# 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') # only show nodes working in object material node trees def object_material_shader_nodes_poll(context): owner = context.space_data.id_from return (object_shader_nodes_poll(context) and (owner is None or owner.type != 'LIGHT')) # only show nodes working in object light node trees def object_light_shader_nodes_poll(context): owner = context.space_data.id_from return (object_shader_nodes_poll(context) and (owner is None or owner.type == 'LIGHT')) 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.draw_menu(layout, "Input/Constant") layout.separator() self.node_operator(layout, "ShaderNodeAmbientOcclusion", poll=object_material_shader_nodes_poll(context)) self.node_operator(layout, "ShaderNodeAttribute") self.node_operator(layout, "ShaderNodeBevel", poll=object_material_shader_nodes_poll(context)) self.node_operator_with_outputs( context, layout, "ShaderNodeCameraData", ["View Vector", "View Z Depth", "View Distance"], ) self.node_operator(layout, "ShaderNodeVertexColor", poll=object_material_shader_nodes_poll(context)) self.node_operator_with_outputs( context, layout, "ShaderNodeHairInfo", ["Is Strand", "Intercept", "Length", "Thickness", "Tangent Normal", "Random"], poll=object_material_shader_nodes_poll(context) ) self.node_operator(layout, "ShaderNodeFresnel", poll=object_material_shader_nodes_poll(context)) 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", poll=object_material_shader_nodes_poll(context)) 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(layout, "ShaderNodeLightEvaluation", poll=object_eevee_shader_nodes_poll(context)) self.node_operator(layout, "ShaderNodeLightInfo", poll=object_eevee_shader_nodes_poll(context)) self.node_operator_with_outputs( context, layout, "ShaderNodeObjectInfo", ["Location", "Color", "Alpha", "Object Index", "Material Index", "Random"], poll=object_shader_nodes_poll(context) ) self.node_operator_with_outputs( context, layout, "ShaderNodeParticleInfo", ["Index", "Random", "Age", "Lifetime", "Location", "Size", "Velocity", "Angular Velocity"], poll=object_material_shader_nodes_poll(context) ) self.node_operator_with_outputs( context, layout, "ShaderNodePointInfo", ["Position", "Radius", "Random"], poll=object_material_shader_nodes_poll(context) ) self.node_operator(layout, "ShaderNodeRaycast", poll=object_material_shader_nodes_poll(context)) self.node_operator_with_outputs(context, layout, "GeometryNodeInputSceneTime", ["Frame", "Seconds"]) self.node_operator(layout, "ShaderNodeShadowRaycast", poll=object_eevee_shader_nodes_poll(context)) self.node_operator(layout, "ShaderNodeTangent") self.node_operator_with_outputs( context, layout, "ShaderNodeTexCoord", ["Generated", "Normal", "UV", "Object", "Camera", "Window", "Reflection"], ) self.node_operator(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context)) self.node_operator(layout, "ShaderNodeUVMap", poll=object_material_shader_nodes_poll(context)) self.node_operator_with_outputs( context, layout, "ShaderNodeVolumeInfo", ["Color", "Density", "Flame", "Temperature"], poll=object_material_shader_nodes_poll(context) ) self.node_operator(layout, "ShaderNodeWireframe", poll=object_material_shader_nodes_poll(context)) self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_input_constant_base(node_add_menu.NodeMenu): bl_label = "Constant" bl_translation_context = i18n_contexts.id_nodetree menu_path = "Input/Constant" def draw(self, context): del context layout = self.layout self.node_operator(layout, "FunctionNodeInputBool") self.node_operator(layout, "ShaderNodeRGB") self.node_operator(layout, "FunctionNodeInputInt") self.node_operator(layout, "FunctionNodeInputMenu") self.node_operator(layout, "FunctionNodeInputString") self.node_operator(layout, "ShaderNodeValue") self.node_operator(layout, "FunctionNodeInputVector") self.draw_assets_for_catalog(layout, self.menu_path) 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", poll=object_material_shader_nodes_poll(context) or world_shader_nodes_poll(context), ) 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_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeOutputWorld", poll=world_shader_nodes_poll(context), ) layout.separator() self.node_operator(layout, "NodeEnableOutput") self.node_operator_with_searchable_enum(context, layout, "GeometryNodeWarning", "warning_type") self.draw_assets_for_catalog(layout, self.bl_label) class NODE_MT_shader_node_shader_base(node_add_menu.NodeMenu): bl_label = "Shader" @classmethod def poll(cls, context): return super().poll(context) and not line_style_shader_nodes_poll(context) def draw(self, context): layout = self.layout self.node_operator( layout, "ShaderNodeAddShader", ) self.node_operator( layout, "ShaderNodeMixShader", ) layout.separator() self.node_operator( layout, "ShaderNodeBackground", poll=world_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfDiffuse", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeEmission", ) self.node_operator( layout, "ShaderNodeBsdfGlass", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfGlossy", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfHair", poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeHoldout", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeLightAccumulation", poll=object_eevee_shader_nodes_poll(context) ) self.node_operator( layout, "ShaderNodeBsdfMetallic", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfPrincipled", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfHairPrincipled", poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfRayPortal", poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfRefraction", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfSheen", poll=object_material_shader_nodes_poll(context) and 