# SPDX-FileCopyrightText: 2022-2023 Blender Authors # # SPDX-License-Identifier: GPL-2.0-or-later from bpy.types import Menu 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_category_shader_input(Menu): bl_idname = "NODE_MT_category_shader_input" bl_label = "Input" def draw(self, context): layout = self.layout node_add_menu.add_node_type(layout, "ShaderNodeAmbientOcclusion") node_add_menu.add_node_type(layout, "ShaderNodeAttribute") node_add_menu.add_node_type(layout, "ShaderNodeBevel") node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeCameraData", ["View Vector", "View Z Depth", "View Distance"], ) node_add_menu.add_node_type(layout, "ShaderNodeVertexColor") node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeHairInfo", ["Is Strand", "Intercept", "Length", "Thickness", "Tangent Normal", "Random"], ) node_add_menu.add_node_type(layout, "ShaderNodeFresnel") node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeNewGeometry", [ "Position", "Normal", "Tangent", "True Normal", "Incoming", "Parametric", "Backfacing", "Pointiness", "Random Per Island", ], ) node_add_menu.add_node_type(layout, "ShaderNodeLayerWeight") node_add_menu.add_node_type_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" ], ) node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeObjectInfo", ["Location", "Color", "Alpha", "Object Index", "Material Index", "Random"], ) node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeParticleInfo", ["Index", "Random", "Age", "Lifetime", "Location", "Size", "Velocity", "Angular Velocity"], ) node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodePointInfo", ["Position", "Radius", "Random"], ) node_add_menu.add_node_type(layout, "ShaderNodeRGB") node_add_menu.add_node_type(layout, "ShaderNodeTangent") node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeTexCoord", ["Normal", "UV", "Object", "Camera", "Window", "Reflection"], ) node_add_menu.add_node_type(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context)) node_add_menu.add_node_type(layout, "ShaderNodeUVMap") node_add_menu.add_node_type(layout, "ShaderNodeValue") node_add_menu.add_node_type_with_outputs( context, layout, "ShaderNodeVolumeInfo", ["Color", "Density", "Flame", "Temperature"], ) node_add_menu.add_node_type(layout, "ShaderNodeWireframe") node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_output(Menu): bl_idname = "NODE_MT_category_shader_output" bl_label = "Output" def draw(self, context): layout = self.layout node_add_menu.add_node_type( layout, "ShaderNodeOutputAOV", ) node_add_menu.add_node_type( layout, "ShaderNodeOutputLight", poll=object_not_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeOutputMaterial", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeOutputWorld", poll=world_shader_nodes_poll(context), ) node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_shader(Menu): bl_idname = "NODE_MT_category_shader_shader" bl_label = "Shader" def draw(self, context): layout = self.layout node_add_menu.add_node_type( layout, "ShaderNodeAddShader", ) node_add_menu.add_node_type( layout, "ShaderNodeBackground", poll=world_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfDiffuse", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeEmission", ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfGlass", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfGlossy", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfHair", poll=object_not_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeHoldout", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfMetallic", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeMixShader", ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfPrincipled", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfHairPrincipled", poll=object_not_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeVolumePrincipled" ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfRayPortal", poll=object_not_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfRefraction", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfSheen", poll=object_not_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeSubsurfaceScattering", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfToon", poll=object_not_eevee_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfTranslucent", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeBsdfTransparent", poll=object_shader_nodes_poll(context), ) node_add_menu.add_node_type( layout, "ShaderNodeVolumeAbsorption", ) node_add_menu.add_node_type( layout, "ShaderNodeVolumeScatter", ) node_add_menu.add_node_type( layout, "ShaderNodeVolumeCoefficients", ) node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_color(Menu): bl_idname = "NODE_MT_category_shader_color" bl_label = "Color" def draw(self, context): layout = self.layout