Fix T44344: paint bleed fails in perspective view

This commit is contained in:
Campbell Barton
2015-09-11 02:15:07 +10:00
parent 84c44e026e
commit 37f4660637

View File

@@ -298,6 +298,7 @@ typedef struct ProjPaintState {
float cloneOffset[2];
float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
float projectMatInv[4][4]; /* inverse of projectMat */
float viewDir[3]; /* View vector, use for do_backfacecull and for ray casting with an ortho viewport */
float viewPos[3]; /* View location in object relative 3D space, so can compare to verts */
float clipsta, clipend;
@@ -1247,6 +1248,55 @@ static void screen_px_from_persp(
}
/**
* Set a direction vector based on a screen location.
* (use for perspective view, else we can simply use `ps->viewDir`)
*
* Similar functionality to #ED_view3d_win_to_vector
*
* \param r_dir: Resulting direction (length is undefined).
*/
static void screen_px_to_vector_persp(
int winx, int winy, const float projmat_inv[4][4], const float view_pos[3],
const float co_px[2],
float r_dir[3])
{
r_dir[0] = 2.0f * (co_px[0] / winx) - 1.0f;
r_dir[1] = 2.0f * (co_px[1] / winy) - 1.0f;
r_dir[2] = -0.5f;
mul_project_m4_v3((float(*)[4])projmat_inv, r_dir);
sub_v3_v3(r_dir, view_pos);
}
/**
* Special function to return the factor fo a point along a line in pixel space.
*
* This is needed since we can't use #line_point_factor_v2 for perspective screen-space coords.
*
* \param p: 2D screen-space location.
* \param v1, v2: 3D object-space locations.
*/
static float screen_px_line_point_factor_v2_persp(
const ProjPaintState *ps,
const float p[2],
const float v1[3], const float v2[3])
{
const float zero[3] = {0};
float v1_proj[3], v2_proj[3];
float dir[3];
screen_px_to_vector_persp(ps->winx, ps->winy, ps->projectMatInv, ps->viewPos, p, dir);
sub_v3_v3v3(v1_proj, v1, ps->viewPos);
sub_v3_v3v3(v2_proj, v2, ps->viewPos);
project_plane_v3_v3v3(v1_proj, v1_proj, dir);
project_plane_v3_v3v3(v2_proj, v2_proj, dir);
return line_point_factor_v2(zero, v1_proj, v2_proj);
}
static void project_face_pixel(
const float *lt_tri_uv[3], ImBuf *ibuf_other, const float w[3],
unsigned char rgba_ub[4], float rgba_f[4])
@@ -2680,8 +2730,15 @@ static void project_paint_face_init(
line_clip_rect2f(clip_rect, bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
{
if (len_squared_v2v2(vCoSS[fidx1], vCoSS[fidx2]) > FLT_EPSILON) { /* avoid div by zero */
fac1 = line_point_factor_v2(bucket_clip_edges[0], vCoSS[fidx1], vCoSS[fidx2]);
fac2 = line_point_factor_v2(bucket_clip_edges[1], vCoSS[fidx1], vCoSS[fidx2]);
if (is_ortho) {
fac1 = line_point_factor_v2(bucket_clip_edges[0], vCoSS[fidx1], vCoSS[fidx2]);
fac2 = line_point_factor_v2(bucket_clip_edges[1], vCoSS[fidx1], vCoSS[fidx2]);
}
else {
fac1 = screen_px_line_point_factor_v2_persp(ps, bucket_clip_edges[0], vCo[fidx1], vCo[fidx2]);
fac2 = screen_px_line_point_factor_v2_persp(ps, bucket_clip_edges[1], vCo[fidx1], vCo[fidx2]);
}
interp_v2_v2v2(seam_subsection[0], lt_uv_pxoffset[fidx1], lt_uv_pxoffset[fidx2], fac1);
interp_v2_v2v2(seam_subsection[1], lt_uv_pxoffset[fidx1], lt_uv_pxoffset[fidx2], fac2);
@@ -3104,6 +3161,7 @@ static void proj_paint_state_viewport_init(
mul_m4_m4m4(ps->projectMat, winmat, vmat);
}
invert_m4_m4(ps->projectMatInv, ps->projectMat);
/* viewDir - object relative */
copy_m3_m4(mat, viewinv);