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blender-archive/source/blender/editors/sculpt_paint/paint_image_2d.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.
*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
*/
//#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_brush_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
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.
2013-03-07 12:11:38 +00:00
#include "DNA_space_types.h"
#include "BLI_bitmap.h"
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
#include "BLI_listbase.h"
#include "BLI_math_color_blend.h"
#include "BLI_stack.h"
#include "BLI_task.h"
#include "BKE_brush.h"
#include "BKE_colorband.h"
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.
2013-03-07 12:11:38 +00:00
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_paint.h"
#include "BKE_report.h"
#include "DEG_depsgraph.h"
#include "ED_paint.h"
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.
2013-03-07 12:11:38 +00:00
#include "ED_screen.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
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.
2013-03-07 12:11:38 +00:00
#include "WM_api.h"
#include "WM_types.h"
#include "UI_view2d.h"
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.
2013-03-07 12:11:38 +00:00
#include "paint_intern.h"
/* Brush Painting for 2D image editor */
/* Defines and Structs */
typedef struct BrushPainterCache {
bool use_float; /* need float imbuf? */
bool use_color_correction; /* use color correction for float */
bool invert;
bool is_texbrush;
bool is_maskbrush;
int lastdiameter;
float last_tex_rotation;
float last_mask_rotation;
float last_pressure;
ImBuf *ibuf;
ImBuf *texibuf;
ushort *curve_mask;
ushort *tex_mask;
ushort *tex_mask_old;
uint tex_mask_old_w;
uint tex_mask_old_h;
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
int image_size[2];
} BrushPainterCache;
typedef struct BrushPainter {
Scene *scene;
Brush *brush;
bool firsttouch; /* first paint op */
struct ImagePool *pool; /* image pool */
rctf tex_mapping; /* texture coordinate mapping */
rctf mask_mapping; /* mask texture coordinate mapping */
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
bool cache_invert;
} BrushPainter;
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.
2013-03-07 12:11:38 +00:00
typedef struct ImagePaintRegion {
int destx, desty;
int srcx, srcy;
int width, height;
} ImagePaintRegion;
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
typedef enum ImagePaintTileState {
PAINT2D_TILE_UNINITIALIZED = 0,
PAINT2D_TILE_MISSING,
PAINT2D_TILE_READY,
} ImagePaintTileState;
typedef struct ImagePaintTile {
ImageUser iuser;
ImBuf *canvas;
float radius_fac;
int size[2];
float uv_origin[2]; /* Stores the position of this tile in UV space. */
bool need_redraw;
BrushPainterCache cache;
ImagePaintTileState state;
float last_paintpos[2]; /* position of last paint op */
float start_paintpos[2]; /* position of first paint */
} ImagePaintTile;
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.
2013-03-07 12:11:38 +00:00
typedef struct ImagePaintState {
BrushPainter *painter;
SpaceImage *sima;
View2D *v2d;
Scene *scene;
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.
2013-03-07 12:11:38 +00:00
Brush *brush;
short tool, blend;
Image *image;
ImBuf *clonecanvas;
bool do_masking;
int symmetry;
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
ImagePaintTile *tiles;
int num_tiles;
BlurKernel *blurkernel;
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.
2013-03-07 12:11:38 +00:00
} ImagePaintState;
static BrushPainter *brush_painter_2d_new(Scene *scene, Brush *brush, bool invert)
{
BrushPainter *painter = MEM_callocN(sizeof(BrushPainter), "BrushPainter");
painter->brush = brush;
painter->scene = scene;
painter->firsttouch = true;
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
painter->cache_invert = invert;
return painter;
}
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
static void brush_painter_2d_require_imbuf(
Brush *brush, ImagePaintTile *tile, bool use_float, bool use_color_correction, bool invert)
{
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
BrushPainterCache *cache = &tile->cache;
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
if ((cache->use_float != use_float)) {
if (cache->ibuf) {
IMB_freeImBuf(cache->ibuf);
2019-04-22 09:19:45 +10:00
}
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
if (cache->curve_mask) {
MEM_freeN(cache->curve_mask);
2019-04-22 09:19:45 +10:00
}
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
if (cache->tex_mask) {
MEM_freeN(cache->tex_mask);
2019-04-22 09:19:45 +10:00
}
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
if (cache->tex_mask_old) {
MEM_freeN(cache->tex_mask_old);
2019-04-22 09:19:45 +10:00
}
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
cache->ibuf = NULL;
cache->curve_mask = NULL;
cache->tex_mask = NULL;
cache->lastdiameter = -1; /* force ibuf create in refresh */
cache->invert = invert;
}
cache->use_float = use_float;
cache->use_color_correction = use_float && use_color_correction;
cache->is_texbrush = (brush->mtex.tex && brush->imagepaint_tool == PAINT_TOOL_DRAW) ? true :
false;
cache->is_maskbrush = (brush->mask_mtex.tex) ? true : false;
}
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
static void brush_painter_cache_2d_free(BrushPainterCache *cache)
{
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
if (cache->ibuf) {
IMB_freeImBuf(cache->ibuf);
2019-04-22 09:19:45 +10:00
}
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
if (cache->texibuf) {
IMB_freeImBuf(cache->texibuf);
2019-04-22 09:19:45 +10:00
}
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
if (cache->curve_mask) {
MEM_freeN(cache->curve_mask);
2019-04-22 09:19:45 +10:00
}
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
if (cache->tex_mask) {
MEM_freeN(cache->tex_mask);
2019-04-22 09:19:45 +10:00
}
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
if (cache->tex_mask_old) {
MEM_freeN(cache->tex_mask_old);
2019-04-22 09:19:45 +10:00
}
}
static void brush_imbuf_tex_co(rctf *mapping, int x, int y, float texco[3])
{
texco[0] = mapping->xmin + x * mapping->xmax;
texco[1] = mapping->ymin + y * mapping->ymax;
texco[2] = 0.0f;
}
/* create a mask with the mask texture */
static ushort *brush_painter_mask_ibuf_new(BrushPainter *painter, const int size)
{
Scene *scene = painter->scene;
Brush *brush = painter->brush;
rctf mask_mapping = painter->mask_mapping;
struct ImagePool *pool = painter->pool;
float texco[3];
ushort *mask, *m;
int x, y, thread = 0;
mask = MEM_mallocN(sizeof(ushort) * size * size, "brush_painter_mask");
m = mask;
for (y = 0; y < size; y++) {
for (x = 0; x < size; x++, m++) {
float res;
brush_imbuf_tex_co(&mask_mapping, x, y, texco);
res = BKE_brush_sample_masktex(scene, brush, texco, thread, pool);
*m = (ushort)(65535.0f * res);
}
}
return mask;
}
/* update rectangular section of the brush image */
static void brush_painter_mask_imbuf_update(BrushPainter *painter,
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
ImagePaintTile *tile,
const ushort *tex_mask_old,
int origx,
int origy,
int w,
int h,
int xt,
int yt,
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
const int diameter)
{
Scene *scene = painter->scene;
Brush *brush = painter->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
BrushPainterCache *cache = &tile->cache;
rctf tex_mapping = painter->mask_mapping;
struct ImagePool *pool = painter->pool;
ushort res;
bool use_texture_old = (tex_mask_old != NULL);
int x, y, thread = 0;
ushort *tex_mask = cache->tex_mask;
ushort *tex_mask_cur = cache->tex_mask_old;
/* fill pixels */
for (y = origy; y < h; y++) {
for (x = origx; x < w; x++) {
/* sample texture */
float texco[3];
/* handle byte pixel */
ushort *b = tex_mask + (y * diameter + x);
ushort *t = tex_mask_cur + (y * diameter + x);
if (!use_texture_old) {
brush_imbuf_tex_co(&tex_mapping, x, y, texco);
res = (ushort)(65535.0f * BKE_brush_sample_masktex(scene, brush, texco, thread, pool));
}
/* read from old texture buffer */
if (use_texture_old) {
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
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res = *(tex_mask_old + ((y - origy + yt) * cache->tex_mask_old_w + (x - origx + xt)));
}
/* write to new texture mask */
*t = res;
/* write to mask image buffer */
*b = res;
}
}
}
/**
* Update the brush mask image by trying to reuse the cached texture result.
