Projection Painting, merge from branch

Additions/Features...
 - Painting onto multiple images at once.
 - Clone with an offset similar to the gimp, also an option to clone between UV layers, (not both offset and between layers atm)
 - Stencil layer, similar to The Gimp's quickmask.
 - Face mask mode - (painting onto only selected faces).
 - Texture brushes (so image and texture-node brushes too)
 - Seam bleed so you don't see gaps when painting over UV seams (new option set in the panit panel)
 - Occlusion (only point onto the first face under the paintbrush, can also be used for masking out parts of the model to paint onto) - (new option set in the paint panel)
 - Muti-threaded, each thread operates on its own bucket.
 - Support partial updates to speedup OpenGL texture refreshing.
 - Support tile based multiple undo's
 - Support float image buffers.
 - Backface culling (new option set in the paint panel)
 - All color blending modes - Add/Multiply.. etc.
 - Airbrush rate. (used to be broken) 
 - Improve the way paint is mixed when painting, so painting with 0.2 alpha will not accumulate above 0.2 alpha on the image as you paint.
 - Option to use normals to fade out strokes on the edge of a surface to avoid ugly edges. (same as Vertex Paints "Normal" option) 

Known Problems
 - Not directly related to painting but changes in selection flags are not updated on the final derived mesh.
 - Smear tool has some distortion when in perspective mode. 
 - While in perspective view any faces with 1 vert behind the viewpoint, will be completely ignored.
 - Painting can be initially slow while buckets are being initialized, a number of solutions exist.
 - Size 1 brushes don't work yet.
 - When painting onto large faces its still possible to get artifacts.
 - Spatial optimizations are needed to skip occluded faces and test pixel occlusion. (will look into using blenders BVH )
This commit is contained in:
Campbell Barton
2008-12-12 18:59:17 +00:00
15 changed files with 4058 additions and 106 deletions

View File

@@ -41,7 +41,7 @@ struct ListBase;
struct MemFile;
#define BLENDER_VERSION 248
#define BLENDER_SUBVERSION 1
#define BLENDER_SUBVERSION 2
#define BLENDER_MINVERSION 245
#define BLENDER_MINSUBVERSION 15

View File

@@ -53,6 +53,7 @@ int brush_clone_image_delete(struct Brush *brush);
/* sampling */
float brush_sample_falloff(struct Brush *brush, float dist);
float brush_sample_falloff_noalpha(struct Brush *brush, float dist);
void brush_sample_tex(struct Brush *brush, float *xy, float *rgba);
void brush_imbuf_new(struct Brush *brush, short flt, short texfalloff, int size,
struct ImBuf **imbuf);

View File

@@ -198,8 +198,12 @@ int CustomData_get_layer_index(const struct CustomData *data, int type);
int CustomData_get_named_layer_index(const struct CustomData *data, int type, char *name);
int CustomData_get_active_layer_index(const struct CustomData *data, int type);
int CustomData_get_render_layer_index(const struct CustomData *data, int type);
int CustomData_get_clone_layer_index(const struct CustomData *data, int type);
int CustomData_get_mask_layer_index(const struct CustomData *data, int type);
int CustomData_get_active_layer(const struct CustomData *data, int type);
int CustomData_get_render_layer(const struct CustomData *data, int type);
int CustomData_get_clone_layer(const struct CustomData *data, int type);
int CustomData_get_mask_layer(const struct CustomData *data, int type);
/* copies the data from source to the data element at index in the first
* layer of type
@@ -227,10 +231,14 @@ void *CustomData_set_layer_n(const struct CustomData *data, int type, int n, voi
/* sets the nth layer of type as active */
void CustomData_set_layer_active(struct CustomData *data, int type, int n);
void CustomData_set_layer_render(struct CustomData *data, int type, int n);
void CustomData_set_layer_clone(struct CustomData *data, int type, int n);
void CustomData_set_layer_mask(struct CustomData *data, int type, int n);
/* same as above but works with an index from CustomData_get_layer_index */
void CustomData_set_layer_active_index(struct CustomData *data, int type, int n);
void CustomData_set_layer_render_index(struct CustomData *data, int type, int n);
void CustomData_set_layer_clone_index(struct CustomData *data, int type, int n);
void CustomData_set_layer_mask_index(struct CustomData *data, int type, int n);
/* adds flag to the layer flags */
void CustomData_set_layer_flag(struct CustomData *data, int type, int flag);

View File

@@ -328,6 +328,23 @@ float brush_sample_falloff(Brush *brush, float dist)
return 0.0f;
}
float brush_sample_falloff_noalpha(Brush *brush, float dist)
{
float outer, inner;
outer = brush->size >> 1;
inner = outer*brush->innerradius;
if (dist <= inner) {
return 1.0f;
}
else if ((dist < outer) && (inner < outer)) {
return 1.0f - sqrt((dist - inner)/(outer - inner));
}
else
return 0.0f;
}
void brush_sample_tex(Brush *brush, float *xy, float *rgba)
{
MTex *mtex= brush->mtex[brush->texact];

View File

@@ -606,7 +606,7 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
{
const LayerTypeInfo *typeInfo;
CustomDataLayer *layer, *newlayer;
int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0;
int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0, lastclone = 0, lastmask = 0;
for(i = 0; i < source->totlayer; ++i) {
layer = &source->layers[i];
@@ -618,6 +618,8 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
number = 0;
lastactive = layer->active;
lastrender = layer->active_rnd;
lastclone = layer->active_clone;
lastmask = layer->active_mask;
lasttype = type;
}
else
@@ -637,6 +639,8 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest,
if(newlayer) {
newlayer->active = lastactive;
newlayer->active_rnd = lastrender;
newlayer->active_clone = lastclone;
newlayer->active_mask = lastmask;
}
}
}
@@ -736,6 +740,28 @@ int CustomData_get_render_layer_index(const CustomData *data, int type)
return -1;
}
int CustomData_get_clone_layer_index(const CustomData *data, int type)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
return i + data->layers[i].active_clone;
return -1;
}
int CustomData_get_mask_layer_index(const CustomData *data, int type)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
return i + data->layers[i].active_mask;
return -1;
}
int CustomData_get_active_layer(const CustomData *data, int type)
{
int i;
@@ -758,6 +784,27 @@ int CustomData_get_render_layer(const CustomData *data, int type)
return -1;
}
int CustomData_get_clone_layer(const CustomData *data, int type)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
return data->layers[i].active_clone;
return -1;
}
int CustomData_get_mask_layer(const CustomData *data, int type)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
return data->layers[i].active_mask;
return -1;
}
void CustomData_set_layer_active(CustomData *data, int type, int n)
{
@@ -777,6 +824,24 @@ void CustomData_set_layer_render(CustomData *data, int type, int n)
data->layers[i].active_rnd = n;
}
void CustomData_set_layer_clone(CustomData *data, int type, int n)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
data->layers[i].active_clone = n;
}
void CustomData_set_layer_mask(CustomData *data, int type, int n)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
data->layers[i].active_mask = n;
}
/* for using with an index from CustomData_get_active_layer_index and CustomData_get_render_layer_index */
void CustomData_set_layer_active_index(CustomData *data, int type, int n)
{
@@ -796,6 +861,23 @@ void CustomData_set_layer_render_index(CustomData *data, int type, int n)
data->layers[i].active_rnd = n-i;
}
void CustomData_set_layer_clone_index(CustomData *data, int type, int n)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
data->layers[i].active_clone = n-i;
}
void CustomData_set_layer_mask_index(CustomData *data, int type, int n)
{
int i;
for(i=0; i < data->totlayer; ++i)
if(data->layers[i].type == type)
data->layers[i].active_mask = n-i;
}
void CustomData_set_layer_flag(struct CustomData *data, int type, int flag)
{
@@ -882,9 +964,13 @@ static CustomDataLayer *customData_add_layer__internal(CustomData *data,
if(index > 0 && data->layers[index-1].type == type) {
data->layers[index].active = data->layers[index-1].active;
data->layers[index].active_rnd = data->layers[index-1].active_rnd;
data->layers[index].active_clone = data->layers[index-1].active_clone;
data->layers[index].active_mask = data->layers[index-1].active_mask;
} else {
data->layers[index].active = 0;
data->layers[index].active_rnd = 0;
data->layers[index].active_clone = 0;
data->layers[index].active_mask = 0;
}
customData_update_offsets(data);
@@ -944,6 +1030,8 @@ int CustomData_free_layer(CustomData *data, int type, int totelem, int index)
for (; i < data->totlayer && data->layers[i].type == type; i++) {
data->layers[i].active--;
data->layers[i].active_rnd--;
data->layers[i].active_clone--;
data->layers[i].active_mask--;
}
}

View File

@@ -8007,6 +8007,17 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 2)) {
Scene *sce;
/* Note, these will need to be added for painting */
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->toolsettings->imapaint.seam_bleed = 2;
sce->toolsettings->imapaint.normal_angle = 80;
}
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */

