Files
test2/scripts/startup/bl_ui/node_add_menu_shader.py
Pablo Vazquez f8dd297531 Cleanup: rename shading to shader in add menu file
Also use lowercase for menu bl_idname, since there won't be any
conflict it's not needed.
2023-09-01 23:36:34 +02:00

256 lines
12 KiB
Python

# SPDX-FileCopyrightText: 2022-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Menu
from bl_ui import node_add_menu
from nodeitems_builtins import (
eevee_cycles_shader_nodes_poll,
line_style_shader_nodes_poll,
object_cycles_shader_nodes_poll,
object_eevee_cycles_shader_nodes_poll,
object_eevee_shader_nodes_poll,
world_shader_nodes_poll,
)
from bpy.app.translations import (
pgettext_iface as iface_,
)
class NODE_MT_category_shader_input(Menu):
bl_idname = "NODE_MT_category_shader_input"
bl_label = "Input"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeAmbientOcclusion")
node_add_menu.add_node_type(layout, "ShaderNodeAttribute")
node_add_menu.add_node_type(layout, "ShaderNodeBevel")
node_add_menu.add_node_type(layout, "ShaderNodeCameraData")
node_add_menu.add_node_type(layout, "ShaderNodeVertexColor")
node_add_menu.add_node_type(layout, "ShaderNodeHairInfo")
node_add_menu.add_node_type(layout, "ShaderNodeFresnel")
node_add_menu.add_node_type(layout, "ShaderNodeNewGeometry")
node_add_menu.add_node_type(layout, "ShaderNodeLayerWeight")
node_add_menu.add_node_type(layout, "ShaderNodeLightPath")
node_add_menu.add_node_type(layout, "ShaderNodeObjectInfo")
node_add_menu.add_node_type(layout, "ShaderNodeParticleInfo")
node_add_menu.add_node_type(layout, "ShaderNodePointInfo")
node_add_menu.add_node_type(layout, "ShaderNodeRGB")
node_add_menu.add_node_type(layout, "ShaderNodeTangent")
node_add_menu.add_node_type(layout, "ShaderNodeTexCoord")
node_add_menu.add_node_type(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeUVMap")
node_add_menu.add_node_type(layout, "ShaderNodeValue")
node_add_menu.add_node_type(layout, "ShaderNodeVolumeInfo")
node_add_menu.add_node_type(layout, "ShaderNodeWireframe")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_output(Menu):
bl_idname = "NODE_MT_category_shader_output"
bl_label = "Output"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeOutputLight", poll=object_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeOutputAOV"),
node_add_menu.add_node_type(layout, "ShaderNodeOutputWorld", poll=world_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll(context)),
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_shader(Menu):
bl_idname = "NODE_MT_category_shader_shader"
bl_label = "Shader"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeAddShader", poll=eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBackground", poll=world_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfDiffuse", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeEmission", poll=eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfGlass", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfGlossy", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfHair", poll=object_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeHoldout", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeMixShader", poll=eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfPrincipled", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfHairPrincipled", poll=object_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeVolumePrincipled"),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfRefraction", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfSheen", poll=object_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeSubsurfaceScattering", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfToon", poll=object_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfTranslucent", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeBsdfTransparent", poll=object_eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeVolumeAbsorption", poll=eevee_cycles_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeVolumeScatter", poll=eevee_cycles_shader_nodes_poll(context)),
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_color(Menu):
bl_idname = "NODE_MT_category_shader_color"
bl_label = "Color"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBrightContrast")
node_add_menu.add_node_type(layout, "ShaderNodeGamma")
node_add_menu.add_node_type(layout, "ShaderNodeHueSaturation")
node_add_menu.add_node_type(layout, "ShaderNodeInvert")
node_add_menu.add_node_type(layout, "ShaderNodeLightFalloff")