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_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfToon", poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfTranslucent", poll=object_material_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeBsdfTransparent", poll=object_material_shader_nodes_poll(context), ) layout.separator() self.node_operator( layout, "ShaderNodeVolumePrincipled", poll=not object_light_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeVolumeAbsorption", poll=not object_light_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeVolumeScatter", poll=not object_light_shader_nodes_poll(context), ) self.node_operator( layout, "ShaderNodeVolumeCoefficients", poll=not object_light_shader_nodes_poll(context), ) 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, "ShaderNodeBrightContrast") self.node_operator(layout, "ShaderNodeValToRGB") 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.node_operator(layout, "ShaderNodeWavelength") 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") self.node_operator(layout, "FunctionNodeGetVectorComponent") 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_with_searchable_enum( context, layout, "ShaderNodeVectorMath", "operation", defaults_callback=node_add_menu.set_vector_math_node_defaults) self.node_operator(layout, "ShaderNodeVectorRotate") self.node_operator(layout, "ShaderNodeVectorTransform") 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_with_searchable_enum(context, layout, "FunctionNodeBooleanMath", "operation") self.node_operator(layout, "ShaderNodeClamp") self.node_operator(layout, "ShaderNodeFloatCurve") self.node_operator(layout, "ShaderNodeMapRange") self.node_operator_with_searchable_enum( context, layout, "FunctionNodeIntegerMath", "operation", defaults_callback=node_add_menu.set_int_math_node_default_props) self.node_operator_with_searchable_enum( context, layout, "ShaderNodeMath", "operation", defaults_callback=node_add_menu.set_math_node_default_props) self.node_operator(layout, "ShaderNodeMix") self.draw_assets_for_catalog(layout, self.menu_path) class NODE_MT_shader_node_text_base(node_add_menu.NodeMenu): bl_label = "Text" menu_path = "Utilities/Text" def draw(self, context): layout = self.layout self.node_operator(layout, "FunctionNodeFormatString") self.node_operator(layout, "FunctionNodeMatchString") self.node_operator(layout, "FunctionNodeReplaceString") self.node_operator(layout, "FunctionNodeReverseString") self.node_operator_with_searchable_enum_socket( context, layout, "FunctionNodeSetStringCase", "Case", ["Uppercase", "Lowercase"], ) self.node_operator(layout, "FunctionNodeSliceString") self.node_operator(layout, "FunctionNodeTrimString") layout.separator() self.node_operator(layout, "FunctionNodeFindInString") self.node_operator(layout, "FunctionNodeStringLength") self.node_operator(layout, "FunctionNodeStringToValue") self.node_operator(layout, "FunctionNodeValueToString") layout.separator() self.node_operator(layout, "FunctionNodeInputSpecialCharacters") self.draw_assets_for_catalog(layout, self.menu_path) class NODE_MT_shader_node_displacement_base(node_add_menu.NodeMenu): bl_label = "Displacement" @classmethod def poll(cls, context): return super().poll(context) and not line_style_shader_nodes_poll(context) 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/Text") self.draw_menu(layout, "Utilities/Vector") layout.separator() self.node_operator(layout, "NodeImplicitConversion") self.repeat_zone(layout, label="Repeat") layout.separator() self.closure_zone(layout, label="Closure") self.node_operator(layout, "NodeEvaluateClosure") layout.separator() self.node_operator(layout, "NodeCombineBundle") self.node_operator(layout, "NodeJoinBundle") self.node_operator(layout, "NodeSeparateBundle") layout.separator() self.node_operator(layout, "GeometryNodeIndexSwitch") self.node_operator(layout, "GeometryNodeMenuSwitch") self.node_operator(layout, "GeometryNodeSwitch") if cycles_shader_nodes_poll(context): layout.separator() self.node_operator(layout, "ShaderNodeScript") 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() # Do not order this alphabetically, we are matching the order in the output node. self.draw_menu(layout, "Shader") self.draw_menu(layout, "Displacement") layout.separator() self.draw_menu(layout, "Color") self.draw_menu(layout, "Texture") self.draw_menu(layout, "Utilities") layout.separator() self.draw_root_assets(layout) layout.separator() self.draw_menu(layout, "Group") self.draw_menu(layout, "Layout") add_menus = { # menu `bl_idname`: base-class. "NODE_MT_category_shader_input": NODE_MT_shader_node_input_base, "NODE_MT_category_shader_input_constant": NODE_MT_shader_node_input_constant_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_text": NODE_MT_shader_node_text_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`: base-class. "NODE_MT_shader_node_input_swap": NODE_MT_shader_node_input_base, "NODE_MT_shader_node_input_constant_swap": NODE_MT_shader_node_input_constant_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_text_swap": NODE_MT_shader_node_text_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)