View File

@@ -80,6 +80,7 @@ void viewmove(int mode);
void viewmoveNDOFfly(int mode);
void viewmoveNDOF(int mode);
void view_zoom_mouseloc(float dfac, short *mouseloc);
int view_mouse_depth( float mouse_worldloc[3], short mval[2], int dist);
int get_view3d_viewplane(int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize);
void setwinmatrixview3d(int winx, int winy, struct rctf *rect);

View File

@@ -453,6 +453,8 @@ void curvemap_buttons(struct uiBlock *block, struct CurveMapping *cumap, char la
#define B_GEN_SKELETON 2085
#define B_RETARGET_SKELETON 2086
#define B_SETTFACE_CLONE 2087
#define B_SETTFACE_MASK 2088
/* *********************** */
#define B_VGROUPBUTS 2100

View File

@@ -37,6 +37,8 @@ typedef struct CustomDataLayer {
int flag; /* general purpose flag */
int active; /* number of the active layer of this type */
int active_rnd; /* number of the layer to render*/
int active_clone; /* number of the layer to render*/
int active_mask; /* number of the layer to render*/
char pad[4];
char name[32]; /* layer name */
void *data; /* layer data */

View File

@@ -345,7 +345,9 @@ typedef struct TimeMarker {
typedef struct ImagePaintSettings {
struct Brush *brush;
short flag, tool;
int pad3;
/* for projection painting only */
short seam_bleed,normal_angle;
} ImagePaintSettings;
typedef struct ParticleBrushData {
@@ -799,6 +801,15 @@ typedef struct Scene {
#define IMAGEPAINT_DRAW_TOOL 2
#define IMAGEPAINT_DRAW_TOOL_DRAWING 4
/* projection painting only */
#define IMAGEPAINT_PROJECT_DISABLE 8 /* Non projection 3D painting */
#define IMAGEPAINT_PROJECT_XRAY 16
#define IMAGEPAINT_PROJECT_BACKFACE 32
#define IMAGEPAINT_PROJECT_FLAT 64
#define IMAGEPAINT_PROJECT_LAYER_CLONE 128
#define IMAGEPAINT_PROJECT_LAYER_MASK 256
#define IMAGEPAINT_PROJECT_LAYER_MASK_INV 512
/* toolsettings->uvcalc_flag */
#define UVCALC_FILLHOLES 1
#define UVCALC_NO_ASPECT_CORRECT 2 /* would call this UVCALC_ASPECT_CORRECT, except it should be default with old file */

