Files
test/release/scripts/startup/bl_ui/space_node.py
Sergey Sharybin dd65a6b67d Color Management: pipeline cleanup
- Move color management settings to scene, so it's now clear for
  all areas (such as compositor, sequencer) which settings to
  use for display buffers

- Currently removed per-editor color management settings. It could
  be nice to have them, but they don't fit nicely into overall
  pipeline and could be added as a override settings for display
  only later.

- Make sequencer working in space defined by sequencer_workspace
  role in OCIO configuration file.
  If this role is not set, sequencer will fallback to legacy sRGB
  Gamma 2.2 space.

  Currently use vd16 color space for sequencer. Not sure what exactly
  this color space is, but it's pretty close to SPI Film view and
  it's still invertable.

- Sequencer will now output linear float buffers, not color managed
  float buffers.
  Before this sequencer used to output float buffers in sRGB space,
  which was sequencer's working space. Now it can not output buffers
  in this space since other areas are not aware of this space.
  This also makes it's consistent that all float buffers in Blender
  are in linear space.

- When saving render result into byte file format scene's display
  transform would be applied on this buffer.
  When saving files from image editor, there'll be a display
  transform settings which are default set to scene's settings but
  could also be overwritten.

Additional details are there (would be extended soon):

  http://wiki.blender.org/index.php/User:Nazg-gul/ColorManagement
2012-08-22 14:23:08 +00:00

271 lines
8.7 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.link_make")
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_cut")
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, "two_pass")
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__)