blender/release/scripts/startup/bl_ui/space_node.py
Sergey Sharybin 557b893dfd Border for compositor viewer node feature
This adds border option to compositor, which affects on
a backdrop and viewer nodes, which is useful for faster
previews and tweaks.

Final compositing still happens for the whole frame, but
if it'll be needed it's not so difficult to support it
as well.

To use border there's Ctrl-B shortcut in the compositor
editor, which i used to define region you want to restrict
compositing to. There's also "Viewer Border" option in
the N-panel in case you'll want to disable border
compositing.

Some areas could be cleaned a bit, like ideally it shall
not be viewer image clearing in viewer_border_update RNA
callback, but currently it's not so much clear how to
make it the same fast as simple memset and glue it
somehow to compositor. Will think of nicer solution a
bit later.
2013-03-07 17:47:30 +00:00

281 lines
9.0 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
from bpy.types import Header, Menu, Panel
class NODE_HT_header(Header):
bl_space_type = 'NODE_EDITOR'
def draw(self, context):
layout = self.layout
scene = context.scene
ob = context.object
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()
if context.area.show_menus:
row.menu("NODE_MT_view")
row.menu("NODE_MT_select")
row.menu("NODE_MT_add")
row.menu("NODE_MT_node")
layout.prop(snode, "tree_type", text="", expand=True)
if snode.tree_type == 'SHADER':
if scene.render.use_shading_nodes:
layout.prop(snode, "shader_type", text="", expand=True)
if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
# Show material.new when no active ID/slot exists
if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
layout.template_ID(ob, "active_material", new="material.new")
# Material ID, but not for Lamps
if id_from and ob.type != 'LAMP':
layout.template_ID(id_from, "active_material", new="material.new")
# Don't show "Use Nodes" Button when Engine is BI for Lamps
if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
layout.prop(snode_id, "use_nodes")
if snode.shader_type == 'WORLD':
layout.template_ID(scene, "world", new="world.new")
if snode_id:
layout.prop(snode_id, "use_nodes")
elif snode.tree_type == 'TEXTURE':
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 == 'COMPOSITING':
layout.prop(snode_id, "use_nodes")
layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused")
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")
layout.separator()
# Snap
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_node_element", text="", icon_only=True)
if toolsettings.snap_node_element != 'INCREMENT':
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_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("node.properties", 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 = 0.833
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.screen_full_area")
class NODE_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("node.select_border")
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.operator("node.select_same_type")
layout.operator("node.select_same_type_next")
layout.operator("node.select_same_type_prev")
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")
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")
layout.operator("node.group_ungroup")
layout.operator("node.group_make")
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.show_cyclic_dependencies")
layout.operator("node.read_renderlayers")
layout.operator("node.read_fullsamplelayers")
# Node Backdrop options
class NODE_PT_properties(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 == 'COMPOSITING'
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_x", text="X")
col.prop(snode, "backdrop_y", text="Y")
col.operator("node.backimage_move", text="Move")
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 == 'COMPOSITING' 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, "two_pass")
col.prop(tree, "use_viewer_border")
col.prop(snode, "show_highlight")
col.prop(snode, "use_hidden_preview")
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')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)