View File

@@ -184,7 +184,7 @@
static float editbutweight= 1.0;
float editbutvweight= 1;
static int actmcol= 0, acttface= 0, acttface_rnd = 0, actmcol_rnd = 0;
static int actmcol= 0, acttface= 0, acttface_rnd = 0, acttface_clone = 0, acttface_mask = 0, actmcol_rnd = 0;
extern ListBase editNurb;
@@ -722,10 +722,10 @@ static void delete_customdata_layer(void *data1, void *data2)
Mesh *me= (Mesh*)data1;
CustomData *data= (G.obedit)? &G.editMesh->fdata: &me->fdata;
CustomDataLayer *layer= (CustomDataLayer*)data2;
void *actlayerdata, *rndlayerdata, *layerdata=layer->data;
void *actlayerdata, *rndlayerdata, *clonelayerdata, *masklayerdata, *layerdata=layer->data;
int type= layer->type;
int index= CustomData_get_layer_index(data, type);
int i, actindex, rndindex;
int i, actindex, rndindex, cloneindex, maskindex;
/*ok, deleting a non-active layer needs to preserve the active layer indices.
to do this, we store a pointer to the .data member of both layer and the active layer,
@@ -736,6 +736,8 @@ static void delete_customdata_layer(void *data1, void *data2)
layer. */
actlayerdata = data->layers[CustomData_get_active_layer_index(data, type)].data;
rndlayerdata = data->layers[CustomData_get_render_layer_index(data, type)].data;
clonelayerdata = data->layers[CustomData_get_clone_layer_index(data, type)].data;
masklayerdata = data->layers[CustomData_get_mask_layer_index(data, type)].data;
CustomData_set_layer_active(data, type, layer - &data->layers[index]);
/* Multires is handled seperately because the display data is separate
@@ -787,6 +789,33 @@ static void delete_customdata_layer(void *data1, void *data2)
CustomData_set_layer_render(data, type, rndindex);
}
if (clonelayerdata != layerdata) {
/*find index. . .*/
cloneindex = CustomData_get_layer_index(data, type);
for (i=cloneindex; i<data->totlayer; i++) {
if (data->layers[i].data == clonelayerdata) {
cloneindex = i - cloneindex;
break;
}
}
/*set index. . .*/
CustomData_set_layer_clone(data, type, cloneindex);
}
if (masklayerdata != layerdata) {
/*find index. . .*/
maskindex = CustomData_get_layer_index(data, type);
for (i=maskindex; i<data->totlayer; i++) {
if (data->layers[i].data == masklayerdata) {
maskindex = i - maskindex;
break;
}
}
/*set index. . .*/
CustomData_set_layer_mask(data, type, maskindex);
}
DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA);
@@ -802,9 +831,9 @@ static void delete_customdata_layer(void *data1, void *data2)
static int customdata_buttons(
uiBlock *block, Mesh *me, CustomData *data,
int type, int *activep, int *renderp,
int setevt, int setevt_rnd, int newevt,
char *label, char *shortlabel, char *browsetip, char *browsetip_rnd,
int type, int *activep, int *renderp, int *clonep, int *maskp,
int setevt, int setevt_rnd, int setevt_clone, int setevt_mask, int newevt,
char *label, char *shortlabel, char *browsetip, char *browsetip_rnd, char *browsetip_clone, char *browsetip_mask,
char *newtip, char *deltip, int x, int y)
{
CustomDataLayer *layer;
@@ -828,12 +857,27 @@ static int customdata_buttons(
layer= &data->layers[i];
if(layer->type == type) {
int xi = 0;
*activep= layer->active + 1;
*renderp= layer->active_rnd + 1;
if (clonep) *clonep= layer->active_clone + 1;
if (maskp) *maskp= layer->active_mask + 1;
uiDefIconButI(block, ROW, setevt, ICON_VIEW3D, x,y,25,19, activep, 1.0, count, 0, 0, browsetip);
uiDefIconButI(block, ROW, setevt_rnd, ICON_SCENE, x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd);
but=uiDefBut(block, TEX, setevt, "", x+50,y,145,19, layer->name, 0.0, 31.0, 0, 0, label);
if (clonep) {
uiDefIconButI(block, ROW, setevt_clone, ICON_TEXTURE, x+50,y,25,19, clonep, 1.0, count, 0, 0, browsetip_clone);
xi += 25;
}
if (maskp) {
uiDefIconButI(block, ROW, setevt_mask, ICON_PAINT, x+50+xi,y,25,19, maskp, 1.0, count, 0, 0, browsetip_mask);
xi += 25;
}
but=uiDefBut(block, TEX, setevt, "", x+50+xi,y,145-xi,19, layer->name, 0.0, 31.0, 0, 0, label);
uiButSetFunc(but, verify_customdata_name_func, data, layer);
but= uiDefIconBut(block, BUT, B_NOP, VICON_X, x+195,y,25,19, NULL, 0.0, 0.0, 0.0, 0.0, deltip);
uiButSetFunc(but, delete_customdata_layer, me, layer);
@@ -902,14 +946,14 @@ static void editing_panel_mesh_type(Object *ob, Mesh *me)
uiBlockEndAlign(block);
fdata= (G.obedit)? &G.editMesh->fdata: &me->fdata;
yco= customdata_buttons(block, me, fdata, CD_MTFACE, &acttface, &acttface_rnd,
B_SETTFACE, B_SETTFACE_RND, B_NEWTFACE, "UV Texture", "UV Texture:",
"Set active UV texture", "Set rendering UV texture", "Creates a new UV texture layer",
yco= customdata_buttons(block, me, fdata, CD_MTFACE, &acttface, &acttface_rnd, (G.f & G_TEXTUREPAINT ? &acttface_clone : NULL), (G.f & G_TEXTUREPAINT ? &acttface_mask : NULL),
B_SETTFACE, B_SETTFACE_RND, B_SETTFACE_CLONE, B_SETTFACE_MASK, B_NEWTFACE, "UV Texture", "UV Texture:",
"Set active UV texture", "Set rendering UV texture", "Set the layer used for texturepaint cloning", "Set the texture paint stencil layer", "Creates a new UV texture layer",
"Removes the current UV texture layer", 190, 130);
yco= customdata_buttons(block, me, fdata, CD_MCOL, &actmcol, &actmcol_rnd,
B_SETMCOL, B_SETMCOL_RND, B_NEWMCOL, "Vertex Color", "Vertex Color:",
"Sets active vertex color layer", "Sets rendering vertex color layer", "Creates a new vertex color layer",
yco= customdata_buttons(block, me, fdata, CD_MCOL, &actmcol, &actmcol_rnd, NULL, NULL,
B_SETMCOL, B_SETMCOL_RND, B_NOP, B_NOP, B_NEWMCOL, "Vertex Color", "Vertex Color:",
"Sets active vertex color layer", "Sets rendering vertex color layer", "", "", "Creates a new vertex color layer",
"Removes the current vertex color layer", 190, yco-5);
if(yco < 0)
@@ -4964,7 +5008,22 @@ void do_meshbuts(unsigned short event)
allqueue(REDRAWBUTSEDIT, 0);
}
break;
case B_SETTFACE_CLONE:
if (G.obedit || me) {
CustomData *fdata= (G.obedit)? &em->fdata: &me->fdata;
CustomData_set_layer_clone(fdata, CD_MTFACE, acttface_clone-1);
BIF_undo_push("Set Clone UV Texture");
allqueue(REDRAWBUTSEDIT, 0);
}
break;
case B_SETTFACE_MASK:
if (G.obedit || me) {
CustomData *fdata= (G.obedit)? &em->fdata: &me->fdata;
CustomData_set_layer_mask(fdata, CD_MTFACE, acttface_mask-1);
BIF_undo_push("Set Stencil UV Texture");
allqueue(REDRAWBUTSEDIT, 0);
}
break;
case B_FLIPNORM:
if(G.obedit) {
flip_editnormals();
@@ -6279,20 +6338,23 @@ void brush_buttons(uiBlock *block, short sima,
ToolSettings *settings= G.scene->toolsettings;
Brush *brush= settings->imapaint.brush;
ID *id;
int yco, xco, butw;
int yco, xco, butw, but_idx;
short *menupoin = sima ? &(G.sima->menunr) : &(G.buts->menunr);
short do_project = settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE ? 0:1;
yco= 160;
butw = sima ? 80 : 106;
uiBlockBeginAlign(block);
uiDefButS(block, ROW, evt_change, "Draw", 0, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_DRAW, 0, 0, "Draw brush");
uiDefButS(block, ROW, evt_change, "Soften", butw, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SOFTEN, 0, 0, "Soften brush");
uiDefButS(block, ROW, evt_change, "Smear", butw*2, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SMEAR, 0, 0, "Smear brush");
if (sima)
uiDefButS(block, ROW, evt_change, "Clone", butw*3, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_CLONE, 0, 0, "Clone brush, use RMB to drag source image");
but_idx = 0;
uiDefButS(block, ROW, evt_change, "Draw", butw*(but_idx++),yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_DRAW, 0, 0, "Draw brush");
if (sima || do_project==0)
uiDefButS(block, ROW, evt_change, "Soften", butw*(but_idx++), yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SOFTEN, 0, 0, "Soften brush");
uiDefButS(block, ROW, evt_change, "Smear", butw*(but_idx++), yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SMEAR, 0, 0, "Smear brush");
if (sima || do_project)
uiDefButS(block, ROW, evt_change, "Clone", butw*(but_idx++), yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_CLONE, 0, 0, "Clone brush, use RMB to drag source image");
uiBlockEndAlign(block);
yco -= 30;
@@ -6307,16 +6369,44 @@ void brush_buttons(uiBlock *block, short sima,
butw= 320-(xco+10);
uiDefButS(block, MENU, evt_nop, "Mix %x0|Add %x1|Subtract %x2|Multiply %x3|Lighten %x4|Darken %x5|Erase Alpha %x6|Add Alpha %x7", xco+10,yco,butw,19, &brush->blend, 0, 0, 0, 0, "Blending method for applying brushes");
uiDefButBitS(block, TOG|BIT, BRUSH_TORUS, evt_change, "Wrap", xco+10,yco-25,butw,19, &brush->flag, 0, 0, 0, 0, "Enables torus wrapping");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG|BIT, BRUSH_AIRBRUSH, evt_change, "Airbrush", xco+10,yco-50,butw,19, &brush->flag, 0, 0, 0, 0, "Keep applying paint effect while holding mouse (spray)");
uiDefButF(block, NUM, evt_nop, "Rate ", xco+10,yco-70,butw,19, &brush->rate, 0.01, 1.0, 0, 0, "Number of paints per second for Airbrush");
uiDefButBitS(block, TOG|BIT, BRUSH_AIRBRUSH, evt_change, "Airbrush", xco+10,yco-25,butw/2,19, &brush->flag, 0, 0, 0, 0, "Keep applying paint effect while holding mouse (spray)");
uiDefButF(block, NUM, evt_nop, "", xco+10 + butw/2,yco-25,butw/2,19, &brush->rate, 0.01, 1.0, 0, 0, "Number of paints per second for Airbrush");
uiBlockEndAlign(block);
yco -= 25;
if (sima) {
uiDefButBitS(block, TOG|BIT, BRUSH_TORUS, evt_change, "Wrap", xco+10,yco-45,butw,19, &brush->flag, 0, 0, 0, 0, "Enables torus wrapping");
yco -= 25;
}
else {
yco -= 25;
uiBlockBeginAlign(block);
uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_DISABLE, B_REDR, "Project Paint", xco+10,yco-25,butw,19, &settings->imapaint.flag, 0, 0, 0, 0, "Use projection painting for improved consistency in the brush strokes");
if ((settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)==0) {
/* Projection Painting */
uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_XRAY, B_NOP, "Occlude", xco+10,yco-45,butw/2,19, &settings->imapaint.flag, 0, 0, 0, 0, "Only paint onto the faces directly under the brush (slower)");
uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_BACKFACE, B_NOP, "Cull", xco+10+butw/2,yco-45,butw/2,19, &settings->imapaint.flag, 0, 0, 0, 0, "Ignore faces pointing away from the view (faster)");
uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_FLAT, B_NOP, "Normal", xco+10,yco-65,butw/2,19, &settings->imapaint.flag, 0, 0, 0, 0, "Paint most on faces pointing towards the view");
uiDefButS(block, NUM, B_NOP, "", xco+10 +(butw/2),yco-65,butw/2,19, &settings->imapaint.normal_angle, 10.0, 90.0, 0, 0, "Paint most on faces pointing towards the view acording to this angle");
uiDefButS(block, NUM, B_NOP, "Bleed: ", xco+10,yco-85,butw,19, &settings->imapaint.seam_bleed, 0.0, 8.0, 0, 0, "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)");
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG|BIT, IMAGEPAINT_PROJECT_LAYER_MASK, B_NOP, "Stencil Layer", xco+10,yco-110,butw-30,19, &settings->imapaint.flag, 0, 0, 0, 0, "Set the mask layer from the UV layer buttons");
uiDefButBitS(block, TOG|BIT, IMAGEPAINT_PROJECT_LAYER_MASK_INV, B_NOP, "Inv", xco+10 + butw-30,yco-110,30,19, &settings->imapaint.flag, 0, 0, 0, 0, "Invert the mask");
uiBlockEndAlign(block);
}
uiBlockEndAlign(block);
}
uiBlockBeginAlign(block);
uiDefButF(block, COL, B_VPCOLSLI, "", 0,yco,200,19, brush->rgb, 0, 0, 0, 0, "");
uiDefButF(block, NUMSLI, evt_nop, "Opacity ", 0,yco-20,180,19, &brush->alpha, 0.0, 1.0, 0, 0, "The amount of pressure on the brush");

View File

@@ -3309,7 +3309,12 @@ void drawview3dspace(ScrArea *sa, void *spacedata)
fdrawXORcirc((float)c[0], (float)c[1], (float)pset->brush[pset->brushtype].size);
}
}
if(!G.obedit && OBACT && G.f&G_TEXTUREPAINT && area_is_active_area(v3d->area) && G.scene->toolsettings->imapaint.brush){
short c[2];
getmouseco_areawin(c);
fdrawXORcirc((float)c[0], (float)c[1], (float)G.scene->toolsettings->imapaint.brush->size/2);
}
if(v3d->persp>1) drawviewborder();
if(v3d->flag2 & V3D_FLYMODE) drawviewborder_flymode();

