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paintingLayers.py
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import bpy
from vtools_multiLayerPainting import createNodes
# ---------- GLOBAL DEFS -------
def getActiveLayerSet(pGetNodeTree):
setNode = None
obj = bpy.context.object
if obj != None:
if obj.active_material != None:
mainTree = bpy.context.object.active_material.node_tree
setName = ""
if bpy.context.scene.mlpLayerSetsCollection_ID != -1:
setName = bpy.context.scene.mlpLayerSetsCollection[bpy.context.scene.mlpLayerSetsCollection_ID].layerSetName
setNodeId = mainTree.nodes.find(setName)
if setNodeId != -1:
setNode = mainTree.nodes[setNodeId]
else:
setNode = bpy.context.object.active_material
if pGetNodeTree == True:
setNode = setNode.node_tree
return setNode
def getActiveLayerSetByName(pSetName):
setNode = None
mainTree = bpy.context.object.active_material.node_tree
if bpy.context.scene.mlpLayerSetsCollection_ID != -1:
setNodeId = mainTree.nodes.find(pSetName)
if setNodeId != -1:
setNode = mainTree.nodes[setNodeId]
return setNode
def getLayerNodeSelected():
layerNode = None
alId = bpy.context.scene.mlpLayerTreeCollection_ID
if alId != -1 and len(bpy.context.scene.mlpLayerTreeCollection) > 0:
layerNodeName = bpy.context.scene.mlpLayerTreeCollection[alId].layerName
mainTree = getActiveLayerSet(True)
layerId = mainTree.nodes.find(layerNodeName)
if layerId != -1:
layerNode = mainTree.nodes[layerId]
return layerNode
def getLayerNodeById(pId):
layerNode = None
lastLayerId = len(bpy.context.scene.mlpLayerTreeCollection) - 1
if pId > -1 and pId <= lastLayerId:
layerNodeName = bpy.context.scene.mlpLayerTreeCollection[pId].layerName
mainTree = getActiveLayerSet(True)
layerId = mainTree.nodes.find(layerNodeName)
if layerId != -1:
layerNode = mainTree.nodes[layerId]
return layerNode
def getLayerNodeByName(pName):
layerNode = None
mainTree = getActiveLayerSet(True)
layerId = mainTree.nodes.find(pName)
if layerId != -1:
layerNode = mainTree.nodes[layerId]
return layerNode
def getLayerFromSelected(pDistance):
layerNode = None
alId = bpy.context.scene.mlpLayerTreeCollection_ID
lastLayerId = len(bpy.context.scene.mlpLayerTreeCollection) - 1
targetLayer = bpy.context.scene.mlpLayerTreeCollection_ID + pDistance
if targetLayer >= 0 and targetLayer <= lastLayerId:
layerNodeName = bpy.context.scene.mlpLayerTreeCollection[targetLayer].layerName
mainTree = getActiveLayerSet(True)
layerId = mainTree.nodes.find(layerNodeName)
if layerId != -1:
layerNode = mainTree.nodes[layerId]
return layerNode
def getLayerOverSelected():
layerNode = None
alId = bpy.context.scene.mlpLayerTreeCollection_ID
lastLayerId = len(bpy.context.scene.mlpLayerTreeCollection) - 1
if alId != -1 and alId < lastLayerId:
layerNodeName = bpy.context.scene.mlpLayerTreeCollection[alId + 1].layerName
mainTree = getActiveLayerSet(True)
layerId = mainTree.nodes.find(layerNodeName)
if layerId != -1:
layerNode = mainTree.nodes[layerId]
return layerNode
def getLayerDownSelected():
layerNode = None
alId = bpy.context.scene.mlpLayerTreeCollection_ID
if alId > 0:
layerNodeName = bpy.context.scene.mlpLayerTreeCollection[alId - 1].layerName
mainTree = getActiveLayerSet(True)
layerId = mainTree.nodes.find(layerNodeName)
if layerId != -1:
layerNode = mainTree.nodes[layerId]
return layerNode
def getLayerDownByNode(pNode):
