-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy path__init__.py
401 lines (325 loc) · 14.4 KB
/
__init__.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
"""
Copyright (C) 2021 Omar Emara
mail@OmarEmara.dev
Created by Omar Emara
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 3 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, see <http://www.gnu.org/licenses/>.
"""
bl_info = {
"name": "Shader Selector Nodes",
"description": "Shader nodes that allow selection of images and textures.",
"author": "Omar Emara",
"version": (1, 0, 0),
"blender": (2, 93, 0),
"location": "Shader Nodes -> Add Menu -> Add Texture -> Image Selector",
"category": "Node",
"warning": "This version is still in development."
}
import bpy
from bpy.props import *
from dataclasses import dataclass
def updateNodeTree(self, context):
nodes = context.space_data.node_tree.nodes
if self.nodeName not in nodes: return
node = nodes[self.nodeName]
node.updateNodeTree()
class ImageListItem(bpy.types.PropertyGroup):
bl_idname = "SSN_ImageListItem"
image: PointerProperty(type = bpy.types.Image, update = updateNodeTree)
nodeName: StringProperty()
class ImageUIList(bpy.types.UIList):
bl_idname = "SSN_UL_ImageUIList"
def draw_item(self, context, layout, itemContainer, item, icon, activeContainer,
activePropertyName, index):
row = layout.row(align = True)
row.template_ID(item, "image", new = "image.new", open = "image.open")
activeIndex = getattr(activeContainer, activePropertyName)
row.label(icon = "LAYER_ACTIVE" if index == activeIndex else "LAYER_USED")
class BaseOperator(bpy.types.Operator):
nodeName: StringProperty()
def getNode(self, context):
return context.space_data.node_tree.nodes[self.nodeName]
class AddImage(BaseOperator):
bl_idname = "ssn.add_image"
bl_label = "Add"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
node = self.getNode(context)
item = node.imageItems.add()
item.nodeName = self.nodeName
node.updateNodeTree()
return{"FINISHED"}
class BrowseImages(BaseOperator):
bl_idname = "ssn.browse_images"
bl_label = "Browse"
bl_options = {"REGISTER", "UNDO"}
filter_image: BoolProperty(default=True, options={"HIDDEN", "SKIP_SAVE"})
filter_folder: BoolProperty(default=True, options={"HIDDEN", "SKIP_SAVE"})
directory: StringProperty(subtype = "DIR_PATH")
files: CollectionProperty(type = bpy.types.OperatorFileListElement,
options = {"HIDDEN", "SKIP_SAVE"})
def invoke(self, context, _event):
context.window_manager.fileselect_add(self)
return {"RUNNING_MODAL"}
def execute(self, context):
node = self.getNode(context)
imageItems = node.imageItems
for imageFile in self.files:
image = bpy.data.images.load(self.directory + imageFile.name, check_existing = True)
item = imageItems.add()
item.image = image
item.nodeName = self.nodeName
node.updateNodeTree()
return {"FINISHED"}
class ClearImages(BaseOperator):
bl_idname = "ssn.clear_images"
bl_label = "Clear"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
node = self.getNode(context)
node.imageItems.clear()
node.updateNodeTree()
return {"FINISHED"}
class RemoveImage(BaseOperator):
bl_idname = "ssn.remove_image"
bl_label = "Remove"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
node = self.getNode(context)
node.imageItems.remove(node.activeImageIndex)
if node.activeImageIndex == len(node.imageItems) and node.activeImageIndex != 0:
node.activeImageIndex -= 1
node.updateNodeTree()
return {"FINISHED"}
class MoveImageUp(BaseOperator):
bl_idname = "ssn.move_image_up"
bl_label = "Move Up"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
node = self.getNode(context)
if (node.activeImageIndex == 0): return {"FINISHED"}
newIndex = node.activeImageIndex - 1
node.imageItems.move(newIndex, node.activeImageIndex)
node.activeImageIndex = newIndex
node.updateNodeTree()
return {"FINISHED"}
class MoveImageDown(BaseOperator):
bl_idname = "ssn.move_image_down"
bl_label = "Move Down"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
node = self.getNode(context)
newIndex = node.activeImageIndex + 1