* This can be considerably faster for brushes that change size due to pressure or
* textures that stick to the surface where only part of the pixels are new
*/
static void brush_painter_mask_imbuf_partial_update(BrushPainter *painter,
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
ImagePaintTile *tile,
const float pos[2],
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
const int diameter)
{
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
BrushPainterCache *cache = &tile->cache;
ushort *tex_mask_old;
int destx, desty, srcx, srcy, w, h, x1, y1, x2, y2;
/* create brush image buffer if it didn't exist yet */
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if (!cache->tex_mask) {
cache->tex_mask = MEM_mallocN(sizeof(ushort) * diameter * diameter, "brush_painter_mask");
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}
/* create new texture image buffer with coordinates relative to old */
tex_mask_old = cache->tex_mask_old;
cache->tex_mask_old = MEM_mallocN(sizeof(ushort) * diameter * diameter, "brush_painter_mask");
if (tex_mask_old) {
ImBuf maskibuf;
ImBuf maskibuf_old;
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
maskibuf.x = diameter;
maskibuf.y = diameter;
maskibuf_old.x = cache->tex_mask_old_w;
maskibuf_old.y = cache->tex_mask_old_h;
srcx = srcy = 0;
w = cache->tex_mask_old_w;
h = cache->tex_mask_old_h;
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
destx = (int)floorf(tile->last_paintpos[0]) - (int)floorf(pos[0]) + (diameter / 2 - w / 2);
desty = (int)floorf(tile->last_paintpos[1]) - (int)floorf(pos[1]) + (diameter / 2 - h / 2);
/* hack, use temporary rects so that clipping works */
IMB_rectclip(&maskibuf, &maskibuf_old, &destx, &desty, &srcx, &srcy, &w, &h);
}
else {
srcx = srcy = 0;
destx = desty = 0;
w = h = 0;
}
x1 = min_ii(destx, diameter);
y1 = min_ii(desty, diameter);
x2 = min_ii(destx + w, diameter);
y2 = min_ii(desty + h, diameter);
/* blend existing texture in new position */
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if ((x1 < x2) && (y1 < y2)) {
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
brush_painter_mask_imbuf_update(
painter, tile, tex_mask_old, x1, y1, x2, y2, srcx, srcy, diameter);
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}
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if (tex_mask_old) {
MEM_freeN(tex_mask_old);
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}
/* sample texture in new areas */
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if ((0 < x1) && (0 < diameter)) {
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
brush_painter_mask_imbuf_update(painter, tile, NULL, 0, 0, x1, diameter, 0, 0, diameter);
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}
if ((x2 < diameter) && (0 < diameter)) {
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
brush_painter_mask_imbuf_update(
painter, tile, NULL, x2, 0, diameter, diameter, 0, 0, diameter);
2019-04-22 09:19:45 +10:00
}
if ((x1 < x2) && (0 < y1)) {
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
brush_painter_mask_imbuf_update(painter, tile, NULL, x1, 0, x2, y1, 0, 0, diameter);
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}
if ((x1 < x2) && (y2 < diameter)) {
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
brush_painter_mask_imbuf_update(painter, tile, NULL, x1, y2, x2, diameter, 0, 0, diameter);
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}
/* through with sampling, now update sizes */
cache->tex_mask_old_w = diameter;
cache->tex_mask_old_h = diameter;
}
/* create a mask with the falloff strength */
static ushort *brush_painter_curve_mask_new(BrushPainter *painter,
int diameter,
float radius,
const float pos[2])
{
Brush *brush = painter->brush;
int offset = (int)floorf(diameter / 2.0f);
ushort *mask, *m;
mask = MEM_mallocN(sizeof(ushort) * diameter * diameter, "brush_painter_mask");
m = mask;
int aa_samples = 1.0f / (radius * 0.20f);
if (brush->sampling_flag & BRUSH_PAINT_ANTIALIASING) {
aa_samples = clamp_i(aa_samples, 3, 16);
}
else {
aa_samples = 1;
}
/* Temporal until we have the brush properties */
const float hardness = 1.0f;
const float rotation = 0.0f;
float aa_offset = 1.0f / (2.0f * (float)aa_samples);
float aa_step = 1.0f / (float)aa_samples;
float bpos[2];
bpos[0] = pos[0] - floorf(pos[0]) + offset - aa_offset;
bpos[1] = pos[1] - floorf(pos[1]) + offset - aa_offset;
const float co = cosf(DEG2RADF(rotation));
const float si = sinf(DEG2RADF(rotation));
float norm_factor = 65535.0f / (float)(aa_samples * aa_samples);
for (int y = 0; y < diameter; y++) {
for (int x = 0; x < diameter; x++, m++) {
float total_samples = 0;
for (int i = 0; i < aa_samples; i++) {
for (int j = 0; j < aa_samples; j++) {
float pixel_xy[2] = {x + (aa_step * i), y + (aa_step * j)};
float xy_rot[2];
sub_v2_v2(pixel_xy, bpos);
xy_rot[0] = co * pixel_xy[0] - si * pixel_xy[1];
xy_rot[1] = si * pixel_xy[0] + co * pixel_xy[1];
float len = len_v2(xy_rot);
float p = len / radius;
if (hardness < 1.0f) {
p = (p - hardness) / (1.0f - hardness);
p = 1.0f - p;
CLAMP(p, 0.0f, 1.0f);
}
else {
p = 1.0;
}
float hardness_factor = 3.0f * p * p - 2.0f * p * p * p;
float curve = BKE_brush_curve_strength_clamped(brush, len, radius);
total_samples += curve * hardness_factor;
}
}
*m = (ushort)(total_samples * norm_factor);
}
}
return mask;
}
/* create imbuf with brush color */
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
static ImBuf *brush_painter_imbuf_new(
BrushPainter *painter, ImagePaintTile *tile, const int size, float pressure, float distance)
{
Scene *scene = painter->scene;
Brush *brush = painter->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
BrushPainterCache *cache = &tile->cache;
const char *display_device = scene->display_settings.display_device;
struct ColorManagedDisplay *display = IMB_colormanagement_display_get_named(display_device);
rctf tex_mapping = painter->tex_mapping;
struct ImagePool *pool = painter->pool;
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
bool use_color_correction = cache->use_color_correction;
bool use_float = cache->use_float;
bool is_texbrush = cache->is_texbrush;
int x, y, thread = 0;
float brush_rgb[3];
/* allocate image buffer */
ImBuf *ibuf = IMB_allocImBuf(size, size, 32, (use_float) ? IB_rectfloat : IB_rect);
/* get brush color */
if (brush->imagepaint_tool == PAINT_TOOL_DRAW) {
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_brush_color_get(
scene, brush, use_color_correction, cache->invert, distance, pressure, brush_rgb, display);
}
else {
brush_rgb[0] = 1.0f;
brush_rgb[1] = 1.0f;
brush_rgb[2] = 1.0f;
}
/* fill image buffer */
for (y = 0; y < size; y++) {
for (x = 0; x < size; x++) {
/* sample texture and multiply with brush color */
float texco[3], rgba[4];
if (is_texbrush) {
brush_imbuf_tex_co(&tex_mapping, x, y, texco);
BKE_brush_sample_tex_3d(scene, brush, texco, rgba, thread, pool);
/* TODO(sergey): Support texture paint color space. */
if (!use_float) {
IMB_colormanagement_scene_linear_to_display_v3(rgba, display);
}
mul_v3_v3(rgba, brush_rgb);
}
else {
copy_v3_v3(rgba, brush_rgb);
rgba[3] = 1.0f;
}
if (use_float) {
/* write to float pixel */
float *dstf = ibuf->rect_float + (y * size + x) * 4;
mul_v3_v3fl(dstf, rgba, rgba[3]); /* premultiply */
dstf[3] = rgba[3];
}
else {
/* write to byte pixel */
uchar *dst = (uchar *)ibuf->rect + (y * size + x) * 4;
rgb_float_to_uchar(dst, rgba);
dst[3] = unit_float_to_uchar_clamp(rgba[3]);
}
}
}
return ibuf;
}
/* update rectangular section of the brush image */
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
static void brush_painter_imbuf_update(BrushPainter *painter,
ImagePaintTile *tile,
ImBuf *oldtexibuf,
int origx,
int origy,
int w,
int h,
int xt,
int yt)
{
Scene *scene = painter->scene;
Brush *brush = painter->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
BrushPainterCache *cache = &tile->cache;
const char *display_device = scene->display_settings.display_device;
struct ColorManagedDisplay *display = IMB_colormanagement_display_get_named(display_device);
rctf tex_mapping = painter->tex_mapping;
struct ImagePool *pool = painter->pool;
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
bool use_color_correction = cache->use_color_correction;
bool use_float = cache->use_float;
bool is_texbrush = cache->is_texbrush;
bool use_texture_old = (oldtexibuf != NULL);
int x, y, thread = 0;
float brush_rgb[3];
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
ImBuf *ibuf = cache->ibuf;
ImBuf *texibuf = cache->texibuf;
/* get brush color */
if (brush->imagepaint_tool == PAINT_TOOL_DRAW) {
paint_brush_color_get(
scene, brush, use_color_correction, cache->invert, 0.0f, 1.0f, brush_rgb, display);
}
else {
brush_rgb[0] = 1.0f;
brush_rgb[1] = 1.0f;
brush_rgb[2] = 1.0f;
}
/* fill pixels */
for (y = origy; y < h; y++) {
for (x = origx; x < w; x++) {
/* sample texture and multiply with brush color */
float texco[3], rgba[4];
if (!use_texture_old) {
if (is_texbrush) {
brush_imbuf_tex_co(&tex_mapping, x, y, texco);
BKE_brush_sample_tex_3d(scene, brush, texco, rgba, thread, pool);
/* TODO(sergey): Support texture paint color space. */
if (!use_float) {
IMB_colormanagement_scene_linear_to_display_v3(rgba, display);
}
mul_v3_v3(rgba, brush_rgb);
}
else {
copy_v3_v3(rgba, brush_rgb);
rgba[3] = 1.0f;
}
}
if (use_float) {
/* handle float pixel */
float *bf = ibuf->rect_float + (y * ibuf->x + x) * 4;
float *tf = texibuf->rect_float + (y * texibuf->x + x) * 4;
/* read from old texture buffer */
if (use_texture_old) {
const float *otf = oldtexibuf->rect_float +
((y - origy + yt) * oldtexibuf->x + (x - origx + xt)) * 4;
copy_v4_v4(rgba, otf);
}
/* write to new texture buffer */
copy_v4_v4(tf, rgba);
/* output premultiplied float image, mf was already premultiplied */
mul_v3_v3fl(bf, rgba, rgba[3]);
bf[3] = rgba[3];
}
else {
uchar crgba[4];
/* handle byte pixel */
uchar *b = (uchar *)ibuf->rect + (y * ibuf->x + x) * 4;
uchar *t = (uchar *)texibuf->rect + (y * texibuf->x + x) * 4;
/* read from old texture buffer */
if (use_texture_old) {
uchar *ot = (uchar *)oldtexibuf->rect +
((y - origy + yt) * oldtexibuf->x + (x - origx + xt)) * 4;
crgba[0] = ot[0];
crgba[1] = ot[1];
crgba[2] = ot[2];
crgba[3] = ot[3];
}
2019-04-22 09:19:45 +10:00
else {
rgba_float_to_uchar(crgba, rgba);
2019-04-22 09:19:45 +10:00
}
/* write to new texture buffer */
t[0] = crgba[0];
t[1] = crgba[1];
t[2] = crgba[2];
t[3] = crgba[3];
/* write to brush image buffer */
b[0] = crgba[0];
b[1] = crgba[1];
b[2] = crgba[2];
b[3] = crgba[3];
}
}
}
}
/* update the brush image by trying to reuse the cached texture result. this
* can be considerably faster for brushes that change size due to pressure or
* textures that stick to the surface where only part of the pixels are new */
static void brush_painter_imbuf_partial_update(BrushPainter *painter,
