Files
blender-addons/amaranth/node_editor/simplify_nodes.py
2019-12-09 14:42:04 +01:00

148 lines
4.8 KiB
Python

# 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.
"""
Nodes Simplify Panel [WIP Feature]
Disable/Enable certain nodes at a time. Useful to quickly "simplify"
compositing.
This feature is a work in progress, the main issue now is when switching
many different kinds one after the other.
On the Nodes Editor Properties N panel.
"""
import bpy
def init():
nodes_compo_types = (
("ALL", "All Types", "", 0),
("BLUR", "Blur", "", 1),
("BOKEHBLUR", "Bokeh Blur", "", 2),
("VECBLUR", "Vector Blur", "", 3),
("DEFOCUS", "Defocus", "", 4),
("R_LAYERS", "Render Layer", "", 5),
)
node = bpy.types.Node
nodes_compo = bpy.types.CompositorNodeTree
nodes_compo.types = bpy.props.EnumProperty(
items=nodes_compo_types, name="Types")
nodes_compo.toggle_mute = bpy.props.BoolProperty(default=False)
node.status = bpy.props.BoolProperty(default=False)
def clear():
wm = bpy.context.window_manager
for p in ("types", "toggle_mute", "status"):
if wm.get(p):
del wm[p]
class AMTH_NODE_PT_simplify(bpy.types.Panel):
bl_space_type = "NODE_EDITOR"
bl_region_type = "UI"
bl_label = "Simplify"
bl_options = {"DEFAULT_CLOSED"}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == "NODE_EDITOR" \
and space.node_tree is not None \
and space.tree_type == "CompositorNodeTree"
def draw(self, context):
layout = self.layout
node_tree = context.scene.node_tree
if node_tree is not None:
layout.prop(node_tree, "types")
layout.operator(AMTH_NODE_OT_toggle_mute.bl_idname,
text="Turn On" if node_tree.toggle_mute else "Turn Off",
icon="RESTRICT_VIEW_OFF" if node_tree.toggle_mute else "RESTRICT_VIEW_ON")
if node_tree.types == "VECBLUR":
layout.label(text="This will also toggle the Vector pass {}".format(
"on" if node_tree.toggle_mute else "off"), icon="INFO")
class AMTH_NODE_OT_toggle_mute(bpy.types.Operator):
bl_idname = "node.toggle_mute"
bl_label = "Toggle Mute"
def execute(self, context):
scene = context.scene
node_tree = scene.node_tree
node_type = node_tree.types
rlayers = scene.render
if "amaranth_pass_vector" not in scene.keys():
scene["amaranth_pass_vector"] = []
# can"t extend() the list, so make a dummy one
pass_vector = scene["amaranth_pass_vector"]
if not pass_vector:
pass_vector = []
if node_tree.toggle_mute:
for node in node_tree.nodes:
if node_type == "ALL":
node.mute = node.status
if node.type == node_type:
node.mute = node.status
if node_type == "VECBLUR":
for layer in rlayers.layers:
if layer.name in pass_vector:
layer.use_pass_vector = True
pass_vector.remove(layer.name)
node_tree.toggle_mute = False
else:
for node in node_tree.nodes:
if node_type == "ALL":
node.mute = True
if node.type == node_type:
node.status = node.mute
node.mute = True
if node_type == "VECBLUR":
for layer in rlayers.layers:
if layer.use_pass_vector:
pass_vector.append(layer.name)
layer.use_pass_vector = False
pass
node_tree.toggle_mute = True
# Write back to the custom prop
pass_vector = sorted(set(pass_vector))
scene["amaranth_pass_vector"] = pass_vector
return {"FINISHED"}
def register():
init()
bpy.utils.register_class(AMTH_NODE_PT_simplify)
bpy.utils.register_class(AMTH_NODE_OT_toggle_mute)
def unregister():
clear()
bpy.utils.unregister_class(AMTH_NODE_PT_simplify)
bpy.utils.unregister_class(AMTH_NODE_OT_toggle_mute)