if (newIndex >= len(node.imageItems)): return {"FINISHED"}
node.imageItems.move(newIndex, node.activeImageIndex)
node.activeImageIndex = newIndex
node.updateNodeTree()
return {"FINISHED"}
selectionTypeItems = [
("INDEX", "Index", "", "NONE", 0),
("RANDOM_PER_OBJECT", "Random Per Object", "", "NONE", 1),
("RANDOM_PER_ISLAND", "Random Per Island", "", "NONE", 2),
]
@dataclass
class InputLink:
inputName: str
fromSocket: bpy.types.NodeSocket
@dataclass
class OutputLink:
outputName: str
toSocket: bpy.types.NodeSocket
class ImageSelectorShaderNode(bpy.types.ShaderNodeCustomGroup):
bl_idname = "SSN_ImageSelectorShaderNode"
bl_label = "Image Selector"
bl_width_default = 240
activeImageIndex: IntProperty()
imageItems: CollectionProperty(type = ImageListItem)
vectorWasLinked: BoolProperty()
selectionType: EnumProperty(name = "Selection Type", items = selectionTypeItems,
update = lambda self, context : self.updateNodeTree())
def draw_buttons(self, context, layout):
layout.prop(self, "selectionType", text = "")
col = layout.column(align = True)
col.template_list(ImageUIList.bl_idname, "", self, "imageItems", self, "activeImageIndex")
row = col.row(align = True)
properties = row.operator(AddImage.bl_idname)
properties.nodeName = self.name
properties = row.operator(BrowseImages.bl_idname)
properties.nodeName = self.name
row = col.row(align = True)
properties = row.operator(ClearImages.bl_idname)
properties.nodeName = self.name
properties = row.operator(MoveImageUp.bl_idname, text = "", icon = "TRIA_UP")
properties.nodeName = self.name
properties = row.operator(MoveImageDown.bl_idname, text = "", icon = "TRIA_DOWN")
properties.nodeName = self.name
properties = row.operator(RemoveImage.bl_idname, text = "", icon = "X")
properties.nodeName = self.name
def init(self, context):
self.updateNodeTree()
def copy(self, sourceNode):
self.updateNodeTree()
def free(self):
bpy.data.node_groups.remove(self.node_tree, do_unlink = True)
def getNodeGroupName(self):
return f"{self.name}_internal_node_tree"
def updateNodeGroup(self):
if self.getNodeGroupName() in bpy.data.node_groups:
self.node_tree = bpy.data.node_groups[self.getNodeGroupName()]
else:
self.node_tree = bpy.data.node_groups.new(self.getNodeGroupName(), "ShaderNodeTree")
def updateNodeTree(self):
self.updateNodeGroup()
self.storeLinks()
self.clearNodeTree()
self.addInputs()
self.addOutputs()
self.addNodes()
self.restoreLinks()
def addOutputs(self):
self.node_tree.outputs.new("NodeSocketColor", "Color")
def addInputs(self):
vectorSocket = self.node_tree.inputs.new("NodeSocketVector", "Vector")
vectorSocket.hide_value = True
if self.selectionType == "INDEX":
self.node_tree.inputs.new("NodeSocketInt", "Index")
else:
self.node_tree.inputs.new("NodeSocketInt", "Seed")
def addNodes(self):
nodes = self.node_tree.nodes
links = self.node_tree.links
inputNode = nodes.new("NodeGroupInput")
outputNode = nodes.new("NodeGroupOutput")
inputs = inputNode.outputs
outputs = outputNode.inputs
if len(self.imageItems) == 0:
return
vectorIsLinked = any(link.inputName == "Vector" for link in self.inputLinks)
if len(self.imageItems) == 1:
imageNode = nodes.new("ShaderNodeTexImage")
imageNode.image = self.imageItems[0].image
if vectorIsLinked:
links.new(imageNode.inputs["Vector"], inputs["Vector"])
links.new(outputs["Color"], imageNode.outputs["Color"])
return
if self.selectionType == "INDEX":
indexSocket = inputs["Index"]
else:
if self.selectionType == "RANDOM_PER_OBJECT":
objectInfoNode = nodes.new("ShaderNodeObjectInfo")
randomSocket = objectInfoNode.outputs["Random"]
if self.selectionType == "RANDOM_PER_ISLAND":
geometryNode = nodes.new("ShaderNodeNewGeometry")
randomSocket = geometryNode.outputs["Random Per Island"]
combineXYZNode = nodes.new("ShaderNodeCombineXYZ")
links.new(combineXYZNode.inputs["X"], randomSocket)
links.new(combineXYZNode.inputs["Y"], inputs["Seed"])
whiteNoiseNode = nodes.new("ShaderNodeTexWhiteNoise")
whiteNoiseNode.noise_dimensions = "2D"
links.new(whiteNoiseNode.inputs["Vector"], combineXYZNode.outputs["Vector"])
