Files
test2/scripts/startup/bl_ui/node_add_menu_shader.py
Habib Gahbiche 5e0b244066 Nodes: Unify add menus
The general idea is to order all menus as:
```
Common categories
(e.g. Input/output)
---
Specific categories
---
Assets
--
Common categories
(e.g. Group/Layout)
```

## Changes:
### Compositor
- Removed Color/Mix submenu
- Moved Vector to Utilities
- New Category: "Creative". This is where most new assets will fit in.
- Moved to Creative:
	- Kuwahara
    - Pixelate
    - Posterize

### Geo Nodes
- Moved 'Vector' to 'Utilities'
- Moved 'Attribute' before 'Geometry'
- Moved 'Material' to 'Geometry'
- Moved 'Color' to top level, grouped with Utilities

### Shader
- Moved 'Vector' to 'Utilities'
- Deleted 'Converter'
- New 'Displacement' menu
- Grouped 'Color' with Utilities (remains top level)

Ref: https://devtalk.blender.org/t/2025-09-05-design-session-node-groups-different-editors/42244
Pull Request: https://projects.blender.org/blender/blender/pulls/146806
2025-10-02 11:07:25 +02:00

517 lines
17 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
layout.separator()
self.node_operator(layout, "ShaderNodeBlackbody")
self.node_operator(layout, "ShaderNodeWavelength")
self.node_operator(layout, "ShaderNodeValToRGB")
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.node_operator(layout, "ShaderNodeRGBCurve")
self.color_mix_node(context, layout)
layout.separator()
self.node_operator(layout, "ShaderNodeCombineColor")
self.node_operator(layout, "ShaderNodeSeparateColor")
layout.separator()
self.node_operator(layout, "ShaderNodeRGBToBW")
self.node_operator(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context))
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"
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")
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'VECTOR'"
self.node_operator(layout, "ShaderNodeSeparateXYZ")
layout.separator()
self.node_operator(layout, "ShaderNodeMapping")
self.node_operator(layout, "ShaderNodeNormal")
self.node_operator(layout, "ShaderNodeRadialTiling")
self.node_operator(layout, "ShaderNodeVectorCurve")
self.node_operator(layout, "ShaderNodeVectorRotate")
self.node_operator(layout, "ShaderNodeVectorTransform")
self.node_operator_with_searchable_enum(context, layout, "ShaderNodeVectorMath", "operation")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_shader_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_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_displacement_base(node_add_menu.NodeMenu):
bl_label = "Displacement"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "ShaderNodeBump")
self.node_operator(layout, "ShaderNodeDisplacement")
self.node_operator(layout, "ShaderNodeNormalMap")
self.node_operator(layout, "ShaderNodeVectorDisplacement")
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.draw_menu(layout, "Utilities/Math")
self.draw_menu(layout, "Utilities/Vector")
layout.separator()
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")
self.draw_assets_for_catalog(layout, self.bl_label)
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, "Displacement")
self.draw_menu(layout, "Shader")
layout.separator()
self.draw_menu(layout, "Color")
self.draw_menu(layout, "Texture")
self.draw_menu(layout, "Utilities")
layout.separator()
self.draw_menu(layout, "Script")
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_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_shader": NODE_MT_shader_node_shader_base,
"NODE_MT_category_shader_texture": NODE_MT_shader_node_texture_base,
"NODE_MT_category_shader_displacement": NODE_MT_shader_node_displacement_base,
"NODE_MT_category_shader_vector": NODE_MT_shader_node_vector_base,
"NODE_MT_category_shader_math": NODE_MT_shader_node_math_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_shader_swap": NODE_MT_shader_node_shader_base,
"NODE_MT_shader_node_texture_swap": NODE_MT_shader_node_texture_base,
"NODE_MT_shader_node_displacement_swap": NODE_MT_shader_node_displacement_base,
"NODE_MT_shader_node_vector_swap": NODE_MT_shader_node_vector_base,
"NODE_MT_shader_node_math_swap": NODE_MT_shader_node_math_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)