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blender-archive/source/blender/editors/sculpt_paint/paint_image.c

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/*
* 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.
*
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*/
/** \file
* \ingroup edsculpt
* \brief Functions to paint images in 2D and 3D.
2011-02-27 20:29:51 +00:00
*/
#include <float.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "DNA_brush_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "BKE_brush.h"
#include "BKE_colorband.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_undo_system.h"
#include "DEG_depsgraph.h"
#include "UI_interface.h"
#include "UI_view2d.h"
#include "ED_image.h"
#include "ED_object.h"
#include "ED_paint.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "WM_api.h"
#include "WM_message.h"
#include "WM_toolsystem.h"
#include "WM_types.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "GPU_immediate.h"
#include "GPU_state.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
#include "IMB_colormanagement.h"
#include "paint_intern.h"
/**
* This is a static resource for non-global access.
* Maybe it should be exposed as part of the paint operation,
* but for now just give a public interface.
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*/
static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
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ImagePaintPartialRedraw *get_imapaintpartial(void)
{
Texture paint refactoring commit This is as close as I can get to keeping the old code intact. After this commit, I will have to change existing code paths, making testing of functionality harder. Changes: * Keep only projective texturing code in paint_image_proj.c * Move 2D code to paint_image_2d.c. This needed the introduction of allocation/cleanup functions for the relevant structures. * Common code interface for both modes stays in paint_image.c (which still includes all old code, system should work as it did with the exception of non-projective 3D paint mode) and is made public. This is not a lot of code, only rectangle invalidation and undo system. * Changed the naming in the new code slightly: imapaint_ prefixed functions refer to common functions used by both systems, paint_2d_ prefixed to 2d painting. There will be an interface for the projection painting as well. Probably there is some leftover naming conversions to do. TODO: * Move operator init/exec/modal to common interface file * Get rid of old BKE_brush_painter_paint, now brush_painter_2d_paint. All code uses stroke system for the stroke management * Write space pressure management for the paint stroke system (for other systems to access as well :) ) * Move texture paint tablet presssure exception code for old bugs to stroke system (makes me wonder...aren't other systems also influenced by these pressure issues?) or up in the function hierarchy inside texture paint. This code is still not there so users with tablets may notice some issues. * possibly change other systems to pre-multiply pressure with the relevant influenced attributes in the stroke function. This could get tricky though and it's possible that it could backfire.
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return &imapaintpartial;
}
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void set_imapaintpartial(struct ImagePaintPartialRedraw *ippr)
{
Texture paint refactoring commit This is as close as I can get to keeping the old code intact. After this commit, I will have to change existing code paths, making testing of functionality harder. Changes: * Keep only projective texturing code in paint_image_proj.c * Move 2D code to paint_image_2d.c. This needed the introduction of allocation/cleanup functions for the relevant structures. * Common code interface for both modes stays in paint_image.c (which still includes all old code, system should work as it did with the exception of non-projective 3D paint mode) and is made public. This is not a lot of code, only rectangle invalidation and undo system. * Changed the naming in the new code slightly: imapaint_ prefixed functions refer to common functions used by both systems, paint_2d_ prefixed to 2d painting. There will be an interface for the projection painting as well. Probably there is some leftover naming conversions to do. TODO: * Move operator init/exec/modal to common interface file * Get rid of old BKE_brush_painter_paint, now brush_painter_2d_paint. All code uses stroke system for the stroke management * Write space pressure management for the paint stroke system (for other systems to access as well :) ) * Move texture paint tablet presssure exception code for old bugs to stroke system (makes me wonder...aren't other systems also influenced by these pressure issues?) or up in the function hierarchy inside texture paint. This code is still not there so users with tablets may notice some issues. * possibly change other systems to pre-multiply pressure with the relevant influenced attributes in the stroke function. This could get tricky though and it's possible that it could backfire.
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imapaintpartial = *ippr;
}
/* Imagepaint Partial Redraw & Dirty Region */
void ED_imapaint_clear_partial_redraw(void)
{
memset(&imapaintpartial, 0, sizeof(imapaintpartial));
}
void imapaint_region_tiles(
ImBuf *ibuf, int x, int y, int w, int h, int *tx, int *ty, int *tw, int *th)
{
int srcx = 0, srcy = 0;
IMB_rectclip(ibuf, NULL, &x, &y, &srcx, &srcy, &w, &h);
*tw = ((x + w - 1) >> ED_IMAGE_UNDO_TILE_BITS);
*th = ((y + h - 1) >> ED_IMAGE_UNDO_TILE_BITS);
*tx = (x >> ED_IMAGE_UNDO_TILE_BITS);
*ty = (y >> ED_IMAGE_UNDO_TILE_BITS);
}
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
void ED_imapaint_dirty_region(
Image *ima, ImBuf *ibuf, ImageUser *iuser, int x, int y, int w, int h, bool find_old)
{
ImBuf *tmpibuf = NULL;
int tilex, tiley, tilew, tileh, tx, ty;
int srcx = 0, srcy = 0;
IMB_rectclip(ibuf, NULL, &x, &y, &srcx, &srcy, &w, &h);
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if (w == 0 || h == 0) {
return;
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}
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if (!imapaintpartial.enabled) {
imapaintpartial.x1 = x;
imapaintpartial.y1 = y;
imapaintpartial.x2 = x + w;
imapaintpartial.y2 = y + h;
imapaintpartial.enabled = 1;
