdbraak/blender
366 lines
14 KiB
Python
366 lines
14 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 NodeCategory, NodeItem
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# Subclasses for standard node types
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class CompositorNodeCategory(NodeCategory):
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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 ShaderNewNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'ShaderNodeTree' and \
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context.scene.render.use_shading_nodes
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class ShaderOldNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'ShaderNodeTree' and \
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not context.scene.render.use_shading_nodes
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class TextureNodeCategory(NodeCategory):
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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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def compositor_node_group_items(self):
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return [NodeItem('CompositorNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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for group in bpy.data.node_groups if group.bl_idname == 'CompositorNodeTree']
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# Note: node groups not distinguished by old/new shader nodes
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def shader_node_group_items(self):
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return [NodeItem('ShaderNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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for group in bpy.data.node_groups if group.bl_idname == 'ShaderNodeTree']
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def texture_node_group_items(self):
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return [NodeItem('TextureNodeGroup', group.name, { "node_tree" : "bpy.data.node_groups['%s']" % group.name })
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for group in bpy.data.node_groups if group.bl_idname == 'TextureNodeTree']
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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
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ShaderOldNodeCategory("SH_INPUT", "Input", items=[
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NodeItem("ShaderNodeMaterial"),
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NodeItem("ShaderNodeCameraData"),
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NodeItem("ShaderNodeValue"),
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NodeItem("ShaderNodeRGB"),
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NodeItem("ShaderNodeTexture"),
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NodeItem("ShaderNodeGeometry"),
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NodeItem("ShaderNodeExtendedMaterial"),
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]),
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ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutput"),
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]),
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ShaderOldNodeCategory("SH_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("ShaderNodeHueSaturation"),
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]),
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ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeVectorCurve"),
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]),
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ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeRGBToBW"),
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeVectorMath"),
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NodeItem("ShaderNodeSqueeze"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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]),
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ShaderOldNodeCategory("SH_SCRIPT", "Script", items=[
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]),
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ShaderOldNodeCategory("SH_GROUP", "Group", items=shader_node_group_items),
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ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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]),
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# New Shader Nodes (Cycles)
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ShaderNewNodeCategory("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("ShaderNodeObjectInfo"),
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NodeItem("ShaderNodeHairInfo"),
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NodeItem("ShaderNodeParticleInfo"),
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NodeItem("ShaderNodeCameraData"),
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]),
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ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
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NodeItem("ShaderNodeOutputMaterial"),
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NodeItem("ShaderNodeOutputLamp"),
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NodeItem("ShaderNodeOutputWorld"),
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]),
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ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
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NodeItem("ShaderNodeMixShader"),
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NodeItem("ShaderNodeAddShader"),
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NodeItem("ShaderNodeBsdfDiffuse"),
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NodeItem("ShaderNodeBsdfGlossy"),
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NodeItem("ShaderNodeBsdfTransparent"),
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NodeItem("ShaderNodeBsdfRefraction"),
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NodeItem("ShaderNodeBsdfGlass"),
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NodeItem("ShaderNodeBsdfTranslucent"),
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NodeItem("ShaderNodeBsdfAnisotropic"),
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NodeItem("ShaderNodeBsdfVelvet"),
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NodeItem("ShaderNodeSubsurfaceScattering"),
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NodeItem("ShaderNodeEmission"),
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NodeItem("ShaderNodeBackground"),
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NodeItem("ShaderNodeAmbientOcclusion"),
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NodeItem("ShaderNodeHoldout"),
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]),
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ShaderNewNodeCategory("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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]),
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ShaderNewNodeCategory("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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ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
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NodeItem("ShaderNodeMapping"),
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NodeItem("ShaderNodeBump"),
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NodeItem("ShaderNodeNormalMap"),
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NodeItem("ShaderNodeNormal"),
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NodeItem("ShaderNodeVectorCurve"),
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]),
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ShaderNewNodeCategory("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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]),
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ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
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NodeItem("ShaderNodeScript"),
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]),
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ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=shader_node_group_items),
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ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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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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]),
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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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]),
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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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]),
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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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]),
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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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]),
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CompositorNodeCategory("CMP_GROUP", "Group", items=compositor_node_group_items),
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CompositorNodeCategory("CMP_LAYOUT", "Layout", items = [
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NodeItem("NodeFrame"),
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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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]),
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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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]),
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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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]),
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TextureNodeCategory("TEX_GROUP", "Group", items=texture_node_group_items),
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TextureNodeCategory("TEX_LAYOUT", "Layout", items = [
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NodeItem("NodeFrame"),
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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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def unregister():
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nodeitems_utils.unregister_node_categories("SHADER")
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nodeitems_utils.unregister_node_categories("COMPOSITING")
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nodeitems_utils.unregister_node_categories("TEXTURE")
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if __name__ == "__main__":
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register()
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