Add image selection refinement functionality with BEN2 integration

- Implemented viewport.py for handling 3D view projections, gestures, and overlay drawing.
- Created refine_image_selection.py to manage the refinement of gesture masks and output image bounds.
- Added selection module with refine_selection.py to process and crop images based on alpha channel visibility.
- Introduced __init__.py for selection module to expose refine_selection function.
This commit is contained in:
2026-08-31 22:10:05 +08:00
parent 14d63001d2
commit c97b4a3e41
76 changed files with 2127 additions and 1137 deletions

View File

@@ -1,12 +1,6 @@
import bpy
"""Shared Blender Object and Geometry Nodes Modifier helpers."""
from .image_data import (
configure_image_user,
image_base_name,
image_pixels,
is_animated_image,
)
from .node import load_node_group
import bpy
def modifier_input_identifier(node_group, name):
@@ -30,265 +24,15 @@ def set_modifier_input(modifier, identifier, value):
"""Assign a value to a Geometry Nodes modifier input socket."""
inputs = _modifier_input_slots(modifier)
if inputs is not None:
# Blender 5.2+ exposes inputs as runtime RNA keyed by socket identifier.
input_slot = getattr(inputs, identifier)
value_property = input_slot.bl_rna.properties["value"]
if value_property.type == "ENUM" and type(value) is int:
value = value_property.enum_items[value].identifier
input_slot.value = value
else:
# Blender 4.x exposes inputs as modifier ID properties.
modifier[identifier] = value
DISPLACEMENT_STRENGTH = 1.0
DISPLACEMENT_MIDLEVEL = 0.0
IMAGE_MATERIAL_NODE_GROUP_NAME = "O Image Layer"
DEPTH_MATERIAL_NODE_GROUP_NAME = "O Image Depth Layer"
SHADELESS_NODE_GROUP_NAME = "O Shadeless"
VIEW_TRANSFORM_COLOR_SPACES = (
("ACES 1.3", "ACES 1.3 sRGB"),
("ACES 2.0", "ACES 2.0 sRGB"),
("AgX", "AgX Base sRGB"),
("Filmic", "Filmic sRGB"),
("Khronos PBR Neutral", "Khronos PBR Neutral sRGB"),
)
def material_color_space_name(scene):
view_settings = getattr(scene, "view_settings", None)
view_transform = getattr(view_settings, "view_transform", "")
normalized = str(view_transform).strip().casefold()
for view_name, color_space in VIEW_TRANSFORM_COLOR_SPACES:
if normalized.startswith(view_name.casefold()):
return color_space
return "sRGB"
def set_material_color_space(image, scene=None):
if scene is None:
scene = getattr(bpy.context, "scene", None)
settings = image.colorspace_settings
preferred = material_color_space_name(scene)
original = settings.name
pixels = None
if preferred != original and (
getattr(image, "source", None) == "GENERATED"
or getattr(image, "is_dirty", False)
):
pixels = image_pixels(image)
for color_space in dict.fromkeys((preferred, "sRGB", original)):
if not color_space:
continue
try:
settings.name = color_space
except (TypeError, ValueError):
continue
if settings.name == color_space:
if pixels is not None:
image.pixels.foreach_set(pixels)
image.update()
return color_space
return settings.name
def material_node_group(depth_plane=False):
group_name = (
DEPTH_MATERIAL_NODE_GROUP_NAME
if depth_plane
else IMAGE_MATERIAL_NODE_GROUP_NAME
)
return load_node_group(group_name)
def create_image_material(
source_object,
color_image,
depth_scale,
displacement_image=None,
displacement_midlevel=0.0,
displacement_scale=1.0,
shadeless=False,
frame_count=1,
frame_start=1,
color_frame_offset=0,
color_frame_duration=None,
depth_frame_offset=0,
depth_frame_duration=None,
use_cyclic=None,
normal_image=None,
normal_space="TANGENT",
ior=None,
scene=None,
):
material = bpy.data.materials.new(image_base_name(source_object.data))
material.use_nodes = True
if hasattr(material, "surface_render_method"):
material.surface_render_method = "DITHERED"
nodes = material.node_tree.nodes
nodes.clear()
color_texture = nodes.new("ShaderNodeTexImage")
uv_map = nodes.new("ShaderNodeUVMap")
output = nodes.new("ShaderNodeOutputMaterial")
uv_map.uv_map = "UVMap"
uv_map.location = (-1250.0, 350.0)
material_image = color_image
set_material_color_space(material_image, scene)
color_texture.image = material_image
color_texture.interpolation = "Linear"
color_texture.extension = "EXTEND"
color_texture.location = (-1000.0, 350.0)
output.location = (850.0, 350.0)
extracted_frames = frame_count if frame_count > 1 else None
color_frames = (
color_frame_duration if color_frame_duration is not None else extracted_frames
)
depth_frames = (
depth_frame_duration if depth_frame_duration is not None else extracted_frames
)
material_frames = color_frames
material_frame_offset = color_frame_offset
if frame_count > 1 or is_animated_image(material_image):
