171 lines
5.2 KiB
Python
171 lines
5.2 KiB
Python
# SPDX-FileCopyrightText: 2013-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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import nodeitems_utils
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from nodeitems_utils import (
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NodeCategory,
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NodeItem,
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NodeItemCustom,
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)
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# Subclasses for standard node types
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class SortedNodeCategory(NodeCategory):
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def __init__(self, identifier, name, description="", items=None):
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# for builtin nodes the convention is to sort by name
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if isinstance(items, list):
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items = sorted(items, key=lambda item: item.label.lower())
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super().__init__(identifier, name, description=description, items=items)
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class CompositorNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.type == 'NODE_EDITOR' and
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context.space_data.tree_type == 'CompositorNodeTree')
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class ShaderNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.type == 'NODE_EDITOR' and
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context.space_data.tree_type == 'ShaderNodeTree')
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class TextureNodeCategory(SortedNodeCategory):
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@classmethod
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def poll(cls, context):
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return (context.space_data.type == 'NODE_EDITOR' and
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context.space_data.tree_type == 'TextureNodeTree')
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# Menu entry for node group tools.
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def group_tools_draw(_self, layout, _context):
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layout.operator("node.group_make")
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layout.operator("node.group_ungroup")
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layout.separator()
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# Maps node tree type to group node type.
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node_tree_group_type = {
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'CompositorNodeTree': 'CompositorNodeGroup',
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'ShaderNodeTree': 'ShaderNodeGroup',
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'TextureNodeTree': 'TextureNodeGroup',
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'GeometryNodeTree': 'GeometryNodeGroup',
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}
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# Generic node group items generator for shader, compositor, geometry and texture node groups.
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def node_group_items(context):
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if context is None:
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return
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space = context.space_data
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if not space:
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return
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yield NodeItemCustom(draw=group_tools_draw)
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if group_input_output_item_poll(context):
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yield NodeItem("NodeGroupInput")
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yield NodeItem("NodeGroupOutput")
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ntree = space.edit_tree
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if not ntree:
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return
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yield NodeItemCustom(draw=lambda self, layout, context: layout.separator())
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for group in context.blend_data.node_groups:
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if group.bl_idname != ntree.bl_idname:
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continue
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# Filter out recursive groups.
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if group.contains_tree(ntree):
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continue
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# Filter out hidden node-trees.
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if group.name.startswith('.'):
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continue
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yield NodeItem(node_tree_group_type[group.bl_idname],
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label=group.name,
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settings={"node_tree": "bpy.data.node_groups[%r]" % group.name})
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# only show input/output nodes inside node groups
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def group_input_output_item_poll(context):
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space = context.space_data
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if space.edit_tree in bpy.data.node_groups.values():
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return True
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return False
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texture_node_categories = [
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# Texture Nodes
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TextureNodeCategory("TEX_INPUT", "Input", items=[
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NodeItem("TextureNodeCurveTime"),
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NodeItem("TextureNodeCoordinates"),
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NodeItem("TextureNodeTexture"),
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NodeItem("TextureNodeImage"),
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]),
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TextureNodeCategory("TEX_OUTPUT", "Output", items=[
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NodeItem("TextureNodeOutput"),
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NodeItem("TextureNodeViewer"),
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]),
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TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
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NodeItem("TextureNodeMixRGB"),
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NodeItem("TextureNodeCurveRGB"),
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NodeItem("TextureNodeInvert"),
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NodeItem("TextureNodeHueSaturation"),
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NodeItem("TextureNodeCombineColor"),
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NodeItem("TextureNodeSeparateColor"),
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]),
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TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
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NodeItem("TextureNodeChecker"),
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NodeItem("TextureNodeBricks"),
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]),
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TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
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NodeItem("TextureNodeTexNoise"),
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NodeItem("TextureNodeTexDistNoise"),
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NodeItem("TextureNodeTexClouds"),
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NodeItem("TextureNodeTexBlend"),
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NodeItem("TextureNodeTexVoronoi"),
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NodeItem("TextureNodeTexMagic"),
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NodeItem("TextureNodeTexMarble"),
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NodeItem("TextureNodeTexWood"),
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NodeItem("TextureNodeTexMusgrave"),
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NodeItem("TextureNodeTexStucci"),
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]),
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TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
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NodeItem("TextureNodeMath"),
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NodeItem("TextureNodeValToRGB"),
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NodeItem("TextureNodeRGBToBW"),
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NodeItem("TextureNodeValToNor"),
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NodeItem("TextureNodeDistance"),
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]),
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TextureNodeCategory("TEX_DISTORT", "Distort", items=[
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NodeItem("TextureNodeScale"),
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NodeItem("TextureNodeTranslate"),
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NodeItem("TextureNodeRotate"),
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NodeItem("TextureNodeAt"),
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]),
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TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
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TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
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NodeItem("NodeFrame"),
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NodeItem("NodeReroute"),
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]),
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]
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def register():
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nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
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def unregister():
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nodeitems_utils.unregister_node_categories('TEXTURE')
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if __name__ == "__main__":
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register()
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