}
else {
imapaintpartial.x1 = min_ii(imapaintpartial.x1, x);
imapaintpartial.y1 = min_ii(imapaintpartial.y1, y);
imapaintpartial.x2 = max_ii(imapaintpartial.x2, x + w);
imapaintpartial.y2 = max_ii(imapaintpartial.y2, y + h);
}
imapaint_region_tiles(ibuf, x, y, w, h, &tilex, &tiley, &tilew, &tileh);
ListBase *undo_tiles = ED_image_paint_tile_list_get();
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for (ty = tiley; ty <= tileh; ty++) {
for (tx = tilex; tx <= tilew; tx++) {
ED_image_paint_tile_push(
undo_tiles, ima, ibuf, &tmpibuf, iuser, tx, ty, NULL, NULL, false, find_old);
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}
}
BKE_image_mark_dirty(ima, ibuf);
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if (tmpibuf) {
IMB_freeImBuf(tmpibuf);
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}
}
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
void imapaint_image_update(
SpaceImage *sima, Image *image, ImBuf *ibuf, ImageUser *iuser, short texpaint)
{
if (imapaintpartial.x1 != imapaintpartial.x2 && imapaintpartial.y1 != imapaintpartial.y2) {
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IMB_partial_display_buffer_update_delayed(
ibuf, imapaintpartial.x1, imapaintpartial.y1, imapaintpartial.x2, imapaintpartial.y2);
}
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if (ibuf->mipmap[0]) {
ibuf->userflags |= IB_MIPMAP_INVALID;
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}
/* todo: should set_tpage create ->rect? */
if (texpaint || (sima && sima->lock)) {
int w = imapaintpartial.x2 - imapaintpartial.x1;
int h = imapaintpartial.y2 - imapaintpartial.y1;
if (w && h) {
/* Testing with partial update in uv editor too */
BKE_image_update_gputexture(image, iuser, imapaintpartial.x1, imapaintpartial.y1, w, h);
}
}
}
/* paint blur kernels. Projective painting enforces use of a 2x2 kernel due to lagging */
BlurKernel *paint_new_blur_kernel(Brush *br, bool proj)
{
int i, j;
BlurKernel *kernel = MEM_mallocN(sizeof(BlurKernel), "blur kernel");
float radius;
int side;
eBlurKernelType type = br->blur_mode;
if (proj) {
radius = 0.5f;
side = kernel->side = 2;
kernel->side_squared = kernel->side * kernel->side;
kernel->wdata = MEM_mallocN(sizeof(float) * kernel->side_squared, "blur kernel data");
kernel->pixel_len = radius;
}
else {
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if (br->blur_kernel_radius <= 0) {
br->blur_kernel_radius = 1;
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}
radius = br->blur_kernel_radius;
side = kernel->side = radius * 2 + 1;
kernel->side_squared = kernel->side * kernel->side;
kernel->wdata = MEM_mallocN(sizeof(float) * kernel->side_squared, "blur kernel data");
kernel->pixel_len = br->blur_kernel_radius;
}
switch (type) {
case KERNEL_BOX:
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for (i = 0; i < kernel->side_squared; i++) {
kernel->wdata[i] = 1.0;
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}
break;
case KERNEL_GAUSSIAN: {
/* at 3.0 standard deviations distance, kernel is about zero */
float standard_dev = radius / 3.0f;
/* make the necessary adjustment to the value for use in the normal distribution formula */
standard_dev = -standard_dev * standard_dev * 2;
for (i = 0; i < side; i++) {
for (j = 0; j < side; j++) {
float idist = radius - i;
float jdist = radius - j;
float value = exp((idist * idist + jdist * jdist) / standard_dev);
kernel->wdata[i + j * side] = value;
}
}
break;
}
default:
printf("unidentified kernel type, aborting\n");
MEM_freeN(kernel->wdata);
MEM_freeN(kernel);
return NULL;
}
return kernel;
}
void paint_delete_blur_kernel(BlurKernel *kernel)
{
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if (kernel->wdata) {
MEM_freeN(kernel->wdata);
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}
}
/************************ image paint poll ************************/
static Brush *image_paint_brush(bContext *C)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
return BKE_paint_brush(&settings->imapaint.paint);
}
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static bool image_paint_poll_ex(bContext *C, bool check_tool)
{
Object *obact;
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if (!image_paint_brush(C)) {
return false;
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}
obact = CTX_data_active_object(C);
if ((obact && obact->mode & OB_MODE_TEXTURE_PAINT) && CTX_wm_region_view3d(C)) {
if (!check_tool || WM_toolsystem_active_tool_is_brush(C)) {
return true;
}
}
else {
SpaceImage *sima = CTX_wm_space_image(C);
if (sima) {
if (sima->image != NULL && ID_IS_LINKED(sima->image)) {
return false;
}
ARegion *region = CTX_wm_region(C);
if ((sima->mode == SI_MODE_PAINT) && region->regiontype == RGN_TYPE_WINDOW) {
return true;
}
}
}
return false;
}
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static bool image_paint_poll(bContext *C)
{
return image_paint_poll_ex(C, true);
}
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static bool image_paint_poll_ignore_tool(bContext *C)
{
return image_paint_poll_ex(C, false);
}
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static bool image_paint_2d_clone_poll(bContext *C)
{
Brush *brush = image_paint_brush(C);
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if (!CTX_wm_region_view3d(C) && image_paint_poll(C)) {
if (brush && (brush->imagepaint_tool == PAINT_TOOL_CLONE)) {
if (brush->clone.image) {
return true;
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}
}
}
return false;
}
/************************ paint operator ************************/
typedef enum eTexPaintMode {
PAINT_MODE_2D,
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PAINT_MODE_3D_PROJECT,
} eTexPaintMode;
typedef struct PaintOperation {
eTexPaintMode mode;
void *custom_paint;
float prevmouse[2];
float startmouse[2];
double starttime;
void *cursor;
ViewContext vc;
} PaintOperation;
bool paint_use_opacity_masking(Brush *brush)
{
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return ((brush->flag & BRUSH_AIRBRUSH) || (brush->flag & BRUSH_DRAG_DOT) ||
(brush->flag & BRUSH_ANCHORED) ||
(ELEM(brush->imagepaint_tool, PAINT_TOOL_SMEAR, PAINT_TOOL_SOFTEN)) ||
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(brush->imagepaint_tool == PAINT_TOOL_FILL) ||
(brush->flag & BRUSH_USE_GRADIENT) ||
(brush->mtex.tex && !ELEM(brush->mtex.brush_map_mode,
MTEX_MAP_MODE_TILED,
MTEX_MAP_MODE_STENCIL,
MTEX_MAP_MODE_3D)) ?