configure_image_user(
color_texture.image_user,
material_frames,
frame_start=frame_start,
frame_offset=material_frame_offset,
use_cyclic=use_cyclic,
)
links = material.node_tree.links
links.new(uv_map.outputs["UV"], color_texture.inputs["Vector"])
alpha = color_texture.outputs["Alpha"]
material_inputs = nodes.new("ShaderNodeGroup")
is_depth_plane = displacement_image is not None
material_inputs.node_tree = material_node_group(is_depth_plane)
material_inputs.location = (-300.0, 350.0)
material_inputs.inputs["Bump Scale"].default_value = depth_scale
if "Object Space" in material_inputs.inputs:
if normal_space not in {"TANGENT", "OBJECT"}:
raise ValueError(f"Unsupported normal space: {normal_space}")
material_inputs.inputs["Object Space"].default_value = normal_space == "OBJECT"
links.new(color_texture.outputs["Color"], material_inputs.inputs["Color"])
links.new(alpha, material_inputs.inputs["Alpha"])
if normal_image is not None and "Normal" in material_inputs.inputs:
normal_texture = nodes.new("ShaderNodeTexImage")
normal_texture.image = normal_image
normal_texture.interpolation = "Linear"
normal_texture.extension = "EXTEND"
normal_texture.location = (-1000.0, -50.0)
links.new(uv_map.outputs["UV"], normal_texture.inputs["Vector"])
links.new(normal_texture.outputs["Color"], material_inputs.inputs["Normal"])
if shadeless:
shader = nodes.new("ShaderNodeGroup")
shader.node_tree = load_node_group(SHADELESS_NODE_GROUP_NAME)
shader.name = SHADELESS_NODE_GROUP_NAME
transparent = nodes.new("ShaderNodeBsdfTransparent")
mix_shader = nodes.new("ShaderNodeMixShader")
shader.location = (0.0, 550.0)
transparent.location = (0.0, 150.0)
mix_shader.location = (300.0, 350.0)
links.new(
material_inputs.outputs["Color"],
shader.inputs["Color"],
)
links.new(
material_inputs.outputs["Alpha"],
mix_shader.inputs["Fac"],
)
links.new(
transparent.outputs["BSDF"],
mix_shader.inputs[1],
)
links.new(
shader.outputs["Shader"],
mix_shader.inputs[2],
)
links.new(
mix_shader.outputs["Shader"],
output.inputs["Surface"],
)
else:
shader = nodes.new("ShaderNodeBsdfPrincipled")
shader.location = (250.0, 400.0)
if ior is not None:
shader.inputs["IOR"].default_value = float(ior)
links.new(
material_inputs.outputs["Color"],
shader.inputs["Base Color"],
)
links.new(
material_inputs.outputs["Color"],
shader.inputs["Subsurface Radius"],
)
links.new(
material_inputs.outputs["Color"],
shader.inputs["Emission Color"],
)
links.new(material_inputs.outputs["Alpha"], shader.inputs["Alpha"])
links.new(material_inputs.outputs["Normal"], shader.inputs["Normal"])
links.new(
material_inputs.outputs["Normal"],
shader.inputs["Coat Normal"],
)
links.new(
material_inputs.outputs["Roughness"],
shader.inputs["Roughness"],
)
links.new(shader.outputs["BSDF"], output.inputs["Surface"])
if displacement_image is not None:
depth_texture = nodes.new("ShaderNodeTexImage")
depth_texture.image = displacement_image
depth_texture.interpolation = "Linear"
depth_texture.extension = "EXTEND"
if frame_count > 1 or is_animated_image(displacement_image):
configure_image_user(
depth_texture.image_user,
depth_frames,
frame_start=frame_start,
frame_offset=depth_frame_offset,
use_cyclic=use_cyclic,
)
depth_texture.location = (-1000.0, -400.0)
links.new(uv_map.outputs["UV"], depth_texture.inputs["Vector"])
displacement_height = depth_texture.outputs["Color"]
if displacement_midlevel != 0.0 or displacement_scale != 1.0:
depth_adjust = nodes.new("ShaderNodeMath")
depth_adjust.operation = "SUBTRACT"
depth_adjust.inputs[1].default_value = displacement_midlevel
depth_adjust.location = (500.0, -550.0)
depth_scale_node = nodes.new("ShaderNodeMath")
depth_scale_node.operation = "MULTIPLY"
depth_scale_node.inputs[1].default_value = displacement_scale
depth_scale_node.location = (700.0, -550.0)
links.new(displacement_height, depth_adjust.inputs[0])
links.new(depth_adjust.outputs[0], depth_scale_node.inputs[0])
links.new(depth_scale_node.outputs[0], material_inputs.inputs["Depth"])
else:
links.new(displacement_height, material_inputs.inputs["Depth"])
links.new(
material_inputs.outputs["Displacement"],
output.inputs["Displacement"],
)
set_displacement_only(material)
return material
def set_displacement_only(material):
for owner, property_name in (
(material, "surface_displacement_method"),
(material, "displacement_method"),
(getattr(material, "cycles", None), "displacement_method"),
):
if owner is not None and hasattr(owner, property_name):
setattr(owner, property_name, "DISPLACEMENT")
return
def finalize_object_result(
context,
source_object,