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
ImagePaintTile *tile,
const float pos[2],
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
const int diameter)
{
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
BrushPainterCache *cache = &tile->cache;
ImBuf *oldtexibuf, *ibuf;
int imbflag, destx, desty, srcx, srcy, w, h, x1, y1, x2, y2;
/* create brush image buffer if it didn't exist yet */
imbflag = (cache->use_float) ? IB_rectfloat : IB_rect;
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if (!cache->ibuf) {
cache->ibuf = IMB_allocImBuf(diameter, diameter, 32, imbflag);
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}
ibuf = cache->ibuf;
/* create new texture image buffer with coordinates relative to old */
oldtexibuf = cache->texibuf;
cache->texibuf = IMB_allocImBuf(diameter, diameter, 32, imbflag);
if (oldtexibuf) {
srcx = srcy = 0;
w = oldtexibuf->x;
h = oldtexibuf->y;
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
destx = (int)floorf(tile->last_paintpos[0]) - (int)floorf(pos[0]) + (diameter / 2 - w / 2);
desty = (int)floorf(tile->last_paintpos[1]) - (int)floorf(pos[1]) + (diameter / 2 - h / 2);
IMB_rectclip(cache->texibuf, oldtexibuf, &destx, &desty, &srcx, &srcy, &w, &h);
}
else {
srcx = srcy = 0;
destx = desty = 0;
w = h = 0;
}
x1 = min_ii(destx, ibuf->x);
y1 = min_ii(desty, ibuf->y);
x2 = min_ii(destx + w, ibuf->x);
y2 = min_ii(desty + h, ibuf->y);
/* blend existing texture in new position */
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if ((x1 < x2) && (y1 < y2)) {
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
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brush_painter_imbuf_update(painter, tile, oldtexibuf, x1, y1, x2, y2, srcx, srcy);
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}
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if (oldtexibuf) {
IMB_freeImBuf(oldtexibuf);
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}
/* sample texture in new areas */
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if ((0 < x1) && (0 < ibuf->y)) {
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
brush_painter_imbuf_update(painter, tile, NULL, 0, 0, x1, ibuf->y, 0, 0);
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}
if ((x2 < ibuf->x) && (0 < ibuf->y)) {
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
brush_painter_imbuf_update(painter, tile, NULL, x2, 0, ibuf->x, ibuf->y, 0, 0);
2019-04-22 09:19:45 +10:00
}
if ((x1 < x2) && (0 < y1)) {
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
brush_painter_imbuf_update(painter, tile, NULL, x1, 0, x2, y1, 0, 0);
2019-04-22 09:19:45 +10:00
}
if ((x1 < x2) && (y2 < ibuf->y)) {
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
brush_painter_imbuf_update(painter, tile, NULL, x1, y2, x2, ibuf->y, 0, 0);
2019-04-22 09:19:45 +10:00
}
}
static void brush_painter_2d_tex_mapping(ImagePaintState *s,
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
ImBuf *canvas,
const int diameter,
const float startpos[2],
const float pos[2],
const float mouse[2],
int mapmode,
rctf *mapping)
{
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
float invw = 1.0f / (float)canvas->x;
float invh = 1.0f / (float)canvas->y;
int xmin, ymin, xmax, ymax;
int ipos[2];
/* find start coordinate of brush in canvas */
ipos[0] = (int)floorf((pos[0] - diameter / 2) + 1.0f);
ipos[1] = (int)floorf((pos[1] - diameter / 2) + 1.0f);
if (mapmode == MTEX_MAP_MODE_STENCIL) {
/* map from view coordinates of brush to region coordinates */
UI_view2d_view_to_region(s->v2d, ipos[0] * invw, ipos[1] * invh, &xmin, &ymin);
UI_view2d_view_to_region(
s->v2d, (ipos[0] + diameter) * invw, (ipos[1] + diameter) * invh, &xmax, &ymax);
/* output mapping from brush ibuf x/y to region coordinates */
mapping->xmin = xmin;
mapping->ymin = ymin;
mapping->xmax = (xmax - xmin) / (float)diameter;
mapping->ymax = (ymax - ymin) / (float)diameter;
}
else if (mapmode == MTEX_MAP_MODE_3D) {
/* 3D mapping, just mapping to canvas 0..1 */
mapping->xmin = 2.0f * (ipos[0] * invw - 0.5f);
mapping->ymin = 2.0f * (ipos[1] * invh - 0.5f);
mapping->xmax = 2.0f * invw;
mapping->ymax = 2.0f * invh;
}
else if (ELEM(mapmode, MTEX_MAP_MODE_VIEW, MTEX_MAP_MODE_RANDOM)) {
/* view mapping */
mapping->xmin = mouse[0] - diameter * 0.5f + 0.5f;
mapping->ymin = mouse[1] - diameter * 0.5f + 0.5f;
mapping->xmax = 1.0f;
mapping->ymax = 1.0f;
}
else /* if (mapmode == MTEX_MAP_MODE_TILED) */ {
mapping->xmin = (int)(-diameter * 0.5) + (int)floorf(pos[0]) - (int)floorf(startpos[0]);
mapping->ymin = (int)(-diameter * 0.5) + (int)floorf(pos[1]) - (int)floorf(startpos[1]);
mapping->xmax = 1.0f;
mapping->ymax = 1.0f;
}
}
static void brush_painter_2d_refresh_cache(ImagePaintState *s,
BrushPainter *painter,
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
ImagePaintTile *tile,
const float pos[2],
const float mouse[2],
float pressure,
float distance,
float size)
{
const Scene *scene = painter->scene;
2013-03-15 09:48:51 +00:00
UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
Brush *brush = painter->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
BrushPainterCache *cache = &tile->cache;
/* Adding 4 pixels of padding for brush antialiasing */
const int diameter = MAX2(1, size * 2) + 4;
bool do_random = false;
bool do_partial_update = false;
2018-07-02 18:45:26 +02:00
bool update_color = ((brush->flag & BRUSH_USE_GRADIENT) &&
((ELEM(brush->gradient_stroke_mode,
BRUSH_GRADIENT_SPACING_REPEAT,
BRUSH_GRADIENT_SPACING_CLAMP)) ||
(cache->last_pressure != pressure)));
float tex_rotation = -brush->mtex.rot;
float mask_rotation = -brush->mask_mtex.rot;
painter->pool = BKE_image_pool_new();
/* determine how can update based on textures used */
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
if (cache->is_texbrush) {
if (brush->mtex.brush_map_mode == MTEX_MAP_MODE_VIEW) {
tex_rotation += ups->brush_rotation;
}
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else if (brush->mtex.brush_map_mode == MTEX_MAP_MODE_RANDOM) {
do_random = true;
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}
else if (!((brush->flag & BRUSH_ANCHORED) || update_color)) {
do_partial_update = true;
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}
2018-07-02 18:45:26 +02:00
brush_painter_2d_tex_mapping(s,
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
tile->canvas,
2018-07-02 18:45:26 +02:00
diameter,
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
tile->start_paintpos,
2018-07-02 18:45:26 +02:00
pos,
mouse,
brush->mtex.brush_map_mode,
&painter->tex_mapping);
}
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
if (cache->is_maskbrush) {
bool renew_maxmask = false;
bool do_partial_update_mask = false;
/* invalidate case for all mapping modes */
if (brush->mask_mtex.brush_map_mode == MTEX_MAP_MODE_VIEW) {
mask_rotation += ups->brush_rotation_sec;
}
else if (brush->mask_mtex.brush_map_mode == MTEX_MAP_MODE_RANDOM) {
renew_maxmask = true;
}
else if (!(brush->flag & BRUSH_ANCHORED)) {
do_partial_update_mask = true;
renew_maxmask = true;
}
/* explicitly disable partial update even if it has been enabled above */
if (brush->mask_pressure) {
do_partial_update_mask = false;
renew_maxmask = true;
}
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
if (diameter != cache->lastdiameter || (mask_rotation != cache->last_mask_rotation) ||
renew_maxmask) {
if (cache->tex_mask) {
MEM_freeN(cache->tex_mask);
cache->tex_mask = NULL;
}
2018-07-02 18:45:26 +02:00
brush_painter_2d_tex_mapping(s,
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
tile->canvas,
2018-07-02 18:45:26 +02:00
diameter,
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
tile->start_paintpos,
2018-07-02 18:45:26 +02:00
pos,
mouse,
brush->mask_mtex.brush_map_mode,
&painter->mask_mapping);
2019-04-22 09:19:45 +10:00
if (do_partial_update_mask) {
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
brush_painter_mask_imbuf_partial_update(painter, tile, pos, diameter);
2019-04-22 09:19:45 +10:00
}
else {
cache->tex_mask = brush_painter_mask_ibuf_new(painter, diameter);
2019-04-22 09:19:45 +10:00
}
cache->last_mask_rotation = mask_rotation;
2013-03-15 09:48:51 +00:00
}
}
/* curve mask can only change if the size changes */
if (cache->curve_mask) {
MEM_freeN(cache->curve_mask);
cache->curve_mask = NULL;
}
cache->curve_mask = brush_painter_curve_mask_new(painter, diameter, size, pos);
/* detect if we need to recreate image brush buffer */
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
if (diameter != cache->lastdiameter || (tex_rotation != cache->last_tex_rotation) || do_random ||
update_color) {
if (cache->ibuf) {
IMB_freeImBuf(cache->ibuf);
cache->ibuf = NULL;
}
if (do_partial_update) {
/* do partial update of texture */
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
brush_painter_imbuf_partial_update(painter, tile, pos, diameter);
}
else {
/* create brush from scratch */
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
cache->ibuf = brush_painter_imbuf_new(painter, tile, diameter, pressure, distance);
}
cache->lastdiameter = diameter;
cache->last_tex_rotation = tex_rotation;
cache->last_pressure = pressure;
}
else if (do_partial_update) {
/* do only partial update of texture */
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
int dx = (int)floorf(tile->last_paintpos[0]) - (int)floorf(pos[0]);
int dy = (int)floorf(tile->last_paintpos[1]) - (int)floorf(pos[1]);
if ((dx != 0) || (dy != 0)) {
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
brush_painter_imbuf_partial_update(painter, tile, pos, diameter);
}
}
BKE_image_pool_free(painter->pool);
painter->pool = NULL;
}
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
static bool paint_2d_ensure_tile_canvas(ImagePaintState *s, int i)
{
if (i == 0) {
return true;
}
if (i >= s->num_tiles) {
return false;
}
if (s->tiles[i].state == PAINT2D_TILE_READY) {
return true;
}
if (s->tiles[i].state == PAINT2D_TILE_MISSING) {
return false;
}
s->tiles[i].cache.lastdiameter = -1;
s->tiles[i].iuser.ok = true;
ImBuf *ibuf = BKE_image_acquire_ibuf(s->image, &s->tiles[i].iuser, NULL);
if (ibuf != NULL) {
if (ibuf->channels != 4) {
s->tiles[i].state = PAINT2D_TILE_MISSING;
}
else if ((s->tiles[0].canvas->rect && !ibuf->rect) ||
(s->tiles[0].canvas->rect_float && !ibuf->rect_float)) {
s->tiles[i].state = PAINT2D_TILE_MISSING;
}
else {
s->tiles[i].size[0] = ibuf->x;
s->tiles[i].size[1] = ibuf->y;
s->tiles[i].radius_fac = sqrtf(((float)ibuf->x * (float)ibuf->y) /
(s->tiles[0].size[0] * s->tiles[0].size[1]));
s->tiles[i].state = PAINT2D_TILE_READY;
}
}
else {
s->tiles[i].state = PAINT2D_TILE_MISSING;
}
if (s->tiles[i].state == PAINT2D_TILE_MISSING) {
BKE_image_release_ibuf(s->image, ibuf, NULL);
return false;
}
s->tiles[i].canvas = ibuf;
return true;
}
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.
