forked from bartvdbraak/blender
c03951da14
Do not generate materials/images/UVs if they are missing. Now we spawn a panel ("Missing Data") with operators to generate the missing data and pop a warning if user tries to paint without them. The reason we have reverted this is that it is too easy to end up with more textures than we wanted. It was impossible to enter texture paint without having textures added, and code makes too many assumptions about what user may want. Discussed during Sunday's meeting. This might be a candidate for 2.72a but I'm not sure how other artists will take this (and how refined and crash-free it is), better make a few iterations first. And for interested parties...test please, don't wait until after a release to poke with such issues. Also, add slot operator now adds a new unconnected image node in cycles. Only used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
301 lines
11 KiB
Python
301 lines
11 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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from bpy.types import Menu
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class UnifiedPaintPanel():
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# subclass must set
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# bl_space_type = 'IMAGE_EDITOR'
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# bl_region_type = 'UI'
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@staticmethod
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def paint_settings(context):
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toolsettings = context.tool_settings
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if context.sculpt_object:
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return toolsettings.sculpt
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elif context.vertex_paint_object:
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return toolsettings.vertex_paint
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elif context.weight_paint_object:
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return toolsettings.weight_paint
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elif context.image_paint_object:
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if (toolsettings.image_paint and toolsettings.image_paint.detect_data()):
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return toolsettings.image_paint
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return None
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elif context.particle_edit_object:
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return toolsettings.particle_edit
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return None
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@staticmethod
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def unified_paint_settings(parent, context):
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ups = context.tool_settings.unified_paint_settings
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parent.label(text="Unified Settings:")
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row = parent.row()
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row.prop(ups, "use_unified_size", text="Size")
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row.prop(ups, "use_unified_strength", text="Strength")
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if context.weight_paint_object:
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parent.prop(ups, "use_unified_weight", text="Weight")
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elif context.vertex_paint_object or context.image_paint_object:
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parent.prop(ups, "use_unified_color", text="Color")
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else:
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parent.prop(ups, "use_unified_color", text="Color")
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@staticmethod
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def prop_unified_size(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
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ups = context.tool_settings.unified_paint_settings
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ptr = ups if ups.use_unified_size else brush
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parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
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@staticmethod
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def prop_unified_strength(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
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ups = context.tool_settings.unified_paint_settings
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ptr = ups if ups.use_unified_strength else brush
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parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
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@staticmethod
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def prop_unified_weight(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
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ups = context.tool_settings.unified_paint_settings
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ptr = ups if ups.use_unified_weight else brush
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parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
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@staticmethod
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def prop_unified_color(parent, context, brush, prop_name, text=""):
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ups = context.tool_settings.unified_paint_settings
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ptr = ups if ups.use_unified_color else brush
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parent.prop(ptr, prop_name, text=text)
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@staticmethod
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def prop_unified_color_picker(parent, context, brush, prop_name, value_slider=True):
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ups = context.tool_settings.unified_paint_settings
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ptr = ups if ups.use_unified_color else brush
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parent.template_color_picker(ptr, prop_name, value_slider=value_slider)
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class VIEW3D_MT_tools_projectpaint_clone(Menu):
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bl_label = "Clone Layer"
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def draw(self, context):
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layout = self.layout
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for i, tex in enumerate(context.active_object.data.uv_textures):
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props = layout.operator("wm.context_set_int", text=tex.name, translate=False)
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props.data_path = "active_object.data.uv_texture_clone_index"
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props.value = i
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def brush_texpaint_common(panel, context, layout, brush, settings, projpaint=False):
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capabilities = brush.image_paint_capabilities
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col = layout.column()
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if brush.image_tool in {'DRAW', 'FILL'}:
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if brush.blend not in {'ERASE_ALPHA', 'ADD_ALPHA'}:
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if not brush.use_gradient:
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panel.prop_unified_color_picker(col, context, brush, "color", value_slider=True)
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if settings.palette:
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col.template_palette(settings, "palette", color=True)
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if brush.use_gradient:
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col.label("Gradient Colors")
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col.template_color_ramp(brush, "gradient", expand=True)
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if brush.image_tool != 'FILL':
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col.label("Background Color")
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row = col.row(align=True)
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panel.prop_unified_color(row, context, brush, "secondary_color", text="")
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if brush.image_tool == 'DRAW':
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col.prop(brush, "gradient_stroke_mode", text="Mode")
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if brush.gradient_stroke_mode in {'SPACING_REPEAT', 'SPACING_CLAMP'}:
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col.prop(brush, "grad_spacing")
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elif brush.image_tool == 'FILL':
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col.prop(brush, "gradient_fill_mode")
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else:
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row = col.row(align=True)
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panel.prop_unified_color(row, context, brush, "color", text="")
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if brush.image_tool == 'FILL':
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col.prop(brush, "fill_threshold")
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else:
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panel.prop_unified_color(row, context, brush, "secondary_color", text="")
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row.separator()
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row.operator("paint.brush_colors_flip", icon='FILE_REFRESH', text="")
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elif brush.image_tool == 'SOFTEN':
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col = layout.column(align=True)
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col.row().prop(brush, "direction", expand=True)
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col.separator()
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col.prop(brush, "sharp_threshold")
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if not projpaint:
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col.prop(brush, "blur_kernel_radius")
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col.separator()
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col.prop(brush, "blur_mode")
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elif brush.image_tool == 'MASK':
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col.prop(brush, "weight", text="Mask Value", slider=True)
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elif brush.image_tool == 'CLONE':
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col.separator()
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if projpaint:
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if settings.mode == 'MATERIAL':
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col.prop(settings, "use_clone_layer", text="Clone from paint slot")
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elif settings.mode == 'IMAGE':
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col.prop(settings, "use_clone_layer", text="Clone from image/UV map")
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if settings.use_clone_layer:
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ob = context.active_object
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col = layout.column()
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if settings.mode == 'MATERIAL':
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if len(ob.material_slots) > 1:
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col.label("Materials")
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col.template_list("MATERIAL_UL_matslots", "",
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ob, "material_slots",
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ob, "active_material_index", rows=2)
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mat = ob.active_material
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if mat:
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col.label("Source Clone Slot")
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col.template_list("TEXTURE_UL_texpaintslots", "",
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mat, "texture_paint_images",
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mat, "paint_clone_slot", rows=2)
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elif settings.mode == 'IMAGE':
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mesh = ob.data
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clone_text = mesh.uv_texture_clone.name if mesh.uv_texture_clone else ""
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col.label("Source Clone Image")
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col.template_ID(settings, "clone_image")
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col.label("Source Clone UV Map")
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col.menu("VIEW3D_MT_tools_projectpaint_clone", text=clone_text, translate=False)
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else:
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col.prop(brush, "clone_image", text="Image")
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col.prop(brush, "clone_alpha", text="Alpha")
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col.separator()
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if capabilities.has_radius:
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row = col.row(align=True)
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panel.prop_unified_size(row, context, brush, "size", slider=True, text="Radius")
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panel.prop_unified_size(row, context, brush, "use_pressure_size")
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row = col.row(align=True)
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if capabilities.has_space_attenuation:
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row.prop(brush, "use_space_attenuation", toggle=True, icon_only=True)
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panel.prop_unified_strength(row, context, brush, "strength", text="Strength")
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panel.prop_unified_strength(row, context, brush, "use_pressure_strength")
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if brush.image_tool in {'DRAW', 'FILL'}:
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col.separator()
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col.prop(brush, "blend", text="Blend")
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col = layout.column()
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# use_accumulate
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if capabilities.has_accumulate:
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col = layout.column(align=True)
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col.prop(brush, "use_accumulate")
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col.prop(brush, "use_alpha")
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col.prop(brush, "use_gradient")
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col.separator()
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col.template_ID(settings, "palette", new="palette.new")
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# Used in both the View3D toolbar and texture properties
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def brush_texture_settings(layout, brush, sculpt):
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tex_slot = brush.texture_slot
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layout.label(text="Brush Mapping:")
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# map_mode
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if sculpt:
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layout.row().prop(tex_slot, "map_mode", text="")
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layout.separator()
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else:
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layout.row().prop(tex_slot, "tex_paint_map_mode", text="")
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layout.separator()
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if tex_slot.map_mode == 'STENCIL':
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if brush.texture and brush.texture.type == 'IMAGE':
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layout.operator("brush.stencil_fit_image_aspect")
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layout.operator("brush.stencil_reset_transform")
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# angle and texture_angle_source
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if brush.brush_capabilities.has_texture_angle:
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col = layout.column()
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col.label(text="Angle:")
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row = col.row(align=True)
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if brush.brush_capabilities.has_texture_angle_source:
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if brush.brush_capabilities.has_random_texture_angle:
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if sculpt:
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if brush.sculpt_capabilities.has_random_texture_angle:
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row.prop(brush, "texture_angle_source_random", text="")
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else:
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row.prop(brush, "texture_angle_source_no_random", text="")
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else:
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row.prop(brush, "texture_angle_source_random", text="")
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else:
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row.prop(brush, "texture_angle_source_no_random", text="")
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row.prop(tex_slot, "angle", text="")
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# scale and offset
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split = layout.split()
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split.prop(tex_slot, "offset")
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split.prop(tex_slot, "scale")
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if sculpt:
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# texture_sample_bias
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col = layout.column(align=True)
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col.label(text="Sample Bias:")
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col.prop(brush, "texture_sample_bias", slider=True, text="")
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def brush_mask_texture_settings(layout, brush):
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mask_tex_slot = brush.mask_texture_slot
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layout.label(text="Mask Mapping:")
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# map_mode
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layout.row().prop(mask_tex_slot, "mask_map_mode", text="")
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layout.separator()
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if mask_tex_slot.map_mode == 'STENCIL':
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if brush.mask_texture and brush.mask_texture.type == 'IMAGE':
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layout.operator("brush.stencil_fit_image_aspect").mask = True
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layout.operator("brush.stencil_reset_transform").mask = True
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col = layout.column()
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col.prop(brush, "use_pressure_masking", text="")
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col.label(text="Angle:")
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col.active = brush.brush_capabilities.has_texture_angle
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col.prop(mask_tex_slot, "angle", text="")
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# scale and offset
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split = layout.split()
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split.prop(mask_tex_slot, "offset")
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split.prop(mask_tex_slot, "scale")
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