nodeDn = None
if pNode != None:
links = pNode.inputs["colorBelow"].links
if len(links) > 0:
nodeDn = links[0].from_node
if isMLPLayerNode(nodeDn) == False:
nodeDn = None
return nodeDn
def getLayerColorSpace():
res = "color"
lc = bpy.context.scene.mlpLayerTreeCollection
alId = bpy.context.scene.mlpLayerTreeCollection_ID
if alId != -1 and len(lc) > 0:
res = lc[alId].colorSpace
return res
def setLayerColorSpace(pColorSpace):
lc = bpy.context.scene.mlpLayerTreeCollection
alId = bpy.context.scene.mlpLayerTreeCollection_ID
if alId != -1 and len(lc) > 0:
lc[alId].colorSpace = pColorSpace
def getLayerSelectedFromTree():
res = None
lc = bpy.context.scene.mlpLayerTreeCollection
alId = bpy.context.scene.mlpLayerTreeCollection_ID
if alId != -1:
res = lc[alId]
return res
def removeNodeLinks(pContextTree, pNode, pOutput):
if pNode != None:
while len(pNode.outputs[pOutput].links) > 0:
pContextTree.links.remove(pNode.outputs[pOutput].links[0])
def connectLayerNodes(pLayerDn, pLayerUp):
mainTree = getActiveLayerSet(True)
done = False
if pLayerDn != None and pLayerUp != None:
removeNodeLinks(mainTree, pLayerDn, "Color")
removeNodeLinks(mainTree, pLayerDn, "Alpha")
mainTree.links.new(pLayerDn.outputs["Color"], pLayerUp.inputs["colorBelow"])
mainTree.links.new(pLayerDn.outputs["Alpha"], pLayerUp.inputs["alphaBelow"])
done = True
return done
def isFirstLayer(pLayerNode):
isFirst = False
if pLayerNode.name.find("paintLayer") != -1:
bl = pLayerNode.inputs["colorBelow"].links
if len(bl) > 0:
if isMLPLayerNode(bl[0].from_node) == False:
isFirst = True
else:
isFirst = True
return isFirst
def addLayerTree(pNewLayer):
targetLayerItemId = bpy.context.scene.mlpLayerTreeCollection_ID + 1
uiLayer = bpy.context.scene.mlpLayerTreeCollection.add()
uiLayer.layerName = pNewLayer.name
uiLayer.name = pNewLayer.label
#MOVE layer tree
newLayerItemId = len(bpy.context.scene.mlpLayerTreeCollection) -1
bpy.context.scene.mlpLayerTreeCollection.move(newLayerItemId,targetLayerItemId)
bpy.context.scene.mlpLayerTreeCollection_ID = targetLayerItemId
def isMLPLayerNode(pNode):
res = False
if pNode.type == "GROUP":
if pNode.node_tree.name.find(bpy.context.scene.vt_paintLayerNodeType) != -1:
res = True
return res
def getFirstLayer():
als = getActiveLayerSet(False)
mainTree = als.node_tree
firstLayer = None
#fId = mainTree.nodes.find("MLP_FirstLayer")
#if fId != -1:
#parentFrame = mainTree.nodes[fId]
for n in mainTree.nodes:
if isFirstLayer(n) == True:
firstLayer = n
return firstLayer
def getNextNodeLayer(pCurrentNode):
#pCurrentNode.outputs["colorOutput"].links[i].to_node
nextNode = None
links = pCurrentNode.outputs["Color"].links
for l in links:
tmpNext = l.to_node
if tmpNext != None:
if isMLPLayerNode(tmpNext):
nextNode = tmpNext
return nextNode
def configureLastLayer():
mainTree = getActiveLayerSet(True)
if mainTree != None:
outputNodeId = mainTree.nodes.find("PL_LayerSetOutput")
shaderNodeId = mainTree.nodes.find("MTBakeShader")
if outputNodeId != -1 and shaderNodeId != -1:
outputNode = mainTree.nodes[outputNodeId]
shaderNode = mainTree.nodes[shaderNodeId]
lId = len(bpy.context.scene.mlpLayerTreeCollection) - 1
lastLayer = getLayerNodeById(lId)
if lastLayer != None:
removeNodeLinks(mainTree,lastLayer, "Color")
removeNodeLinks(mainTree,lastLayer, "Alpha")
mainTree.links.new(lastLayer.outputs["Color"], outputNode.inputs["Color"])
