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# ##### BEGIN GPL LICENSE BLOCK #####
#
#  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.
#
# ##### END GPL LICENSE BLOCK #####

bl_info = {
    'name': "Node Wrangler (aka Nodes Efficiency Tools)",
    'author': "Bartek Skorupa, Greg Zaal",
    'version': (3, 2),
    'location': "Node Editor Properties Panel  or  Ctrl-SPACE",
    'description': "Various tools to enhance and speed up node-based workflow",
    'wiki_url': "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
        "Scripts/Nodes/Nodes_Efficiency_Tools",
    'tracker_url': "https://developer.blender.org/T33543",
    'category': "Node",
from bpy.types import Operator, Panel, Menu
from bpy.props import FloatProperty, EnumProperty, BoolProperty, IntProperty, StringProperty, FloatVectorProperty
Bartek Skorupa's avatar
Bartek Skorupa committed
from mathutils import Vector
from math import cos, sin, pi, sqrt

#################
# rl_outputs:
# list of outputs of Input Render Layer
# with attributes determinig if pass is used,
# and MultiLayer EXR outputs names and corresponding render engines
#
# rl_outputs entry = (render_pass, rl_output_name, exr_output_name, in_internal, in_cycles)
rl_outputs = (
    ('use_pass_ambient_occlusion', 'AO', 'AO', True, True),
    ('use_pass_color', 'Color', 'Color', True, False),
    ('use_pass_combined', 'Image', 'Combined', True, True),
    ('use_pass_diffuse', 'Diffuse', 'Diffuse', True, False),
    ('use_pass_diffuse_color', 'Diffuse Color', 'DiffCol', False, True),
    ('use_pass_diffuse_direct', 'Diffuse Direct', 'DiffDir', False, True),
    ('use_pass_diffuse_indirect', 'Diffuse Indirect', 'DiffInd', False, True),
    ('use_pass_emit', 'Emit', 'Emit', True, False),
    ('use_pass_environment', 'Environment', 'Env', True, False),
    ('use_pass_glossy_color', 'Glossy Color', 'GlossCol', False, True),
    ('use_pass_glossy_direct', 'Glossy Direct', 'GlossDir', False, True),
    ('use_pass_glossy_indirect', 'Glossy Indirect', 'GlossInd', False, True),
    ('use_pass_indirect', 'Indirect', 'Indirect', True, False),
    ('use_pass_material_index', 'IndexMA', 'IndexMA', True, True),
    ('use_pass_mist', 'Mist', 'Mist', True, False),
    ('use_pass_normal', 'Normal', 'Normal', True, True),
    ('use_pass_object_index', 'IndexOB', 'IndexOB', True, True),
    ('use_pass_reflection', 'Reflect', 'Reflect', True, False),
    ('use_pass_refraction', 'Refract', 'Refract', True, False),
    ('use_pass_shadow', 'Shadow', 'Shadow', True, True),
    ('use_pass_specular', 'Specular', 'Spec', True, False),
    ('use_pass_subsurface_color', 'Subsurface Color', 'SubsurfaceCol', False, True),
    ('use_pass_subsurface_direct', 'Subsurface Direct', 'SubsurfaceDir', False, True),
    ('use_pass_subsurface_indirect', 'Subsurface Indirect', 'SubsurfaceInd', False, True),
    ('use_pass_transmission_color', 'Transmission Color', 'TransCol', False, True),
    ('use_pass_transmission_direct', 'Transmission Direct', 'TransDir', False, True),
    ('use_pass_transmission_indirect', 'Transmission Indirect', 'TransInd', False, True),
    ('use_pass_uv', 'UV', 'UV', True, True),
    ('use_pass_vector', 'Speed', 'Vector', True, True),
    ('use_pass_z', 'Z', 'Depth', True, True),
)

