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test2/scripts/startup/bl_ui/node_add_menu_compositor.py

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# 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,
)
class NODE_MT_compositor_node_input_base(node_add_menu.NodeMenu):
bl_label = "Input"
def draw(self, context):
del context
layout = self.layout
self.draw_menu(layout, path="Input/Constant")
layout.separator()
self.node_operator(layout, "NodeGroupInput")
self.node_operator(layout, "CompositorNodeBokehImage")
self.node_operator(layout, "CompositorNodeImage")
self.node_operator(layout, "CompositorNodeImageInfo")
self.node_operator(layout, "CompositorNodeImageCoordinates")
self.node_operator(layout, "CompositorNodeMask")
self.node_operator(layout, "CompositorNodeMovieClip")
layout.separator()
self.draw_menu(layout, path="Input/Scene")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_input_constant_base(node_add_menu.NodeMenu):
bl_label = "Constant"
menu_path = "Input/Constant"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeRGB")
self.node_operator(layout, "ShaderNodeValue")
self.node_operator(layout, "CompositorNodeNormal")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_input_scene_base(node_add_menu.NodeMenu):
bl_label = "Scene"
menu_path = "Input/Scene"
def draw(self, context):
layout = self.layout
VSE: Add Compositor modifier This patch adds a new Compositor modifier that applies a compositing node group on a sequencer strip. This patch also introduces the concept of a compositor node tree space subtype, where we now have a Scene and a Sequencer subtypes. Practically, this just means that node like the Render Layers node will not be available in the node editor in the Sequencer subtype. Future improvements includes: - The compositor context is recreated on every modifier application, while it should ideally be persistent somehow to make use of the compositor static cache. This might require work from the compositor side by moving the static cache outside of the context and make it thread safe if needed. See `Render.compositor` for an example on persistent context. - GPU execution is not supported. This just needs a GPU context to be bound before execution, but the tricky part is getting a GPU context. See `render::Compositor::execute` for an example on bounding a GPU context and why it is less straight forward. - Node inputs are not exposed on the sequencer modifier interface. An approach similar to Geometry Nodes modifier could be used, look at `update_input_properties_from_node_tree` for reference, but notice that Geometry Nodes naturally exempt the main Geometry socket because Geometry inputs can't be exposed, but for the compositor, we will have to exempt the main Color and Mask sockets manually. !145971 Co-authored-by: Aras Pranckevicius <aras@nesnausk.org> Co-authored-by: Falk David <falk@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/139634
2025-09-26 08:40:42 +02:00
if context.space_data.node_tree_sub_type == 'SCENE':
self.node_operator(layout, "CompositorNodeRLayers")
self.node_operator_with_outputs(context, layout, "CompositorNodeSceneTime", ["Frame", "Seconds"])
self.node_operator(layout, "CompositorNodeTime")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_output_base(node_add_menu.NodeMenu):
bl_label = "Output"
def draw(self, context):
layout = self.layout
self.node_operator(layout, "NodeEnableOutput")
self.node_operator(layout, "NodeGroupOutput")
self.node_operator(layout, "CompositorNodeViewer")
VSE: Add Compositor modifier This patch adds a new Compositor modifier that applies a compositing node group on a sequencer strip. This patch also introduces the concept of a compositor node tree space subtype, where we now have a Scene and a Sequencer subtypes. Practically, this just means that node like the Render Layers node will not be available in the node editor in the Sequencer subtype. Future improvements includes: - The compositor context is recreated on every modifier application, while it should ideally be persistent somehow to make use of the compositor static cache. This might require work from the compositor side by moving the static cache outside of the context and make it thread safe if needed. See `Render.compositor` for an example on persistent context. - GPU execution is not supported. This just needs a GPU context to be bound before execution, but the tricky part is getting a GPU context. See `render::Compositor::execute` for an example on bounding a GPU context and why it is less straight forward. - Node inputs are not exposed on the sequencer modifier interface. An approach similar to Geometry Nodes modifier could be used, look at `update_input_properties_from_node_tree` for reference, but notice that Geometry Nodes naturally exempt the main Geometry socket because Geometry inputs can't be exposed, but for the compositor, we will have to exempt the main Color and Mask sockets manually. !145971 Co-authored-by: Aras Pranckevicius <aras@nesnausk.org> Co-authored-by: Falk David <falk@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/139634