false :
true);
}
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void paint_brush_color_get(struct Scene *scene,
struct Brush *br,
bool color_correction,
bool invert,
float distance,
float pressure,
float color[3],
struct ColorManagedDisplay *display)
{
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if (invert) {
copy_v3_v3(color, BKE_brush_secondary_color_get(scene, br));
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}
else {
if (br->flag & BRUSH_USE_GRADIENT) {
float color_gr[4];
switch (br->gradient_stroke_mode) {
case BRUSH_GRADIENT_PRESSURE:
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BKE_colorband_evaluate(br->gradient, pressure, color_gr);
break;
case BRUSH_GRADIENT_SPACING_REPEAT: {
float coord = fmod(distance / br->gradient_spacing, 1.0);
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BKE_colorband_evaluate(br->gradient, coord, color_gr);
break;
}
case BRUSH_GRADIENT_SPACING_CLAMP: {
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BKE_colorband_evaluate(br->gradient, distance / br->gradient_spacing, color_gr);
break;
}
}
/* Gradient / Colorband colors are not considered PROP_COLOR_GAMMA.
* Brush colors are expected to be in sRGB though. */
IMB_colormanagement_scene_linear_to_srgb_v3(color_gr);
copy_v3_v3(color, color_gr);
}
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else {
copy_v3_v3(color, BKE_brush_color_get(scene, br));
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}
}
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if (color_correction) {
IMB_colormanagement_display_to_scene_linear_v3(color, display);
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}
}
void paint_brush_init_tex(Brush *brush)
{
/* init mtex nodes */
if (brush) {
MTex *mtex = &brush->mtex;
if (mtex->tex && mtex->tex->nodetree) {
/* has internal flag to detect it only does it once */
ntreeTexBeginExecTree(mtex->tex->nodetree);
}
mtex = &brush->mask_mtex;
if (mtex->tex && mtex->tex->nodetree) {
ntreeTexBeginExecTree(mtex->tex->nodetree);
}
}
}
void paint_brush_exit_tex(Brush *brush)
{
if (brush) {
MTex *mtex = &brush->mtex;
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if (mtex->tex && mtex->tex->nodetree) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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ntreeTexEndExecTree(mtex->tex->nodetree->execdata);
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}
mtex = &brush->mask_mtex;
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if (mtex->tex && mtex->tex->nodetree) {
ntreeTexEndExecTree(mtex->tex->nodetree->execdata);
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}
}
}
static void gradient_draw_line(bContext *UNUSED(C), int x, int y, void *customdata)
{
PaintOperation *pop = (PaintOperation *)customdata;
if (pop) {
GPU_line_smooth(true);
GPU_blend(GPU_BLEND_ALPHA);
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
ARegion *region = pop->vc.region;
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
GPU_line_width(4.0);
immUniformColor4ub(0, 0, 0, 255);
immBegin(GPU_PRIM_LINES, 2);
immVertex2i(pos, x, y);
immVertex2i(
pos, pop->startmouse[0] + region->winrct.xmin, pop->startmouse[1] + region->winrct.ymin);
immEnd();
GPU_line_width(2.0);
immUniformColor4ub(255, 255, 255, 255);
immBegin(GPU_PRIM_LINES, 2);
immVertex2i(pos, x, y);
immVertex2i(
pos, pop->startmouse[0] + region->winrct.xmin, pop->startmouse[1] + region->winrct.ymin);
immEnd();
immUnbindProgram();
GPU_blend(GPU_BLEND_NONE);
GPU_line_smooth(false);
}
}
static PaintOperation *texture_paint_init(bContext *C, wmOperator *op, const float mouse[2])
{
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = CTX_data_scene(C);
ToolSettings *settings = scene->toolsettings;
PaintOperation *pop = MEM_callocN(sizeof(PaintOperation), "PaintOperation"); /* caller frees */
Brush *brush = BKE_paint_brush(&settings->imapaint.paint);
int mode = RNA_enum_get(op->ptr, "mode");
ED_view3d_viewcontext_init(C, &pop->vc, depsgraph);
copy_v2_v2(pop->prevmouse, mouse);
copy_v2_v2(pop->startmouse, mouse);
/* initialize from context */
if (CTX_wm_region_view3d(C)) {
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