#mainTree.links.new(lastLayer.outputs["Color"], shaderNode.inputs["Color"])
mainTree.links.new(lastLayer.outputs["Alpha"], outputNode.inputs["Alpha"])
def configureFirstLayer():
mainTree = getActiveLayerSet(True)
if mainTree != None:
inputNodeId = mainTree.nodes.find("PL_PaintingSetInput")
if inputNodeId != -1:
inputNode = mainTree.nodes[inputNodeId]
firstLayer = getLayerNodeById(0)
if firstLayer != None and inputNode != None:
removeNodeLinks(mainTree,inputNode, "Color")
removeNodeLinks(mainTree,inputNode, "Alpha")
mainTree.links.new(inputNode.outputs["Color"], firstLayer.inputs["colorBelow"])
mainTree.links.new(inputNode.outputs["Alpha"], firstLayer.inputs["alphaBelow"])
def orderLayerNodes():
numLayers = len(bpy.context.scene.mlpLayerTreeCollection)
for i in range(0,numLayers):
tmpLayer = getLayerNodeById(i)
tmpLayer.location = (300*i,-300)
def updateLayersID():
cont = 0
for l in bpy.context.scene.mlpLayerTreeCollection:
l.layerID = cont
cont += 1
def updateLayerNodes():
configureLastLayer()
configureFirstLayer()
orderLayerNodes()
bpy.ops.vtoolpt.collectlayerfilter()
updateLayersID()
return {'FINISHED'}
def setAllLayersVisibility():
cont = 0
for l in bpy.context.scene.mlpLayerTreeCollection:
lNode = getLayerNodeById(l.layerID)
if lNode.node_tree.nodes["PL_OpacityOffset"].inputs[0].default_value == 0:
l.visible = False
else:
l.visible = True
def copyLayerVisibility(pOrigId, pDestId):
lc = bpy.context.scene.mlpLayerTreeCollection
numLayers = len(lc)
if pOrigId > -1 and pOrigId < numLayers and pDestId > -1 and pDestId < numLayers:
lOrig = lc[pOrigId]
lDest = lc[pDestId]
lDest.visible = lOrig.visible
def connectLayerToBake(pNode):
mainTree = getActiveLayerSet(True)
shaderNode = mainTree.nodes["MTBakeShader"]
imageToBake = None
al = pNode #getLayerNodeSelected()
#alDown = getLayerDownByNode(al)
if al != None:
imageToBake = al.node_tree.nodes["Color"].image
mainTree.links.new(al.outputs["Color"], shaderNode.inputs["Color"])
return imageToBake
# ---------- OPERATORS -------
class VTOOLS_OP_CollectLayersFromSet(bpy.types.Operator):
bl_idname = "vtoolpt.collectsetlayers"
bl_label = "Collect Set Layers"
bl_description = "Collect and Configure Set Layers"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
bpy.ops.ed.undo_push()
firstLayer = getFirstLayer()
if firstLayer != None:
addLayerTree(firstLayer)
nextLayer = getNextNodeLayer(firstLayer)
while nextLayer != None:
addLayerTree(nextLayer)
nextLayer = getNextNodeLayer(nextLayer)
updateLayerNodes()
setAllLayersVisibility()
return {'FINISHED'}
class VTOOLS_OP_DeletePaintingLayer(bpy.types.Operator):
bl_idname = "vtoolpt.deletepaintinglayer"
bl_label = "Delete Layer"
bl_description = "Delete selected painting layer"
bl_options = {'REGISTER', 'UNDO'}
def deleteLayerImages(self,pActiveLayer):
colorImage = pActiveLayer.node_tree.nodes["Color"].image
maskImage = pActiveLayer.node_tree.nodes["Mask"].image
if colorImage != None:
if colorImage.users == 1:
bpy.data.images.remove(colorImage)
if maskImage != None:
if maskImage.users == 1:
bpy.data.images.remove(maskImage)
return {'FINISHED'}
def deleteLayerNode(self,pActiveLayer):
mainTree = getActiveLayerSet(True)
bpy.data.node_groups.remove(pActiveLayer.node_tree)
mainTree.nodes.remove(pActiveLayer)
return {'FINISHED'}
def deleteLayerFromTree(self):
