- 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
271 lines
8.7 KiB
Python
271 lines
8.7 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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from bpy.types import Header, Menu, Panel
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class NODE_HT_header(Header):
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bl_space_type = 'NODE_EDITOR'
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ob = context.object
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snode = context.space_data
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snode_id = snode.id
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id_from = snode.id_from
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toolsettings = context.tool_settings
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row = layout.row(align=True)
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row.template_header()
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if context.area.show_menus:
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row.menu("NODE_MT_view")
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row.menu("NODE_MT_select")
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row.menu("NODE_MT_add")
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row.menu("NODE_MT_node")
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layout.prop(snode, "tree_type", text="", expand=True)
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if snode.tree_type == 'SHADER':
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if scene.render.use_shading_nodes:
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layout.prop(snode, "shader_type", text="", expand=True)
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if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
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# Show material.new when no active ID/slot exists
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if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
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layout.template_ID(ob, "active_material", new="material.new")
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# Material ID, but not for Lamps
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if id_from and ob.type != 'LAMP':
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layout.template_ID(id_from, "active_material", new="material.new")
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# Don't show "Use Nodes" Button when Engine is BI for Lamps
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if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
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layout.prop(snode_id, "use_nodes")
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if snode.shader_type == 'WORLD':
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layout.template_ID(scene, "world", new="world.new")
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'TEXTURE':
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layout.prop(snode, "texture_type", text="", expand=True)
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if id_from:
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if snode.texture_type == 'BRUSH':
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layout.template_ID(id_from, "texture", new="texture.new")
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else:
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layout.template_ID(id_from, "active_texture", new="texture.new")
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if snode_id:
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layout.prop(snode_id, "use_nodes")
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elif snode.tree_type == 'COMPOSITING':
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layout.prop(snode_id, "use_nodes")
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layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused")
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layout.prop(snode, "show_backdrop")
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if snode.show_backdrop:
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row = layout.row(align=True)
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row.prop(snode, "backdrop_channels", text="", expand=True)
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layout.prop(snode, "use_auto_render")
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layout.separator()
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# Snap
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row = layout.row(align=True)
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row.prop(toolsettings, "use_snap", text="")
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row.prop(toolsettings, "snap_node_element", text="", icon_only=True)
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if toolsettings.snap_node_element != 'INCREMENT':
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row.prop(toolsettings, "snap_target", text="")
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row = layout.row(align=True)
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row.operator("node.clipboard_copy", text="", icon='COPYDOWN')
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row.operator("node.clipboard_paste", text="", icon='PASTEDOWN')
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layout.template_running_jobs()
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class NODE_MT_view(Menu):
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bl_label = "View"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.properties", icon='MENU_PANEL')
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layout.separator()
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layout.operator("view2d.zoom_in")
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layout.operator("view2d.zoom_out")
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layout.separator()
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layout.operator("node.view_selected")
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layout.operator("node.view_all")
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if context.space_data.show_backdrop:
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layout.separator()
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layout.operator("node.backimage_move", text="Backdrop move")
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layout.operator("node.backimage_zoom", text="Backdrop zoom in").factor = 1.2
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layout.operator("node.backimage_zoom", text="Backdrop zoom out").factor = 0.833
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layout.separator()
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layout.operator("screen.area_dupli")
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layout.operator("screen.screen_full_area")
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class NODE_MT_select(Menu):
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bl_label = "Select"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.select_border")
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layout.separator()
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layout.operator("node.select_all").action = 'TOGGLE'
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layout.operator("node.select_all", text="Inverse").action = 'INVERT'
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layout.operator("node.select_linked_from")
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layout.operator("node.select_linked_to")
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layout.operator("node.select_same_type")
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layout.operator("node.select_same_type_next")
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layout.operator("node.select_same_type_prev")
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class NODE_MT_node(Menu):
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bl_label = "Node"
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def draw(self, context):
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layout = self.layout
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layout.operator("transform.translate")
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layout.operator("transform.rotate")
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layout.operator("transform.resize")
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layout.separator()
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layout.operator("node.duplicate_move")
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layout.operator("node.delete")
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layout.operator("node.delete_reconnect")
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layout.separator()
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layout.operator("node.link_make")
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layout.operator("node.link_make", text="Make and Replace Links").replace = True
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layout.operator("node.links_cut")
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layout.separator()
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layout.operator("node.group_edit")
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layout.operator("node.group_ungroup")
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layout.operator("node.group_make")
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layout.separator()
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layout.operator("node.hide_toggle")
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layout.operator("node.mute_toggle")
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layout.operator("node.preview_toggle")
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layout.operator("node.hide_socket_toggle")
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layout.operator("node.options_toggle")
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layout.operator("node.collapse_hide_unused_toggle")
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layout.separator()
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layout.operator("node.show_cyclic_dependencies")
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layout.operator("node.read_renderlayers")
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layout.operator("node.read_fullsamplelayers")
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# Node Backdrop options
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class NODE_PT_properties(Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Backdrop"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'COMPOSITING'
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def draw_header(self, context):
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snode = context.space_data
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self.layout.prop(snode, "show_backdrop", text="")
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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layout.active = snode.show_backdrop
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layout.prop(snode, "backdrop_channels", text="")
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layout.prop(snode, "backdrop_zoom", text="Zoom")
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col = layout.column(align=True)
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col.label(text="Offset:")
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col.prop(snode, "backdrop_x", text="X")
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col.prop(snode, "backdrop_y", text="Y")
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col.operator("node.backimage_move", text="Move")
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class NODE_PT_quality(bpy.types.Panel):
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bl_space_type = 'NODE_EDITOR'
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bl_region_type = 'UI'
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bl_label = "Performance"
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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return snode.tree_type == 'COMPOSITING' and snode.node_tree is not None
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def draw(self, context):
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layout = self.layout
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snode = context.space_data
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tree = snode.node_tree
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col = layout.column()
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col.prop(tree, "render_quality", text="Render")
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col.prop(tree, "edit_quality", text="Edit")
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col.prop(tree, "chunk_size")
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col = layout.column()
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col.prop(tree, "use_opencl")
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col.prop(tree, "two_pass")
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col.prop(snode, "show_highlight")
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col.prop(snode, "use_hidden_preview")
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class NODE_MT_node_color_presets(Menu):
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"""Predefined node color"""
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bl_label = "Color Presets"
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preset_subdir = "node_color"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class NODE_MT_node_color_specials(Menu):
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bl_label = "Node Color Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("node.node_copy_color", icon='COPY_ID')
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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