# shader nodes
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_input_nodes_props = (
    ('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'),
    ('ShaderNodeAttribute', 'ATTRIBUTE', 'Attribute'),
    ('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'),
    ('ShaderNodeFresnel', 'FRESNEL', 'Fresnel'),
    ('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'),
    ('ShaderNodeRGB', 'RGB', 'RGB'),
    ('ShaderNodeValue', 'VALUE', 'Value'),
    ('ShaderNodeTangent', 'TANGENT', 'Tangent'),
    ('ShaderNodeNewGeometry', 'NEW_GEOMETRY', 'Geometry'),
    ('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'),
    ('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'),
    ('ShaderNodeHairInfo', 'HAIR_INFO', 'Hair Info'),
    ('ShaderNodeParticleInfo', 'PARTICLE_INFO', 'Particle Info'),
    ('ShaderNodeCameraData', 'CAMERA', 'Camera Data'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_output_nodes_props = (
    ('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'),
    ('ShaderNodeOutputLamp', 'OUTPUT_LAMP', 'Lamp Output'),
    ('ShaderNodeOutputWorld', 'OUTPUT_WORLD', 'World Output'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_shader_nodes_props = (
    ('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'),
    ('ShaderNodeAddShader', 'ADD_SHADER', 'Add Shader'),
    ('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'),
    ('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'),
    ('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'),
    ('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'),
    ('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'),
    ('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'),
    ('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'),
    ('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'),
    ('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'),
    ('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'),
    ('ShaderNodeEmission', 'EMISSION', 'Emission'),
    ('ShaderNodeBsdfHair', 'BSDF_HAIR', 'Hair BSDF'),
    ('ShaderNodeBackground', 'BACKGROUND', 'Background'),
    ('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'),
    ('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'),
    ('ShaderNodeVolumeAbsorption', 'VOLUME_ABSORPTION', 'Volume Absorption'),
    ('ShaderNodeVolumeScatter', 'VOLUME_SCATTER', 'Volume Scatter'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_texture_nodes_props = (
    ('ShaderNodeTexImage', 'TEX_IMAGE', 'Image'),
    ('ShaderNodeTexEnvironment', 'TEX_ENVIRONMENT', 'Environment'),
    ('ShaderNodeTexSky', 'TEX_SKY', 'Sky'),
    ('ShaderNodeTexNoise', 'TEX_NOISE', 'Noise'),
    ('ShaderNodeTexWave', 'TEX_WAVE', 'Wave'),
    ('ShaderNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi'),
    ('ShaderNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave'),
    ('ShaderNodeTexGradient', 'TEX_GRADIENT', 'Gradient'),
    ('ShaderNodeTexMagic', 'TEX_MAGIC', 'Magic'),
    ('ShaderNodeTexChecker', 'TEX_CHECKER', 'Checker'),
    ('ShaderNodeTexBrick', 'TEX_BRICK', 'Brick')
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_color_nodes_props = (
    ('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'),
    ('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'),
    ('ShaderNodeInvert', 'INVERT', 'Invert'),
    ('ShaderNodeLightFalloff', 'LIGHT_FALLOFF', 'Light Falloff'),
    ('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'),
    ('ShaderNodeGamma', 'GAMMA', 'Gamma'),
    ('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_vector_nodes_props = (
    ('ShaderNodeMapping', 'MAPPING', 'Mapping'),
    ('ShaderNodeBump', 'BUMP', 'Bump'),
    ('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'),
    ('ShaderNodeNormal', 'NORMAL', 'Normal'),
    ('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'),
    ('ShaderNodeVectorTransform', 'VECT_TRANSFORM', 'Vector Transform'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_converter_nodes_props = (
    ('ShaderNodeMath', 'MATH', 'Math'),
    ('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'),
    ('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'),
    ('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'),
    ('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'),
    ('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'),
    ('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'),
    ('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'),
    ('ShaderNodeWavelength', 'WAVELENGTH', 'Wavelength'),
    ('ShaderNodeBlackbody', 'BLACKBODY', 'Blackbody'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
shaders_layout_nodes_props = (
    ('NodeFrame', 'FRAME', 'Frame'),
    ('NodeReroute', 'REROUTE', 'Reroute'),
)