currentSelected = bpy.context.scene.mlpLayerTreeCollection_ID
if currentSelected != -1:
bpy.context.scene.mlpLayerTreeCollection.remove(bpy.context.scene.mlpLayerTreeCollection_ID)
bpy.context.scene.mlpLayerTreeCollection_ID = currentSelected - 1
#select layer
if len(bpy.context.scene.mlpLayerTreeCollection) > 0 and bpy.context.scene.mlpLayerTreeCollection_ID == -1:
bpy.context.scene.mlpLayerTreeCollection_ID = 0
return {'FINISHED'}
def bridgeLayers(self,pActiveLayer, pDownActiveLayer, pOverActiveLayer):
if pDownActiveLayer != None and pOverActiveLayer != None:
connectLayerNodes(pDownActiveLayer, pOverActiveLayer)
return {'FINISHED'}
def execute(self, context):
bpy.ops.ed.undo_push()
al = getLayerNodeSelected()
if al != None:
alOver = getLayerOverSelected()
alDown = getLayerDownSelected()
self.deleteLayerImages(al)
self.deleteLayerNode(al)
self.bridgeLayers(al, alDown, alOver)
self.deleteLayerFromTree()
updateLayerNodes()
return {'FINISHED'}
class VTOOLS_OP_AddPaintingLayer(bpy.types.Operator):
bl_idname = "vtoolpt.addpaintinglayer"
bl_label = "Add Layer"
bl_description = "Add a new painting layer"
bl_options = {'REGISTER', 'UNDO'}
def addLayer(self,pNodeType):
newLayer = None
als = getActiveLayerSet(False)
if bpy.data.node_groups.find(pNodeType) == -1:
createNodes.setupPaintLayerNode()
mainTree = als.node_tree
newLayer = mainTree.nodes.new(type="ShaderNodeGroup")
newLayer.node_tree = bpy.data.node_groups[pNodeType].copy()
newLayer.name = als.name+".paintLayer"
newLayer.label = "paintLayer"
newLayer.location.x = bpy.context.scene.mlpLayerTreeCollection_ID*200
return newLayer
def bridgeLayers(self, pActiveLayer, pLayerOverActive, pNewLayer):
if pActiveLayer != None:
connectLayerNodes(pActiveLayer, pNewLayer)
if pLayerOverActive != None:
connectLayerNodes(pNewLayer, pLayerOverActive)
return {'FINISHED'}
def execute(self, context):
al = getLayerNodeSelected()
alOver = getLayerOverSelected()
newLayer = self.addLayer(bpy.context.scene.vt_paintLayerNodeType)
addLayerTree(newLayer)
self.bridgeLayers(al, alOver, newLayer)
bpy.ops.ed.undo_push()
updateLayerNodes()
return {'FINISHED'}
class VTOOLS_OP_MovePaintingLayerUp(bpy.types.Operator):
bl_idname = "vtoolpt.movepaintinglayerup"
bl_label = "Move Layer Up"
bl_description = "Move the selected layer Up"
bl_options = {'REGISTER', 'UNDO'}
def moveLayerUp(self, pActiveLayer, pLayerOver):
if pLayerOver != None:
alId = bpy.context.scene.mlpLayerTreeCollection_ID
bpy.context.scene.mlpLayerTreeCollection.move(alId,alId+1)
bpy.context.scene.mlpLayerTreeCollection_ID += 1
def bridgeLayers(self, pActiveLayer, pLayerDownActive, pLayerOverActive):
if pLayerOverActive != None:
connectLayerNodes(pLayerOverActive, pActiveLayer)
if pLayerDownActive != None:
connectLayerNodes(pLayerDownActive, pLayerOverActive)
upperLayer = getLayerFromSelected(+2)
if upperLayer != None:
connectLayerNodes(pActiveLayer, upperLayer)
def execute(self, context):
bpy.ops.ed.undo_push()
al = getLayerNodeSelected()
if al != None:
alOver = getLayerOverSelected()
alDown = getLayerDownSelected()
self.bridgeLayers(al, alDown, alOver)
self.moveLayerUp(al, alOver)
updateLayerNodes()
return {'FINISHED'}
class VTOOLS_OP_MovePaintingLayerDown(bpy.types.Operator):
bl_idname = "vtoolpt.movepaintinglayerdown"
bl_label = "Move Layer Down"