node_add_menu.add_node_type(layout, "ShaderNodeBrightContrast") node_add_menu.add_node_type(layout, "ShaderNodeGamma") node_add_menu.add_node_type(layout, "ShaderNodeHueSaturation") node_add_menu.add_node_type(layout, "ShaderNodeInvert") node_add_menu.add_node_type(layout, "ShaderNodeLightFalloff") node_add_menu.add_color_mix_node(context, layout) node_add_menu.add_node_type(layout, "ShaderNodeRGBCurve") node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_converter(Menu): bl_idname = "NODE_MT_category_shader_converter" bl_label = "Converter" def draw(self, context): layout = self.layout node_add_menu.add_node_type(layout, "ShaderNodeBlackbody") node_add_menu.add_node_type(layout, "ShaderNodeClamp") node_add_menu.add_node_type(layout, "ShaderNodeValToRGB") node_add_menu.add_node_type(layout, "ShaderNodeCombineColor") node_add_menu.add_node_type(layout, "ShaderNodeCombineXYZ") node_add_menu.add_node_type(layout, "ShaderNodeFloatCurve") node_add_menu.add_node_type(layout, "ShaderNodeMapRange") node_add_menu.add_node_type_with_searchable_enum(context, layout, "ShaderNodeMath", "operation") node_add_menu.add_node_type(layout, "ShaderNodeMix") node_add_menu.add_node_type(layout, "ShaderNodeRGBToBW") node_add_menu.add_node_type(layout, "ShaderNodeSeparateColor") node_add_menu.add_node_type(layout, "ShaderNodeSeparateXYZ") node_add_menu.add_node_type(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context)) node_add_menu.add_node_type_with_searchable_enum(context, layout, "ShaderNodeVectorMath", "operation") node_add_menu.add_node_type(layout, "ShaderNodeWavelength") node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_texture(Menu): bl_idname = "NODE_MT_category_shader_texture" bl_label = "Texture" def draw(self, _context): layout = self.layout node_add_menu.add_node_type(layout, "ShaderNodeTexBrick") node_add_menu.add_node_type(layout, "ShaderNodeTexChecker") node_add_menu.add_node_type(layout, "ShaderNodeTexEnvironment") node_add_menu.add_node_type(layout, "ShaderNodeTexGabor") node_add_menu.add_node_type(layout, "ShaderNodeTexGradient") node_add_menu.add_node_type(layout, "ShaderNodeTexIES") node_add_menu.add_node_type(layout, "ShaderNodeTexImage") node_add_menu.add_node_type(layout, "ShaderNodeTexMagic") node_add_menu.add_node_type(layout, "ShaderNodeTexNoise") node_add_menu.add_node_type(layout, "ShaderNodeTexSky") node_add_menu.add_node_type(layout, "ShaderNodeTexVoronoi") node_add_menu.add_node_type(layout, "ShaderNodeTexWave") node_add_menu.add_node_type(layout, "ShaderNodeTexWhiteNoise") node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_vector(Menu): bl_idname = "NODE_MT_category_shader_vector" bl_label = "Vector" def draw(self, _context): layout = self.layout node_add_menu.add_node_type(layout, "ShaderNodeBump") node_add_menu.add_node_type(layout, "ShaderNodeDisplacement") node_add_menu.add_node_type(layout, "ShaderNodeMapping") node_add_menu.add_node_type(layout, "ShaderNodeNormal") node_add_menu.add_node_type(layout, "ShaderNodeNormalMap") node_add_menu.add_node_type(layout, "ShaderNodeVectorCurve") node_add_menu.add_node_type(layout, "ShaderNodeVectorDisplacement") node_add_menu.add_node_type(layout, "ShaderNodeVectorRotate") node_add_menu.add_node_type(layout, "ShaderNodeVectorTransform") node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_script(Menu): bl_idname = "NODE_MT_category_shader_script" bl_label = "Script" def draw(self, _context): layout = self.layout node_add_menu.add_node_type(layout, "ShaderNodeScript") node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_category_shader_group(Menu): bl_idname = "NODE_MT_category_shader_group" bl_label = "Group" def draw(self, context): layout = self.layout node_add_menu.draw_node_group_add_menu(context, layout) node_add_menu.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_add_all(Menu): bl_idname = "NODE_MT_shader_node_add_all" bl_label = "Add" bl_translation_context = i18n_contexts.operator_default def draw(self, _context): layout = self.layout layout.menu("NODE_MT_category_shader_input") layout.menu("NODE_MT_category_shader_output") layout.separator() layout.menu("NODE_MT_category_shader_color") layout.menu("NODE_MT_category_shader_converter") layout.menu("NODE_MT_category_shader_shader") layout.menu("NODE_MT_category_shader_texture") layout.menu("NODE_MT_category_shader_vector") layout.separator() layout.menu("NODE_MT_category_shader_script") layout.separator() layout.menu("NODE_MT_category_shader_group") layout.menu("NODE_MT_category_layout") node_add_menu.draw_root_assets(layout) classes = ( NODE_MT_shader_node_add_all, NODE_MT_category_shader_input, NODE_MT_category_shader_output, NODE_MT_category_shader_color, NODE_MT_category_shader_converter, NODE_MT_category_shader_shader, NODE_MT_category_shader_texture, NODE_MT_category_shader_vector, NODE_MT_category_shader_script, NODE_MT_category_shader_group, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)