# SPDX-FileCopyrightText: 2022-2023 Blender Authors # # SPDX-License-Identifier: GPL-2.0-or-later from bl_ui import node_add_menu from bpy.app.translations import ( contexts as i18n_contexts, ) # only show input/output nodes when editing line style node trees def line_style_shader_nodes_poll(context): snode = context.space_data return (snode.tree_type == 'ShaderNodeTree' and snode.shader_type == 'LINESTYLE') # only show nodes working in world node trees def world_shader_nodes_poll(context): snode = context.space_data return (snode.tree_type == 'ShaderNodeTree' and snode.shader_type == 'WORLD') # only show nodes working in object node trees def object_shader_nodes_poll(context): snode = context.space_data return (snode.tree_type == 'ShaderNodeTree' and snode.shader_type == 'OBJECT') def cycles_shader_nodes_poll(context): return context.engine == 'CYCLES' def eevee_shader_nodes_poll(context): return context.engine == 'BLENDER_EEVEE' def object_not_eevee_shader_nodes_poll(context): return (object_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context)) def object_eevee_shader_nodes_poll(context): return (object_shader_nodes_poll(context) and eevee_shader_nodes_poll(context)) class NODE_MT_shader_node_input_base(node_add_menu.NodeMenu): bl_label = "Input" def draw(self, context): layout = self.layout self.node_operator(layout, "ShaderNodeAmbientOcclusion") self.node_operator(layout, "ShaderNodeAttribute") self.node_operator(layout, "ShaderNodeBevel") self.node_operator_with_outputs( context, layout, "ShaderNodeCameraData", ["View Vector", "View Z Depth", "View Distance"], ) self.node_operator(layout, "ShaderNodeVertexColor") self.node_operator_with_outputs( context, layout, "ShaderNodeHairInfo", ["Is Strand", "Intercept", "Length", "Thickness", "Tangent Normal", "Random"], ) self.node_operator(layout, "ShaderNodeFresnel") self.node_operator_with_outputs( context, layout, "ShaderNodeNewGeometry", [ "Position", "Normal", "Tangent", "True Normal", "Incoming", "Parametric", "Backfacing", "Pointiness", "Random Per Island", ], ) self.node_operator(layout, "ShaderNodeLayerWeight") self.node_operator_with_outputs( context, layout, "ShaderNodeLightPath", [ "Is Camera Ray", "Is Shadow Ray", "Is Diffuse Ray", "Is Glossy Ray", "Is Singular Ray", "Is Reflection Ray", "Is Transmission Ray", "Is Volume Scatter Ray", "Ray Length", "Ray Depth", "Diffuse Depth", "Glossy Depth", "Transparent Depth", "Transmission Depth", "Portal Depth" ], ) self.node_operator_with_outputs( context, layout, "ShaderNodeObjectInfo", ["Location", "Color", "Alpha", "Object Index", "Material Index", "Random"], ) self.node_operator_with_outputs( context, layout, "ShaderNodeParticleInfo", ["Index", "Random", "Age", "Lifetime", "Location", "Size", "Velocity", "Angular Velocity"], ) self.node_operator_with_outputs( context, layout, "ShaderNodePointInfo", ["Position", "Radius", "Random"], ) self.node_operator(layout, "ShaderNodeRGB") self.node_operator(layout, "ShaderNodeTangent") self.node_operator_with_outputs( context, layout, "ShaderNodeTexCoord", ["Normal", "UV", "Object", "Camera", "Window", "Reflection"], ) self.node_operator(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context)) self.node_operator(layout, "ShaderNodeUVMap") self.node_operator(layout, "ShaderNodeValue") self.node_operator_with_outputs( context, layout, "ShaderNodeVolumeInfo", ["Color", "Density", "Flame", "Temperature"], ) self.node_operator(layout, "ShaderNodeWireframe") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_output_base(node_add_menu.NodeMenu): bl_label = "Output" def draw(self, context): layout = self.layout self.node_operator( layout, "ShaderNodeOutputAOV", ) self.node_operator( layout, "ShaderNodeOutputLight", poll=object_not_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeOutputMaterial", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeOutputWorld", poll=world_shader_nodes_poll(context), ) self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_shader_base(node_add_menu.NodeMenu): bl_label = "Shader" def draw(self, context): layout = self.layout self.node_operator( layout, "ShaderNodeAddShader", ) self.node_operator( layout, "ShaderNodeBackground", poll=world_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfDiffuse", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeEmission", ) self.node_operator( layout, "ShaderNodeBsdfGlass", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfGlossy", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfHair", poll=object_not_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeHoldout", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfMetallic", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeMixShader", ) self.node_operator( layout, "ShaderNodeBsdfPrincipled", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfHairPrincipled", poll=object_not_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeVolumePrincipled" ) self.node_operator( layout, "ShaderNodeBsdfRayPortal", poll=object_not_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfRefraction", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfSheen", poll=object_not_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeSubsurfaceScattering", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfToon", poll=object_not_eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfTranslucent", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfTransparent", poll=object_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeVolumeAbsorption", ) self.node_operator( layout, "ShaderNodeVolumeScatter", ) self.node_operator( layout, "ShaderNodeVolumeCoefficients", ) self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_color_base(node_add_menu.NodeMenu): bl_label = "Color" def draw(self, context): layout = self.layout self.node_operator(layout, "ShaderNodeBrightContrast") self.node_operator(layout, "ShaderNodeGamma") self.node_operator(layout, "ShaderNodeHueSaturation") self.node_operator(layout, "ShaderNodeInvert") self.node_operator(layout, "ShaderNodeLightFalloff") self.color_mix_node(context, layout) self.node_operator(layout, "ShaderNodeRGBCurve") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_converter_base(node_add_menu.NodeMenu): bl_label = "Converter" def draw(self, context): layout = self.layout self.node_operator(layout, "ShaderNodeBlackbody") self.node_operator(layout, "ShaderNodeClamp") self.node_operator(layout, "ShaderNodeValToRGB") self.node_operator(layout, "ShaderNodeCombineColor") self.node_operator(layout, "ShaderNodeCombineXYZ") self.node_operator(layout, "ShaderNodeFloatCurve") self.node_operator(layout, "ShaderNodeMapRange") self.node_operator_with_searchable_enum(context, layout, "ShaderNodeMath", "operation") self.node_operator(layout, "ShaderNodeMix") self.node_operator(layout, "ShaderNodeRGBToBW") self.node_operator(layout, "ShaderNodeSeparateColor") self.node_operator(layout, "ShaderNodeSeparateXYZ") self.node_operator(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context)) self.node_operator_with_searchable_enum(context, layout, "ShaderNodeVectorMath", "operation") self.node_operator(layout, "ShaderNodeWavelength") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_texture_base(node_add_menu.NodeMenu): bl_label = "Texture" def draw(self, _context): layout = self.layout self.node_operator(layout, "ShaderNodeTexBrick") self.node_operator(layout, "ShaderNodeTexChecker") self.node_operator(layout, "ShaderNodeTexEnvironment") self.node_operator(layout, "ShaderNodeTexGabor") self.node_operator(layout, "ShaderNodeTexGradient") self.node_operator(layout, "ShaderNodeTexIES") self.node_operator(layout, "ShaderNodeTexImage") self.node_operator(layout, "ShaderNodeTexMagic") self.node_operator(layout, "ShaderNodeTexNoise") self.node_operator(layout, "ShaderNodeTexSky") self.node_operator(layout, "ShaderNodeTexVoronoi") self.node_operator(layout, "ShaderNodeTexWave") self.node_operator(layout, "ShaderNodeTexWhiteNoise") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_vector_base(node_add_menu.NodeMenu): bl_label = "Vector" def draw(self, _context): layout = self.layout self.node_operator(layout, "ShaderNodeBump") self.node_operator(layout, "ShaderNodeDisplacement") self.node_operator(layout, "ShaderNodeMapping") props = self.node_operator(layout, "ShaderNodeMix", label="Mix Vector") ops = props.settings.add() ops.name = "data_type" ops.value = "'VECTOR'" self.node_operator(layout, "ShaderNodeNormal") self.node_operator(layout, "ShaderNodeNormalMap") self.node_operator(layout, "ShaderNodeRadialTiling") self.node_operator(layout, "ShaderNodeVectorCurve") self.node_operator(layout, "ShaderNodeVectorDisplacement") self.node_operator(layout, "ShaderNodeVectorRotate") self.node_operator(layout, "ShaderNodeVectorTransform") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_script_base(node_add_menu.NodeMenu): bl_label = "Script" def draw(self, _context): layout = self.layout self.node_operator(layout, "ShaderNodeScript") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_utilities_base(node_add_menu.NodeMenu): bl_label = "Utilities" def draw(self, context): layout = self.layout self.repeat_zone(layout, label="Repeat") layout.separator() self.closure_zone(layout, label="Closure") self.node_operator(layout, "NodeEvaluateClosure") self.node_operator(layout, "NodeCombineBundle") self.node_operator(layout, "NodeSeparateBundle") class NODE_MT_shader_node_all_base(node_add_menu.NodeMenu): bl_label = "" menu_path = "Root" bl_translation_context = i18n_contexts.operator_default # NOTE: Menus are looked up via their label, this is so that both the Add # & Swap menus can share the same layout while each using their # corresponding menus def draw(self, context): del context layout = self.layout self.draw_menu(layout, "Input") self.draw_menu(layout, "Output") layout.separator() self.draw_menu(layout, "Color") self.draw_menu(layout, "Converter") self.draw_menu(layout, "Shader") self.draw_menu(layout, "Texture") self.draw_menu(layout, "Vector") self.draw_menu(layout, "Utilities") layout.separator() self.draw_menu(layout, "Script") layout.separator() self.draw_menu(layout, "Group") self.draw_menu(layout, "Layout") self.draw_root_assets(layout) add_menus = { # menu bl_idname: baseclass "NODE_MT_category_shader_input": NODE_MT_shader_node_input_base, "NODE_MT_category_shader_output": NODE_MT_shader_node_output_base, "NODE_MT_category_shader_color": NODE_MT_shader_node_color_base, "NODE_MT_category_shader_converter": NODE_MT_shader_node_converter_base, "NODE_MT_category_shader_shader": NODE_MT_shader_node_shader_base, "NODE_MT_category_shader_texture": NODE_MT_shader_node_texture_base, "NODE_MT_category_shader_vector": NODE_MT_shader_node_vector_base, "NODE_MT_category_shader_script": NODE_MT_shader_node_script_base, "NODE_MT_category_shader_utilities": NODE_MT_shader_node_utilities_base, "NODE_MT_shader_node_add_all": NODE_MT_shader_node_all_base, } add_menus = node_add_menu.generate_menus( add_menus, template=node_add_menu.AddNodeMenu, base_dict=node_add_menu.add_base_pathing_dict ) swap_menus = { # menu bl_idname: baseclass "NODE_MT_shader_node_input_swap": NODE_MT_shader_node_input_base, "NODE_MT_shader_node_output_swap": NODE_MT_shader_node_output_base, "NODE_MT_shader_node_color_swap": NODE_MT_shader_node_color_base, "NODE_MT_shader_node_converter_swap": NODE_MT_shader_node_converter_base, "NODE_MT_shader_node_shader_swap": NODE_MT_shader_node_shader_base, "NODE_MT_shader_node_texture_swap": NODE_MT_shader_node_texture_base, "NODE_MT_shader_node_vector_swap": NODE_MT_shader_node_vector_base, "NODE_MT_shader_node_script_swap": NODE_MT_shader_node_script_base, "NODE_MT_shader_node_utilities_swap": NODE_MT_shader_node_utilities_base, "NODE_MT_shader_node_swap_all": NODE_MT_shader_node_all_base, } swap_menus = node_add_menu.generate_menus( swap_menus, template=node_add_menu.SwapNodeMenu, base_dict=node_add_menu.swap_base_pathing_dict ) classes = ( *add_menus, *swap_menus, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)