# compositing nodes
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_input_nodes_props = (
    ('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'),
    ('CompositorNodeImage', 'IMAGE', 'Image'),
    ('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'),
    ('CompositorNodeMask', 'MASK', 'Mask'),
    ('CompositorNodeRGB', 'RGB', 'RGB'),
    ('CompositorNodeValue', 'VALUE', 'Value'),
    ('CompositorNodeTexture', 'TEXTURE', 'Texture'),
    ('CompositorNodeBokehImage', 'BOKEHIMAGE', 'Bokeh Image'),
    ('CompositorNodeTime', 'TIME', 'Time'),
    ('CompositorNodeTrackPos', 'TRACKPOS', 'Track Position'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_output_nodes_props = (
    ('CompositorNodeComposite', 'COMPOSITE', 'Composite'),
    ('CompositorNodeViewer', 'VIEWER', 'Viewer'),
    ('CompositorNodeSplitViewer', 'SPLITVIEWER', 'Split Viewer'),
    ('CompositorNodeOutputFile', 'OUTPUT_FILE', 'File Output'),
    ('CompositorNodeLevels', 'LEVELS', 'Levels'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_color_nodes_props = (
    ('CompositorNodeMixRGB', 'MIX_RGB', 'Mix'),
    ('CompositorNodeAlphaOver', 'ALPHAOVER', 'Alpha Over'),
    ('CompositorNodeInvert', 'INVERT', 'Invert'),
    ('CompositorNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'),
    ('CompositorNodeHueSat', 'HUE_SAT', 'Hue Saturation Value'),
    ('CompositorNodeColorBalance', 'COLORBALANCE', 'Color Balance'),
    ('CompositorNodeHueCorrect', 'HUECORRECT', 'Hue Correct'),
    ('CompositorNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright/Contrast'),
    ('CompositorNodeGamma', 'GAMMA', 'Gamma'),
    ('CompositorNodeColorCorrection', 'COLORCORRECTION', 'Color Correction'),
    ('CompositorNodeTonemap', 'TONEMAP', 'Tonemap'),
    ('CompositorNodeZcombine', 'ZCOMBINE', 'Z Combine'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_converter_nodes_props = (
    ('CompositorNodeMath', 'MATH', 'Math'),
    ('CompositorNodeValToRGB', 'VALTORGB', 'ColorRamp'),
    ('CompositorNodeSetAlpha', 'SETALPHA', 'Set Alpha'),
    ('CompositorNodePremulKey', 'PREMULKEY', 'Alpha Convert'),
    ('CompositorNodeIDMask', 'ID_MASK', 'ID Mask'),
    ('CompositorNodeRGBToBW', 'RGBTOBW', 'RGB to BW'),
    ('CompositorNodeSepRGBA', 'SEPRGBA', 'Separate RGBA'),
    ('CompositorNodeCombRGBA', 'COMBRGBA', 'Combine RGBA'),
    ('CompositorNodeSepHSVA', 'SEPHSVA', 'Separate HSVA'),
    ('CompositorNodeCombHSVA', 'COMBHSVA', 'Combine HSVA'),
    ('CompositorNodeSepYUVA', 'SEPYUVA', 'Separate YUVA'),
    ('CompositorNodeCombYUVA', 'COMBYUVA', 'Combine YUVA'),
    ('CompositorNodeSepYCCA', 'SEPYCCA', 'Separate YCbCrA'),
    ('CompositorNodeCombYCCA', 'COMBYCCA', 'Combine YCbCrA'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_filter_nodes_props = (
    ('CompositorNodeBlur', 'BLUR', 'Blur'),
    ('CompositorNodeBilateralblur', 'BILATERALBLUR', 'Bilateral Blur'),
    ('CompositorNodeDilateErode', 'DILATEERODE', 'Dilate/Erode'),
    ('CompositorNodeDespeckle', 'DESPECKLE', 'Despeckle'),
    ('CompositorNodeFilter', 'FILTER', 'Filter'),
    ('CompositorNodeBokehBlur', 'BOKEHBLUR', 'Bokeh Blur'),
    ('CompositorNodeVecBlur', 'VECBLUR', 'Vector Blur'),
    ('CompositorNodeDefocus', 'DEFOCUS', 'Defocus'),
    ('CompositorNodeGlare', 'GLARE', 'Glare'),
    ('CompositorNodeInpaint', 'INPAINT', 'Inpaint'),
    ('CompositorNodeDBlur', 'DBLUR', 'Directional Blur'),
    ('CompositorNodePixelate', 'PIXELATE', 'Pixelate'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_vector_nodes_props = (
    ('CompositorNodeNormal', 'NORMAL', 'Normal'),
    ('CompositorNodeMapValue', 'MAP_VALUE', 'Map Value'),
    ('CompositorNodeMapRange', 'MAP_RANGE', 'Map Range'),
    ('CompositorNodeNormalize', 'NORMALIZE', 'Normalize'),
    ('CompositorNodeCurveVec', 'CURVE_VEC', 'Vector Curves'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_matte_nodes_props = (
    ('CompositorNodeKeying', 'KEYING', 'Keying'),
    ('CompositorNodeKeyingScreen', 'KEYINGSCREEN', 'Keying Screen'),
    ('CompositorNodeChannelMatte', 'CHANNEL_MATTE', 'Channel Key'),
    ('CompositorNodeColorSpill', 'COLOR_SPILL', 'Color Spill'),
    ('CompositorNodeBoxMask', 'BOXMASK', 'Box Mask'),
    ('CompositorNodeEllipseMask', 'ELLIPSEMASK', 'Ellipse Mask'),
    ('CompositorNodeLumaMatte', 'LUMA_MATTE', 'Luminance Key'),
    ('CompositorNodeDiffMatte', 'DIFF_MATTE', 'Difference Key'),
    ('CompositorNodeDistanceMatte', 'DISTANCE_MATTE', 'Distance Key'),
    ('CompositorNodeChromaMatte', 'CHROMA_MATTE', 'Chroma Key'),
    ('CompositorNodeColorMatte', 'COLOR_MATTE', 'Color Key'),
    ('CompositorNodeDoubleEdgeMask', 'DOUBLEEDGEMASK', 'Double Edge Mask'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_distort_nodes_props = (
    ('CompositorNodeScale', 'SCALE', 'Scale'),
    ('CompositorNodeLensdist', 'LENSDIST', 'Lens Distortion'),
    ('CompositorNodeMovieDistortion', 'MOVIEDISTORTION', 'Movie Distortion'),
    ('CompositorNodeTranslate', 'TRANSLATE', 'Translate'),
    ('CompositorNodeRotate', 'ROTATE', 'Rotate'),
    ('CompositorNodeFlip', 'FLIP', 'Flip'),
    ('CompositorNodeCrop', 'CROP', 'Crop'),
    ('CompositorNodeDisplace', 'DISPLACE', 'Displace'),
    ('CompositorNodeMapUV', 'MAP_UV', 'Map UV'),
    ('CompositorNodeTransform', 'TRANSFORM', 'Transform'),
    ('CompositorNodeStabilize', 'STABILIZE2D', 'Stabilize 2D'),
    ('CompositorNodePlaneTrackDeform', 'PLANETRACKDEFORM', 'Plane Track Deform'),
)
# (rna_type.identifier, type, rna_type.name)
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators.
compo_layout_nodes_props = (
    ('NodeFrame', 'FRAME', 'Frame'),
    ('NodeReroute', 'REROUTE', 'Reroute'),
    ('CompositorNodeSwitch', 'SWITCH', 'Switch'),
)