bool uvs, mat, tex, stencil;
if (!ED_paint_proj_mesh_data_check(scene, ob, &uvs, &mat, &tex, &stencil)) {
ED_paint_data_warning(op->reports, uvs, mat, tex, stencil);
MEM_freeN(pop);
WM_event_add_notifier(C, NC_SCENE | ND_TOOLSETTINGS, NULL);
return NULL;
}
pop->mode = PAINT_MODE_3D_PROJECT;
pop->custom_paint = paint_proj_new_stroke(C, ob, mouse, mode);
}
else {
pop->mode = PAINT_MODE_2D;
pop->custom_paint = paint_2d_new_stroke(C, op, mode);
}
if (!pop->custom_paint) {
MEM_freeN(pop);
return NULL;
}
if ((brush->imagepaint_tool == PAINT_TOOL_FILL) && (brush->flag & BRUSH_USE_GRADIENT)) {
pop->cursor = WM_paint_cursor_activate(
SPACE_TYPE_ANY, RGN_TYPE_ANY, image_paint_poll, gradient_draw_line, pop);
}
settings->imapaint.flag |= IMAGEPAINT_DRAWING;
ED_image_undo_push_begin(op->type->name, PAINT_MODE_TEXTURE_2D);
return pop;
}
static void paint_stroke_update_step(bContext *C, struct PaintStroke *stroke, PointerRNA *itemptr)
{
PaintOperation *pop = paint_stroke_mode_data(stroke);
Scene *scene = CTX_data_scene(C);
ToolSettings *toolsettings = CTX_data_tool_settings(C);
UnifiedPaintSettings *ups = &toolsettings->unified_paint_settings;
Brush *brush = BKE_paint_brush(&toolsettings->imapaint.paint);
float alphafac = (brush->flag & BRUSH_ACCUMULATE) ? ups->overlap_factor : 1.0f;
/* initial brush values. Maybe it should be considered moving these to stroke system */
float startalpha = BKE_brush_alpha_get(scene, brush);
float mouse[2];
float pressure;
float size;
float distance = paint_stroke_distance_get(stroke);
int eraser;
RNA_float_get_array(itemptr, "mouse", mouse);
pressure = RNA_float_get(itemptr, "pressure");
eraser = RNA_boolean_get(itemptr, "pen_flip");
size = RNA_float_get(itemptr, "size");
/* stroking with fill tool only acts on stroke end */
if (brush->imagepaint_tool == PAINT_TOOL_FILL) {
copy_v2_v2(pop->prevmouse, mouse);
return;
}
if (BKE_brush_use_alpha_pressure(brush)) {
BKE_brush_alpha_set(scene, brush, max_ff(0.0f, startalpha * pressure * alphafac));
2019-04-22 09:19:45 +10:00
}
else {
BKE_brush_alpha_set(scene, brush, max_ff(0.0f, startalpha * alphafac));
2019-04-22 09:19:45 +10:00
}
if ((brush->flag & BRUSH_DRAG_DOT) || (brush->flag & BRUSH_ANCHORED)) {
UndoStack *ustack = CTX_wm_manager(C)->undo_stack;
ED_image_undo_restore(ustack->step_init);
}
if (pop->mode == PAINT_MODE_3D_PROJECT) {
paint_proj_stroke(
C, pop->custom_paint, pop->prevmouse, mouse, eraser, pressure, distance, size);
}
else {
paint_2d_stroke(pop->custom_paint, pop->prevmouse, mouse, eraser, pressure, distance, size);
}
copy_v2_v2(pop->prevmouse, mouse);
/* restore brush values */
BKE_brush_alpha_set(scene, brush, startalpha);
}
static void paint_stroke_redraw(const bContext *C, struct PaintStroke *stroke, bool final)
{
PaintOperation *pop = paint_stroke_mode_data(stroke);
if (pop->mode == PAINT_MODE_3D_PROJECT) {
paint_proj_redraw(C, pop->custom_paint, final);
}
else {
paint_2d_redraw(C, pop->custom_paint, final);
}
}
static void paint_stroke_done(const bContext *C, struct PaintStroke *stroke)
{
Scene *scene = CTX_data_scene(C);
ToolSettings *toolsettings = scene->toolsettings;
PaintOperation *pop = paint_stroke_mode_data(stroke);
Brush *brush = BKE_paint_brush(&toolsettings->imapaint.paint);
toolsettings->imapaint.flag &= ~IMAGEPAINT_DRAWING;
if (brush->imagepaint_tool == PAINT_TOOL_FILL) {
if (brush->flag & BRUSH_USE_GRADIENT) {
if (pop->mode == PAINT_MODE_2D) {
paint_2d_gradient_fill(C, brush, pop->startmouse, pop->prevmouse, pop->custom_paint);
}
else {
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paint_proj_stroke(C,
pop->custom_paint,
pop->startmouse,
pop->prevmouse,
paint_stroke_flipped(stroke),
1.0,
0.0,
BKE_brush_size_get(scene, brush));
/* two redraws, one for GPU update, one for notification */
paint_proj_redraw(C, pop->custom_paint, false);
paint_proj_redraw(C, pop->custom_paint, true);
}
}
else {
if (pop->mode == PAINT_MODE_2D) {
float color[3];
if (paint_stroke_inverted(stroke)) {
srgb_to_linearrgb_v3_v3(color, BKE_brush_secondary_color_get(scene, brush));
}
else {
srgb_to_linearrgb_v3_v3(color, BKE_brush_color_get(scene, brush));
}