View File

@@ -23,9 +23,9 @@
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
* The Original Code is: some of this file.
*
* Contributor(s): Jens Ole Wund (bjornmose)
* Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -46,7 +46,10 @@
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
#include "BLI_linklist.h"
#include "BLI_memarena.h"
#include "PIL_time.h"
#include "BLI_threads.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
@@ -70,6 +73,7 @@
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BIF_interface.h"
#include "BIF_mywindow.h"
@@ -77,14 +81,16 @@
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BIF_editview.h" /* only for mouse_cursor - could remove this later */
#include "BSE_drawipo.h"
#include "BSE_node.h"
#include "BSE_trans_types.h"
#include "BSE_view.h"
#include "BSE_drawview.h" /* view3d_test_clipping */
#include "BDR_imagepaint.h"
#include "BDR_vpaint.h"
#include "GPU_draw.h"
#include "GHOST_Types.h"
@@ -95,12 +101,13 @@
/* Defines and Structs */
#define IMAPAINT_CHAR_TO_FLOAT(c) (c/255.0f)
#define IMAPAINT_CHAR_TO_FLOAT(c) ((c)/255.0f)
#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { c[0]=FTOCHAR(f[0]); \
c[1]=FTOCHAR(f[1]); c[2]=FTOCHAR(f[2]); }
#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { f[0]=IMAPAINT_CHAR_TO_FLOAT(c[0]); \
f[1]=IMAPAINT_CHAR_TO_FLOAT(c[1]); f[2]=IMAPAINT_CHAR_TO_FLOAT(c[2]); }
#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); }
#define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); (c)[3]=FTOCHAR((f)[3]); }
#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); }
#define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); (f)[3]=IMAPAINT_CHAR_TO_FLOAT((c)[3]); }
#define IMAPAINT_FLOAT_RGB_COPY(a, b) VECCOPY(a, b)
#define IMAPAINT_TILE_BITS 6
@@ -109,6 +116,9 @@
#define MAXUNDONAME 64
static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint);
typedef struct ImagePaintState {
Brush *brush;
short tool, blend;
@@ -126,6 +136,194 @@ typedef struct ImagePaintState {
float uv[2];
} ImagePaintState;
typedef struct ImagePaintPartialRedraw {
int x1, y1, x2, y2;
int enabled;
} ImagePaintPartialRedraw;
/* ProjectionPaint defines */
/* approx the number of buckets to have under the brush,
* used with the brush size to set the ps->buckets_x and ps->buckets_y value.
*
* When 3 - a brush should have ~9 buckets under it at once
* ...this helps for threading while painting as well as
* avoiding initializing pixels that wont touch the brush */
#define PROJ_BUCKET_BRUSH_DIV 4
#define PROJ_BUCKET_RECT_MIN 4
#define PROJ_BUCKET_RECT_MAX 256
#define PROJ_BOUNDBOX_DIV 8
#define PROJ_BOUNDBOX_SQUARED (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
//#define PROJ_DEBUG_PAINT 1
//#define PROJ_DEBUG_NOSEAMBLEED 1
//#define PROJ_DEBUG_PRINT_CLIP 1
#define PROJ_DEBUG_WINCLIP 1
/* projectFaceSeamFlags options */
//#define PROJ_FACE_IGNORE 1<<0 /* When the face is hidden, backfacing or occluded */
//#define PROJ_FACE_INIT 1<<1 /* When we have initialized the faces data */
#define PROJ_FACE_SEAM1 1<<0 /* If this face has a seam on any of its edges */
#define PROJ_FACE_SEAM2 1<<1
#define PROJ_FACE_SEAM3 1<<2
#define PROJ_FACE_SEAM4 1<<3
#define PROJ_FACE_NOSEAM1 1<<4
#define PROJ_FACE_NOSEAM2 1<<5
#define PROJ_FACE_NOSEAM3 1<<6
#define PROJ_FACE_NOSEAM4 1<<7
/* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
* as this number approaches 1.0f the likelihood increases of float precision errors where
* it is occluded by an adjacent face */
#define PROJ_FACE_SCALE_SEAM 0.99f
#define PROJ_BUCKET_NULL 0
#define PROJ_BUCKET_INIT 1<<0
// #define PROJ_BUCKET_CLONE_INIT 1<<1
/* used for testing doubles, if a point is on a line etc */
#define PROJ_GEOM_TOLERANCE 0.0002f
/* vert flags */
#define PROJ_VERT_CULL 1
#define PI_80_DEG ((M_PI_2 / 9) * 8)
/* This is mainly a convenience struct used so we can keep an array of images we use
* Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
* because 'partRedrawRect' and 'touch' values would not be thread safe */
typedef struct ProjPaintImage {
Image *ima;
ImBuf *ibuf;
ImagePaintPartialRedraw *partRedrawRect;
struct UndoTile **undoRect; /* only used to build undo tiles after painting */
int touch;
} ProjPaintImage;
/* Main projection painting struct passed to all projection painting functions */
typedef struct ProjPaintState {
Brush *brush;
short tool, blend;
Object *ob;
/* end similarities with ImagePaintState */
DerivedMesh *dm;
int dm_totface;
int dm_totvert;
MVert *dm_mvert;
MFace *dm_mface;
MTFace *dm_mtface;
MTFace *dm_mtface_clone; /* other UV layer, use for cloning between layers */
MTFace *dm_mtface_mask;
/* projection painting only */
MemArena *arena_mt[BLENDER_MAX_THREADS];/* for multithreading, the first item is sometimes used for non threaded cases too */
LinkNode **bucketRect; /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
LinkNode **bucketFaces; /* bucketRect aligned array linkList of faces overlapping each bucket */
unsigned char *bucketFlags; /* store if the bucks have been initialized */
#ifndef PROJ_DEBUG_NOSEAMBLEED
char *faceSeamFlags; /* store info about faces, if they are initialized etc*/
float (*faceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */
LinkNode **vertFaces; /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */
#endif
int buckets_x; /* The size of the bucket grid, the grid span's screenMin/screenMax so you can paint outsize the screen or with 2 brushes at once */
int buckets_y;
ProjPaintImage *projImages;
int image_tot; /* size of projectImages array */
float (*screenCoords)[4]; /* verts projected into floating point screen space */
float screenMin[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */
float screenMax[2];
float screen_width; /* Calculated from screenMin & screenMax */
float screen_height;
/* options for projection painting */
int do_layer_clone;
int do_layer_mask;
int do_layer_mask_inv;
short do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
short do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
short do_mask_normal; /* mask out pixels based on their normals */
float normal_angle; /* what angle to mask at*/
float normal_angle_inner;
float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */
short is_ortho;
short is_airbrush; /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */
short is_texbrush; /* only to avoid running */
#ifndef PROJ_DEBUG_NOSEAMBLEED
float seam_bleed_px;
#endif
/* clone vars */
float cloneOffset[2];
float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
float viewMat[4][4];
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;
/* threads */
int thread_tot;
int bucketMin[2];
int bucketMax[2];
int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
} ProjPaintState;
typedef union pixelPointer
{
float *f_pt; /* float buffer */
unsigned int *uint_pt; /* 2 ways to access a char buffer */
unsigned char *ch_pt;
} PixelPointer;
typedef union pixelStore
{
unsigned char ch[4];
unsigned int uint;
float f[4];
} PixelStore;
typedef struct ProjPixel {
float projCoSS[2]; /* the floating point screen projection of this pixel */
/* Only used when the airbrush is disabled.
* Store the max mask value to avoid painting over an area with a lower opacity
* with an advantage that we can avoid touching the pixel at all, if the
* new mask value is lower then mask_max */
unsigned short mask_max;
/* for various reasons we may want to mask out painting onto this pixel */
unsigned short mask;
short x_px, y_px;
PixelStore origColor;
PixelStore newColor;
PixelPointer pixel;
short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
unsigned char bb_cell_index;
} ProjPixel;
typedef struct ProjPixelClone {
struct ProjPixel __pp;
PixelStore clonepx;
} ProjPixelClone;
/* Finish projection painting structs */
typedef struct UndoTile {
struct UndoTile *next, *prev;
ID id;
@@ -142,11 +340,6 @@ typedef struct UndoElem {
ListBase tiles;
} UndoElem;
typedef struct ImagePaintPartialRedraw {
int x1, y1, x2, y2;
int enabled;
} ImagePaintPartialRedraw;
static ListBase undobase = {NULL, NULL};
static UndoElem *curundo = NULL;