# list of blend types of "Mix" nodes in a form that can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
blend_types = [
    ('MIX', 'Mix', 'Mix Mode'),
    ('ADD', 'Add', 'Add Mode'),
    ('MULTIPLY', 'Multiply', 'Multiply Mode'),
    ('SUBTRACT', 'Subtract', 'Subtract Mode'),
    ('SCREEN', 'Screen', 'Screen Mode'),
    ('DIVIDE', 'Divide', 'Divide Mode'),
    ('DIFFERENCE', 'Difference', 'Difference Mode'),
    ('DARKEN', 'Darken', 'Darken Mode'),
    ('LIGHTEN', 'Lighten', 'Lighten Mode'),
    ('OVERLAY', 'Overlay', 'Overlay Mode'),
    ('DODGE', 'Dodge', 'Dodge Mode'),
    ('BURN', 'Burn', 'Burn Mode'),
    ('HUE', 'Hue', 'Hue Mode'),
    ('SATURATION', 'Saturation', 'Saturation Mode'),
    ('VALUE', 'Value', 'Value Mode'),
    ('COLOR', 'Color', 'Color Mode'),
    ('SOFT_LIGHT', 'Soft Light', 'Soft Light Mode'),
    ('LINEAR_LIGHT', 'Linear Light', 'Linear Light Mode'),
# list of operations of "Math" nodes in a form that can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
operations = [
    ('ADD', 'Add', 'Add Mode'),
    ('MULTIPLY', 'Multiply', 'Multiply Mode'),
    ('SUBTRACT', 'Subtract', 'Subtract Mode'),
    ('DIVIDE', 'Divide', 'Divide Mode'),
    ('SINE', 'Sine', 'Sine Mode'),
    ('COSINE', 'Cosine', 'Cosine Mode'),
    ('TANGENT', 'Tangent', 'Tangent Mode'),
    ('ARCSINE', 'Arcsine', 'Arcsine Mode'),
    ('ARCCOSINE', 'Arccosine', 'Arccosine Mode'),
    ('ARCTANGENT', 'Arctangent', 'Arctangent Mode'),
    ('POWER', 'Power', 'Power Mode'),
    ('LOGARITHM', 'Logatithm', 'Logarithm Mode'),
    ('MINIMUM', 'Minimum', 'Minimum Mode'),
    ('MAXIMUM', 'Maximum', 'Maximum Mode'),
    ('ROUND', 'Round', 'Round Mode'),
    ('LESS_THAN', 'Less Than', 'Less Than Mode'),
    ('GREATER_THAN', 'Greater Than', 'Greater Than Mode'),
]

# in NWBatchChangeNodes additional types/operations. Can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
navs = [
    ('CURRENT', 'Current', 'Leave at current state'),
    ('NEXT', 'Next', 'Next blend type/operation'),
    ('PREV', 'Prev', 'Previous blend type/operation'),
]

draw_color_sets = {
    "red_white": (
        (1.0, 1.0, 1.0, 0.7),
        (1.0, 0.0, 0.0, 0.7),
        (0.8, 0.2, 0.2, 1.0)
    ),
    "green": (
        (0.0, 0.0, 0.0, 1.0),
        (0.38, 0.77, 0.38, 1.0),
        (0.38, 0.77, 0.38, 1.0)
    ),
    "yellow": (
        (0.0, 0.0, 0.0, 1.0),
        (0.77, 0.77, 0.16, 1.0),
        (0.77, 0.77, 0.16, 1.0)
    ),
    "purple": (
        (0.0, 0.0, 0.0, 1.0),
        (0.38, 0.38, 0.77, 1.0),
        (0.38, 0.38, 0.77, 1.0)
    ),
    "grey": (
        (0.0, 0.0, 0.0, 1.0),
        (0.63, 0.63, 0.63, 1.0),
        (0.63, 0.63, 0.63, 1.0)
    ),
    "black": (
        (1.0, 1.0, 1.0, 0.7),
        (0.0, 0.0, 0.0, 0.7),
        (0.2, 0.2, 0.2, 1.0)
}