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
paint_2d_bucket_fill(C, color, brush, pop->startmouse, pop->prevmouse, pop->custom_paint);
}
else {
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paint_proj_stroke(C,
pop->custom_paint,
pop->startmouse,
pop->prevmouse,
paint_stroke_flipped(stroke),
1.0,
0.0,
BKE_brush_size_get(scene, brush));
/* two redraws, one for GPU update, one for notification */
paint_proj_redraw(C, pop->custom_paint, false);
paint_proj_redraw(C, pop->custom_paint, true);
}
}
}
if (pop->mode == PAINT_MODE_3D_PROJECT) {
paint_proj_stroke_done(pop->custom_paint);
}
else {
paint_2d_stroke_done(pop->custom_paint);
}
if (pop->cursor) {
WM_paint_cursor_end(pop->cursor);
}
2018-03-23 07:51:56 +01:00
ED_image_undo_push_end();
2013-06-06 06:02:46 +00:00
/* duplicate warning, see texpaint_init */
#if 0
if (pop->s.warnmultifile) {
BKE_reportf(op->reports,
RPT_WARNING,
"Image requires 4 color channels to paint: %s",
pop->s.warnmultifile);
}
if (pop->s.warnpackedfile) {
BKE_reportf(op->reports,
RPT_WARNING,
"Packed MultiLayer files cannot be painted: %s",
pop->s.warnpackedfile);
}
2013-06-06 06:02:46 +00:00
#endif
MEM_freeN(pop);
}
static bool paint_stroke_test_start(bContext *C, wmOperator *op, const float mouse[2])
{
PaintOperation *pop;
/* TODO Should avoid putting this here. Instead, last position should be requested
* from stroke system. */
if (!(pop = texture_paint_init(C, op, mouse))) {
return false;
}
paint_stroke_set_mode_data(op->customdata, pop);
return true;
}
static int paint_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
int retval;
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op->customdata = paint_stroke_new(C,
op,
NULL,
paint_stroke_test_start,
paint_stroke_update_step,
paint_stroke_redraw,
paint_stroke_done,
event->type);
if ((retval = op->type->modal(C, op, event)) == OPERATOR_FINISHED) {
paint_stroke_free(C, op);
return OPERATOR_FINISHED;
}
/* add modal handler */
WM_event_add_modal_handler(C, op);
OPERATOR_RETVAL_CHECK(retval);
BLI_assert(retval == OPERATOR_RUNNING_MODAL);
return OPERATOR_RUNNING_MODAL;
}
static int paint_exec(bContext *C, wmOperator *op)
{
PropertyRNA *strokeprop;
PointerRNA firstpoint;
float mouse[2];
strokeprop = RNA_struct_find_property(op->ptr, "stroke");
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if (!RNA_property_collection_lookup_int(op->ptr, strokeprop, 0, &firstpoint)) {
return OPERATOR_CANCELLED;
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}
RNA_float_get_array(&firstpoint, "mouse", mouse);
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op->customdata = paint_stroke_new(C,
op,
NULL,
paint_stroke_test_start,
paint_stroke_update_step,
paint_stroke_redraw,
paint_stroke_done,
0);
/* frees op->customdata */
return paint_stroke_exec(C, op);
}
void PAINT_OT_image_paint(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Image Paint";
ot->idname = "PAINT_OT_image_paint";
ot->description = "Paint a stroke into the image";
/* api callbacks */
ot->invoke = paint_invoke;
ot->modal = paint_stroke_modal;
ot->exec = paint_exec;
ot->poll = image_paint_poll;
ot->cancel = paint_stroke_cancel;
/* flags */
ot->flag = OPTYPE_BLOCKING;
paint_stroke_operator_properties(ot);
}
bool get_imapaint_zoom(bContext *C, float *zoomx, float *zoomy)
{
ScrArea *area = CTX_wm_area(C);
if (area && area->spacetype == SPACE_IMAGE) {
SpaceImage *sima = area->spacedata.first;
if (sima->mode == SI_MODE_PAINT) {
ARegion *region = CTX_wm_region(C);
ED_space_image_get_zoom(sima, region, zoomx, zoomy);
return true;
}
}
*zoomx = *zoomy = 1;
return false;
}
/************************ cursor drawing *******************************/
static void toggle_paint_cursor(Scene *scene, bool enable)
{
ToolSettings *settings = scene->toolsettings;
Paint *p = &settings->imapaint.paint;
if (p->paint_cursor && !enable) {
WM_paint_cursor_end(p->paint_cursor);
p->paint_cursor = NULL;
paint_cursor_delete_textures();
}
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else if (enable) {
paint_cursor_start(p, image_paint_poll);
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}
}
/* enable the paint cursor if it isn't already.
