Files
test2/release/scripts/startup/bl_ui/space_node.py
Sergey Sharybin d0f67e498e Color management fixes and improvements
- Made color management cache safe for situations when one area
  requested a display buffer, then some changes were done which
  invalidated cache, other area requested display buffer which
  changed cached buffer.

  Suck case could be fatal for first used of display buffer,
  which didn't happen yet because cache is being accessed from
  main thread only, but better to keep this things completely
  thread save to avoid headache in the future.

- Baked RRT transformations, which gives ~3-4 times boost
  hopefully without visible artifacts.

- Added support of partial updates to display buffers.

  This would create special context which hols display buffer
  which imbuf had to the time of creating this context and
  later this context would allow to run a color correction
  from given linear buffer within given region.

  This is being used by compositor to enable more realtime
  display update when compositing.

- Added support of color management backdrop for nodes editor.

  There's now special menu called display properties in N-panel
  of nodes editor.

  Probably this better be de-duplicated somehow, but not sure
  yet how. Currently it's not so harmful to have panel for two
  spaces which contains only 2 properties.

  There's currently one unsolved issue with backdrop:
  it's not being updated progressively when just loading the
  file -- it's simply because there's no color managed display
  buffer for backdrop yet, and compositor doesn't actually
  know which color space to use here to generate preview to.
2012-06-30 12:36:03 +00:00

272 lines
8.6 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Header, Menu, Panel
class NODE_HT_header(Header):
bl_space_type = 'NODE_EDITOR'
def draw(self, context):
layout = self.layout
scene = context.scene
ob = context.object
snode = context.space_data
snode_id = snode.id
id_from = snode.id_from
toolsettings = context.tool_settings
row = layout.row(align=True)
row.template_header()
if context.area.show_menus:
row.menu("NODE_MT_view")
row.menu("NODE_MT_select")
row.menu("NODE_MT_add")
row.menu("NODE_MT_node")
layout.prop(snode, "tree_type", text="", expand=True)
if snode.tree_type == 'SHADER':
if scene.render.use_shading_nodes:
layout.prop(snode, "shader_type", text="", expand=True)
if (not scene.render.use_shading_nodes or snode.shader_type == 'OBJECT') and ob:
# Show material.new when no active ID/slot exists
if not id_from and ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'METABALL'}:
layout.template_ID(ob, "active_material", new="material.new")
# Material ID, but not for Lamps
if id_from and ob.type != 'LAMP':
layout.template_ID(id_from, "active_material", new="material.new")
# Don't show "Use Nodes" Button when Engine is BI for Lamps
if snode_id and not (scene.render.use_shading_nodes == 0 and ob.type == 'LAMP'):
layout.prop(snode_id, "use_nodes")
if snode.shader_type == 'WORLD':
layout.template_ID(scene, "world", new="world.new")
if snode_id:
layout.prop(snode_id, "use_nodes")
elif snode.tree_type == 'TEXTURE':
layout.prop(snode, "texture_type", text="", expand=True)
if id_from:
if snode.texture_type == 'BRUSH':
layout.template_ID(id_from, "texture", new="texture.new")
else:
layout.template_ID(id_from, "active_texture", new="texture.new")
if snode_id:
layout.prop(snode_id, "use_nodes")
elif snode.tree_type == 'COMPOSITING':
layout.prop(snode_id, "use_nodes")
layout.prop(snode_id.render, "use_free_unused_nodes", text="Free Unused")
layout.prop(snode, "show_backdrop")
if snode.show_backdrop:
row = layout.row(align=True)
row.prop(snode, "backdrop_channels", text="", expand=True)
layout.prop(snode, "use_auto_render")
layout.separator()
# Snap
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_node_element", text="", icon_only=True)
if toolsettings.snap_node_element != 'INCREMENT':
row.prop(toolsettings, "snap_target", text="")
layout.template_running_jobs()
class NODE_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("node.properties", icon='MENU_PANEL')
layout.separator()
layout.operator("view2d.zoom_in")
layout.operator("view2d.zoom_out")
layout.separator()
layout.operator("node.view_all")
if context.space_data.show_backdrop:
layout.separator()
layout.operator("node.backimage_move", text="Backdrop move")
layout.operator("node.backimage_zoom", text="Backdrop zoom in").factor = 1.2
layout.operator("node.backimage_zoom", text="Backdrop zoom out").factor = 0.833
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.screen_full_area")
class NODE_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("node.select_border")
layout.separator()
layout.operator("node.select_all")
layout.operator("node.select_linked_from")
layout.operator("node.select_linked_to")
layout.operator("node.select_same_type")
layout.operator("node.select_same_type_next")
layout.operator("node.select_same_type_prev")
class NODE_MT_node(Menu):
bl_label = "Node"
def draw(self, context):
layout = self.layout
layout.operator("transform.translate")
layout.operator("transform.rotate")
layout.operator("transform.resize")
layout.separator()
layout.operator("node.duplicate_move")
layout.operator("node.delete")
layout.operator("node.delete_reconnect")
layout.separator()
layout.operator("node.link_make")
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_cut")
layout.separator()
layout.operator("node.group_edit")
layout.operator("node.group_ungroup")
layout.operator("node.group_make")
layout.separator()
layout.operator("node.hide_toggle")
layout.operator("node.mute_toggle")
layout.operator("node.preview_toggle")
layout.operator("node.hide_socket_toggle")
layout.operator("node.options_toggle")
layout.separator()
layout.operator("node.show_cyclic_dependencies")
layout.operator("node.read_renderlayers")
layout.operator("node.read_fullsamplelayers")
class NODE_PT_display_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Display Properties"
def draw(self, context):
layout = self.layout
snode = context.space_data
window = context.window
layout.prop(window, "display_device", text="Display")
layout.prop(snode, "view_transform", text="View")
# Node Backdrop options
class NODE_PT_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Backdrop"
@classmethod
def poll(cls, context):
snode = context.space_data
return snode.tree_type == 'COMPOSITING'
def draw_header(self, context):
snode = context.space_data
self.layout.prop(snode, "show_backdrop", text="")
def draw(self, context):
layout = self.layout
snode = context.space_data
layout.active = snode.show_backdrop
layout.prop(snode, "backdrop_channels", text="")
layout.prop(snode, "backdrop_zoom", text="Zoom")
col = layout.column(align=True)
col.label(text="Offset:")
col.prop(snode, "backdrop_x", text="X")
col.prop(snode, "backdrop_y", text="Y")
col.operator("node.backimage_move", text="Move")
class NODE_PT_quality(bpy.types.Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Quality"
@classmethod
def poll(cls, context):
snode = context.space_data
return snode.tree_type == 'COMPOSITING' and snode.node_tree is not None
def draw(self, context):
layout = self.layout
snode = context.space_data
tree = snode.node_tree
layout.prop(tree, "render_quality", text="Render")
layout.prop(tree, "edit_quality", text="Edit")
layout.prop(tree, "chunk_size")
layout.prop(tree, "use_opencl")
class NODE_MT_node_color_presets(Menu):
"""Predefined node color"""
bl_label = "Color Presets"
preset_subdir = "node_color"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class NODE_MT_node_color_specials(Menu):
bl_label = "Node Color Specials"
def draw(self, context):
layout = self.layout
layout.operator("node.node_copy_color", icon='COPY_ID')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)