2013-03-07 12:11:38 +00:00
/* keep these functions in sync */
static void paint_2d_ibuf_rgb_get(ImBuf *ibuf, int x, int y, float r_rgb[4])
{
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.
2013-03-07 12:11:38 +00:00
if (ibuf->rect_float) {
const float *rrgbf = ibuf->rect_float + (ibuf->x * y + x) * 4;
copy_v4_v4(r_rgb, rrgbf);
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.
2013-03-07 12:11:38 +00:00
}
else {
uchar *rrgb = (uchar *)ibuf->rect + (ibuf->x * y + x) * 4;
straight_uchar_to_premul_float(r_rgb, rrgb);
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.
2013-03-07 12:11:38 +00:00
}
}
2014-02-03 18:55:59 +11:00
static void paint_2d_ibuf_rgb_set(
ImBuf *ibuf, int x, int y, const bool is_torus, const float rgb[4])
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.
2013-03-07 12:11:38 +00:00
{
if (is_torus) {
x %= ibuf->x;
2019-04-22 09:19:45 +10:00
if (x < 0) {
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.
2013-03-07 12:11:38 +00:00
x += ibuf->x;
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
y %= ibuf->y;
2019-04-22 09:19:45 +10:00
if (y < 0) {
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.
2013-03-07 12:11:38 +00:00
y += ibuf->y;
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
}
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.
2013-03-07 12:11:38 +00:00
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + (ibuf->x * y + x) * 4;
2014-01-12 22:27:55 +11:00
float map_alpha = (rgb[3] == 0.0f) ? rrgbf[3] : rrgbf[3] / rgb[3];
mul_v3_v3fl(rrgbf, rgb, map_alpha);
rrgbf[3] = rgb[3];
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.
2013-03-07 12:11:38 +00:00
}
else {
uchar straight[4];
uchar *rrgb = (uchar *)ibuf->rect + (ibuf->x * y + x) * 4;
premul_float_to_straight_uchar(straight, rgb);
rrgb[0] = straight[0];
rrgb[1] = straight[1];
rrgb[2] = straight[2];
rrgb[3] = straight[3];
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.
2013-03-07 12:11:38 +00:00
}
}
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
static void paint_2d_ibuf_tile_convert(ImBuf *ibuf, int *x, int *y, short paint_tile)
{
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
if (paint_tile & PAINT_TILE_X) {
*x %= ibuf->x;
2019-04-22 09:19:45 +10:00
if (*x < 0) {
*x += ibuf->x;
2019-04-22 09:19:45 +10:00
}
}
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
if (paint_tile & PAINT_TILE_Y) {
*y %= ibuf->y;
2019-04-22 09:19:45 +10:00
if (*y < 0) {
*y += ibuf->y;
2019-04-22 09:19:45 +10:00
}
}
}
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
static float paint_2d_ibuf_add_if(
ImBuf *ibuf, int x, int y, float *outrgb, short paint_tile, float w)
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.
2013-03-07 12:11:38 +00:00
{
float inrgb[4];
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
if (paint_tile) {
paint_2d_ibuf_tile_convert(ibuf, &x, &y, paint_tile);
2019-04-22 09:19:45 +10:00
}
/* need to also do clipping here always since tiled coordinates
* are not always within bounds */
if (x < ibuf->x && x >= 0 && y < ibuf->y && y >= 0) {
paint_2d_ibuf_rgb_get(ibuf, x, y, inrgb);
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.
2013-03-07 12:11:38 +00:00
}
2019-04-22 09:19:45 +10:00
else {
return 0.0f;
2019-04-22 09:19:45 +10:00
}
mul_v4_fl(inrgb, w);
add_v4_v4(outrgb, inrgb);
return w;
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.
2013-03-07 12:11:38 +00:00
}
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
static void paint_2d_lift_soften(ImagePaintState *s,
ImagePaintTile *tile,
ImBuf *ibuf,
ImBuf *ibufb,
const int *pos,
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
const short paint_tile)
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.
2013-03-07 12:11:38 +00:00
{
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
bool sharpen = (tile->cache.invert ^ ((s->brush->flag & BRUSH_DIR_IN) != 0));
float threshold = s->brush->sharp_threshold;
int x, y, xi, yi, xo, yo, xk, yk;
float count;
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.
2013-03-07 12:11:38 +00:00
int out_off[2], in_off[2], dim[2];
int diff_pos[2];
float outrgb[4];
float rgba[4];
BlurKernel *kernel = s->blurkernel;
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.
2013-03-07 12:11:38 +00:00
dim[0] = ibufb->x;
dim[1] = ibufb->y;
in_off[0] = pos[0];
in_off[1] = pos[1];
out_off[0] = out_off[1] = 0;
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
if (!paint_tile) {
2018-07-02 18:48:24 +02:00
IMB_rectclip(ibuf, ibufb, &in_off[0], &in_off[1], &out_off[0], &out_off[1], &dim[0], &dim[1]);
2019-04-22 09:19:45 +10:00
if ((dim[0] == 0) || (dim[1] == 0)) {
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.
2013-03-07 12:11:38 +00:00
return;
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}
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.
2013-03-07 12:11:38 +00:00
}
/* find offset inside mask buffers to sample them */
sub_v2_v2v2_int(diff_pos, out_off, in_off);
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.
2013-03-07 12:11:38 +00:00
for (y = 0; y < dim[1]; y++) {
for (x = 0; x < dim[0]; x++) {
/* get input pixel */
xi = in_off[0] + x;
yi = in_off[1] + y;
count = 0.0;
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
if (paint_tile) {
paint_2d_ibuf_tile_convert(ibuf, &xi, &yi, paint_tile);
2019-04-22 09:19:45 +10:00
if (xi < ibuf->x && xi >= 0 && yi < ibuf->y && yi >= 0) {
paint_2d_ibuf_rgb_get(ibuf, xi, yi, rgba);
2019-04-22 09:19:45 +10:00
}
else {
zero_v4(rgba);
2019-04-22 09:19:45 +10:00
}
}
else {
/* coordinates have been clipped properly here, it should be safe to do this */
paint_2d_ibuf_rgb_get(ibuf, xi, yi, rgba);
}
zero_v4(outrgb);
for (yk = 0; yk < kernel->side; yk++) {
for (xk = 0; xk < kernel->side; xk++) {
2018-07-02 18:45:26 +02:00
count += paint_2d_ibuf_add_if(ibuf,
xi + xk - kernel->pixel_len,
yi + yk - kernel->pixel_len,
outrgb,
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_tile,
2018-07-02 18:45:26 +02:00
kernel->wdata[xk + yk * kernel->side]);
}
}
if (count > 0.0f) {
mul_v4_fl(outrgb, 1.0f / (float)count);
if (sharpen) {
/* subtract blurred image from normal image gives high pass filter */
sub_v3_v3v3(outrgb, rgba, outrgb);
/* Now rgba_ub contains the edge result, but this should be converted to luminance to
* avoid colored speckles appearing in final image, and also to check for threshold. */
outrgb[0] = outrgb[1] = outrgb[2] = IMB_colormanagement_get_luminance(outrgb);
if (fabsf(outrgb[0]) > threshold) {
float mask = BKE_brush_alpha_get(s->scene, s->brush);
float alpha = rgba[3];
rgba[3] = outrgb[3] = mask;
/* add to enhance edges */
blend_color_add_float(outrgb, rgba, outrgb);
outrgb[3] = alpha;
}
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else {
copy_v4_v4(outrgb, rgba);
2019-04-22 09:19:45 +10:00
}
}
}
2019-04-22 09:19:45 +10:00
else {
copy_v4_v4(outrgb, rgba);
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
/* write into brush buffer */
xo = out_off[0] + x;
yo = out_off[1] + y;
paint_2d_ibuf_rgb_set(ibufb, xo, yo, 0, outrgb);
}
}
}
static void paint_2d_set_region(
ImagePaintRegion *region, int destx, int desty, int srcx, int srcy, int width, int height)
{
region->destx = destx;
region->desty = desty;
region->srcx = srcx;
region->srcy = srcy;
region->width = width;
region->height = height;
}
static int paint_2d_torus_split_region(ImagePaintRegion region[4],
ImBuf *dbuf,
ImBuf *sbuf,
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
short paint_tile)
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.