def nice_hotkey_name(punc):
    # convert the ugly string name into the actual character
    pairs = (
        ('LEFTMOUSE', "LMB"),
        ('MIDDLEMOUSE', "MMB"),
        ('RIGHTMOUSE', "RMB"),
        ('SELECTMOUSE', "Select"),
        ('WHEELUPMOUSE', "Wheel Up"),
        ('WHEELDOWNMOUSE', "Wheel Down"),
        ('WHEELINMOUSE', "Wheel In"),
        ('WHEELOUTMOUSE', "Wheel Out"),
        ('ZERO', "0"),
        ('ONE', "1"),
        ('TWO', "2"),
        ('THREE', "3"),
        ('FOUR', "4"),
        ('FIVE', "5"),
        ('SIX', "6"),
        ('SEVEN', "7"),
        ('EIGHT', "8"),
        ('NINE', "9"),
        ('OSKEY', "Super"),
        ('RET', "Enter"),
        ('LINE_FEED', "Enter"),
        ('SEMI_COLON', ";"),
        ('PERIOD', "."),
        ('COMMA', ","),
        ('QUOTE', '"'),
        ('MINUS', "-"),
        ('SLASH', "/"),
        ('BACK_SLASH', "\\"),
        ('EQUAL', "="),
        ('NUMPAD_1', "Numpad 1"),
        ('NUMPAD_2', "Numpad 2"),
        ('NUMPAD_3', "Numpad 3"),
        ('NUMPAD_4', "Numpad 4"),
        ('NUMPAD_5', "Numpad 5"),
        ('NUMPAD_6', "Numpad 6"),
        ('NUMPAD_7', "Numpad 7"),
        ('NUMPAD_8', "Numpad 8"),
        ('NUMPAD_9', "Numpad 9"),
        ('NUMPAD_0', "Numpad 0"),
        ('NUMPAD_PERIOD', "Numpad ."),
        ('NUMPAD_SLASH', "Numpad /"),
        ('NUMPAD_ASTERIX', "Numpad *"),
        ('NUMPAD_MINUS', "Numpad -"),
        ('NUMPAD_ENTER', "Numpad Enter"),
        ('NUMPAD_PLUS', "Numpad +"),
    nice_punc = False
    for (ugly, nice) in pairs:
        if punc == ugly:
            nice_punc = nice
            break
    if not nice_punc:
        nice_punc = punc.replace("_", " ").title()
    return nice_punc


def hack_force_update(context, nodes):
    if context.space_data.tree_type == "ShaderNodeTree":
        node = nodes.new('ShaderNodeMath')
        node.inputs[0].default_value = 0.0
        nodes.remove(node)
    return False


def dpifac():
    return bpy.context.user_preferences.system.dpi/72


def is_end_node(node):
    bool = True
    for output in node.outputs:
        if output.links:
            bool = False
            break
    return bool


def node_mid_pt(node, axis):
    if axis == 'x':
        d = node.location.x + (node.dimensions.x / 2)
    elif axis == 'y':
        d = node.location.y - (node.dimensions.y / 2)
    else:
        d = 0
    return d


def autolink(node1, node2, links):
    link_made = False

    for outp in node1.outputs:
        for inp in node2.inputs:
            if not inp.is_linked and inp.name == outp.name:
                link_made = True
                links.new(outp, inp)
                return True

    for outp in node1.outputs:
        for inp in node2.inputs:
            if not inp.is_linked and inp.type == outp.type:
                link_made = True
                links.new(outp, inp)
                return True

    # force some connection even if the type doesn't match
    for outp in node1.outputs:
        for inp in node2.inputs:
            if not inp.is_linked:
                link_made = True
                links.new(outp, inp)
                return True

    # even if no sockets are open, force one of matching type
    for outp in node1.outputs:
        for inp in node2.inputs:
            if inp.type == outp.type:
                link_made = True
                links.new(outp, inp)
                return True

    # do something!
    for outp in node1.outputs:
        for inp in node2.inputs:
            link_made = True
            links.new(outp, inp)
            return True

    print("Could not make a link from " + node1.name + " to " + node2.name)
    return link_made


def node_at_pos(nodes, context, event):
    nodes_near_mouse = []
    nodes_under_mouse = []
    target_node = None

    store_mouse_cursor(context, event)
    x, y = context.space_data.cursor_location
    x = x
    y = y

    # Make a list of each corner (and middle of border) for each node.
    # Will be sorted to find nearest point and thus nearest node
    node_points_with_dist = []
    for node in nodes:
        locx = node.location.x
        locy = node.location.y
        dimx = node.dimensions.x/dpifac()
        dimy = node.dimensions.y/dpifac()
        node_points_with_dist.append([node, sqrt((x - locx) ** 2 + (y - locy) ** 2)])  # Top Left
        node_points_with_dist.append([node, sqrt((x - (locx+dimx)) ** 2 + (y - locy) ** 2)])  # Top Right
        node_points_with_dist.append([node, sqrt((x - locx) ** 2 + (y - (locy-dimy)) ** 2)])  # Bottom Left
        node_points_with_dist.append([node, sqrt((x - (locx+dimx)) ** 2 + (y - (locy-dimy)) ** 2)])  # Bottom Right

        node_points_with_dist.append([node, sqrt((x - (locx+(dimx/2))) ** 2 + (y - locy) ** 2)])  # Mid Top
        node_points_with_dist.append([node, sqrt((x - (locx+(dimx/2))) ** 2 + (y - (locy-dimy)) ** 2)])  # Mid Bottom
        node_points_with_dist.append([node, sqrt((x - locx) ** 2 + (y - (locy-(dimy/2))) ** 2)])  # Mid Left
        node_points_with_dist.append([node, sqrt((x - (locx+dimx)) ** 2 + (y - (locy-(dimy/2))) ** 2)])  # Mid Right