*
* purpose is to make sure the paint cursor is shown if paint
* mode is enabled in the image editor. the paint poll will
* ensure that the cursor is hidden when not in paint mode */
2018-06-11 11:05:37 +02:00
void ED_space_image_paint_update(Main *bmain, wmWindowManager *wm, Scene *scene)
{
ToolSettings *settings = scene->toolsettings;
ImagePaintSettings *imapaint = &settings->imapaint;
2014-04-11 11:25:41 +10:00
bool enabled = false;
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
bScreen *screen = WM_window_get_active_screen(win);
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
if (area->spacetype == SPACE_IMAGE) {
if (((SpaceImage *)area->spacedata.first)->mode == SI_MODE_PAINT) {
enabled = true;
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
}
}
}
}
if (enabled) {
BKE_paint_init(bmain, scene, PAINT_MODE_TEXTURE_2D, PAINT_CURSOR_TEXTURE_PAINT);
paint_cursor_start(&imapaint->paint, image_paint_poll);
}
else {
paint_cursor_delete_textures();
}
}
/************************ grab clone operator ************************/
typedef struct GrabClone {
float startoffset[2];
int startx, starty;
} GrabClone;
static void grab_clone_apply(bContext *C, wmOperator *op)
{
Brush *brush = image_paint_brush(C);
float delta[2];
RNA_float_get_array(op->ptr, "delta", delta);
add_v2_v2(brush->clone.offset, delta);
ED_region_tag_redraw(CTX_wm_region(C));
}
static int grab_clone_exec(bContext *C, wmOperator *op)
{
grab_clone_apply(C, op);
return OPERATOR_FINISHED;
}
static int grab_clone_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
Brush *brush = image_paint_brush(C);
GrabClone *cmv;
cmv = MEM_callocN(sizeof(GrabClone), "GrabClone");
copy_v2_v2(cmv->startoffset, brush->clone.offset);
cmv->startx = event->x;
cmv->starty = event->y;
op->customdata = cmv;
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static int grab_clone_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
Brush *brush = image_paint_brush(C);
ARegion *region = CTX_wm_region(C);
GrabClone *cmv = op->customdata;
float startfx, startfy, fx, fy, delta[2];
int xmin = region->winrct.xmin, ymin = region->winrct.ymin;
switch (event->type) {
case LEFTMOUSE:
case MIDDLEMOUSE:
case RIGHTMOUSE: /* XXX hardcoded */
MEM_freeN(op->customdata);
return OPERATOR_FINISHED;
case MOUSEMOVE:
/* mouse moved, so move the clone image */
UI_view2d_region_to_view(
&region->v2d, cmv->startx - xmin, cmv->starty - ymin, &startfx, &startfy);
UI_view2d_region_to_view(&region->v2d, event->x - xmin, event->y - ymin, &fx, &fy);
delta[0] = fx - startfx;
delta[1] = fy - startfy;
RNA_float_set_array(op->ptr, "delta", delta);
copy_v2_v2(brush->clone.offset, cmv->startoffset);
grab_clone_apply(C, op);
break;
}
return OPERATOR_RUNNING_MODAL;
}
static void grab_clone_cancel(bContext *UNUSED(C), wmOperator *op)
{
MEM_freeN(op->customdata);
}
void PAINT_OT_grab_clone(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Grab Clone";
ot->idname = "PAINT_OT_grab_clone";
ot->description = "Move the clone source image";
/* api callbacks */
ot->exec = grab_clone_exec;
ot->invoke = grab_clone_invoke;
ot->modal = grab_clone_modal;
ot->cancel = grab_clone_cancel;
ot->poll = image_paint_2d_clone_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_BLOCKING;
/* properties */
RNA_def_float_vector(ot->srna,
"delta",
2,
NULL,
-FLT_MAX,
FLT_MAX,
"Delta",
"Delta offset of clone image in 0.0 to 1.0 coordinates",
-1.0f,
1.0f);
}
/******************** sample color operator ********************/
typedef struct {
bool show_cursor;
short launch_event;
float initcolor[3];
bool sample_palette;
} SampleColorData;
static void sample_color_update_header(SampleColorData *data, bContext *C)
{
char msg[UI_MAX_DRAW_STR];
ScrArea *area = CTX_wm_area(C);
if (area) {
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BLI_snprintf(msg,
sizeof(msg),
TIP_("Sample color for %s"),
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!data->sample_palette ?
TIP_("Brush. Use Left Click to sample for palette instead") :
TIP_("Palette. Use Left Click to sample more colors"));
ED_workspace_status_text(C, msg);
}
}
static int sample_color_exec(bContext *C, wmOperator *op)
{
Paint *paint = BKE_paint_get_active_from_context(C);
Brush *brush = BKE_paint_brush(paint);
ePaintMode mode = BKE_paintmode_get_active_from_context(C);
ARegion *region = CTX_wm_region(C);
wmWindow *win = CTX_wm_window(C);
const bool show_cursor = ((paint->flags & PAINT_SHOW_BRUSH) != 0);
int location[2];
paint->flags &= ~PAINT_SHOW_BRUSH;
/* force redraw without cursor */
WM_paint_cursor_tag_redraw(win, region);
WM_redraw_windows(C);
RNA_int_get_array(op->ptr, "location", location);
const bool use_palette = RNA_boolean_get(op->ptr, "palette");
const bool use_sample_texture = (mode == PAINT_MODE_TEXTURE_3D) &&
!RNA_boolean_get(op->ptr, "merged");
paint_sample_color(C, region, location[0], location[1], use_sample_texture, use_palette);
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if (show_cursor) {
paint->flags |= PAINT_SHOW_BRUSH;
}
WM_event_add_notifier(C, NC_BRUSH | NA_EDITED, brush);
return OPERATOR_FINISHED;
}
static int sample_color_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
Scene *scene = CTX_data_scene(C);
