142 lines
3.6 KiB
C++
142 lines
3.6 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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#include "BLI_compiler_compat.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_workspace_types.h"
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#include "BKE_material.h"
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#include "BKE_paint.hh"
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#include "WM_toolsystem.hh"
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#include "ED_paint.hh"
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namespace blender::ed::sculpt_paint::canvas {
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static TexPaintSlot *get_active_slot(Object *ob)
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{
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Material *mat = BKE_object_material_get(ob, ob->actcol);
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if (mat == nullptr) {
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return nullptr;
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}
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if (mat->texpaintslot == nullptr) {
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return nullptr;
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}
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if (mat->paint_active_slot >= mat->tot_slots) {
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return nullptr;
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}
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TexPaintSlot *slot = &mat->texpaintslot[mat->paint_active_slot];
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return slot;
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}
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} // namespace blender::ed::sculpt_paint::canvas
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using namespace blender::ed::sculpt_paint::canvas;
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/* Does the paint tool with the given idname uses a canvas. */
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static bool paint_tool_uses_canvas(blender::StringRef idname)
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{
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return ELEM(idname, "builtin_brush.Paint", "builtin_brush.Smear", "builtin.color_filter");
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}
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static bool paint_tool_shading_color_follows_last_used(blender::StringRef idname)
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{
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/* TODO(jbakker): complete this list. */
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return ELEM(idname, "builtin_brush.Mask");
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}
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void ED_paint_tool_update_sticky_shading_color(bContext *C, Object *ob)
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{
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if (ob == nullptr || ob->sculpt == nullptr) {
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return;
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}
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bToolRef *tref = WM_toolsystem_ref_from_context(C);
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if (tref == nullptr) {
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return;
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}
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/* Do not modify when tool follows lat used tool. */
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if (paint_tool_shading_color_follows_last_used(tref->idname)) {
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return;
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}
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ob->sculpt->sticky_shading_color = paint_tool_uses_canvas(tref->idname);
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}
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static bool paint_tool_shading_color_follows_last_used_tool(bContext *C, Object *ob)
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{
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if (ob == nullptr || ob->sculpt == nullptr) {
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return false;
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}
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bToolRef *tref = WM_toolsystem_ref_from_context(C);
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if (tref == nullptr) {
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return false;
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}
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return paint_tool_shading_color_follows_last_used(tref->idname);
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}
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bool ED_paint_tool_use_canvas(bContext *C, bToolRef *tref)
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{
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if (tref == nullptr) {
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tref = WM_toolsystem_ref_from_context(C);
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}
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if (tref == nullptr) {
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return false;
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}
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return paint_tool_uses_canvas(tref->idname);
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}
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eV3DShadingColorType ED_paint_shading_color_override(bContext *C,
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const PaintModeSettings *settings,
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Object *ob,
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eV3DShadingColorType orig_color_type)
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{
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if (!U.experimental.use_sculpt_texture_paint) {
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return orig_color_type;
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}
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/* NOTE: This early exit is temporarily, until a paint mode has been added.
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* For better integration with the vertex paint in sculpt mode we sticky
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* with the last stoke when using tools like masking.
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*/
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if (!ED_paint_tool_use_canvas(C, nullptr) &&
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!(paint_tool_shading_color_follows_last_used_tool(C, ob) &&
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ob->sculpt->sticky_shading_color))
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{
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return orig_color_type;
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}
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eV3DShadingColorType color_type = orig_color_type;
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switch (settings->canvas_source) {
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case PAINT_CANVAS_SOURCE_COLOR_ATTRIBUTE:
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color_type = V3D_SHADING_VERTEX_COLOR;
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break;
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case PAINT_CANVAS_SOURCE_IMAGE:
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color_type = V3D_SHADING_TEXTURE_COLOR;
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break;
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case PAINT_CANVAS_SOURCE_MATERIAL: {
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TexPaintSlot *slot = get_active_slot(ob);
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if (slot == nullptr) {
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break;
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}
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if (slot->ima) {
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color_type = V3D_SHADING_TEXTURE_COLOR;
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}
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if (slot->attribute_name) {
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color_type = V3D_SHADING_VERTEX_COLOR;
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}
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break;
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}
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}
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return color_type;
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}
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