        #node_points_with_dist.append([node, sqrt((x - (locx+(dimx/2))) ** 2 + (y - (locy-(dimy/2))) ** 2)])  # Center
    nearest_node = sorted(node_points_with_dist, key=lambda k: k[1])[0][0]
        locx = node.location.x
        locy = node.location.y
        dimx = node.dimensions.x/dpifac()
        dimy = node.dimensions.y/dpifac()
        if (locx <= x <= locx + dimx) and \
           (locy - dimy <= y <= locy):
            nodes_under_mouse.append(node)

    if len(nodes_under_mouse) == 1:
        if nodes_under_mouse[0] != nearest_node:
            target_node = nodes_under_mouse[0]  # use the node under the mouse if there is one and only one
        else:
            target_node = nearest_node  # else use the nearest node
        target_node = nearest_node
    return target_node


def store_mouse_cursor(context, event):
    space = context.space_data
    v2d = context.region.view2d
    tree = space.edit_tree

    # convert mouse position to the View2D for later node placement
    if context.region.type == 'WINDOW':
        space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
    else:
        space.cursor_location = tree.view_center


def draw_line(x1, y1, x2, y2, size, colour=[1.0, 1.0, 1.0, 0.7]):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glLineWidth(size)
    bgl.glShadeModel(bgl.GL_SMOOTH)

    bgl.glBegin(bgl.GL_LINE_STRIP)
    try:
        bgl.glColor4f(colour[0]+(1.0-colour[0])/4, colour[1]+(1.0-colour[1])/4, colour[2]+(1.0-colour[2])/4, colour[3]+(1.0-colour[3])/4)
        bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
        bgl.glVertex2f(x2, y2)
    except:
        pass
    bgl.glEnd()
    bgl.glShadeModel(bgl.GL_FLAT)


def draw_circle(mx, my, radius, colour=[1.0, 1.0, 1.0, 0.7]):
    bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
    radius = radius
    sides = 32
    for i in range(sides + 1):
        cosine = radius * cos(i * 2 * pi / sides) + mx
        sine = radius * sin(i * 2 * pi / sides) + my
        bgl.glVertex2f(cosine, sine)
    bgl.glEnd()


def draw_rounded_node_border(node, radius=8, colour=[1.0, 1.0, 1.0, 0.7]):
    bgl.glEnable(bgl.GL_BLEND)
    settings = bpy.context.user_preferences.addons[__name__].preferences
    if settings.bgl_antialiasing:
        bgl.glEnable(bgl.GL_LINE_SMOOTH)
    sides = 16
    bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])

    nlocx = (node.location.x+1)*dpifac()
    nlocy = (node.location.y+1)*dpifac()
    ndimx = node.dimensions.x
    ndimy = node.dimensions.y

    bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy)
    bgl.glVertex2f(mx,my)
    for i in range(sides+1):
        if (4<=i<=8):
            if mx != 12000 and my != 12000:  # nodes that go over the view border give 12000 as coords
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                bgl.glVertex2f(cosine, sine)
    bgl.glEnd()

    bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy)
    bgl.glVertex2f(mx,my)
    for i in range(sides+1):
        if (0<=i<=4):
            if mx != 12000 and my != 12000:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                bgl.glVertex2f(cosine, sine)

    bgl.glEnd()
    bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy)
    bgl.glVertex2f(mx,my)
    for i in range(sides+1):
        if (8<=i<=12):
            if mx != 12000 and my != 12000:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                bgl.glVertex2f(cosine, sine)
    bgl.glEnd()

    bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy)
    bgl.glVertex2f(mx,my)
    for i in range(sides+1):
        if (12<=i<=16):
            if mx != 12000 and my != 12000:
                cosine = radius * cos(i * 2 * pi / sides) + mx
                sine = radius * sin(i * 2 * pi / sides) + my
                bgl.glVertex2f(cosine, sine)
    bgl.glEnd()


    bgl.glBegin(bgl.GL_QUADS)
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy)
    if m1x != 12000 and m1y != 12000 and m2x != 12000 and m2y != 12000:
        bgl.glVertex2f(m2x-radius,m2y)  # draw order is important, start with bottom left and go anti-clockwise
        bgl.glVertex2f(m2x,m2y)
        bgl.glVertex2f(m1x,m1y)
        bgl.glVertex2f(m1x-radius,m1y)
    bgl.glEnd()

    bgl.glBegin(bgl.GL_QUADS)
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy)
    if m1x != 12000 and m1y != 12000 and m2x != 12000 and m2y != 12000:
        bgl.glVertex2f(m1x,m2y)  # draw order is important, start with bottom left and go anti-clockwise
        bgl.glVertex2f(m2x,m2y)
        bgl.glVertex2f(m2x,m1y+radius)
        bgl.glVertex2f(m1x,m1y+radius)
    bgl.glEnd()