multiplyNode = nodes.new("ShaderNodeMath")
multiplyNode.operation = "MULTIPLY"
links.new(multiplyNode.inputs[0], whiteNoiseNode.outputs["Value"])
multiplyNode.inputs[1].default_value = len(self.imageItems)
indexSocket = multiplyNode.outputs["Value"]
floorNode = nodes.new("ShaderNodeMath")
floorNode.operation = "FLOOR"
links.new(floorNode.inputs["Value"], indexSocket)
multiplyNodes = []
for i, imageItem in enumerate(self.imageItems):
imageNode = nodes.new("ShaderNodeTexImage")
imageNode.image = imageItem.image
if vectorIsLinked:
links.new(imageNode.inputs["Vector"], inputs["Vector"])
compareNode = nodes.new("ShaderNodeMath")
compareNode.operation = "COMPARE"
links.new(compareNode.inputs[0], floorNode.outputs["Value"])
compareNode.inputs[1].default_value = i
multiplyNode = nodes.new("ShaderNodeMixRGB")
multiplyNode.blend_type = "MULTIPLY"
multiplyNode.inputs["Fac"].default_value = 1
links.new(multiplyNode.inputs["Color1"], imageNode.outputs["Color"])
links.new(multiplyNode.inputs["Color2"], compareNode.outputs["Value"])
multiplyNodes.append(multiplyNode)
lastNode = multiplyNodes[0]
for i in range(1, len(multiplyNodes)):
addNode = nodes.new("ShaderNodeMixRGB")
addNode.blend_type = "ADD"
addNode.inputs["Fac"].default_value = 1
links.new(addNode.inputs["Color1"], lastNode.outputs["Color"])
links.new(addNode.inputs["Color2"], multiplyNodes[i].outputs["Color"])
lastNode = addNode
links.new(outputNode.inputs["Color"], lastNode.outputs["Color"])
def clearNodeTree(self):
self.node_tree.inputs.clear()
self.node_tree.outputs.clear()
self.node_tree.links.clear()
self.node_tree.nodes.clear()
def storeLinks(self):
self.inputLinks = []
for socket in self.inputs:
if not socket.is_linked: continue
for link in socket.links:
self.inputLinks.append(InputLink(socket.name, link.from_socket))
self.outputLinks = []
for socket in self.outputs:
if not socket.is_linked: continue
for link in socket.links:
self.outputLinks.append(OutputLink(socket.name, link.to_socket))
def restoreLinks(self):
links = self.id_data.links
for inputLink in self.inputLinks:
if inputLink.inputName not in self.inputs: continue
links.new(self.inputs[inputLink.inputName], inputLink.fromSocket)
for outputLink in self.outputLinks:
if outputLink.outputName not in self.outputs: continue
links.new(outputLink.toSocket, self.outputs[outputLink.outputName])
def drawMenu(self, context):
self.layout.separator()
operator = self.layout.operator("node.add_node", text = "Image Selector")
operator.type = ImageSelectorShaderNode.bl_idname
operator.use_transform = True
@bpy.app.handlers.persistent
def onDepsgraphUpdate(scene, depsgraph):
for update in depsgraph.updates:
if not isinstance(update.id, bpy.types.ShaderNodeTree): continue
for node in update.id.original.nodes:
if not isinstance(node, ImageSelectorShaderNode): continue
vectorIsLinked = node.inputs["Vector"].is_linked
if node.vectorWasLinked != vectorIsLinked:
node.vectorWasLinked = vectorIsLinked
node.updateNodeTree()
def register():
bpy.utils.register_class(ImageListItem)
bpy.utils.register_class(ImageUIList)
bpy.utils.register_class(AddImage)
bpy.utils.register_class(BrowseImages)
bpy.utils.register_class(ClearImages)
bpy.utils.register_class(RemoveImage)
bpy.utils.register_class(MoveImageUp)
bpy.utils.register_class(MoveImageDown)
bpy.utils.register_class(ImageSelectorShaderNode)
bpy.types.NODE_MT_category_SH_NEW_TEXTURE.append(drawMenu)
bpy.app.handlers.depsgraph_update_post.append(onDepsgraphUpdate)
def unregister():
bpy.utils.unregister_class(ImageListItem)
bpy.utils.unregister_class(ImageUIList)
bpy.utils.unregister_class(AddImage)
bpy.utils.unregister_class(BrowseImages)
bpy.utils.unregister_class(ClearImages)
bpy.utils.unregister_class(RemoveImage)
bpy.utils.unregister_class(MoveImageUp)
bpy.utils.unregister_class(MoveImageDown)
bpy.utils.unregister_class(ImageSelectorShaderNode)
bpy.types.NODE_MT_category_SH_NEW_TEXTURE.remove(drawMenu)
bpy.app.handlers.depsgraph_update_post.remove(onDepsgraphUpdate)
if __name__ == "__main__":
register()