blender/scripts/startup/bl_ui/__init__.py
Omar Emara a45205780d Compositor: Layered Compositor
This patch implements the new Layered Compositor in Blender. The layered
compositor essentially replaces the single scene compositing node tree
with a stack of effects each referencing a compositing node tree. The
output of each effect is supplied as the input of the following effect,
while the first effect gets the combined pass as an input. This is
essentially similar to Geometry Nodes modifiers and sequencer compositor
modifiers. Each effect can be enabled or disabled in render or preview
independently. A new asset trait for compositor node groups was added
for scene effects. Only the viewer in the active effect is considered
active, if not, the viewer will fallback to the output of the entire
effects stack.

A new properties tab for the compositor was added which for now only
contains the effects stack.

The implementation is mostly similar to Geometry Nodes modifiers for the
UI/Editor/Operations. Compositor-side, a new Scene Compositor Effect
operation was added that compiles the effects stack into an operator,
which is now used in both the render and viewport compositor
implementations.

Backward compatibility is maintained by adding a single compositor
effect containing the current compositing node group. Likewise, forward
compatibility is maintained by writing the first effect node group to
the legacy compositing node group. Python API compatibility is
maintained by setting/getting the node group of the first effect and
creating it if not already available.

Pull Request: https://projects.blender.org/blender/blender/pulls/160684
2026-08-17 09:48:04 +02:00