2013-03-07 12:11:38 +00:00
{
int destx = region->destx;
int desty = region->desty;
int srcx = region->srcx;
int srcy = region->srcy;
int width = region->width;
int height = region->height;
int origw, origh, w, h, tot = 0;
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.
2013-03-07 12:11:38 +00:00
/* convert destination and source coordinates to be within image */
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
if (paint_tile & PAINT_TILE_X) {
destx = destx % dbuf->x;
2019-04-22 09:19:45 +10:00
if (destx < 0) {
destx += dbuf->x;
2019-04-22 09:19:45 +10:00
}
srcx = srcx % sbuf->x;
2019-04-22 09:19:45 +10:00
if (srcx < 0) {
srcx += sbuf->x;
2019-04-22 09:19:45 +10:00
}
}
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
if (paint_tile & PAINT_TILE_Y) {
desty = desty % dbuf->y;
2019-04-22 09:19:45 +10:00
if (desty < 0) {
desty += dbuf->y;
2019-04-22 09:19:45 +10:00
}
srcy = srcy % sbuf->y;
2019-04-22 09:19:45 +10:00
if (srcy < 0) {
srcy += sbuf->y;
2019-04-22 09:19:45 +10:00
}
}
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.
2013-03-07 12:11:38 +00:00
/* clip width of blending area to destination imbuf, to avoid writing the
* same pixel twice */
origw = w = (width > dbuf->x) ? dbuf->x : width;
origh = h = (height > dbuf->y) ? dbuf->y : height;
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.
2013-03-07 12:11:38 +00:00
/* clip within image */
IMB_rectclip(dbuf, sbuf, &destx, &desty, &srcx, &srcy, &w, &h);
paint_2d_set_region(&region[tot++], destx, desty, srcx, srcy, w, h);
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.
2013-03-07 12:11:38 +00:00
/* do 3 other rects if needed */
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
if ((paint_tile & PAINT_TILE_X) && w < origw) {
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.
2013-03-07 12:11:38 +00:00
paint_2d_set_region(
&region[tot++], (destx + w) % dbuf->x, desty, (srcx + w) % sbuf->x, srcy, origw - w, h);
2019-04-22 09:19:45 +10:00
}
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
if ((paint_tile & PAINT_TILE_Y) && h < origh) {
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.
2013-03-07 12:11:38 +00:00
paint_2d_set_region(
&region[tot++], destx, (desty + h) % dbuf->y, srcx, (srcy + h) % sbuf->y, w, origh - h);
2019-04-22 09:19:45 +10:00
}
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
if ((paint_tile & PAINT_TILE_X) && (paint_tile & PAINT_TILE_Y) && (w < origw) && (h < origh)) {
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.
2013-03-07 12:11:38 +00:00
paint_2d_set_region(&region[tot++],
(destx + w) % dbuf->x,
(desty + h) % dbuf->y,
(srcx + w) % sbuf->x,
(srcy + h) % sbuf->y,
origw - w,
origh - h);
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
return tot;
}
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
static void paint_2d_lift_smear(ImBuf *ibuf, ImBuf *ibufb, int *pos, short paint_tile)
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.
2013-03-07 12:11:38 +00:00
{
ImagePaintRegion region[4];
int a, tot;
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.
2013-03-07 12:11:38 +00:00
paint_2d_set_region(region, 0, 0, pos[0], pos[1], ibufb->x, ibufb->y);
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
tot = paint_2d_torus_split_region(region, ibufb, ibuf, paint_tile);
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for (a = 0; a < tot; a++) {
2018-07-02 18:45:26 +02:00
IMB_rectblend(ibufb,
ibufb,
ibuf,
NULL,
NULL,
NULL,
0,
region[a].destx,
region[a].desty,
region[a].destx,
region[a].desty,
region[a].srcx,
region[a].srcy,
region[a].width,
region[a].height,
IMB_BLEND_COPY,
false);
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
}
static ImBuf *paint_2d_lift_clone(ImBuf *ibuf, ImBuf *ibufb, const int *pos)
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.
2013-03-07 12:11:38 +00:00
{
/* note: allocImbuf returns zero'd memory, so regions outside image will
* have zero alpha, and hence not be blended onto the image */
int w = ibufb->x, h = ibufb->y, destx = 0, desty = 0, srcx = pos[0], srcy = pos[1];
ImBuf *clonebuf = IMB_allocImBuf(w, h, ibufb->planes, ibufb->flags);
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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IMB_rectclip(clonebuf, ibuf, &destx, &desty, &srcx, &srcy, &w, &h);
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IMB_rectblend(clonebuf,
clonebuf,
ibufb,
NULL,
NULL,
NULL,
0,
destx,
desty,
destx,
desty,
destx,
desty,
w,
h,
IMB_BLEND_COPY_ALPHA,
false);
IMB_rectblend(clonebuf,
clonebuf,
ibuf,
NULL,
NULL,
NULL,
0,
destx,
desty,
destx,
desty,
srcx,
srcy,
w,
h,
IMB_BLEND_COPY_RGB,
false);
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.
2013-03-07 12:11:38 +00:00
return clonebuf;
}
static void paint_2d_convert_brushco(ImBuf *ibufb, const float pos[2], int ipos[2])
{
ipos[0] = (int)floorf((pos[0] - ibufb->x / 2));
ipos[1] = (int)floorf((pos[1] - ibufb->y / 2));
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.
2013-03-07 12:11:38 +00:00
}
2018-07-02 18:45:26 +02:00
static void paint_2d_do_making_brush(ImagePaintState *s,
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
ImagePaintTile *tile,
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ImagePaintRegion *region,
ImBuf *frombuf,
float mask_max,
short blend,
int tilex,
int tiley,
int tilew,
int tileh)
{
ImBuf tmpbuf;
IMB_initImBuf(&tmpbuf, ED_IMAGE_UNDO_TILE_SIZE, ED_IMAGE_UNDO_TILE_SIZE, 32, 0);
ListBase *undo_tiles = ED_image_paint_tile_list_get();
for (int ty = tiley; ty <= tileh; ty++) {
for (int tx = tilex; tx <= tilew; tx++) {
/* retrieve original pixels + mask from undo buffer */
ushort *mask;
int origx = region->destx - tx * ED_IMAGE_UNDO_TILE_SIZE;
int origy = region->desty - ty * ED_IMAGE_UNDO_TILE_SIZE;
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
if (tile->canvas->rect_float) {
tmpbuf.rect_float = ED_image_paint_tile_find(
undo_tiles, s->image, tile->canvas, &tile->iuser, tx, ty, &mask, false);
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}
else {
tmpbuf.rect = ED_image_paint_tile_find(
undo_tiles, s->image, tile->canvas, &tile->iuser, tx, ty, &mask, false);
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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
IMB_rectblend(tile->canvas,
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&tmpbuf,
frombuf,
mask,
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
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tile->cache.curve_mask,
tile->cache.tex_mask,
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mask_max,
region->destx,
region->desty,
origx,
origy,
region->srcx,
region->srcy,
region->width,
region->height,
blend,
((s->brush->flag & BRUSH_ACCUMULATE) != 0));
}
}
}
typedef struct Paint2DForeachData {
ImagePaintState *s;
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
ImagePaintTile *tile;
ImagePaintRegion *region;
ImBuf *frombuf;
float mask_max;
short blend;
int tilex;
int tilew;
} Paint2DForeachData;
static void paint_2d_op_foreach_do(void *__restrict data_v,
const int iter,
const TaskParallelTLS *__restrict UNUSED(tls))
{
Paint2DForeachData *data = (Paint2DForeachData *)data_v;
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paint_2d_do_making_brush(data->s,
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
data->tile,
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data->region,
data->frombuf,
data->mask_max,
data->blend,
data->tilex,
iter,
data->tilew,
iter);
}
static int paint_2d_op(void *state,
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
ImagePaintTile *tile,
const float lastpos[2],
const float pos[2])
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.
2013-03-07 12:11:38 +00:00
{
ImagePaintState *s = ((ImagePaintState *)state);
ImBuf *clonebuf = NULL, *frombuf;
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
ImBuf *canvas = tile->canvas;
ImBuf *ibufb = tile->cache.ibuf;
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.
2013-03-07 12:11:38 +00:00
ImagePaintRegion region[4];
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
short paint_tile = s->symmetry & (PAINT_TILE_X | PAINT_TILE_Y);
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.
2013-03-07 12:11:38 +00:00
short blend = s->blend;
const float *offset = s->brush->clone.offset;
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.
2013-03-07 12:11:38 +00:00
float liftpos[2];
float mask_max = BKE_brush_alpha_get(s->scene, s->brush);
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.
2013-03-07 12:11:38 +00:00
int bpos[2], blastpos[2], bliftpos[2];
int a, tot;
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.