Paint *paint = BKE_paint_get_active_from_context(C);
Brush *brush = BKE_paint_brush(paint);
SampleColorData *data = MEM_mallocN(sizeof(SampleColorData), "sample color custom data");
ARegion *region = CTX_wm_region(C);
wmWindow *win = CTX_wm_window(C);
data->launch_event = WM_userdef_event_type_from_keymap_type(event->type);
data->show_cursor = ((paint->flags & PAINT_SHOW_BRUSH) != 0);
copy_v3_v3(data->initcolor, BKE_brush_color_get(scene, brush));
data->sample_palette = false;
op->customdata = data;
paint->flags &= ~PAINT_SHOW_BRUSH;
sample_color_update_header(data, C);
WM_event_add_modal_handler(C, op);
/* force redraw without cursor */
WM_paint_cursor_tag_redraw(win, region);
WM_redraw_windows(C);
RNA_int_set_array(op->ptr, "location", event->mval);
ePaintMode mode = BKE_paintmode_get_active_from_context(C);
const bool use_sample_texture = (mode == PAINT_MODE_TEXTURE_3D) &&
!RNA_boolean_get(op->ptr, "merged");
paint_sample_color(C, region, event->mval[0], event->mval[1], use_sample_texture, false);
WM_cursor_modal_set(win, WM_CURSOR_EYEDROPPER);
WM_event_add_notifier(C, NC_BRUSH | NA_EDITED, brush);
return OPERATOR_RUNNING_MODAL;
}
static int sample_color_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
Scene *scene = CTX_data_scene(C);
SampleColorData *data = op->customdata;
Paint *paint = BKE_paint_get_active_from_context(C);
Brush *brush = BKE_paint_brush(paint);
if ((event->type == data->launch_event) && (event->val == KM_RELEASE)) {
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if (data->show_cursor) {
paint->flags |= PAINT_SHOW_BRUSH;
}
if (data->sample_palette) {
BKE_brush_color_set(scene, brush, data->initcolor);
RNA_boolean_set(op->ptr, "palette", true);
}
WM_cursor_modal_restore(CTX_wm_window(C));
MEM_freeN(data);
ED_workspace_status_text(C, NULL);
return OPERATOR_FINISHED;
}
ePaintMode mode = BKE_paintmode_get_active_from_context(C);
const bool use_sample_texture = (mode == PAINT_MODE_TEXTURE_3D) &&
!RNA_boolean_get(op->ptr, "merged");
switch (event->type) {
case MOUSEMOVE: {
ARegion *region = CTX_wm_region(C);
RNA_int_set_array(op->ptr, "location", event->mval);
paint_sample_color(C, region, event->mval[0], event->mval[1], use_sample_texture, false);
WM_event_add_notifier(C, NC_BRUSH | NA_EDITED, brush);
break;
}
case LEFTMOUSE:
if (event->val == KM_PRESS) {
ARegion *region = CTX_wm_region(C);
RNA_int_set_array(op->ptr, "location", event->mval);
paint_sample_color(C, region, event->mval[0], event->mval[1], use_sample_texture, true);
if (!data->sample_palette) {
data->sample_palette = true;
sample_color_update_header(data, C);
}
WM_event_add_notifier(C, NC_BRUSH | NA_EDITED, brush);
}
break;
}
return OPERATOR_RUNNING_MODAL;
}
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static bool sample_color_poll(bContext *C)
{
return (image_paint_poll_ignore_tool(C) || vertex_paint_poll_ignore_tool(C));
}
void PAINT_OT_sample_color(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Sample Color";
ot->idname = "PAINT_OT_sample_color";
ot->description = "Use the mouse to sample a color in the image";
/* api callbacks */
ot->exec = sample_color_exec;
ot->invoke = sample_color_invoke;
ot->modal = sample_color_modal;
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ot->poll = sample_color_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* properties */
PropertyRNA *prop;
prop = RNA_def_int_vector(ot->srna, "location", 2, NULL, 0, INT_MAX, "Location", "", 0, 16384);
RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
RNA_def_boolean(ot->srna, "merged", 0, "Sample Merged", "Sample the output display color");
RNA_def_boolean(ot->srna, "palette", 0, "Add to Palette", "");
}
/******************** texture paint toggle operator ********************/
void ED_object_texture_paint_mode_enter_ex(Main *bmain, Scene *scene, Object *ob)
{
Image *ima = NULL;
ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
/* This has to stay here to regenerate the texture paint
* cache in case we are loading a file */
BKE_texpaint_slots_refresh_object(scene, ob);
ED_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
/* entering paint mode also sets image to editors */
if (imapaint->mode == IMAGEPAINT_MODE_MATERIAL) {
/* set the current material active paint slot on image editor */
Material *ma = BKE_object_material_get(ob, ob->actcol);
if (ma && ma->texpaintslot) {
ima = ma->texpaintslot[ma->paint_active_slot].ima;
}
}
else if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) {
ima = imapaint->canvas;
}
if (ima) {
wmWindowManager *wm = bmain->wm.first;
for (wmWindow *win = wm->windows.first; win; win = win->next) {
const bScreen *screen = WM_window_get_active_screen(win);
for (ScrArea *area = screen->areabase.first; area; area = area->next) {
SpaceLink *sl = area->spacedata.first;
if (sl->spacetype == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)sl;
if (!sima->pin) {
ED_space_image_set(bmain, sima, NULL, ima, true);
}
}
}
}
}
ob->mode |= OB_MODE_TEXTURE_PAINT;
BKE_paint_init(bmain, scene, PAINT_MODE_TEXTURE_3D, PAINT_CURSOR_TEXTURE_PAINT);
BKE_paint_toolslots_brush_validate(bmain, &imapaint->paint);
if (U.glreslimit != 0) {
BKE_image_free_all_gputextures(bmain);
}
BKE_image_paint_set_mipmap(bmain, 0);
toggle_paint_cursor(scene, true);