2025-09-26 08:40:42 +02:00
if context.space_data.node_tree_sub_type == 'SCENE':
layout.separator()
self.node_operator(layout, "CompositorNodeOutputFile")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_color_base(node_add_menu.NodeMenu):
bl_label = "Color"
def draw(self, context):
layout = self.layout
self.draw_menu(layout, path="Color/Adjust")
layout.separator()
self.node_operator(layout, "CompositorNodePremulKey")
self.node_operator(layout, "CompositorNodeAlphaOver")
self.node_operator(layout, "CompositorNodeSetAlpha")
layout.separator()
self.node_operator(layout, "CompositorNodeCombineColor")
self.node_operator(layout, "CompositorNodeSeparateColor")
layout.separator()
self.node_operator(layout, "CompositorNodeZcombine")
self.color_mix_node(context, layout)
layout.separator()
self.node_operator(layout, "ShaderNodeBlackbody")
self.node_operator(layout, "ShaderNodeValToRGB")
self.node_operator(layout, "CompositorNodeConvertColorSpace")
self.node_operator(layout, "CompositorNodeConvertToDisplay")
layout.separator()
self.node_operator(layout, "CompositorNodeInvert")
self.node_operator(layout, "CompositorNodeRGBToBW")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_color_adjust_base(node_add_menu.NodeMenu):
bl_label = "Adjust"
menu_path = "Color/Adjust"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeBrightContrast")
self.node_operator(layout, "CompositorNodeColorBalance")
self.node_operator(layout, "CompositorNodeColorCorrection")
self.node_operator(layout, "CompositorNodeExposure")
self.node_operator(layout, "ShaderNodeGamma")
self.node_operator(layout, "CompositorNodeHueCorrect")
self.node_operator(layout, "CompositorNodeHueSat")
self.node_operator(layout, "CompositorNodeCurveRGB")
self.node_operator(layout, "CompositorNodeTonemap")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_color_mix_base(node_add_menu.NodeMenu):
bl_label = "Mix"
menu_path = "Color/Mix"
def draw(self, context):
del context
layout = self.layout
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_filter_base(node_add_menu.NodeMenu):
bl_label = "Filter"
def draw(self, context):
layout = self.layout
self.draw_menu(layout, path="Filter/Blur")
layout.separator()
self.node_operator(layout, "CompositorNodeAntiAliasing")
self.node_operator(layout, "CompositorNodeConvolve")
self.node_operator(layout, "CompositorNodeDenoise")
self.node_operator(layout, "CompositorNodeDespeckle")
layout.separator()
self.node_operator(layout, "CompositorNodeDilateErode")
self.node_operator(layout, "CompositorNodeInpaint")
layout.separator()
self.node_operator_with_searchable_enum_socket(
context, layout, "CompositorNodeFilter", "Type", [
"Soften", "Box Sharpen", "Diamond Sharpen", "Laplace", "Sobel", "Prewitt", "Kirsch", "Shadow",
],
)
self.node_operator_with_searchable_enum_socket(
context, layout, "CompositorNodeGlare", "Type", [
"Bloom", "Ghosts", "Streaks", "Fog Glow", "Simple Star", "Sun Beams", "Kernel",
],
)
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_filter_blur_base(node_add_menu.NodeMenu):
bl_label = "Blur"
menu_path = "Filter/Blur"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeBilateralblur")
self.node_operator(layout, "CompositorNodeBlur")
self.node_operator(layout, "CompositorNodeBokehBlur")
self.node_operator(layout, "CompositorNodeDefocus")
self.node_operator(layout, "CompositorNodeDBlur")
self.node_operator(layout, "CompositorNodeVecBlur")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_keying_base(node_add_menu.NodeMenu):
bl_label = "Keying"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeChannelMatte")
self.node_operator(layout, "CompositorNodeChromaMatte")
self.node_operator(layout, "CompositorNodeColorMatte")
self.node_operator(layout, "CompositorNodeColorSpill")
self.node_operator(layout, "CompositorNodeDiffMatte")
self.node_operator(layout, "CompositorNodeDistanceMatte")
self.node_operator(layout, "CompositorNodeKeying")
self.node_operator(layout, "CompositorNodeKeyingScreen")
