For the brush assets project (#116337) all editors with brushes are getting an asset shelf, and the brush tools are combined, with individual brushes accessed in the shelf. That design seems way overkill for UV sculpting which is just three very simple tools. In order to avoid one editor with inconsistent use of brushes, which would significantly increase the complexity of the system after the brush assets merge, port the three UV sculpt tools to be regular modal operators that don't use the brush or paint system at all. To be clear, this is a compromise that doesn't feel ideal, but no one could think of a better solution. Theoretically this removes some flexibility from UV edit "sculpting", in practice it probably won't be a noticeable change. Pull Request: https://projects.blender.org/blender/blender/pulls/120797
168 lines
4.8 KiB
C++
168 lines
4.8 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include <climits>
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#include "MEM_guardedalloc.h"
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#include "DNA_brush_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_brush.hh"
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#include "BKE_lib_id.hh"
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#include "BKE_main.hh"
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#include "BKE_paint.hh"
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/* -------------------------------------------------------------------- */
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/** \name Tool Slot Initialization / Versioning
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*
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* These functions run to update old files (while versioning),
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* take care only to perform low-level functions here.
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* \{ */
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void BKE_paint_toolslots_len_ensure(Paint *paint, int len)
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{
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/* Tool slots are 'uchar'. */
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BLI_assert(len <= UCHAR_MAX);
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if (paint->tool_slots_len < len) {
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paint->tool_slots = static_cast<PaintToolSlot *>(
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MEM_recallocN(paint->tool_slots, sizeof(*paint->tool_slots) * len));
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paint->tool_slots_len = len;
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}
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}
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static void paint_toolslots_init(Main *bmain, Paint *paint)
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{
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if (paint == nullptr) {
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return;
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}
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const eObjectMode ob_mode = eObjectMode(paint->runtime.ob_mode);
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BLI_assert(paint->runtime.tool_offset && ob_mode);
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for (Brush *brush = static_cast<Brush *>(bmain->brushes.first); brush;
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brush = static_cast<Brush *>(brush->id.next))
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{
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if (brush->ob_mode & ob_mode) {
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const int slot_index = BKE_brush_tool_get(brush, paint);
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BKE_paint_toolslots_len_ensure(paint, slot_index + 1);
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if (paint->tool_slots[slot_index].brush == nullptr) {
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paint->tool_slots[slot_index].brush = brush;
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id_us_plus(&brush->id);
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}
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}
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}
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}
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/**
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* Initialize runtime since this is called from versioning code.
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*/
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static void paint_toolslots_init_with_runtime(Main *bmain, ToolSettings *ts, Paint *paint)
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{
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if (paint == nullptr) {
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return;
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}
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/* Needed so #Paint_Runtime is updated when versioning. */
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BKE_paint_runtime_init(ts, paint);
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paint_toolslots_init(bmain, paint);
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}
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void BKE_paint_toolslots_init_from_main(Main *bmain)
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{
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for (Scene *scene = static_cast<Scene *>(bmain->scenes.first); scene;
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scene = static_cast<Scene *>(scene->id.next))
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{
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ToolSettings *ts = scene->toolsettings;
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paint_toolslots_init_with_runtime(bmain, ts, &ts->imapaint.paint);
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if (ts->sculpt) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->sculpt->paint);
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}
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if (ts->vpaint) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->vpaint->paint);
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}
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if (ts->wpaint) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->wpaint->paint);
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}
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if (ts->gp_paint) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->gp_paint->paint);
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}
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if (ts->gp_vertexpaint) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->gp_vertexpaint->paint);
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}
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if (ts->gp_sculptpaint) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->gp_sculptpaint->paint);
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}
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if (ts->gp_weightpaint) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->gp_weightpaint->paint);
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}
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if (ts->curves_sculpt) {
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paint_toolslots_init_with_runtime(bmain, ts, &ts->curves_sculpt->paint);
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}
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}
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}
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/** \} */
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void BKE_paint_toolslots_brush_update_ex(Paint *paint, Brush *brush)
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{
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const uint tool_offset = paint->runtime.tool_offset;
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UNUSED_VARS_NDEBUG(tool_offset);
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BLI_assert(tool_offset != 0);
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const int slot_index = BKE_brush_tool_get(brush, paint);
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BKE_paint_toolslots_len_ensure(paint, slot_index + 1);
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PaintToolSlot *tslot = &paint->tool_slots[slot_index];
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id_us_plus(&brush->id);
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if (tslot->brush) {
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id_us_min(&tslot->brush->id);
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}
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tslot->brush = brush;
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}
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void BKE_paint_toolslots_brush_update(Paint *paint)
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{
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if (paint->brush == nullptr) {
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return;
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}
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BKE_paint_toolslots_brush_update_ex(paint, paint->brush);
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}
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void BKE_paint_toolslots_brush_validate(Main *bmain, Paint *paint)
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{
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/* Clear slots with invalid slots or mode (unlikely but possible). */
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const uint tool_offset = paint->runtime.tool_offset;
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UNUSED_VARS_NDEBUG(tool_offset);
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const eObjectMode ob_mode = eObjectMode(paint->runtime.ob_mode);
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BLI_assert(tool_offset && ob_mode);
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for (int i = 0; i < paint->tool_slots_len; i++) {
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PaintToolSlot *tslot = &paint->tool_slots[i];
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if (tslot->brush) {
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if ((i != BKE_brush_tool_get(tslot->brush, paint)) || (tslot->brush->ob_mode & ob_mode) == 0)
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{
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id_us_min(&tslot->brush->id);
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tslot->brush = nullptr;
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}
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}
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}
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/* Unlikely but possible the active brush is not currently using a slot. */
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BKE_paint_toolslots_brush_update(paint);
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/* Fill slots from brushes. */
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paint_toolslots_init(bmain, paint);
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}
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Brush *BKE_paint_toolslots_brush_get(Paint *paint, int slot_index)
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{
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if (slot_index < paint->tool_slots_len) {
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PaintToolSlot *tslot = &paint->tool_slots[slot_index];
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return tslot->brush;
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}
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return nullptr;
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}
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