    bgl.glBegin(bgl.GL_QUADS)
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy)
    if m1x != 12000 and m1y != 12000 and m2x != 12000 and m2y != 12000:
        bgl.glVertex2f(m2x,m2y)  # draw order is important, start with bottom left and go anti-clockwise
        bgl.glVertex2f(m2x+radius,m2y)
        bgl.glVertex2f(m1x+radius,m1y)
        bgl.glVertex2f(m1x,m1y)
    bgl.glEnd()

    bgl.glBegin(bgl.GL_QUADS)
    m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy-ndimy)
    m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy-ndimy)
    if m1x != 12000 and m1y != 12000 and m2x != 12000 and m2y != 12000:
        bgl.glVertex2f(m1x,m2y)  # draw order is important, start with bottom left and go anti-clockwise
        bgl.glVertex2f(m2x,m2y)
        bgl.glVertex2f(m2x,m1y-radius)
        bgl.glVertex2f(m1x,m1y-radius)
    bgl.glEnd()

    bgl.glDisable(bgl.GL_BLEND)
    if settings.bgl_antialiasing:
        bgl.glDisable(bgl.GL_LINE_SMOOTH)


def draw_callback_mixnodes(self, context, mode):
        nodes = context.space_data.node_tree.nodes
        settings = context.user_preferences.addons[__name__].preferences
        if settings.bgl_antialiasing:
            bgl.glEnable(bgl.GL_LINE_SMOOTH)

        if mode == "LINK":
            col_outer = [1.0, 0.2, 0.2, 0.4]
            col_inner = [0.0, 0.0, 0.0, 0.5]
            col_circle_inner = [0.3, 0.05, 0.05, 1.0]
        if mode == "LINKMENU":
            col_outer = [0.4, 0.6, 1.0, 0.4]
            col_inner = [0.0, 0.0, 0.0, 0.5]
            col_circle_inner = [0.08, 0.15, .3, 1.0]
        elif mode == "MIX":
            col_outer = [0.2, 1.0, 0.2, 0.4]
            col_inner = [0.0, 0.0, 0.0, 0.5]
            col_circle_inner = [0.05, 0.3, 0.05, 1.0]

        m1x = self.mouse_path[0][0]
        m1y = self.mouse_path[0][1]
        m2x = self.mouse_path[-1][0]
        m2y = self.mouse_path[-1][1]

        n1 = nodes[context.scene.NWLazySource]
        n2 = nodes[context.scene.NWLazyTarget]
        draw_rounded_node_border(n1, radius=6, colour=col_outer)  # outline
        draw_rounded_node_border(n1, radius=5, colour=col_inner)  # inner
        draw_rounded_node_border(n2, radius=6, colour=col_outer)  # outline
        draw_rounded_node_border(n2, radius=5, colour=col_inner)  # inner

        draw_line(m1x, m1y, m2x, m2y, 4, col_outer)  # line outline
        draw_line(m1x, m1y, m2x, m2y, 2, col_inner)  # line inner

        # circle outline
        draw_circle(m1x, m1y, 6, col_outer)
        draw_circle(m2x, m2y, 6, col_outer)
        draw_circle(m1x, m1y, 5, col_circle_inner)
        draw_circle(m2x, m2y, 5, col_circle_inner)

        # restore opengl defaults
        bgl.glLineWidth(1)
        bgl.glDisable(bgl.GL_BLEND)
        bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

        if settings.bgl_antialiasing:
            bgl.glDisable(bgl.GL_LINE_SMOOTH)


def get_nodes_links(context):
    space = context.space_data
    tree = space.node_tree
    nodes = tree.nodes
    links = tree.links
    active = nodes.active
    context_active = context.active_node
    # check if we are working on regular node tree or node group is currently edited.
    # if group is edited - active node of space_tree is the group
    # if context.active_node != space active node - it means that the group is being edited.
    # in such case we set "nodes" to be nodes of this group, "links" to be links of this group
    # if context.active_node == space.active_node it means that we are not currently editing group
    is_main_tree = True
    if active:
        is_main_tree = context_active == active
    if not is_main_tree:  # if group is currently edited
        tree = active.node_tree
        nodes = tree.nodes
        links = tree.links

    return nodes, links


# Addon prefs
class NWNodeWrangler(bpy.types.AddonPreferences):
    bl_idname = __name__

    merge_hide = EnumProperty(
        name="Hide Mix nodes",
        items=(
            ("ALWAYS", "Always", "Always collapse the new merge nodes"),
            ("NON_SHADER", "Non-Shader", "Collapse in all cases except for shaders"),
            ("NEVER", "Never", "Never collapse the new merge nodes")
        ),
        default='NON_SHADER',
        description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specifiy whether to collapse them or show the full node with options expanded")
    merge_position = EnumProperty(
        name="Mix Node Position",
        items=(
            ("CENTER", "Center", "Place the Mix node between the two nodes"),
            ("BOTTOM", "Bottom", "Place the Mix node at the same height as the lowest node")
        ),
        default='CENTER',
        description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specifiy the position of the new nodes")
    bgl_antialiasing = BoolProperty(
        name="Line Antialiasing",
        default=False,
        description="Remove aliasing artifacts on lines drawn in interactive modes such as Lazy Connect (Alt+LMB) and Lazy Merge (Alt+RMB) - this may cause issues on some systems"
    )

    show_hotkey_list = BoolProperty(
        name="Show Hotkey List",
        default=False,
        description="Expand this box into a list of all the hotkeys for functions in this addon"
    )
    hotkey_list_filter = StringProperty(
        name="        Filter by Name",
        default="",
        description="Show only hotkeys that have this text in their name"
    )