self.node_operator(layout, "CompositorNodeLumaMatte")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_mask_base(node_add_menu.NodeMenu):
bl_label = "Mask"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeCryptomatteV2")
self.node_operator(layout, "CompositorNodeCryptomatte")
layout.separator()
self.node_operator(layout, "CompositorNodeBoxMask")
self.node_operator(layout, "CompositorNodeEllipseMask")
layout.separator()
self.node_operator(layout, "CompositorNodeDoubleEdgeMask")
self.node_operator(layout, "CompositorNodeIDMask")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_tracking_base(node_add_menu.NodeMenu):
bl_label = "Tracking"
bl_translation_context = i18n_contexts.id_movieclip
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodePlaneTrackDeform")
self.node_operator(layout, "CompositorNodeStabilize")
self.node_operator(layout, "CompositorNodeTrackPos")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_transform_base(node_add_menu.NodeMenu):
bl_label = "Transform"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeRotate")
self.node_operator(layout, "CompositorNodeScale")
self.node_operator(layout, "CompositorNodeTransform")
self.node_operator(layout, "CompositorNodeTranslate")
layout.separator()
self.node_operator(layout, "CompositorNodeCornerPin")
self.node_operator(layout, "CompositorNodeCrop")
layout.separator()
self.node_operator(layout, "CompositorNodeDisplace")
self.node_operator(layout, "CompositorNodeFlip")
self.node_operator(layout, "CompositorNodeMapUV")
layout.separator()
self.node_operator(layout, "CompositorNodeLensdist")
self.node_operator(layout, "CompositorNodeMovieDistortion")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_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, "ShaderNodeTexGabor")
self.node_operator(layout, "ShaderNodeTexGradient")
self.node_operator(layout, "ShaderNodeTexMagic")
self.node_operator(layout, "ShaderNodeTexNoise")
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_compositor_node_utilities_base(node_add_menu.NodeMenu):
bl_label = "Utilities"
def draw(self, context):
del context
layout = self.layout
self.draw_menu(layout, path="Utilities/Math")
self.draw_menu(layout, path="Utilities/Vector")
layout.separator()
self.node_operator(layout, "CompositorNodeLevels")
self.node_operator(layout, "CompositorNodeNormalize")
layout.separator()
self.node_operator(layout, "CompositorNodeSplit")
self.node_operator(layout, "CompositorNodeSwitch")
self.node_operator(layout, "GeometryNodeMenuSwitch")
self.node_operator(
layout, "CompositorNodeSwitchView",
label="Switch Stereo View")
layout.separator()
self.node_operator(layout, "CompositorNodeRelativeToPixel")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_node_vector_base(node_add_menu.NodeMenu):
bl_label = "Vector"
menu_path = "Utilities/Vector"
def draw(self, context):
layout = self.layout
self.node_operator(layout, "ShaderNodeCombineXYZ")
props = self.node_operator(layout, "ShaderNodeMapRange")
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'FLOAT_VECTOR'"
props = self.node_operator(layout, "ShaderNodeMix", label="Mix Vector")
Compositor: Add common nodes to compositor This patch adds common nodes that are used in Geometry Nodes and Shader Nodes to the compositor. The following new nodes were added: - Vector Math. - Vector Rotate. - Vector Mix. - Value Mix. - Clamp. - Float Curve. - Blackbody. The follow nodes were replaced by common counterparts: - Value. - Color Ramp. - Mix Color. - Map Range. - Math. - Combine XYZ. - Separate XYZ. - Vector Curves. Some new features were gained in the process: - Mix Color can now clamp both factor and result. - Map Range can map different types and interpolations. - Vector Curves gained a new Factor input. Some behaviors were changed: - Map Range previously forcibly clamped values whose magnitude is larger than the arbitrary value of 10000. This is no longer the case. Some nodes were removed: - Map Value. This was Map Range without the maximum 10000 limitation followed by a Clamp node. Both are now available as nodes. Some common nodes remain separate: - Separate/Combine Color. Shader counterpart does not yet support all color modes, and does not support alpha. - RGB Curves. Shader variant does not support Film-Like curves or Black/White balancing. Texture nodes will also be added soon in a separate patch. Nodes that were replaced are now deprecated but still exist and will later be removed in v5.0. Backward compatibility code was introduced to convert from the deprecated nodes to the new nodes. Pull Request: https://projects.blender.org/blender/blender/pulls/135300