static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
@@ -161,14 +354,42 @@ static void undo_copy_tile(UndoTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int rest
IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x*IMAPAINT_TILE_SIZE,
tile->y*IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
if(ibuf->rect_float) SWAP(void*, tmpibuf->rect_float, tile->rect)
else SWAP(void*, tmpibuf->rect, tile->rect)
if(ibuf->rect_float) {
SWAP(void*, tmpibuf->rect_float, tile->rect);
} else {
SWAP(void*, tmpibuf->rect, tile->rect);
}
if(restore)
IMB_rectcpy(ibuf, tmpibuf, tile->x*IMAPAINT_TILE_SIZE,
tile->y*IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
}
static UndoTile *undo_init_tile(ID *id, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile)
{
UndoTile *tile;
int allocsize;
if (*tmpibuf==NULL)
*tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat|IB_rect, 0);
tile= MEM_callocN(sizeof(UndoTile), "ImaUndoTile");
tile->id= *id;
tile->x= x_tile;
tile->y= y_tile;
allocsize= IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE*4;
allocsize *= (ibuf->rect_float)? sizeof(float): sizeof(char);
tile->rect= MEM_mapallocN(allocsize, "ImaUndoRect");
undo_copy_tile(tile, *tmpibuf, ibuf, 0);
curundo->undosize += allocsize;
BLI_addtail(&curundo->tiles, tile);
return tile;
}
static void undo_restore(UndoElem *undo)
{
Image *ima = NULL;
@@ -281,9 +502,3399 @@ static void undo_imagepaint_push_end()
}
}
/* external functions */
/* fast projection bucket array lookup, use the safe version for bound checking */
static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
{
/* If we were not dealing with screenspace 2D coords we could simple do...
* ps->bucketRect[x + (y*ps->buckets_y)] */
/* please explain?
* projCoSS[0] - ps->screenMin[0] : zero origin
* ... / ps->screen_width : range from 0.0 to 1.0
* ... * ps->buckets_x : use as a bucket index
*
* Second multiplication does similar but for vertical offset
*/
return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x)) +
( ( (int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
}
static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
{
int bucket_index = project_bucket_offset(ps, projCoSS);
if (bucket_index < 0 || bucket_index >= ps->buckets_x*ps->buckets_y) {
return -1;
}
else {
return bucket_index;
}
}
#define SIDE_OF_LINE(pa, pb, pp) ((pa[0]-pp[0])*(pb[1]-pp[1]))-((pb[0]-pp[0])*(pa[1]-pp[1]))
static float AreaSignedF2Dfl(float *v1, float *v2, float *v3)
{
return (float)(0.5f*((v1[0]-v2[0])*(v2[1]-v3[1]) +
(v1[1]-v2[1])*(v3[0]-v2[0])));
}
static void BarycentricWeights2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3])
{
float wtot_inv, wtot, wsign[3];
wsign[0] = AreaSignedF2Dfl(v2, v3, pt);
wsign[1] = AreaSignedF2Dfl(v3, v1, pt);
wsign[2] = AreaSignedF2Dfl(v1, v2, pt);
wtot = wsign[0]+wsign[1]+wsign[2];
if (fabs(wtot) > 0.0f) {
wtot_inv = 1.0f/wtot;
w[0] = wsign[0]*wtot_inv;
w[1] = wsign[1]*wtot_inv;
w[2] = wsign[2]*wtot_inv;
}
else /* dummy values for zero area face */
w[0] = w[1] = w[2] = 1.0f/3.0f;
}
/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
static void BarycentricWeightsPersp2f(float v1[4], float v2[4], float v3[4], float pt[2], float w[3])
{
float persp_tot, persp_tot_inv;
BarycentricWeights2f(v1, v2, v3, pt, w);
w[0] /= v1[3];
w[1] /= v2[3];
w[2] /= v3[3];
persp_tot = w[0]+w[1]+w[2];
if (persp_tot > 0.0f) {
persp_tot_inv = 1.0f / persp_tot;
w[0] *= persp_tot_inv;
w[1] *= persp_tot_inv;
w[2] *= persp_tot_inv;
}
else {
w[0] = w[1] = w[2] = 1.0f/3.0f; /* dummy values for zero area face */
}
}
static void VecWeightf(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2];
p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2];
p[2] = v1[2]*w[0] + v2[2]*w[1] + v3[2]*w[2];
}
static void Vec2Weightf(float p[2], const float v1[2], const float v2[2], const float v3[2], const float w[3])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2];
p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2];
}
static float tri_depth_2d(float v1[3], float v2[3], float v3[3], float pt[2], float w[3])
{
BarycentricWeights2f(v1, v2, v3, pt, w);
return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
}
/* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
{
LinkNode *node;
float w_tmp[3];
float *v1, *v2, *v3, *v4;
int bucket_index;
int face_index;
int best_side = -1;
int best_face_index = -1;
float z_depth_best = MAXFLOAT, z_depth;
MFace *mf;
bucket_index = project_bucket_offset_safe(ps, pt);
if (bucket_index==-1)
return -1;
/* we could return 0 for 1 face buckets, as long as this function assumes
* that the point its testing is only every originated from an existing face */
for (node= ps->bucketFaces[bucket_index]; node; node= node->next) {
face_index = GET_INT_FROM_POINTER(node->link);
mf= ps->dm_mface + face_index;
v1= ps->screenCoords[mf->v1];
v2= ps->screenCoords[mf->v2];
v3= ps->screenCoords[mf->v3];
if (IsectPT2Df(pt, v1, v2, v3)) {
z_depth= tri_depth_2d(v1, v2, v3, pt, w_tmp);
if (z_depth < z_depth_best) {
best_face_index = face_index;
best_side = 0;
z_depth_best = z_depth;
VECCOPY(w, w_tmp);
}
}
else if (mf->v4) {
v4= ps->screenCoords[mf->v4];
if (IsectPT2Df(pt, v1, v3, v4)) {
z_depth= tri_depth_2d(v1, v3, v4, pt, w_tmp);
if (z_depth < z_depth_best) {
best_face_index = face_index;
best_side= 1;
z_depth_best = z_depth;
VECCOPY(w, w_tmp);
}
}
}
}
*side = best_side;
return best_face_index; /* will be -1 or a valid face */
}
/* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
{
/* use */
*x = (float)fmod(uv[0], 1.0f);
*y = (float)fmod(uv[1], 1.0f);
if (*x < 0.0f) *x += 1.0f;
if (*y < 0.0f) *y += 1.0f;
*x = *x * ibuf_x - 0.5f;
*y = *y * ibuf_y - 0.5f;
}
/* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
{
float w[3], uv[2];
int side;
int face_index;
MTFace *tf;
ImBuf *ibuf;
int xi, yi;
face_index = project_paint_PickFace(ps, pt, w, &side);
if (face_index == -1)
return 0;
tf = ps->dm_mtface + face_index;
if (side == 0) {
Vec2Weightf(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
}
else { /* QUAD */
Vec2Weightf(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
}
ibuf = BKE_image_get_ibuf((Image *)tf->tpage, NULL); /* TODO - this may be slow, the only way around it is to have an ibuf index per face */
if (interp) {
float x, y;
uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
if (ibuf->rect_float) {
if (rgba_fp) {
bilinear_interpolation_color(ibuf, NULL, rgba_fp, x, y);
}
else {
float rgba_tmp_f[4];
bilinear_interpolation_color(ibuf, NULL, rgba_tmp_f, x, y);
IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
}
}
else {
if (rgba) {
bilinear_interpolation_color(ibuf, rgba, NULL, x, y);
}
else {
unsigned char rgba_tmp[4];
bilinear_interpolation_color(ibuf, rgba_tmp, NULL, x, y);
IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
}
}
}
else {
xi = (uv[0]*ibuf->x) + 0.5f;
yi = (uv[1]*ibuf->y) + 0.5f;
//if (xi<0 || xi>=ibuf->x || yi<0 || yi>=ibuf->y) return 0;
/* wrap */
xi = ((int)(uv[0]*ibuf->x)) % ibuf->x;
if (xi<0) xi += ibuf->x;
yi = ((int)(uv[1]*ibuf->y)) % ibuf->y;
if (yi<0) yi += ibuf->y;
if (rgba) {
if (ibuf->rect_float) {
float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
}
else {
*((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
}
}
if (rgba_fp) {
if (ibuf->rect_float) {
QUATCOPY(rgba_fp, ((float *)ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
}
else {
char *tmp_ch= ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
}
}
}
return 1;
}
/* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
* return...
* 0 : no occlusion
* -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
* 1 : occluded */
static int project_paint_occlude_ptv(float pt[3], float v1[3], float v2[3], float v3[3])
{
/* if all are behind us, return false */
if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
return 0;
/* do a 2D point in try intersection */
if (!IsectPT2Df(pt, v1, v2, v3))
return 0; /* we know there is */
/* From here on we know there IS an intersection */
/* if ALL of the verts are infront of us then we know it intersects ? */
if(v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
return 1;
}
else {
float w[3];