319 lines
9.7 KiB
Python

# SPDX-FileCopyrightText: 2011-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
# note, properties_animviz is a helper module only.
# support reloading sub-modules
if "bpy" in locals():
from importlib import reload
_modules_loaded[:] = [reload(val) for val in _modules_loaded]
del reload
_modules = [
"anim",
"asset_shelf",
"node_add_menu",
"node_add_menu_compositor",
"node_add_menu_geometry",
"node_add_menu_shader",
"node_add_menu_texture",
"properties_animviz",
"properties_constraint",
"properties_data_armature",
"properties_data_bone",
"properties_data_camera",
"properties_data_curve",
"properties_data_curves",
"properties_data_empty",
"properties_data_grease_pencil",
"properties_data_light",
"properties_data_lattice",
"properties_data_mesh",
"properties_data_metaball",
"properties_data_modifier",
"properties_data_pointcloud",
"properties_data_shaderfx",
"properties_data_lightprobe",
"properties_data_speaker",
"properties_data_volume",
"properties_mask_common",
"properties_material",
"properties_material_gpencil",
"properties_object",
"properties_paint_common",
"properties_grease_pencil_common",
"properties_particle",
"properties_physics_cloth",
"properties_physics_common",
"properties_physics_dynamicpaint",
"properties_physics_field",
"properties_physics_geometry_nodes",
"properties_physics_rigidbody",
"properties_physics_rigidbody_constraint",
"properties_physics_fluid",
"properties_physics_softbody",
"properties_render",
"properties_output",
"properties_view_layer",
"properties_scene",
"properties_compositor",
"properties_texture",
"properties_world",
"properties_collection",
"properties_strip",
"properties_strip_modifier",
"generic_ui_list",
# Generic Space Modules
#
# Depends on DNA_WORKSPACE_TOOL (C define).
"space_toolsystem_common",
"space_toolsystem_toolbar",
"space_clip",
"space_console",
"space_dopesheet",
"space_filebrowser",
"space_graph",
"space_image",
"space_info",
"space_nla",
"space_node",
"space_outliner",
"space_project",
"space_properties",
"space_sequencer",
"space_spreadsheet",
"space_statusbar",
"space_text",
"space_time",
"space_topbar",
"space_userpref",
"space_view3d",
"space_view3d_sidebar",
"space_view3d_toolbar",
# XXX, keep last so panels show after all other tool options.
"properties_workspace",
]
import bpy
if bpy.app.build_options.freestyle:
_modules.append("properties_freestyle")
__import__(name=__name__, fromlist=_modules)
_namespace = globals()
_modules_loaded = [_namespace[name] for name in _modules]
del _namespace
# Bypass the caching mechanism in the "Format" panel to make sure it is properly translated on language update.
@bpy.app.handlers.persistent
def translation_update(_):
from .properties_output import RENDER_PT_format
RENDER_PT_format._frame_rate_args_prev = None
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
for mod in _modules_loaded:
for cls in mod.classes:
register_class(cls)
space_filebrowser.register_props()
properties_paint_common.register()
from bpy.props import (
EnumProperty,
StringProperty,
)
from bpy.types import (
WindowManager,
)
# space_userprefs.py
def addon_filter_items(_self, _context):
import addon_utils
items = [
('All', "All", "All Add-ons"),
('User', "User", "All Add-ons Installed by User"),
]
items_unique = set()
for mod in addon_utils.modules(refresh=False):
bl_info = addon_utils.module_bl_info(mod)
items_unique.add(bl_info["category"])
items.extend([(cat, cat, "") for cat in sorted(items_unique)])
return items
WindowManager.addon_search = StringProperty(
name="Filter",
description="Filter by add-on name, author & category",
options={'TEXTEDIT_UPDATE'},
)
WindowManager.addon_filter = EnumProperty(
items=addon_filter_items,
name="Category",
description="Filter add-ons by category",
)
WindowManager.addon_support = EnumProperty(
items=(
('OFFICIAL', "Official", "Officially supported"),
('COMMUNITY', "Community", "Maintained by community developers"),
),
name="Support",
description="Display support level",
default={'OFFICIAL', 'COMMUNITY'},
options={'ENUM_FLAG'},
)
bpy.app.handlers.translation_update_post.append(translation_update)
# done...
def unregister():
from bpy.utils import unregister_class
properties_paint_common.unregister()
for mod in reversed(_modules_loaded):
for cls in reversed(mod.classes):
if cls.is_registered:
unregister_class(cls)
for cls in reversed(classes):
if cls.is_registered:
unregister_class(cls)
try:
bpy.app.handlers.translation_update_post.remove(translation_update)
except ValueError:
pass
# Define a default UIList, when a list does not need any custom drawing...
# Keep in sync with its #defined name in UI_interface.hh
class UI_UL_list(bpy.types.UIList):
# These are common filtering or ordering operations (same as the default C ones!).
@staticmethod
def filter_items_by_name(pattern, bitflag, items, propname="name", flags=None, reverse=False):
"""
Set FILTER_ITEM for items which name matches filter_name one (case-insensitive).
:param pattern: Filtering pattern (shell-style glob, case-insensitive).
:type pattern: str
:param bitflag: Bit to set on matching items.
:type bitflag: int
:param items: Collection to filter.
:type items: Sequence[Any]
:param propname: Name of the string property on each item to match against.
:type propname: str
:param flags: Existing flag list to update; one int per item. ``None`` allocates a new list.
:type flags: Sequence[int] | None
:param reverse: Invert the match (set the bit on non-matching items).
:type reverse: bool
:return: Updated flags list, or an empty list when no filtering was needed.
:rtype: list[int]
"""
import fnmatch
import re
if not pattern or not items: # Empty pattern or list = no filtering!
return flags or []
if flags is None:
flags = [0] * len(items)
# Implicitly add heading/trailing wildcards.
pattern_regex = re.compile(fnmatch.translate("*" + pattern + "*"), re.IGNORECASE)
for i, item in enumerate(items):
name = getattr(item, propname, None)
# This is similar to a logical XOR.
if bool(name and pattern_regex.match(name)) is not reverse:
flags[i] |= bitflag
return flags
@staticmethod
def sort_items_helper(sort_data, key, reverse=False):
"""
Common sorting utility. Returns a neworder list mapping org_index -> new_index.
:param sort_data: Unordered list of tuples ``[(org_index, ...), ...]`` to sort in place.
:type sort_data: list[tuple[int, Any, ...]]
:param key: Sort key callable, same as for the ``sorted`` builtin.
:type key: Callable[[tuple[int, Any, ...]], Any]
:param reverse: Reverse the sort order.
:type reverse: bool
:return: A list mapping original index to new index.
:rtype: list[int]
"""
sort_data.sort(key=key, reverse=reverse)
neworder = [None] * len(sort_data)
for newidx, (orgidx, *_) in enumerate(sort_data):
neworder[orgidx] = newidx
return neworder
@classmethod
def sort_items_by_name(cls, items, propname="name"):
"""
Re-order items using their names (case-insensitive).
:param items: Collection to sort.
:type items: Sequence[Any]
:param propname: Name of the string property on each item to sort by.
:type propname: str
:return: A list mapping original index to new index, or an empty list when no sorting was needed.
:rtype: list[int]
"""
_sort = [(idx, getattr(it, propname, "")) for idx, it in enumerate(items)]
return cls.sort_items_helper(_sort, lambda e: e[1].lower())
class UI_MT_list_item_context_menu(bpy.types.Menu):
"""
UI List item context menu definition. Scripts can append/prepend this to
add own operators to the context menu. They must check context though, so
their items only draw in a valid context and for the correct UI list.
"""
bl_label = "List Item"
bl_idname = "UI_MT_list_item_context_menu"
def draw(self, _context):
# Dummy function. This type is just for scripts to append their own
# context menu items.
pass
class UI_MT_button_context_menu(bpy.types.Menu):
"""
UI button context menu definition. Scripts can append/prepend this to
add own operators to the context menu. They must check context though, so
their items only draw in a valid context and for the correct buttons.
"""
bl_label = "List Item"
bl_idname = "UI_MT_button_context_menu"
def draw(self, _context):
# Draw menu entries created with the legacy `WM_MT_button_context` class.
# This is deprecated, and support will be removed in a future release.
if hasattr(bpy.types, "WM_MT_button_context"):
self.layout.menu_contents("WM_MT_button_context")
classes = (
UI_UL_list,
UI_MT_list_item_context_menu,
UI_MT_button_context_menu,
)