props = node_add_menu.add_node_type(layout, "ShaderNodeMix", label=iface_("Mix Color"))
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'RGBA'"
node_add_menu.add_node_type(layout, "ShaderNodeRGBCurve")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_converter(Menu):
bl_idname = "NODE_MT_category_shader_converter"
bl_label = "Converter"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBlackbody")
node_add_menu.add_node_type(layout, "ShaderNodeClamp")
node_add_menu.add_node_type(layout, "ShaderNodeValToRGB")
node_add_menu.add_node_type(layout, "ShaderNodeCombineColor")
node_add_menu.add_node_type(layout, "ShaderNodeCombineXYZ")
node_add_menu.add_node_type(layout, "ShaderNodeFloatCurve")
node_add_menu.add_node_type(layout, "ShaderNodeMapRange")
node_add_menu.add_node_type(layout, "ShaderNodeMath")
node_add_menu.add_node_type(layout, "ShaderNodeMix")
node_add_menu.add_node_type(layout, "ShaderNodeRGBToBW")
node_add_menu.add_node_type(layout, "ShaderNodeSeparateColor")
node_add_menu.add_node_type(layout, "ShaderNodeSeparateXYZ")
node_add_menu.add_node_type(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context)),
node_add_menu.add_node_type(layout, "ShaderNodeVectorMath")
node_add_menu.add_node_type(layout, "ShaderNodeWavelength")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_texture(Menu):
bl_idname = "NODE_MT_category_shader_texture"
bl_label = "Texture"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeTexBrick")
node_add_menu.add_node_type(layout, "ShaderNodeTexChecker")
node_add_menu.add_node_type(layout, "ShaderNodeTexEnvironment")
node_add_menu.add_node_type(layout, "ShaderNodeTexGradient")
node_add_menu.add_node_type(layout, "ShaderNodeTexIES")
node_add_menu.add_node_type(layout, "ShaderNodeTexImage")
node_add_menu.add_node_type(layout, "ShaderNodeTexMagic")
node_add_menu.add_node_type(layout, "ShaderNodeTexMusgrave")
node_add_menu.add_node_type(layout, "ShaderNodeTexNoise")
node_add_menu.add_node_type(layout, "ShaderNodeTexPointDensity")
node_add_menu.add_node_type(layout, "ShaderNodeTexSky")
node_add_menu.add_node_type(layout, "ShaderNodeTexVoronoi")
node_add_menu.add_node_type(layout, "ShaderNodeTexWave")
node_add_menu.add_node_type(layout, "ShaderNodeTexWhiteNoise")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_vector(Menu):
bl_idname = "NODE_MT_category_shader_vector"
bl_label = "Vector"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBump")
node_add_menu.add_node_type(layout, "ShaderNodeDisplacement")
node_add_menu.add_node_type(layout, "ShaderNodeMapping")
node_add_menu.add_node_type(layout, "ShaderNodeNormal")
node_add_menu.add_node_type(layout, "ShaderNodeNormalMap")
node_add_menu.add_node_type(layout, "ShaderNodeVectorCurve")
node_add_menu.add_node_type(layout, "ShaderNodeVectorDisplacement")
node_add_menu.add_node_type(layout, "ShaderNodeVectorRotate")
node_add_menu.add_node_type(layout, "ShaderNodeVectorTransform")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_script(Menu):
bl_idname = "NODE_MT_category_shader_script"
bl_label = "Script"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeScript")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_group(Menu):
bl_idname = "NODE_MT_category_shader_group"
bl_label = "Group"
def draw(self, context):
layout = self.layout
node_add_menu.draw_node_group_add_menu(context, layout)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_add_all(Menu):
bl_idname = "NODE_MT_shader_node_add_all"
bl_label = "Add"
def draw(self, _context):
layout = self.layout
layout.menu("NODE_MT_category_shader_input")
layout.menu("NODE_MT_category_shader_output")
layout.separator()
layout.menu("NODE_MT_category_shader_color")
layout.menu("NODE_MT_category_shader_converter")
layout.menu("NODE_MT_category_shader_shader")
layout.menu("NODE_MT_category_shader_texture")
layout.menu("NODE_MT_category_shader_vector")
layout.separator()
layout.menu("NODE_MT_category_shader_script")
layout.separator()
layout.menu("NODE_MT_category_shader_group")
layout.menu("NODE_MT_category_layout")
node_add_menu.draw_root_assets(layout)
classes = (
NODE_MT_shader_node_add_all,
NODE_MT_category_shader_input,
NODE_MT_category_shader_output,
NODE_MT_category_shader_color,
NODE_MT_category_shader_converter,
NODE_MT_category_shader_shader,
NODE_MT_category_shader_texture,
NODE_MT_category_shader_vector,
NODE_MT_category_shader_script,
NODE_MT_category_shader_group,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)