/* we intersect? - find the exact depth at the point of intersection */
if (tri_depth_2d(v1, v2, v3, pt, w) < pt[2]) {
return 1; /* This point is occluded by another face */
}
}
return -1;
}
static int project_paint_occlude_ptv_clip(
const ProjPaintState *ps, const MFace *mf,
float pt[3], float v1[3], float v2[3], float v3[3],
const int side )
{
float w[3], wco[3];
/* if all are behind us, return false */
if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
return 0;
/* do a 2D point in try intersection */
if (!IsectPT2Df(pt, v1, v2, v3))
return 0; /* we know there is */
/* we intersect? - find the exact depth at the point of intersection */
if (tri_depth_2d(v1, v2, v3, pt, w) > pt[2])
return -1;
if (side) VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
else VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
Mat4MulVecfl(ps->ob->obmat, wco);
if(!view3d_test_clipping(G.vd, wco)) {
return 1;
}
return -1;
}
/* Check if a screenspace location is occluded by any other faces
* check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
* and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
{
MFace *mf;
int face_index;
int isect_ret;
/* we could return 0 for 1 face buckets, as long as this function assumes
* that the point its testing is only every originated from an existing face */
if(G.vd->flag & V3D_CLIPPING) {
for (; bucketFace; bucketFace = bucketFace->next) {
face_index = (int)bucketFace->link;
if (orig_face != face_index) {
mf = ps->dm_mface + face_index;
isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
/* Note, if isect_ret==-1 then we dont want to test the other side of the quad */
if (isect_ret==0 && mf->v4) {
isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
}
if (isect_ret==1) {
/* TODO - we may want to cache the first hit,
* it is not possible to swap the face order in the list anymore */
return 1;
}
}
}
}
else {
for (; bucketFace; bucketFace = bucketFace->next) {
face_index = (int)bucketFace->link;
if (orig_face != face_index) {
mf = ps->dm_mface + face_index;
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3]);
/* Note, if isect_ret==-1 then we dont want to test the other side of the quad */
if (isect_ret==0 && mf->v4) {
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4]);
}
if (isect_ret==1) {
/* TODO - we may want to cache the first hit,
* it is not possible to swap the face order in the list anymore */
return 1;
}
}
}
}
return 0;
}
/* basic line intersection, could move to arithb.c, 2 points with a horiz line
* 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
#define ISECT_TRUE 1
#define ISECT_TRUE_P1 2
#define ISECT_TRUE_P2 3
static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
{
float y_diff;
if (y_level==p1[1]) { /* are we touching the first point? - no interpolation needed */
*x_isect = p1[0];
return ISECT_TRUE_P1;
}
if (y_level==p2[1]) { /* are we touching the second point? - no interpolation needed */
*x_isect = p2[0];
return ISECT_TRUE_P2;
}
y_diff= fabs(p1[1]-p2[1]); /* yuck, horizontal line, we cant do much here */
if (y_diff < 0.000001f) {
*x_isect = (p1[0]+p2[0]) * 0.5f;
return ISECT_TRUE;
}
if (p1[1] > y_level && p2[1] < y_level) {
*x_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / y_diff; /*(p1[1]-p2[1]);*/
return ISECT_TRUE;
}
else if (p1[1] < y_level && p2[1] > y_level) {
*x_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / y_diff; /*(p2[1]-p1[1]);*/
return ISECT_TRUE;
}
else {
return 0;
}
}
static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
{
float x_diff;
if (x_level==p1[0]) { /* are we touching the first point? - no interpolation needed */
*y_isect = p1[1];
return ISECT_TRUE_P1;
}
if (x_level==p2[0]) { /* are we touching the second point? - no interpolation needed */
*y_isect = p2[1];
return ISECT_TRUE_P2;
}
x_diff= fabs(p1[0]-p2[0]); /* yuck, horizontal line, we cant do much here */
if (x_diff < 0.000001) { /* yuck, vertical line, we cant do much here */
*y_isect = (p1[0]+p2[0]) * 0.5f;
return ISECT_TRUE;
}
if (p1[0] > x_level && p2[0] < x_level) {
*y_isect = (p2[1]*(p1[0]-x_level) + p1[1]*(x_level-p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
return ISECT_TRUE;
}
else if (p1[0] < x_level && p2[0] > x_level) {
*y_isect = (p2[1]*(x_level-p1[0]) + p1[1]*(p2[0]-x_level)) / x_diff; /*(p2[0]-p1[0]);*/
return ISECT_TRUE;
}
else {
return 0;
}
}
/* simple func use for comparing UV locations to check if there are seams.
* Its possible this gives incorrect results, when the UVs for 1 face go into the next
* tile, but do not do this for the adjacent face, it could return a false positive.
* This is so unlikely that Id not worry about it. */
static int cmp_uv(const float vec2a[2], const float vec2b[2])
{
/* if the UV's are not between 0.0 and 1.0 */
float xa = (float)fmod(vec2a[0], 1.0f);
float ya = (float)fmod(vec2a[1], 1.0f);
float xb = (float)fmod(vec2b[0], 1.0f);
float yb = (float)fmod(vec2b[1], 1.0f);
if (xa < 0.0f) xa += 1.0f;
if (ya < 0.0f) ya += 1.0f;
if (xb < 0.0f) xb += 1.0f;
if (yb < 0.0f) yb += 1.0f;
return ((fabs(xa-xb) < PROJ_GEOM_TOLERANCE) && (fabs(ya-yb) < PROJ_GEOM_TOLERANCE)) ? 1:0;
}
/* set min_px and max_px to the image space bounds of the UV coords
* return zero if there is no area in the returned rectangle */
static int pixel_bounds_uv(
const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
rcti *bounds_px,
const int ibuf_x, const int ibuf_y,
int is_quad
) {
float min_uv[2], max_uv[2]; /* UV bounds */
INIT_MINMAX2(min_uv, max_uv);
DO_MINMAX2(uv1, min_uv, max_uv);
DO_MINMAX2(uv2, min_uv, max_uv);
DO_MINMAX2(uv3, min_uv, max_uv);
if (is_quad)
DO_MINMAX2(uv4, min_uv, max_uv);
bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
bounds_px->xmax = (int)(ibuf_x * max_uv[0]) +1;
bounds_px->ymax = (int)(ibuf_y * max_uv[1]) +1;
/*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
/* face uses no UV area when quantized to pixels? */
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
}
static int pixel_bounds_array(float (* uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
{
float min_uv[2], max_uv[2]; /* UV bounds */
if (tot==0) {
return 0;
}
INIT_MINMAX2(min_uv, max_uv);
while (tot--) {
DO_MINMAX2((*uv), min_uv, max_uv);
uv++;
}
bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
bounds_px->xmax = (int)(ibuf_x * max_uv[0]) +1;
bounds_px->ymax = (int)(ibuf_y * max_uv[1]) +1;
/*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
/* face uses no UV area when quantized to pixels? */
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
}
#ifndef PROJ_DEBUG_NOSEAMBLEED
/* This function returns 1 if this face has a seam along the 2 face-vert indicies
* 'orig_i1_fidx' and 'orig_i2_fidx' */
static int check_seam(const ProjPaintState *ps, const int orig_face, const int orig_i1_fidx, const int orig_i2_fidx, int *other_face, int *orig_fidx)
{
LinkNode *node;
int face_index;
int i1, i2;
int i1_fidx = -1, i2_fidx = -1; /* index in face */
MFace *mf;
MTFace *tf;
const MFace *orig_mf = ps->dm_mface + orig_face;
const MTFace *orig_tf = ps->dm_mtface + orig_face;
/* vert indicies from face vert order indicies */
i1 = (*(&orig_mf->v1 + orig_i1_fidx));
i2 = (*(&orig_mf->v1 + orig_i2_fidx));
for (node = ps->vertFaces[i1]; node; node = node->next) {
face_index = (int)node->link;
if (face_index != orig_face) {
mf = ps->dm_mface + face_index;
/* could check if the 2 faces images match here,
* but then there wouldn't be a way to return the opposite face's info */
/* We need to know the order of the verts in the adjacent face
* set the i1_fidx and i2_fidx to (0,1,2,3) */
if (mf->v1==i1) i1_fidx = 0;
else if (mf->v2==i1) i1_fidx = 1;
else if (mf->v3==i1) i1_fidx = 2;
else if (mf->v4 && mf->v4==i1) i1_fidx = 3;
if (mf->v1==i2) i2_fidx = 0;
else if (mf->v2==i2) i2_fidx = 1;
else if (mf->v3==i2) i2_fidx = 2;
else if (mf->v4 && mf->v4==i2) i2_fidx = 3;
/* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
if (i2_fidx != -1) {
/* This IS an adjacent face!, now lets check if the UVs are ok */
tf = ps->dm_mtface + face_index;
/* set up the other face */
*other_face = face_index;
*orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