bl_description = "Move the selected layer Down"
bl_options = {'REGISTER', 'UNDO'}
def moveLayerDown(self, pActiveLayer, pLayerOver):
if pLayerOver != None:
alId = bpy.context.scene.mlpLayerTreeCollection_ID
bpy.context.scene.mlpLayerTreeCollection.move(alId,alId-1)
bpy.context.scene.mlpLayerTreeCollection_ID -= 1
def bridgeLayers(self, pActiveLayer, pLayerDownActive, pLayerOverActive):
if pLayerDownActive != None:
connectLayerNodes(pActiveLayer, pLayerDownActive)
if pLayerOverActive != None:
connectLayerNodes(pLayerDownActive, pLayerOverActive)
downerLayer = getLayerFromSelected(-2)
if downerLayer != None:
connectLayerNodes(downerLayer, pActiveLayer)
def execute(self, context):
bpy.ops.ed.undo_push()
al = getLayerNodeSelected()
if al != None:
alOver = getLayerOverSelected()
alDown = getLayerDownSelected()
self.bridgeLayers(al, alDown, alOver)
self.moveLayerDown(al, alDown)
updateLayerNodes()
return {'FINISHED'}
class VTOOLS_OP_DuplicatePaintingLayer(bpy.types.Operator):
bl_idname = "vtoolpt.duplicatepaintinglayer"
bl_label = "Duplicate Layer"
bl_description = "Duplciate the selected layer"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
bpy.ops.ed.undo_push()
al = getLayerNodeSelected()
if al != None:
alId = bpy.context.scene.mlpLayerTreeCollection_ID
bpy.ops.vtoolpt.addpaintinglayer()
newLayer = getLayerNodeSelected()
if newLayer != None:
newLayer.node_tree = bpy.data.node_groups[al.node_tree.name].copy()
newLayer.inputs["Opacity"].default_value = al.inputs["Opacity"].default_value
newLayer.inputs["Global Filter"].default_value = al.inputs["Global Filter"].default_value
nlId = bpy.context.scene.mlpLayerTreeCollection_ID
copyLayerVisibility(alId, nlId)
updateLayerNodes()
return {'FINISHED'}
class VTOOLS_OP_SelectLayerColorSpace(bpy.types.Operator):
bl_idname = "vtoolpt.selectlayercolorspace"
bl_label = "Select Layer Color Space"
bl_description = "Select color texture or mask texture from layer"
bl_options = {'REGISTER', 'UNDO'}
color = bpy.props.StringProperty(default="color")
layerID = bpy.props.IntProperty()
def selectColor(self):
return {'FINISHED'}
def selectMask(self):
return {'FINISHED'}
def execute(self, context):
bpy.ops.ed.undo_push()
bpy.context.scene.mlpLayerTreeCollection_ID = self.layerID
if self.color == "color":
setLayerColorSpace("color")
else:
setLayerColorSpace("mask")
return {'FINISHED'}
#--------- REGISTER --------------
def register():
bpy.utils.register_class(VTOOLS_OP_AddPaintingLayer)
bpy.utils.register_class(VTOOLS_OP_DeletePaintingLayer)
bpy.utils.register_class(VTOOLS_OP_MovePaintingLayerUp)
bpy.utils.register_class(VTOOLS_OP_MovePaintingLayerDown)
bpy.utils.register_class(VTOOLS_OP_CollectLayersFromSet)
bpy.utils.register_class(VTOOLS_OP_DuplicatePaintingLayer)
bpy.utils.register_class(VTOOLS_OP_SelectLayerColorSpace)
return {'FINISHED'}
def unregister():
bpy.utils.unregister_class(VTOOLS_OP_AddPaintingLayer)
bpy.utils.unregister_class(VTOOLS_OP_DeletePaintingLayer)
bpy.utils.unregister_class(VTOOLS_OP_MovePaintingLayerUp)
bpy.utils.unregister_class(VTOOLS_OP_MovePaintingLayerDown)
bpy.utils.unregister_class(VTOOLS_OP_CollectLayersFromSet)
bpy.utils.unregister_class(VTOOLS_OP_DuplicatePaintingLayer)
bpy.utils.unregister_class(VTOOLS_OP_SelectLayerColorSpace)
return {'FINISHED'}
classes = (VTOOLS_OP_AddPaintingLayer,VTOOLS_OP_DeletePaintingLayer,)