2025-03-19 10:54:36 +01:00
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'VECTOR'"
self.node_operator(layout, "ShaderNodeSeparateXYZ")
layout.separator()
self.node_operator(layout, "ShaderNodeRadialTiling")
self.node_operator(layout, "ShaderNodeVectorCurve")
self.node_operator_with_searchable_enum(context, layout, "ShaderNodeVectorMath", "operation")
self.node_operator(layout, "ShaderNodeVectorRotate")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_math_base(node_add_menu.NodeMenu):
bl_label = "Math"
menu_path = "Utilities/Math"
def draw(self, context):
layout = self.layout
self.node_operator(layout, "ShaderNodeClamp")
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.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_compositor_node_creative_base(node_add_menu.NodeMenu):
bl_label = "Creative"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "CompositorNodeKuwahara")
self.node_operator(layout, "CompositorNodePixelate")
self.node_operator(layout, "CompositorNodePosterize")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_compositor_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, "Creative")
self.draw_menu(layout, "Filter")
layout.separator()
self.draw_menu(layout, "Keying")
self.draw_menu(layout, "Mask")
layout.separator()
self.draw_menu(layout, "Tracking")
layout.separator()
self.draw_menu(layout, "Texture")
self.draw_menu(layout, "Transform")
self.draw_menu(layout, "Utilities")
layout.separator()
self.draw_root_assets(layout)
layout.separator()
self.draw_menu(layout, "Group")
self.draw_menu(layout, "Layout")
add_menus = {
# menu bl_idname: baseclass
"NODE_MT_category_compositor_input": NODE_MT_compositor_node_input_base,
"NODE_MT_category_compositor_input_constant": NODE_MT_compositor_node_input_constant_base,
"NODE_MT_category_compositor_input_scene": NODE_MT_compositor_node_input_scene_base,
"NODE_MT_category_compositor_output": NODE_MT_compositor_node_output_base,
"NODE_MT_category_compositor_color": NODE_MT_compositor_node_color_base,
"NODE_MT_category_compositor_color_adjust": NODE_MT_compositor_node_color_adjust_base,
"NODE_MT_category_compositor_filter": NODE_MT_compositor_node_filter_base,
"NODE_MT_category_compositor_filter_blur": NODE_MT_compositor_node_filter_blur_base,
"NODE_MT_category_compositor_creative": NODE_MT_compositor_node_creative_base,
"NODE_MT_category_compositor_texture": NODE_MT_compositor_node_texture_base,
"NODE_MT_category_compositor_keying": NODE_MT_compositor_node_keying_base,
"NODE_MT_category_compositor_mask": NODE_MT_compositor_node_mask_base,
"NODE_MT_category_compositor_tracking": NODE_MT_compositor_node_tracking_base,
"NODE_MT_category_compositor_transform": NODE_MT_compositor_node_transform_base,
"NODE_MT_category_compositor_utilities": NODE_MT_compositor_node_utilities_base,
"NODE_MT_category_compositor_vector": NODE_MT_compositor_node_vector_base,
"NODE_MT_category_compositor_math": NODE_MT_compositor_node_math_base,
"NODE_MT_compositor_node_add_all": NODE_MT_compositor_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_compositor_node_input_swap": NODE_MT_compositor_node_input_base,
"NODE_MT_compositor_node_input_constant_swap": NODE_MT_compositor_node_input_constant_base,
"NODE_MT_compositor_node_input_scene_swap": NODE_MT_compositor_node_input_scene_base,
"NODE_MT_compositor_node_output_swap": NODE_MT_compositor_node_output_base,
"NODE_MT_compositor_node_color_swap": NODE_MT_compositor_node_color_base,
"NODE_MT_compositor_node_color_adjust_swap": NODE_MT_compositor_node_color_adjust_base,
"NODE_MT_compositor_node_filter_swap": NODE_MT_compositor_node_filter_base,
"NODE_MT_compositor_node_filter_blur_swap": NODE_MT_compositor_node_filter_blur_base,
"NODE_MT_category_compositor_creative_swap": NODE_MT_compositor_node_creative_base,
"NODE_MT_compositor_node_texture_swap": NODE_MT_compositor_node_texture_base,
"NODE_MT_compositor_node_keying_swap": NODE_MT_compositor_node_keying_base,
"NODE_MT_compositor_node_mask_swap": NODE_MT_compositor_node_mask_base,
"NODE_MT_compositor_node_tracking_swap": NODE_MT_compositor_node_tracking_base,
"NODE_MT_compositor_node_transform_swap": NODE_MT_compositor_node_transform_base,
"NODE_MT_compositor_node_utilities_swap": NODE_MT_compositor_node_utilities_base,
"NODE_MT_compositor_node_vector_swap": NODE_MT_compositor_node_vector_base,
"NODE_MT_compositor_node_math_swap": NODE_MT_compositor_node_math_base,
"NODE_MT_compositor_node_swap_all": NODE_MT_compositor_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)