/* first test if they have the same image */
if ( (orig_tf->tpage == tf->tpage) &&
cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
{
// printf("SEAM (NONE)\n");
return 0;
}
else {
// printf("SEAM (UV GAP)\n");
return 1;
}
}
}
}
// printf("SEAM (NO FACE)\n");
*other_face = -1;
return 1;
}
/* TODO - move to arithb.c */
/* Converts an angle to a length that can be used for maintaining an even margin around UV's */
static float angleToLength(float angle)
{
// already accounted for
if (angle < 0.000001f) {
return 1.0f;
}
else {
return fabs(1.0f / cos(angle * (M_PI/180.0f)));
}
}
/* Calculate outset UV's, this is not the same as simply scaling the UVs,
* since the outset coords are a margin that keep an even distance from the original UV's,
* note that the image aspect is taken into account */
static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler, const int ibuf_x, const int ibuf_y, const int is_quad)
{
float a1, a2, a3, a4=0.0f;
float puv[4][2]; /* pixelspace uv's */
float no1[2], no2[2], no3[2], no4[2]; /* normals */
float dir1[2], dir2[2], dir3[2], dir4[2];
float ibuf_x_inv = 1.0f / (float)ibuf_x;
float ibuf_y_inv = 1.0f / (float)ibuf_y;
/* make UV's in pixel space so we can */
puv[0][0] = orig_uv[0][0] * ibuf_x;
puv[0][1] = orig_uv[0][1] * ibuf_y;
puv[1][0] = orig_uv[1][0] * ibuf_x;
puv[1][1] = orig_uv[1][1] * ibuf_y;
puv[2][0] = orig_uv[2][0] * ibuf_x;
puv[2][1] = orig_uv[2][1] * ibuf_y;
if (is_quad) {
puv[3][0] = orig_uv[3][0] * ibuf_x;
puv[3][1] = orig_uv[3][1] * ibuf_y;
}
/* face edge directions */
Vec2Subf(dir1, puv[1], puv[0]);
Vec2Subf(dir2, puv[2], puv[1]);
Normalize2(dir1);
Normalize2(dir2);
if (is_quad) {
Vec2Subf(dir3, puv[3], puv[2]);
Vec2Subf(dir4, puv[0], puv[3]);
Normalize2(dir3);
Normalize2(dir4);
}
else {
Vec2Subf(dir3, puv[0], puv[2]);
Normalize2(dir3);
}
if (is_quad) {
a1 = angleToLength(NormalizedVecAngle2_2D(dir4, dir1));
a2 = angleToLength(NormalizedVecAngle2_2D(dir1, dir2));
a3 = angleToLength(NormalizedVecAngle2_2D(dir2, dir3));
a4 = angleToLength(NormalizedVecAngle2_2D(dir3, dir4));
}
else {
a1 = angleToLength(NormalizedVecAngle2_2D(dir3, dir1));
a2 = angleToLength(NormalizedVecAngle2_2D(dir1, dir2));
a3 = angleToLength(NormalizedVecAngle2_2D(dir2, dir3));
}
if (is_quad) {
Vec2Subf(no1, dir4, dir1);
Vec2Subf(no2, dir1, dir2);
Vec2Subf(no3, dir2, dir3);
Vec2Subf(no4, dir3, dir4);
Normalize2(no1);
Normalize2(no2);
Normalize2(no3);
Normalize2(no4);
Vec2Mulf(no1, a1*scaler);
Vec2Mulf(no2, a2*scaler);
Vec2Mulf(no3, a3*scaler);
Vec2Mulf(no4, a4*scaler);
Vec2Addf(outset_uv[0], puv[0], no1);
Vec2Addf(outset_uv[1], puv[1], no2);
Vec2Addf(outset_uv[2], puv[2], no3);
Vec2Addf(outset_uv[3], puv[3], no4);
outset_uv[0][0] *= ibuf_x_inv;
outset_uv[0][1] *= ibuf_y_inv;
outset_uv[1][0] *= ibuf_x_inv;
outset_uv[1][1] *= ibuf_y_inv;
outset_uv[2][0] *= ibuf_x_inv;
outset_uv[2][1] *= ibuf_y_inv;
outset_uv[3][0] *= ibuf_x_inv;
outset_uv[3][1] *= ibuf_y_inv;
}
else {
Vec2Subf(no1, dir3, dir1);
Vec2Subf(no2, dir1, dir2);
Vec2Subf(no3, dir2, dir3);
Normalize2(no1);
Normalize2(no2);
Normalize2(no3);
Vec2Mulf(no1, a1*scaler);
Vec2Mulf(no2, a2*scaler);
Vec2Mulf(no3, a3*scaler);
Vec2Addf(outset_uv[0], puv[0], no1);
Vec2Addf(outset_uv[1], puv[1], no2);
Vec2Addf(outset_uv[2], puv[2], no3);
outset_uv[0][0] *= ibuf_x_inv;
outset_uv[0][1] *= ibuf_y_inv;
outset_uv[1][0] *= ibuf_x_inv;
outset_uv[1][1] *= ibuf_y_inv;
outset_uv[2][0] *= ibuf_x_inv;
outset_uv[2][1] *= ibuf_y_inv;
}
}
/*
* Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
* 1<<i - where i is (0-3)
*
* If we're multithreadng, make sure threads are locked when this is called
*/
static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
{
int other_face, other_fidx; /* vars for the other face, we also set its flag */
int fidx1 = is_quad ? 3 : 2;
int fidx2 = 0; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) or (0,1,2) -> (1,2,0) for a tri */
do {
if ((ps->faceSeamFlags[face_index] & (1<<fidx1|16<<fidx1)) == 0) {
if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
ps->faceSeamFlags[face_index] |= 1<<fidx1;
if (other_face != -1)
ps->faceSeamFlags[other_face] |= 1<<other_fidx;
}
else {
ps->faceSeamFlags[face_index] |= 16<<fidx1;
if (other_face != -1)
ps->faceSeamFlags[other_face] |= 16<<other_fidx; /* second 4 bits for disabled */
}
}
fidx2 = fidx1;
} while (fidx1--);
}
#endif // PROJ_DEBUG_NOSEAMBLEED
/* TODO - move to arithb.c */
/* little sister we only need to know lambda */
static float lambda_cp_line2(const float p[2], const float l1[2], const float l2[2])
{
float h[2], u[2];
u[0] = l2[0] - l1[0];
u[1] = l2[1] - l1[1];
h[0] = p[0] - l1[0];
h[1] = p[1] - l1[1];
return(Inp2f(u, h)/Inp2f(u, u));
}
/* Converts a UV location to a 3D screenspace location
* Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
*
* This is used for finding a pixels location in screenspace for painting */
static void screen_px_from_ortho(
float uv[2],
float v1co[3], float v2co[3], float v3co[3], /* Screenspace coords */
float uv1co[2], float uv2co[2], float uv3co[2],
float pixelScreenCo[4],
float w[3])
{
BarycentricWeights2f(uv1co, uv2co, uv3co, uv, w);
VecWeightf(pixelScreenCo, v1co, v2co, v3co, w);
}
/* same as screen_px_from_ortho except we need to take into account
* the perspective W coord for each vert */
static void screen_px_from_persp(
float uv[2],
float v1co[3], float v2co[3], float v3co[3], /* screenspace coords */
float uv1co[2], float uv2co[2], float uv3co[2],
float pixelScreenCo[4],
float w[3])
{
float wtot_inv, wtot;
BarycentricWeights2f(uv1co, uv2co, uv3co, uv, w);
/* re-weight from the 4th coord of each screen vert */
w[0] *= v1co[3];
w[1] *= v2co[3];
w[2] *= v3co[3];
wtot = w[0]+w[1]+w[2];
if (wtot > 0.0f) {
wtot_inv = 1.0f / wtot;
w[0] *= wtot_inv;
w[1] *= wtot_inv;
w[2] *= wtot_inv;
}
else {
w[0] = w[1] = w[2] = 1.0/3.0; /* dummy values for zero area face */
}
/* done re-weighting */
VecWeightf(pixelScreenCo, v1co, v2co, v3co, w);
}
static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3], int side, unsigned char rgba_ub[4], float rgba_f[4])
{
float *uvCo1, *uvCo2, *uvCo3;
float uv_other[2], x, y;
uvCo1 = (float *)tf_other->uv[0];
if (side==1) {
uvCo2 = (float *)tf_other->uv[2];
uvCo3 = (float *)tf_other->uv[3];
}
else {
uvCo2 = (float *)tf_other->uv[1];
uvCo3 = (float *)tf_other->uv[2];
}
Vec2Weightf(uv_other, uvCo1, uvCo2, uvCo3, w);
/* use */
uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
if (ibuf_other->rect_float) { /* from float to float */
bilinear_interpolation_color(ibuf_other, NULL, rgba_f, x, y);
}
else { /* from char to float */
bilinear_interpolation_color(ibuf_other, rgba_ub, NULL, x, y);
}
}
/* run this outside project_paint_uvpixel_init since pixels with mask 0 dont need init */
float project_paint_uvpixel_mask(
const ProjPaintState *ps,
const int face_index,
const int side,
const float w[3])
{
float mask, mask_angle;
/* Image Mask */
if (ps->do_layer_mask) {
/* another UV layers image is masking this one's */
ImBuf *ibuf_other;
const MTFace *tf_other = ps->dm_mtface_mask + face_index;
if (tf_other->tpage && (ibuf_other = BKE_image_get_ibuf((Image *)tf_other->tpage, NULL))) {
/* BKE_image_get_ibuf - TODO - this may be slow */
unsigned char rgba_ub[4];
float rgba_f[4];
project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
if (ibuf_other->rect_float) { /* from float to float */
mask = ((rgba_f[0]+rgba_f[1]+rgba_f[2])/3.0f) * rgba_f[3];
}
else { /* from char to float */
mask = ((rgba_ub[0]+rgba_ub[1]+rgba_ub[2])/(256*3.0f)) * (rgba_ub[3]/256.0f);
}
if (!ps->do_layer_mask_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
mask = (1.0f - mask);
if (mask == 0.0f) {
return 0.0f;
}
}
else {
return 0.0f;
}
} else {
mask = 1.0f;
}
/* calculate mask */
if (ps->do_mask_normal) {
MFace *mf = ps->dm_mface + face_index;
short *no1, *no2, *no3;
float no[3], angle;
no1 = ps->dm_mvert[mf->v1].no;
if (side==1) {
no2 = ps->dm_mvert[mf->v3].no;
no3 = ps->dm_mvert[mf->v4].no;
}
else {
no2 = ps->dm_mvert[mf->v2].no;
no3 = ps->dm_mvert[mf->v3].no;
}
no[0] = w[0]*no1[0] + w[1]*no2[0] + w[2]*no3[0];
