chance semi-circle mask capping resolution based on size.
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@@ -47,8 +47,10 @@
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#ifndef USE_RASKTER
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#define SPLINE_RESOL_CAP 32
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#define SPLINE_RESOL_CAP_PER_PIXEL 10
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//#define SPLINE_RESOL_CAP 32
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#define SPLINE_RESOL_CAP_PER_PIXEL 2
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#define SPLINE_RESOL_CAP_MIN 8
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#define SPLINE_RESOL_CAP_MAX 64
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#define SPLINE_RESOL 32
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#define BUCKET_PIXELS_PER_CELL 8
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@@ -745,9 +747,13 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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fp_cent = diff_points[0];
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fp_turn = diff_feather_points[0];
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#define CALC_CAP_RESOL \
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clampis_uint((len_v2v2(fp_cent, fp_turn) / (pixel_size * SPLINE_RESOL_CAP_PER_PIXEL)), \
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SPLINE_RESOL_CAP_MIN, \
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SPLINE_RESOL_CAP_MAX)
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{
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unsigned int vertex_total_cap = clampis_uint(SPLINE_RESOL_CAP_PER_PIXEL * (len_v2v2(fp_cent, fp_turn) * pixel_size), 8, 128);
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vertex_total_cap = 32;
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const unsigned int vertex_total_cap = CALC_CAP_RESOL;
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for (k = 1; k < vertex_total_cap; k++) {
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const float angle = (float)k * (1.0f / vertex_total_cap) * (float)M_PI;
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@@ -767,12 +773,11 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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fp_turn = diff_feather_points[tot_diff_point - 1];
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{
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unsigned int vertex_total_cap = clampis_uint(SPLINE_RESOL_CAP_PER_PIXEL * (len_v2v2(fp_cent, fp_turn) * pixel_size), 8, 128);
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vertex_total_cap = 32;
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const unsigned int vertex_total_cap = CALC_CAP_RESOL;
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for (k = 1; k < vertex_total_cap; k++) {
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const float angle = (float)k * (1.0f / vertex_total_cap) * (float)M_PI;
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rotate_point_v2(co_feather, fp_turn, fp_cent, angle, asp_xy);
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rotate_point_v2(co_feather, fp_turn, fp_cent, -angle, asp_xy);
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sf_vert = BLI_scanfill_vert_add(&sf_ctx, co_feather);
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sf_vert->tmp.u = sf_vert_tot;
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@@ -788,6 +793,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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open_spline_ranges[open_spline_index].is_cyclic = is_cyclic;
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open_spline_index++;
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#undef CALC_CAP_RESOL
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/* end capping */
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}
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@@ -920,7 +926,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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* cap end 'a' */
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j = midvidx + (open_spline_ranges[open_spline_index].vertex_total * 3);
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for (k = 0; k < SPLINE_RESOL_CAP - 2; k++, j++) {
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for (k = 0; k < open_spline_ranges[open_spline_index].vertex_total_cap_head - 2; k++, j++) {
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*(face++) = midvidx + 0; /* z 1 */
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*(face++) = midvidx + 0; /* z 1 */
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*(face++) = j + 0; /* z 0 */
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@@ -941,7 +947,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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*(face++) = midvidx + 0; /* z 1 */
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*(face++) = midvidx + 0; /* z 1 */
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*(face++) = j + SPLINE_RESOL_CAP - 2; /* z 0 */
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*(face++) = j + open_spline_ranges[open_spline_index].vertex_total_cap_head - 2; /* z 0 */
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*(face++) = midvidx + 2; /* z 0 */
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face_index++;
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FACE_ASSERT(face - 4, sf_vert_tot);
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@@ -951,11 +957,11 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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* cap end 'b' */
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/* ... same as previous but v 2-3 flipped, and different initial offsets */
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j = start_vidx + (open_spline_ranges[open_spline_index].vertex_total * 3) + (SPLINE_RESOL_CAP - 1);
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j = start_vidx + (open_spline_ranges[open_spline_index].vertex_total * 3) + (open_spline_ranges[open_spline_index].vertex_total_cap_head - 1);
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midvidx = start_vidx + (open_spline_ranges[open_spline_index].vertex_total * 3) - 3;
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for (k = 0; k < SPLINE_RESOL_CAP - 2; k++, j++) {
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for (k = 0; k < open_spline_ranges[open_spline_index].vertex_total_cap_tail - 2; k++, j++) {
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*(face++) = midvidx; /* z 1 */
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*(face++) = midvidx; /* z 1 */
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*(face++) = j + 1; /* z 0 */
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@@ -964,7 +970,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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FACE_ASSERT(face - 4, sf_vert_tot);
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}
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j = start_vidx + (open_spline_ranges[open_spline_index].vertex_total * 3) + (SPLINE_RESOL_CAP - 1);
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j = start_vidx + (open_spline_ranges[open_spline_index].vertex_total * 3) + (open_spline_ranges[open_spline_index].vertex_total_cap_head - 1);
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/* 2 tris that join the original */
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*(face++) = midvidx + 0; /* z 1 */
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@@ -977,7 +983,7 @@ void BKE_maskrasterize_handle_init(MaskRasterHandle *mr_handle, struct Mask *mas
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*(face++) = midvidx + 0; /* z 1 */
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*(face++) = midvidx + 0; /* z 1 */
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*(face++) = midvidx + 2; /* z 0 */
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*(face++) = j + SPLINE_RESOL_CAP - 2; /* z 0 */
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*(face++) = j + open_spline_ranges[open_spline_index].vertex_total_cap_tail - 2; /* z 0 */
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face_index++;
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FACE_ASSERT(face - 4, sf_vert_tot);
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