2013-03-07 12:11:38 +00:00
paint_2d_convert_brushco(ibufb, pos, bpos);
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.
2013-03-07 12:11:38 +00:00
/* lift from canvas */
if (s->tool == PAINT_TOOL_SOFTEN) {
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_lift_soften(s, tile, canvas, ibufb, bpos, paint_tile);
blend = IMB_BLEND_INTERPOLATE;
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.
2013-03-07 12:11:38 +00:00
}
else if (s->tool == PAINT_TOOL_SMEAR) {
2019-04-22 09:19:45 +10:00
if (lastpos[0] == pos[0] && lastpos[1] == pos[1]) {
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.
2013-03-07 12:11:38 +00:00
return 0;
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
paint_2d_convert_brushco(ibufb, lastpos, blastpos);
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_lift_smear(canvas, ibufb, blastpos, paint_tile);
blend = IMB_BLEND_INTERPOLATE;
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.
2013-03-07 12:11:38 +00:00
}
else if (s->tool == PAINT_TOOL_CLONE && s->clonecanvas) {
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
liftpos[0] = pos[0] - offset[0] * canvas->x;
liftpos[1] = pos[1] - offset[1] * canvas->y;
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.
2013-03-07 12:11:38 +00:00
paint_2d_convert_brushco(ibufb, liftpos, bliftpos);
clonebuf = paint_2d_lift_clone(s->clonecanvas, ibufb, bliftpos);
}
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.
2013-03-07 12:11:38 +00:00
frombuf = (clonebuf) ? clonebuf : ibufb;
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
if (paint_tile) {
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.
2013-03-07 12:11:38 +00:00
paint_2d_set_region(region, bpos[0], bpos[1], 0, 0, frombuf->x, frombuf->y);
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
tot = paint_2d_torus_split_region(region, canvas, frombuf, paint_tile);
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.
2013-03-07 12:11:38 +00:00
}
else {
paint_2d_set_region(region, bpos[0], bpos[1], 0, 0, frombuf->x, frombuf->y);
tot = 1;
}
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.
2013-03-07 12:11:38 +00:00
/* blend into canvas */
for (a = 0; a < tot; a++) {
2018-07-02 18:45:26 +02:00
ED_imapaint_dirty_region(s->image,
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
canvas,
&tile->iuser,
2018-07-02 18:45:26 +02:00
region[a].destx,
region[a].desty,
region[a].width,
region[a].height,
true);
if (s->do_masking) {
/* masking, find original pixels tiles from undo buffer to composite over */
int tilex, tiley, tilew, tileh;
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
imapaint_region_tiles(canvas,
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region[a].destx,
region[a].desty,
region[a].width,
region[a].height,
&tilex,
&tiley,
&tilew,
&tileh);
if (tiley == tileh) {
2018-07-02 18:45:26 +02:00
paint_2d_do_making_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
s, tile, &region[a], frombuf, mask_max, blend, tilex, tiley, tilew, tileh);
}
else {
Paint2DForeachData data;
data.s = s;
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
data.tile = tile;
data.region = &region[a];
data.frombuf = frombuf;
data.mask_max = mask_max;
data.blend = blend;
data.tilex = tilex;
data.tilew = tilew;
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
2018-07-02 18:45:26 +02:00
BLI_task_parallel_range(tiley, tileh + 1, &data, paint_2d_op_foreach_do, &settings);
}
}
else {
/* no masking, composite brush directly onto canvas */
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
IMB_rectblend_threaded(canvas,
canvas,
2018-07-02 18:45:26 +02:00
frombuf,
NULL,
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
tile->cache.curve_mask,
tile->cache.tex_mask,
2018-07-02 18:45:26 +02:00
mask_max,
region[a].destx,
region[a].desty,
region[a].destx,
region[a].desty,
region[a].srcx,
region[a].srcy,
region[a].width,
region[a].height,
blend,
false);
}
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.
2013-03-07 12:11:38 +00:00
}
2019-04-22 09:19:45 +10:00
if (clonebuf) {
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.
2013-03-07 12:11:38 +00:00
IMB_freeImBuf(clonebuf);
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
return 1;
}
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
static int paint_2d_canvas_set(ImagePaintState *s)
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.
2013-03-07 12:11:38 +00:00
{
/* set clone canvas */
if (s->tool == PAINT_TOOL_CLONE) {
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
Image *ima = s->brush->clone.image;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
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.
2013-03-07 12:11:38 +00:00
if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float)) {
BKE_image_release_ibuf(ima, ibuf, NULL);
return 0;
}
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.
2013-03-07 12:11:38 +00:00
s->clonecanvas = ibuf;
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.
2013-03-07 12:11:38 +00:00
/* temporarily add float rect for cloning */
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
if (s->tiles[0].canvas->rect_float && !s->clonecanvas->rect_float) {
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.
2013-03-07 12:11:38 +00:00
IMB_float_from_rect(s->clonecanvas);
}
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
else if (!s->tiles[0].canvas->rect_float && !s->clonecanvas->rect) {
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.
2013-03-07 12:11:38 +00:00
IMB_rect_from_float(s->clonecanvas);
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
}
/* set masking */
s->do_masking = paint_use_opacity_masking(s->brush);
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.
2013-03-07 12:11:38 +00:00
return 1;
}
static void paint_2d_canvas_free(ImagePaintState *s)
{
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
for (int i = 0; i < s->num_tiles; i++) {
BKE_image_release_ibuf(s->image, s->tiles[i].canvas, NULL);
}
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.
2013-03-07 12:11:38 +00:00
BKE_image_release_ibuf(s->brush->clone.image, s->clonecanvas, NULL);
if (s->blurkernel) {
paint_delete_blur_kernel(s->blurkernel);
MEM_freeN(s->blurkernel);
}
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.
2013-03-07 12:11:38 +00:00
}
static void paint_2d_transform_mouse(View2D *v2d, const float in[2], float out[2])
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
{
UI_view2d_region_to_view(v2d, in[0], in[1], &out[0], &out[1]);
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
}
static bool is_inside_tile(const int size[2], const float pos[2], const float brush[2])
{
return (pos[0] >= -brush[0]) && (pos[0] < size[0] + brush[0]) && (pos[1] >= -brush[1]) &&
(pos[1] < size[1] + brush[1]);
}
static void paint_2d_uv_to_coord(ImagePaintTile *tile, const float uv[2], float coord[2])
{
coord[0] = (uv[0] - tile->uv_origin[0]) * tile->size[0];
coord[1] = (uv[1] - tile->uv_origin[1]) * tile->size[1];
}
void paint_2d_stroke(void *ps,
const float prev_mval[2],
const float mval[2],
const bool eraser,
float pressure,
float distance,
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
float base_size)
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.
2013-03-07 12:11:38 +00:00
{
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
float new_uv[2], old_uv[2];
ImagePaintState *s = ps;
BrushPainter *painter = s->painter;
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.
2013-03-07 12:11:38 +00:00
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
const bool is_data = s->tiles[0].canvas->colormanage_flag & IMB_COLORMANAGE_IS_DATA;
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.
2013-03-07 12:11:38 +00:00
s->blend = s->brush->blend;
2019-04-22 09:19:45 +10:00
if (eraser) {
s->blend = IMB_BLEND_ERASE_ALPHA;
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
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
UI_view2d_region_to_view(s->v2d, mval[0], mval[1], &new_uv[0], &new_uv[1]);
UI_view2d_region_to_view(s->v2d, prev_mval[0], prev_mval[1], &old_uv[0], &old_uv[1]);
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
float last_uv[2], start_uv[2];
UI_view2d_region_to_view(s->v2d, 0.0f, 0.0f, &start_uv[0], &start_uv[1]);
if (painter->firsttouch) {
/* paint exactly once on first touch */
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
copy_v2_v2(last_uv, new_uv);
}
else {
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
copy_v2_v2(last_uv, old_uv);
}
const float uv_brush_size[2] = {
(s->symmetry & PAINT_TILE_X) ? FLT_MAX : base_size / s->tiles[0].size[0],
(s->symmetry & PAINT_TILE_Y) ? FLT_MAX : base_size / s->tiles[0].size[1]};
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
for (int i = 0; i < s->num_tiles; i++) {
ImagePaintTile *tile = &s->tiles[i];
/* First test: Project brush into UV space, clip against tile. */
const int uv_size[2] = {1, 1};
float local_new_uv[2], local_old_uv[2];
sub_v2_v2v2(local_new_uv, new_uv, tile->uv_origin);
sub_v2_v2v2(local_old_uv, old_uv, tile->uv_origin);
if (!(is_inside_tile(uv_size, local_new_uv, uv_brush_size) ||
is_inside_tile(uv_size, local_old_uv, uv_brush_size))) {
continue;
}
/* Lazy tile loading to get size in pixels. */
if (!paint_2d_ensure_tile_canvas(s, i)) {
continue;
}
float size = base_size * tile->radius_fac;
float new_coord[2], old_coord[2];
paint_2d_uv_to_coord(tile, new_uv, new_coord);
paint_2d_uv_to_coord(tile, old_uv, old_coord);
if (painter->firsttouch) {
paint_2d_uv_to_coord(tile, start_uv, tile->start_paintpos);
}
paint_2d_uv_to_coord(tile, last_uv, tile->last_paintpos);
/* Second check in pixel coordinates. */
const float pixel_brush_size[] = {(s->symmetry & PAINT_TILE_X) ? FLT_MAX : size,
(s->symmetry & PAINT_TILE_Y) ? FLT_MAX : size};
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
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if (!(is_inside_tile(tile->size, new_coord, pixel_brush_size) ||
is_inside_tile(tile->size, old_coord, pixel_brush_size))) {
continue;
}
ImBuf *ibuf = tile->canvas;
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
/* OCIO_TODO: float buffers are now always linear, so always use color correction
* this should probably be changed when texture painting color space is supported
*/
brush_painter_2d_require_imbuf(
painter->brush, tile, (ibuf->rect_float != NULL), !is_data, painter->cache_invert);
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
brush_painter_2d_refresh_cache(s, painter, tile, new_coord, mval, pressure, distance, size);
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if (paint_2d_op(s, tile, old_coord, new_coord)) {
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
tile->need_redraw = true;
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}
2019-04-22 09:19:45 +10:00
}
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.
