blender/release/scripts/startup/bl_ui/properties_paint_common.py
Antony Riakiotakis c03951da14 Texture painting:
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.
2014-10-06 20:10:12 +02:00

301 lines
11 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
from bpy.types import Menu
class UnifiedPaintPanel():
# subclass must set
# bl_space_type = 'IMAGE_EDITOR'
# bl_region_type = 'UI'
@staticmethod
def paint_settings(context):
toolsettings = context.tool_settings
if context.sculpt_object:
return toolsettings.sculpt
elif context.vertex_paint_object:
return toolsettings.vertex_paint
elif context.weight_paint_object:
return toolsettings.weight_paint
elif context.image_paint_object:
if (toolsettings.image_paint and toolsettings.image_paint.detect_data()):
return toolsettings.image_paint
return None
elif context.particle_edit_object:
return toolsettings.particle_edit
return None
@staticmethod
def unified_paint_settings(parent, context):
ups = context.tool_settings.unified_paint_settings
parent.label(text="Unified Settings:")
row = parent.row()
row.prop(ups, "use_unified_size", text="Size")
row.prop(ups, "use_unified_strength", text="Strength")
if context.weight_paint_object:
parent.prop(ups, "use_unified_weight", text="Weight")
elif context.vertex_paint_object or context.image_paint_object:
parent.prop(ups, "use_unified_color", text="Color")
else:
parent.prop(ups, "use_unified_color", text="Color")
@staticmethod
def prop_unified_size(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_size else brush
parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
@staticmethod
def prop_unified_strength(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_strength else brush
parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
@staticmethod
def prop_unified_weight(parent, context, brush, prop_name, icon='NONE', text="", slider=False):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_weight else brush
parent.prop(ptr, prop_name, icon=icon, text=text, slider=slider)
@staticmethod
def prop_unified_color(parent, context, brush, prop_name, text=""):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_color else brush
parent.prop(ptr, prop_name, text=text)
@staticmethod
def prop_unified_color_picker(parent, context, brush, prop_name, value_slider=True):
ups = context.tool_settings.unified_paint_settings
ptr = ups if ups.use_unified_color else brush
parent.template_color_picker(ptr, prop_name, value_slider=value_slider)
class VIEW3D_MT_tools_projectpaint_clone(Menu):
bl_label = "Clone Layer"
def draw(self, context):
layout = self.layout
for i, tex in enumerate(context.active_object.data.uv_textures):
props = layout.operator("wm.context_set_int", text=tex.name, translate=False)
props.data_path = "active_object.data.uv_texture_clone_index"
props.value = i
def brush_texpaint_common(panel, context, layout, brush, settings, projpaint=False):
capabilities = brush.image_paint_capabilities
col = layout.column()
if brush.image_tool in {'DRAW', 'FILL'}:
if brush.blend not in {'ERASE_ALPHA', 'ADD_ALPHA'}:
if not brush.use_gradient:
panel.prop_unified_color_picker(col, context, brush, "color", value_slider=True)
if settings.palette:
col.template_palette(settings, "palette", color=True)
if brush.use_gradient:
col.label("Gradient Colors")
col.template_color_ramp(brush, "gradient", expand=True)
if brush.image_tool != 'FILL':
col.label("Background Color")
row = col.row(align=True)
panel.prop_unified_color(row, context, brush, "secondary_color", text="")
if brush.image_tool == 'DRAW':
col.prop(brush, "gradient_stroke_mode", text="Mode")
if brush.gradient_stroke_mode in {'SPACING_REPEAT', 'SPACING_CLAMP'}:
col.prop(brush, "grad_spacing")
elif brush.image_tool == 'FILL':
col.prop(brush, "gradient_fill_mode")
else:
row = col.row(align=True)
panel.prop_unified_color(row, context, brush, "color", text="")
if brush.image_tool == 'FILL':
col.prop(brush, "fill_threshold")
else:
panel.prop_unified_color(row, context, brush, "secondary_color", text="")
row.separator()
row.operator("paint.brush_colors_flip", icon='FILE_REFRESH', text="")
elif brush.image_tool == 'SOFTEN':
col = layout.column(align=True)
col.row().prop(brush, "direction", expand=True)
col.separator()
col.prop(brush, "sharp_threshold")
if not projpaint:
col.prop(brush, "blur_kernel_radius")
col.separator()
col.prop(brush, "blur_mode")
elif brush.image_tool == 'MASK':
col.prop(brush, "weight", text="Mask Value", slider=True)
elif brush.image_tool == 'CLONE':
col.separator()
if projpaint:
if settings.mode == 'MATERIAL':
col.prop(settings, "use_clone_layer", text="Clone from paint slot")
elif settings.mode == 'IMAGE':
col.prop(settings, "use_clone_layer", text="Clone from image/UV map")
if settings.use_clone_layer:
ob = context.active_object
col = layout.column()
if settings.mode == 'MATERIAL':
if len(ob.material_slots) > 1:
col.label("Materials")
col.template_list("MATERIAL_UL_matslots", "",
ob, "material_slots",
ob, "active_material_index", rows=2)
mat = ob.active_material
if mat:
col.label("Source Clone Slot")
col.template_list("TEXTURE_UL_texpaintslots", "",
mat, "texture_paint_images",
mat, "paint_clone_slot", rows=2)
elif settings.mode == 'IMAGE':
mesh = ob.data
clone_text = mesh.uv_texture_clone.name if mesh.uv_texture_clone else ""
col.label("Source Clone Image")
col.template_ID(settings, "clone_image")
col.label("Source Clone UV Map")
col.menu("VIEW3D_MT_tools_projectpaint_clone", text=clone_text, translate=False)
else:
col.prop(brush, "clone_image", text="Image")
col.prop(brush, "clone_alpha", text="Alpha")
col.separator()
if capabilities.has_radius:
row = col.row(align=True)
panel.prop_unified_size(row, context, brush, "size", slider=True, text="Radius")
panel.prop_unified_size(row, context, brush, "use_pressure_size")
row = col.row(align=True)
if capabilities.has_space_attenuation:
row.prop(brush, "use_space_attenuation", toggle=True, icon_only=True)
panel.prop_unified_strength(row, context, brush, "strength", text="Strength")
panel.prop_unified_strength(row, context, brush, "use_pressure_strength")
if brush.image_tool in {'DRAW', 'FILL'}:
col.separator()
col.prop(brush, "blend", text="Blend")
col = layout.column()
# use_accumulate
if capabilities.has_accumulate:
col = layout.column(align=True)
col.prop(brush, "use_accumulate")
col.prop(brush, "use_alpha")
col.prop(brush, "use_gradient")
col.separator()
col.template_ID(settings, "palette", new="palette.new")
# Used in both the View3D toolbar and texture properties
def brush_texture_settings(layout, brush, sculpt):
tex_slot = brush.texture_slot
layout.label(text="Brush Mapping:")
# map_mode
if sculpt:
layout.row().prop(tex_slot, "map_mode", text="")
layout.separator()
else:
layout.row().prop(tex_slot, "tex_paint_map_mode", text="")
layout.separator()
if tex_slot.map_mode == 'STENCIL':
if brush.texture and brush.texture.type == 'IMAGE':
layout.operator("brush.stencil_fit_image_aspect")
layout.operator("brush.stencil_reset_transform")
# angle and texture_angle_source
if brush.brush_capabilities.has_texture_angle:
col = layout.column()
col.label(text="Angle:")
row = col.row(align=True)
if brush.brush_capabilities.has_texture_angle_source:
if brush.brush_capabilities.has_random_texture_angle:
if sculpt:
if brush.sculpt_capabilities.has_random_texture_angle:
row.prop(brush, "texture_angle_source_random", text="")
else:
row.prop(brush, "texture_angle_source_no_random", text="")
else:
row.prop(brush, "texture_angle_source_random", text="")
else:
row.prop(brush, "texture_angle_source_no_random", text="")
row.prop(tex_slot, "angle", text="")
# scale and offset
split = layout.split()
split.prop(tex_slot, "offset")
split.prop(tex_slot, "scale")
if sculpt:
# texture_sample_bias
col = layout.column(align=True)
col.label(text="Sample Bias:")
col.prop(brush, "texture_sample_bias", slider=True, text="")
def brush_mask_texture_settings(layout, brush):
mask_tex_slot = brush.mask_texture_slot
layout.label(text="Mask Mapping:")
# map_mode
layout.row().prop(mask_tex_slot, "mask_map_mode", text="")
layout.separator()
if mask_tex_slot.map_mode == 'STENCIL':
if brush.mask_texture and brush.mask_texture.type == 'IMAGE':
layout.operator("brush.stencil_fit_image_aspect").mask = True
layout.operator("brush.stencil_reset_transform").mask = True
col = layout.column()
col.prop(brush, "use_pressure_masking", text="")
col.label(text="Angle:")
col.active = brush.brush_capabilities.has_texture_angle
col.prop(mask_tex_slot, "angle", text="")
# scale and offset
split = layout.split()
split.prop(mask_tex_slot, "offset")
split.prop(mask_tex_slot, "scale")