Mesh *me = BKE_mesh_from_object(ob);
BLI_assert(me != NULL);
DEG_id_tag_update(&me->id, ID_RECALC_COPY_ON_WRITE);
WM_main_add_notifier(NC_SCENE | ND_MODE, scene);
}
void ED_object_texture_paint_mode_enter(bContext *C)
{
Main *bmain = CTX_data_main(C);
Object *ob = CTX_data_active_object(C);
Scene *scene = CTX_data_scene(C);
ED_object_texture_paint_mode_enter_ex(bmain, scene, ob);
}
void ED_object_texture_paint_mode_exit_ex(Main *bmain, Scene *scene, Object *ob)
{
ob->mode &= ~OB_MODE_TEXTURE_PAINT;
if (U.glreslimit != 0) {
BKE_image_free_all_gputextures(bmain);
}
BKE_image_paint_set_mipmap(bmain, 1);
toggle_paint_cursor(scene, false);
Mesh *me = BKE_mesh_from_object(ob);
BLI_assert(me != NULL);
DEG_id_tag_update(&me->id, ID_RECALC_COPY_ON_WRITE);
WM_main_add_notifier(NC_SCENE | ND_MODE, scene);
}
void ED_object_texture_paint_mode_exit(bContext *C)
{
Main *bmain = CTX_data_main(C);
Object *ob = CTX_data_active_object(C);
Scene *scene = CTX_data_scene(C);
ED_object_texture_paint_mode_exit_ex(bmain, scene, ob);
}
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static bool texture_paint_toggle_poll(bContext *C)
{
Object *ob = CTX_data_active_object(C);
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if (ob == NULL || ob->type != OB_MESH) {
return false;
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}
if (!ob->data || ID_IS_LINKED(ob->data)) {
return false;
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}
return true;
}
static int texture_paint_toggle_exec(bContext *C, wmOperator *op)
{
struct wmMsgBus *mbus = CTX_wm_message_bus(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
const int mode_flag = OB_MODE_TEXTURE_PAINT;
const bool is_mode_set = (ob->mode & mode_flag) != 0;
if (!is_mode_set) {
if (!ED_object_mode_compat_set(C, ob, mode_flag, op->reports)) {
return OPERATOR_CANCELLED;
}
}
if (ob->mode & mode_flag) {
ED_object_texture_paint_mode_exit_ex(bmain, scene, ob);
}
else {
ED_object_texture_paint_mode_enter_ex(bmain, scene, ob);
}
WM_msg_publish_rna_prop(mbus, &ob->id, ob, Object, mode);
WM_toolsystem_update_from_context_view3d(C);
return OPERATOR_FINISHED;
}
void PAINT_OT_texture_paint_toggle(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Texture Paint Toggle";
ot->idname = "PAINT_OT_texture_paint_toggle";
ot->description = "Toggle texture paint mode in 3D view";
/* api callbacks */
ot->exec = texture_paint_toggle_exec;
ot->poll = texture_paint_toggle_poll;
/* flags */
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int brush_colors_flip_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
Paint *paint = BKE_paint_get_active_from_context(C);
Brush *br = BKE_paint_brush(paint);
if (ups->flag & UNIFIED_PAINT_COLOR) {
swap_v3_v3(ups->rgb, ups->secondary_rgb);
}
else if (br) {
swap_v3_v3(br->rgb, br->secondary_rgb);
}
else {
return OPERATOR_CANCELLED;
}
WM_event_add_notifier(C, NC_BRUSH | NA_EDITED, br);
return OPERATOR_FINISHED;
}
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static bool brush_colors_flip_poll(bContext *C)
{
if (image_paint_poll(C)) {
Brush *br = image_paint_brush(C);
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if (ELEM(br->imagepaint_tool, PAINT_TOOL_DRAW, PAINT_TOOL_FILL)) {
return true;
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}
}
else {
Object *ob = CTX_data_active_object(C);
if (ob != NULL) {
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_TEXTURE_PAINT | OB_MODE_SCULPT)) {
return true;
}
}
}
return false;
}
void PAINT_OT_brush_colors_flip(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Swap Colors";
ot->idname = "PAINT_OT_brush_colors_flip";
ot->description = "Swap primary and secondary brush colors";
/* api callbacks */
ot->exec = brush_colors_flip_exec;
ot->poll = brush_colors_flip_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
void ED_imapaint_bucket_fill(struct bContext *C,
float color[3],
wmOperator *op,
const int mouse[2])
{
SpaceImage *sima = CTX_wm_space_image(C);
if (sima && sima->image) {
Image *ima = sima->image;
ED_image_undo_push_begin(op->type->name, PAINT_MODE_TEXTURE_2D);
const float mouse_init[2] = {mouse[0], mouse[1]};
paint_2d_bucket_fill(C, color, NULL, mouse_init, NULL, NULL);
ED_image_undo_push_end();
DEG_id_tag_update(&ima->id, 0);
}
}
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static bool texture_paint_poll(bContext *C)
{
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if (texture_paint_toggle_poll(C)) {
if (CTX_data_active_object(C)->mode & OB_MODE_TEXTURE_PAINT) {
return true;
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}
}
return false;
}
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bool image_texture_paint_poll(bContext *C)
{
return (texture_paint_poll(C) || image_paint_poll(C));
}
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bool facemask_paint_poll(bContext *C)
{
return BKE_paint_select_face_test(CTX_data_active_object(C));
}
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bool vert_paint_poll(bContext *C)
{
return BKE_paint_select_vert_test(CTX_data_active_object(C));
}
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bool mask_paint_poll(bContext *C)
{
return BKE_paint_select_elem_test(CTX_data_active_object(C));
}