2013-03-07 12:11:38 +00:00
painter->firsttouch = false;
}
void *paint_2d_new_stroke(bContext *C, wmOperator *op, int mode)
2013-03-08 04:00:06 +00:00
{
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.
2013-03-07 12:11:38 +00:00
Scene *scene = CTX_data_scene(C);
SpaceImage *sima = CTX_wm_space_image(C);
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.
2013-03-07 12:11:38 +00:00
ToolSettings *settings = scene->toolsettings;
Brush *brush = BKE_paint_brush(&settings->imapaint.paint);
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.
2013-03-07 12:11:38 +00:00
ImagePaintState *s = MEM_callocN(sizeof(ImagePaintState), "ImagePaintState");
s->sima = CTX_wm_space_image(C);
s->v2d = &CTX_wm_region(C)->v2d;
s->scene = scene;
s->brush = brush;
s->tool = brush->imagepaint_tool;
s->blend = brush->blend;
s->image = s->sima->image;
s->symmetry = settings->imapaint.paint.symmetry_flags;
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.
2013-03-07 12:11:38 +00:00
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
if (s->image == NULL) {
MEM_freeN(s);
return NULL;
}
if (BKE_image_has_packedfile(s->image) && s->image->rr != NULL) {
BKE_report(op->reports, RPT_WARNING, "Packed MultiLayer files cannot be painted");
MEM_freeN(s);
return NULL;
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
}
s->num_tiles = BLI_listbase_count(&s->image->tiles);
s->tiles = MEM_callocN(sizeof(ImagePaintTile) * s->num_tiles, "ImagePaintTile");
for (int i = 0; i < s->num_tiles; i++) {
s->tiles[i].iuser = sima->iuser;
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
}
s->tiles[0].iuser.ok = true;
zero_v2(s->tiles[0].uv_origin);
ImBuf *ibuf = BKE_image_acquire_ibuf(s->image, &s->tiles[0].iuser, NULL);
if (ibuf == NULL) {
MEM_freeN(s->tiles);
MEM_freeN(s);
return NULL;
}
if (ibuf->channels != 4) {
BKE_image_release_ibuf(s->image, ibuf, NULL);
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
BKE_report(op->reports, RPT_WARNING, "Image requires 4 color channels to paint");
MEM_freeN(s->tiles);
MEM_freeN(s);
return NULL;
}
s->tiles[0].size[0] = ibuf->x;
s->tiles[0].size[1] = ibuf->y;
s->tiles[0].radius_fac = 1.0f;
s->tiles[0].canvas = ibuf;
s->tiles[0].state = PAINT2D_TILE_READY;
/* Initialize offsets here, they're needed for the uv space clip test before lazy-loading the
* tile properly. */
int tile_idx = 0;
for (ImageTile *tile = s->image->tiles.first; tile; tile = tile->next, tile_idx++) {
s->tiles[tile_idx].iuser.tile = tile->tile_number;
s->tiles[tile_idx].uv_origin[0] = ((tile->tile_number - 1001) % 10);
s->tiles[tile_idx].uv_origin[1] = ((tile->tile_number - 1001) / 10);
}
if (!paint_2d_canvas_set(s)) {
MEM_freeN(s->tiles);
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.
2013-03-07 12:11:38 +00:00
MEM_freeN(s);
return NULL;
}
if (brush->imagepaint_tool == PAINT_TOOL_SOFTEN) {
s->blurkernel = paint_new_blur_kernel(brush, false);
}
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.
2013-03-07 12:11:38 +00:00
paint_brush_init_tex(s->brush);
/* create painter */
s->painter = brush_painter_2d_new(scene, s->brush, mode == BRUSH_STROKE_INVERT);
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.
2013-03-07 12:11:38 +00:00
return s;
}
void paint_2d_redraw(const bContext *C, void *ps, bool final)
2013-03-08 04:00:06 +00:00
{
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.
2013-03-07 12:11:38 +00:00
ImagePaintState *s = ps;
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
bool had_redraw = false;
for (int i = 0; i < s->num_tiles; i++) {
if (s->tiles[i].need_redraw) {
ImBuf *ibuf = BKE_image_acquire_ibuf(s->image, &s->tiles[i].iuser, NULL);
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
imapaint_image_update(s->sima, s->image, ibuf, &s->tiles[i].iuser, false);
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
BKE_image_release_ibuf(s->image, ibuf, NULL);
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
s->tiles[i].need_redraw = false;
had_redraw = true;
}
}
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
if (had_redraw) {
ED_imapaint_clear_partial_redraw();
if (s->sima == NULL || !s->sima->lock) {
ED_region_tag_redraw(CTX_wm_region(C));
}
else {
WM_event_add_notifier(C, NC_IMAGE | NA_PAINTING, s->image);
}
}
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.
2013-03-07 12:11:38 +00:00
if (final) {
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if (s->image && !(s->sima && s->sima->lock)) {
BKE_image_free_gputextures(s->image);
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}
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.
2013-03-07 12:11:38 +00:00
/* compositor listener deals with updating */
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, s->image);
DEG_id_tag_update(&s->image->id, 0);
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.
2013-03-07 12:11:38 +00:00
}
}
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void paint_2d_stroke_done(void *ps)
{
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.
2013-03-07 12:11:38 +00:00
ImagePaintState *s = ps;
paint_2d_canvas_free(s);
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
for (int i = 0; i < s->num_tiles; i++) {
brush_painter_cache_2d_free(&s->tiles[i].cache);
}
MEM_freeN(s->painter);
MEM_freeN(s->tiles);
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.
2013-03-07 12:11:38 +00:00
paint_brush_exit_tex(s->brush);
MEM_freeN(s);
}
static void paint_2d_fill_add_pixel_byte(const int x_px,
const int y_px,
ImBuf *ibuf,
BLI_Stack *stack,
BLI_bitmap *touched,
const float color[4],
float threshold_sq)
{
2015-04-30 14:24:05 +02:00
size_t coordinate;
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if (x_px >= ibuf->x || x_px < 0 || y_px >= ibuf->y || y_px < 0) {
return;
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}
2015-04-30 14:24:05 +02:00
coordinate = ((size_t)y_px) * ibuf->x + x_px;
if (!BLI_BITMAP_TEST(touched, coordinate)) {
float color_f[4];
uchar *color_b = (uchar *)(ibuf->rect + coordinate);
rgba_uchar_to_float(color_f, color_b);
straight_to_premul_v4(color_f);
if (len_squared_v4v4(color_f, color) <= threshold_sq) {
BLI_stack_push(stack, &coordinate);
}
BLI_BITMAP_SET(touched, coordinate, true);
}
}
static void paint_2d_fill_add_pixel_float(const int x_px,
const int y_px,
ImBuf *ibuf,
BLI_Stack *stack,
BLI_bitmap *touched,
const float color[4],
float threshold_sq)
{
size_t coordinate;
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if (x_px >= ibuf->x || x_px < 0 || y_px >= ibuf->y || y_px < 0) {
return;
2019-04-22 09:19:45 +10:00
}
coordinate = ((size_t)y_px) * ibuf->x + x_px;
if (!BLI_BITMAP_TEST(touched, coordinate)) {
if (len_squared_v4v4(ibuf->rect_float + 4 * coordinate, color) <= threshold_sq) {
BLI_stack_push(stack, &coordinate);
}
BLI_BITMAP_SET(touched, coordinate, true);
}
}
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
static ImageUser *paint_2d_get_tile_iuser(ImagePaintState *s, int tile_number)
{
ImageUser *iuser = &s->tiles[0].iuser;
for (int i = 0; i < s->num_tiles; i++) {
if (s->tiles[i].iuser.tile == tile_number) {
if (!paint_2d_ensure_tile_canvas(s, i)) {
return NULL;
}
iuser = &s->tiles[i].iuser;
break;
}
}
return iuser;
}
/* this function expects linear space color values */
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 paint_2d_bucket_fill(const bContext *C,
const float color[3],
Brush *br,
const float mouse_init[2],
const float mouse_final[2],
void *ps)
{
SpaceImage *sima = CTX_wm_space_image(C);
Image *ima = sima->image;
ImagePaintState *s = ps;
ImBuf *ibuf;
int x_px, y_px;
uint color_b;
float color_f[4];
float strength = (s && br) ? BKE_brush_alpha_get(s->scene, br) : 1.0f;
bool do_float;
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if (!ima) {
return;
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}
View2D *v2d = s ? s->v2d : &CTX_wm_region(C)->v2d;
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
float uv_origin[2];
float image_init[2];
paint_2d_transform_mouse(v2d, mouse_init, image_init);
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
int tile_number = BKE_image_get_tile_from_pos(ima, image_init, image_init, uv_origin);
ImageUser local_iuser, *iuser;
if (s != NULL) {
iuser = paint_2d_get_tile_iuser(s, tile_number);
if (iuser == NULL) {
return;
}
}
else {
iuser = &local_iuser;
BKE_imageuser_default(iuser);
iuser->tile = tile_number;
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
}
ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
2019-04-22 09:19:45 +10:00
if (!ibuf) {
return;
2019-04-22 09:19:45 +10:00
}
