== Sculpt ==

Switched point projection used in brush texturing to floating point rather than integer; fixes some ugly artifacts in texture application.
This commit is contained in:
Nicholas Bishop
2008-01-31 18:32:33 +00:00
parent 16ae726f8c
commit 4eeb7bd183

View File

@@ -313,7 +313,7 @@ void unproject(float out[3], const short x, const short y, const float z)
}
/* Convert a point in model coordinates to 2D screen coordinates. */
void project(const float v[3], short p[2])
static void projectf(const float v[3], float p[2])
{
SculptSession *ss= sculpt_session();
double ux, uy, uz;
@@ -324,6 +324,15 @@ void project(const float v[3], short p[2])
p[1]= uy;
}
static void project(const float v[3], short p[2])
{
float f[2];
projectf(v, f);
p[0]= f[0];
p[1]= f[1];
}
/* ===== Sculpting =====
*
*/
@@ -748,19 +757,14 @@ float tex_strength(BrushAction *a, float *point, const float len,const unsigned
const unsigned tcw = ss->texcache_w, tch = ss->texcache_h;
int px, py;
unsigned i, *p;
ProjVert pv;
float flip[3], point_2d[2];
/* If the active area is being applied for symmetry, flip it
across the symmetry axis in order to project it. This insures
that the brush texture will be oriented correctly. */
if(!a->symm.index)
pv= ss->projverts[vindex];
else {
float co[3];
VecCopyf(co, point);
flip_coord(co, a->symm.index);
project(co, pv.co);
}
VecCopyf(flip, point);
flip_coord(flip, a->symm.index);
projectf(flip, point_2d);
/* For Tile and Drag modes, get the 2D screen coordinates of the
and scale them up or down to the texture size. */
@@ -768,15 +772,15 @@ float tex_strength(BrushAction *a, float *point, const float len,const unsigned
const int sx= (const int)sd->mtex[sd->texact]->size[0];
const int sy= (const int)sd->texsep ? sd->mtex[sd->texact]->size[1] : sx;
float fx= pv.co[0];
float fy= pv.co[1];
float fx= point_2d[0];
float fy= point_2d[1];
float angle= atan2(fy, fx) - rot;
float len= sqrtf(fx*fx + fy*fy);
if(rot<0.001 && rot>-0.001) {
px= pv.co[0];
py= pv.co[1];
px= point_2d[0];
py= point_2d[1];
} else {
px= len * cos(angle) + 2000;
py= len * sin(angle) + 2000;
@@ -785,10 +789,10 @@ float tex_strength(BrushAction *a, float *point, const float len,const unsigned
px %= sx-1;
if(sy != 1)
py %= sy-1;
p= get_texcache_pixel(ss, tcw*px/sx, tch*py/sy);
p= get_texcache_pixel(ss, tcw*px/sx, tch*py/sy);
} else {
float fx= (pv.co[0] - a->mouse[0] + half) * (tcw*1.0f/bsize) - tcw/2;
float fy= (pv.co[1] - a->mouse[1] + half) * (tch*1.0f/bsize) - tch/2;
float fx= (point_2d[0] - a->mouse[0] + half) * (tcw*1.0f/bsize) - tcw/2;
float fy= (point_2d[1] - a->mouse[1] + half) * (tch*1.0f/bsize) - tch/2;
float angle= atan2(fy, fx) - rot;
float len= sqrtf(fx*fx + fy*fy);