Files
test2/scripts/startup/bl_ui/node_add_menu_shader.py
Jacques Lucke 02bdc709c2 Shader Nodes: support Menu Switch node
This implements the Menu Switch node in shader nodes. It's the same node that is
used in Geometry Nodes and the Compositor.

The Menu Switch node is purely handled during preprocessing and thus builds on
top of #141936. Hence, it's input has to be a single value, just like the
iteration count for repeat zones. This limitation can be lifted in the future,
but currently there is no way to produce a non-single menu value in shader
nodes. This will become possible if other Switch nodes are added though.

Pull Request: https://projects.blender.org/blender/blender/pulls/146896
2025-09-29 17:26:38 +02:00

490 lines
16 KiB
Python

# 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")
layout.separator()
self.node_operator(layout, "GeometryNodeMenuSwitch")
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)