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.prop(self, "merge_position")
        col.prop(self, "merge_hide")
        col.prop(self, "bgl_antialiasing")

        box = col.box()
        col = box.column(align=True)

        hotkey_button_name = "Show Hotkey List"
        if self.show_hotkey_list:
            hotkey_button_name = "Hide Hotkey List"
        col.prop(self, "show_hotkey_list", text=hotkey_button_name, toggle=True)
        if self.show_hotkey_list:
            col.prop(self, "hotkey_list_filter", icon="VIEWZOOM")
            col.separator()
            for hotkey in kmi_defs:
                if hotkey[6]:
                    hotkey_name = hotkey[6]

                    if self.hotkey_list_filter.lower() in hotkey_name.lower():
                        row = col.row(align=True)
                        row.label(hotkey_name)
                        keystr = nice_hotkey_name(hotkey[1])
                        if hotkey[3]:
                            keystr = "Shift " + keystr
                        if hotkey[4]:
                            keystr = "Alt " + keystr
                        if hotkey[2]:
                            keystr = "Ctrl " + keystr
                        row.label(keystr)


class NWBase:
    @classmethod
    def poll(cls, context):
        space = context.space_data
        return space.type == 'NODE_EDITOR' and space.node_tree is not None


# OPERATORS
class NWLazyMix(Operator, NWBase):
    """Add a Mix RGB/Shader node by interactively drawing lines between nodes"""
    bl_idname = "node.nw_lazy_mix"
    bl_label = "Mix Nodes"
    bl_options = {'REGISTER', 'UNDO'}

    def modal(self, context, event):
        context.area.tag_redraw()
        nodes, links = get_nodes_links(context)
        cont = True

        start_pos = [event.mouse_region_x, event.mouse_region_y]

        node1 = None
        if not context.scene.NWBusyDrawing:
            node1 = node_at_pos(nodes, context, event)
            if node1:
                context.scene.NWBusyDrawing = node1.name
        else:
            if context.scene.NWBusyDrawing != 'STOP':
                node1 = nodes[context.scene.NWBusyDrawing]

        context.scene.NWLazySource = node1.name
        context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name

        if event.type == 'MOUSEMOVE':
            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))

        elif event.type == 'RIGHTMOUSE':
            end_pos = [event.mouse_region_x, event.mouse_region_y]
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')

            node2 = None
            node2 = node_at_pos(nodes, context, event)
            if node2:
                context.scene.NWBusyDrawing = node2.name

            if node1 == node2:
                cont = False

            if cont:
                if node1 and node2:
                    for node in nodes:
                        node.select = False
                    node1.select = True
                    node2.select = True

                    bpy.ops.node.nw_merge_nodes(mode="MIX", merge_type="AUTO")

            context.scene.NWBusyDrawing = ""
            return {'FINISHED'}

        elif event.type == 'ESC':
            print('cancelled')
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        if context.area.type == 'NODE_EDITOR':
            # the arguments we pass the the callback
            args = (self, context, 'MIX')
            # Add the region OpenGL drawing callback
            # draw in view space with 'POST_VIEW' and 'PRE_VIEW'
            self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_mixnodes, args, 'WINDOW', 'POST_PIXEL')

            self.mouse_path = []

            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "View3D not found, cannot run operator")
            return {'CANCELLED'}


class NWLazyConnect(Operator, NWBase):
    """Connect two nodes without clicking a specific socket (automatically determined"""
    bl_idname = "node.nw_lazy_connect"
    bl_label = "Lazy Connect"
    bl_options = {'REGISTER', 'UNDO'}
    with_menu = BoolProperty()

    def modal(self, context, event):
        context.area.tag_redraw()
        nodes, links = get_nodes_links(context)
        cont = True

        start_pos = [event.mouse_region_x, event.mouse_region_y]

        node1 = None
        if not context.scene.NWBusyDrawing:
            node1 = node_at_pos(nodes, context, event)
            if node1:
                context.scene.NWBusyDrawing = node1.name
        else:
            if context.scene.NWBusyDrawing != 'STOP':
                node1 = nodes[context.scene.NWBusyDrawing]

        context.scene.NWLazySource = node1.name
        context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name

        if event.type == 'MOUSEMOVE':
            self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))

        elif event.type == 'RIGHTMOUSE':
            end_pos = [event.mouse_region_x, event.mouse_region_y]
            bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')

            node2 = None
            node2 = node_at_pos(nodes, context, event)
            if node2:
                context.scene.NWBusyDrawing = node2.name

            if node1 == node2:
                cont = False

            link_success = False
            if cont:
                if node1 and node2:
                    original_sel = []