do_float = (ibuf->rect_float != NULL);
/* first check if our image is float. If it is not we should correct the color to
* be in gamma space. strictly speaking this is not correct, but blender does not paint
* byte images in linear space */
if (!do_float) {
linearrgb_to_srgb_uchar3((uchar *)&color_b, color);
*(((char *)&color_b) + 3) = strength * 255;
}
else {
copy_v3_v3(color_f, color);
color_f[3] = strength;
}
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
if (!mouse_final || !br) {
/* first case, no image UV, fill the whole image */
ED_imapaint_dirty_region(ima, ibuf, iuser, 0, 0, ibuf->x, ibuf->y, false);
if (do_float) {
for (x_px = 0; x_px < ibuf->x; x_px++) {
for (y_px = 0; y_px < ibuf->y; y_px++) {
2018-07-02 18:45:26 +02:00
blend_color_mix_float(ibuf->rect_float + 4 * (((size_t)y_px) * ibuf->x + x_px),
ibuf->rect_float + 4 * (((size_t)y_px) * ibuf->x + x_px),
color_f);
}
}
}
else {
for (x_px = 0; x_px < ibuf->x; x_px++) {
for (y_px = 0; y_px < ibuf->y; y_px++) {
blend_color_mix_byte((uchar *)(ibuf->rect + ((size_t)y_px) * ibuf->x + x_px),
(uchar *)(ibuf->rect + ((size_t)y_px) * ibuf->x + x_px),
(uchar *)&color_b);
}
}
}
}
else {
/* second case, start sweeping the neighboring pixels, looking for pixels whose
* value is within the brush fill threshold from the fill color */
BLI_Stack *stack;
BLI_bitmap *touched;
size_t coordinate;
int width = ibuf->x;
int minx = ibuf->x, miny = ibuf->y, maxx = 0, maxy = 0;
float pixel_color[4];
/* We are comparing to sum of three squared values
* (assumed in range [0,1]), so need to multiply... */
float threshold_sq = br->fill_threshold * br->fill_threshold * 3;
x_px = image_init[0] * ibuf->x;
y_px = image_init[1] * ibuf->y;
if (x_px >= ibuf->x || x_px < 0 || y_px > ibuf->y || y_px < 0) {
BKE_image_release_ibuf(ima, ibuf, NULL);
return;
}
/* change image invalidation method later */
ED_imapaint_dirty_region(ima, ibuf, iuser, 0, 0, ibuf->x, ibuf->y, false);
stack = BLI_stack_new(sizeof(size_t), __func__);
touched = BLI_BITMAP_NEW(((size_t)ibuf->x) * ibuf->y, "bucket_fill_bitmap");
coordinate = (((size_t)y_px) * ibuf->x + x_px);
if (do_float) {
copy_v4_v4(pixel_color, ibuf->rect_float + 4 * coordinate);
}
else {
int pixel_color_b = *(ibuf->rect + coordinate);
rgba_uchar_to_float(pixel_color, (uchar *)&pixel_color_b);
straight_to_premul_v4(pixel_color);
}
BLI_stack_push(stack, &coordinate);
BLI_BITMAP_SET(touched, coordinate, true);
if (do_float) {
while (!BLI_stack_is_empty(stack)) {
BLI_stack_pop(stack, &coordinate);
2018-07-02 18:45:26 +02:00
IMB_blend_color_float(ibuf->rect_float + 4 * (coordinate),
ibuf->rect_float + 4 * (coordinate),
color_f,
br->blend);
/* reconstruct the coordinates here */
x_px = coordinate % width;
y_px = coordinate / width;
paint_2d_fill_add_pixel_float(
x_px - 1, y_px - 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px - 1, y_px, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px - 1, y_px + 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px, y_px + 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px, y_px - 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px + 1, y_px - 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px + 1, y_px, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_float(
x_px + 1, y_px + 1, ibuf, stack, touched, pixel_color, threshold_sq);
2019-04-22 09:19:45 +10:00
if (x_px > maxx) {
maxx = x_px;
2019-04-22 09:19:45 +10:00
}
if (x_px < minx) {
minx = x_px;
2019-04-22 09:19:45 +10:00
}
if (y_px > maxy) {
maxy = y_px;
2019-04-22 09:19:45 +10:00
}
if (x_px > miny) {
miny = y_px;
2019-04-22 09:19:45 +10:00
}
}
}
else {
while (!BLI_stack_is_empty(stack)) {
BLI_stack_pop(stack, &coordinate);
IMB_blend_color_byte((uchar *)(ibuf->rect + coordinate),
(uchar *)(ibuf->rect + coordinate),
(uchar *)&color_b,
2018-07-02 18:45:26 +02:00
br->blend);
/* reconstruct the coordinates here */
x_px = coordinate % width;
y_px = coordinate / width;
paint_2d_fill_add_pixel_byte(
x_px - 1, y_px - 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px - 1, y_px, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px - 1, y_px + 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px, y_px + 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px, y_px - 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px + 1, y_px - 1, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px + 1, y_px, ibuf, stack, touched, pixel_color, threshold_sq);
paint_2d_fill_add_pixel_byte(
x_px + 1, y_px + 1, ibuf, stack, touched, pixel_color, threshold_sq);
2019-04-22 09:19:45 +10:00
if (x_px > maxx) {
maxx = x_px;
2019-04-22 09:19:45 +10:00
}
if (x_px < minx) {
minx = x_px;
2019-04-22 09:19:45 +10:00
}
if (y_px > maxy) {
maxy = y_px;
2019-04-22 09:19:45 +10:00
}
if (x_px > miny) {
miny = y_px;
2019-04-22 09:19:45 +10:00
}
}
}
MEM_freeN(touched);
BLI_stack_free(stack);
}
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
imapaint_image_update(sima, ima, ibuf, iuser, false);
ED_imapaint_clear_partial_redraw();
BKE_image_release_ibuf(ima, ibuf, NULL);
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, ima);
}
void paint_2d_gradient_fill(
const bContext *C, Brush *br, const float mouse_init[2], const float mouse_final[2], void *ps)
{
SpaceImage *sima = CTX_wm_space_image(C);
Image *ima = sima->image;
ImagePaintState *s = ps;
ImBuf *ibuf;
int x_px, y_px;
uint color_b;
float color_f[4];
float image_init[2], image_final[2];
float tangent[2];
float line_len_sq_inv, line_len;
const float brush_alpha = BKE_brush_alpha_get(s->scene, br);
bool do_float;
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
if (ima == NULL) {
return;
2019-04-22 09:19:45 +10:00
}
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
float uv_origin[2];
int tile_number = BKE_image_get_tile_from_pos(ima, image_init, image_init, uv_origin);
ImageUser *iuser = paint_2d_get_tile_iuser(s, tile_number);
if (!iuser) {
return;
}
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
ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf == NULL) {
return;
2019-04-22 09:19:45 +10:00
}
paint_2d_transform_mouse(s->v2d, mouse_final, image_final);
paint_2d_transform_mouse(s->v2d, mouse_init, image_init);
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
sub_v2_v2(image_init, uv_origin);
sub_v2_v2(image_final, uv_origin);
image_final[0] *= ibuf->x;
image_final[1] *= ibuf->y;
image_init[0] *= ibuf->x;
image_init[1] *= ibuf->y;
/* some math to get needed gradient variables */
sub_v2_v2v2(tangent, image_final, image_init);
line_len = len_squared_v2(tangent);
line_len_sq_inv = 1.0f / line_len;
line_len = sqrtf(line_len);
do_float = (ibuf->rect_float != NULL);
/* this will be substituted by something else when selection is available */
ED_imapaint_dirty_region(ima, ibuf, iuser, 0, 0, ibuf->x, ibuf->y, false);
if (do_float) {
for (x_px = 0; x_px < ibuf->x; x_px++) {
for (y_px = 0; y_px < ibuf->y; y_px++) {
float f;
const float p[2] = {x_px - image_init[0], y_px - image_init[1]};
switch (br->gradient_fill_mode) {
case BRUSH_GRADIENT_LINEAR: {
f = dot_v2v2(p, tangent) * line_len_sq_inv;
break;
}
case BRUSH_GRADIENT_RADIAL:
default: {
f = len_v2(p) / line_len;
break;
}
}
2017-12-07 15:52:59 +11:00
BKE_colorband_evaluate(br->gradient, f, color_f);
/* convert to premultiplied */
mul_v3_fl(color_f, color_f[3]);
color_f[3] *= brush_alpha;
2018-07-02 18:45:26 +02:00
IMB_blend_color_float(ibuf->rect_float + 4 * (((size_t)y_px) * ibuf->x + x_px),
ibuf->rect_float + 4 * (((size_t)y_px) * ibuf->x + x_px),
color_f,
br->blend);
}
}
}
else {
for (x_px = 0; x_px < ibuf->x; x_px++) {
for (y_px = 0; y_px < ibuf->y; y_px++) {
float f;
const float p[2] = {x_px - image_init[0], y_px - image_init[1]};
switch (br->gradient_fill_mode) {
case BRUSH_GRADIENT_LINEAR: {
f = dot_v2v2(p, tangent) * line_len_sq_inv;
break;
}
case BRUSH_GRADIENT_RADIAL:
default: {
f = len_v2(p) / line_len;
break;
}
}
2017-12-07 15:52:59 +11:00
BKE_colorband_evaluate(br->gradient, f, color_f);
linearrgb_to_srgb_v3_v3(color_f, color_f);
rgba_float_to_uchar((uchar *)&color_b, color_f);
((uchar *)&color_b)[3] *= brush_alpha;
IMB_blend_color_byte((uchar *)(ibuf->rect + ((size_t)y_px) * ibuf->x + x_px),
(uchar *)(ibuf->rect + ((size_t)y_px) * ibuf->x + x_px),
(uchar *)&color_b,
2018-07-02 18:45:26 +02:00
br->blend);
}
}
}
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
imapaint_image_update(sima, ima, ibuf, iuser, false);
ED_imapaint_clear_partial_redraw();
BKE_image_release_ibuf(ima, ibuf, NULL);
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, ima);
}