no[1] = w[0]*no1[1] + w[1]*no2[1] + w[2]*no3[1];
no[2] = w[0]*no1[2] + w[1]*no2[2] + w[2]*no3[2];
Normalize(no);
/* now we can use the normal as a mask */
if (ps->is_ortho) {
angle = NormalizedVecAngle2((float *)ps->viewDir, no);
}
else {
/* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
float viewDirPersp[3];
float *co1, *co2, *co3;
co1 = ps->dm_mvert[mf->v1].co;
if (side==1) {
co2 = ps->dm_mvert[mf->v3].co;
co3 = ps->dm_mvert[mf->v4].co;
}
else {
co2 = ps->dm_mvert[mf->v2].co;
co3 = ps->dm_mvert[mf->v3].co;
}
/* Get the direction from the viewPoint to the pixel and normalize */
viewDirPersp[0] = (ps->viewPos[0] - (w[0]*co1[0] + w[1]*co2[0] + w[2]*co3[0]));
viewDirPersp[1] = (ps->viewPos[1] - (w[0]*co1[1] + w[1]*co2[1] + w[2]*co3[1]));
viewDirPersp[2] = (ps->viewPos[2] - (w[0]*co1[2] + w[1]*co2[2] + w[2]*co3[2]));
Normalize(viewDirPersp);
angle = NormalizedVecAngle2(viewDirPersp, no);
}
if (angle >= ps->normal_angle) {
return 0.0f; /* outsize the normal limit*/
}
else if (angle > ps->normal_angle_inner) {
mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
} /* otherwise no mask normal is needed, were within the limit */
}
// This only works when the opacity dosnt change while painting, stylus pressure messes with this
// so dont use it.
// if (ps->is_airbrush==0) mask *= ps->brush->alpha;
return mask;
}
/* run this function when we know a bucket's, face's pixel can be initialized,
* return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
static ProjPixel *project_paint_uvpixel_init(
const ProjPaintState *ps,
MemArena *arena,
const ImBuf *ibuf,
short x_px, short y_px,
const float mask,
const int face_index,
const int image_index,
const float pixelScreenCo[4],
const int side,
const float w[3])
{
ProjPixel *projPixel;
short size;
/* wrap pixel location */
x_px = x_px % ibuf->x;
if (x_px<0) x_px += ibuf->x;
y_px = y_px % ibuf->y;
if (y_px<0) y_px += ibuf->y;
if (ps->tool==PAINT_TOOL_CLONE) {
size = sizeof(ProjPixelClone);
}
else if (ps->tool==PAINT_TOOL_SMEAR) {
size = sizeof(ProjPixelClone);
}
else {
size = sizeof(ProjPixel);
}
projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size);
//memset(projPixel, 0, size);
if (ibuf->rect_float) {
projPixel->pixel.f_pt = (float *)ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
}
else {
projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
}
/* screenspace unclamped, we could keep its z and w values but dont need them at the moment */
VECCOPY2D(projPixel->projCoSS, pixelScreenCo);
projPixel->x_px = x_px;
projPixel->y_px = y_px;
projPixel->mask = (unsigned short)(mask * 65535);
projPixel->mask_max = 0;
/* which bounding box cell are we in?, needed for undo */
projPixel->bb_cell_index = ((int)(((float)x_px/(float)ibuf->x) * PROJ_BOUNDBOX_DIV)) + ((int)(((float)y_px/(float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV ;
/* done with view3d_project_float inline */
if (ps->tool==PAINT_TOOL_CLONE) {
if (ps->dm_mtface_clone) {
ImBuf *ibuf_other;
const MTFace *tf_other = ps->dm_mtface_clone + face_index;
if (tf_other->tpage && (ibuf_other = BKE_image_get_ibuf((Image *)tf_other->tpage, NULL))) {
/* BKE_image_get_ibuf - TODO - this may be slow */
if (ibuf->rect_float) {
if (ibuf_other->rect_float) { /* from float to float */
project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
}
else { /* from char to float */
unsigned char rgba_ub[4];
project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
}
}
else {
if (ibuf_other->rect_float) { /* float to char */
float rgba[4];
project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba)
}
else { /* char to char */
project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
}
}
}
else {
if (ibuf->rect_float) {
((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
}
else {
((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
}
}
}
else {
float co[2];
Vec2Subf(co, projPixel->projCoSS, (float *)ps->cloneOffset);
/* no need to initialize the bucket, we're only checking buckets faces and for this
* the faces are alredy initialized in project_paint_delayed_face_init(...) */
if (ibuf->rect_float) {
if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
}
}
else {
if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
}
}
}
}
#ifdef PROJ_DEBUG_PAINT
if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
else projPixel->pixel.ch_pt[0] = 0;
#endif
projPixel->image_index = image_index;
return projPixel;
}
static int line_clip_rect2f(
rctf *rect,
const float l1[2], const float l2[2],
float l1_clip[2], float l2_clip[2])
{
/* first account for horizontal, then vertical lines */
/* horiz */
if (fabs(l1[1]-l2[1]) < PROJ_GEOM_TOLERANCE) {
/* is the line out of range on its Y axis? */
if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
return 0;
}
/* line is out of range on its X axis */
if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
return 0;
}
if (fabs(l1[0]-l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/
if (BLI_in_rctf(rect, l1[0], l1[1])) {
VECCOPY2D(l1_clip, l1);
VECCOPY2D(l2_clip, l2);
return 1;
}
else {
return 0;
}
}
VECCOPY2D(l1_clip, l1);
VECCOPY2D(l2_clip, l2);
CLAMP(l1_clip[0], rect->xmin, rect->xmax);
CLAMP(l2_clip[0], rect->xmin, rect->xmax);
return 1;
}
else if (fabs(l1[0]-l2[0]) < PROJ_GEOM_TOLERANCE) {
/* is the line out of range on its X axis? */
if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
return 0;
}
/* line is out of range on its Y axis */
if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
return 0;
}
if (fabs(l1[1]-l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/
if (BLI_in_rctf(rect, l1[0], l1[1])) {
VECCOPY2D(l1_clip, l1);
VECCOPY2D(l2_clip, l2);
return 1;
}
else {
return 0;
}
}
VECCOPY2D(l1_clip, l1);
VECCOPY2D(l2_clip, l2);
CLAMP(l1_clip[1], rect->ymin, rect->ymax);
CLAMP(l2_clip[1], rect->ymin, rect->ymax);
return 1;
}
else {
float isect;
short ok1 = 0;
short ok2 = 0;
/* Done with vertical lines */
/* are either of the points inside the rectangle ? */
if (BLI_in_rctf(rect, l1[0], l1[1])) {
VECCOPY2D(l1_clip, l1);
ok1 = 1;
}
if (BLI_in_rctf(rect, l2[0], l2[1])) {
VECCOPY2D(l2_clip, l2);
ok2 = 1;
}
/* line inside rect */
if (ok1 && ok2) return 1;
/* top/bottom */
if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
if (l1[1] < l2[1]) { /* line 1 is outside */
l1_clip[0] = isect;
l1_clip[1] = rect->ymin;
ok1 = 1;
}
else {
l2_clip[0] = isect;
l2_clip[1] = rect->ymin;
ok2 = 2;
}
}
if (ok1 && ok2) return 1;
if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
if (l1[1] > l2[1]) { /* line 1 is outside */
l1_clip[0] = isect;
l1_clip[1] = rect->ymax;
ok1 = 1;
}
else {
l2_clip[0] = isect;
l2_clip[1] = rect->ymax;
ok2 = 2;
}
}
if (ok1 && ok2) return 1;
/* left/right */
if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
if (l1[0] < l2[0]) { /* line 1 is outside */
l1_clip[0] = rect->xmin;
l1_clip[1] = isect;
ok1 = 1;
}
else {
l2_clip[0] = rect->xmin;
l2_clip[1] = isect;
ok2 = 2;
}
}
if (ok1 && ok2) return 1;
if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
if (l1[0] > l2[0]) { /* line 1 is outside */
l1_clip[0] = rect->xmax;
l1_clip[1] = isect;
ok1 = 1;
}
else {
l2_clip[0] = rect->xmax;
l2_clip[1] = isect;
ok2 = 2;
}
}
if (ok1 && ok2) {
return 1;
}
else {
return 0;
}
}
}
/* scale the quad & tri about its center
* scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
* edge of the face but slightly inside it occlusion tests dont return hits on adjacent faces */
static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
{
float cent[3];
cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
VecSubf(insetCos[0], origCos[0], cent);
VecSubf(insetCos[1], origCos[1], cent);
VecSubf(insetCos[2], origCos[2], cent);
VecSubf(insetCos[3], origCos[3], cent);
VecMulf(insetCos[0], inset);
VecMulf(insetCos[1], inset);
VecMulf(insetCos[2], inset);
VecMulf(insetCos[3], inset);
VecAddf(insetCos[0], insetCos[0], cent);
VecAddf(insetCos[1], insetCos[1], cent);
VecAddf(insetCos[2], insetCos[2], cent);
VecAddf(insetCos[3], insetCos[3], cent);
}
static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
{
float cent[3];
cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
VecSubf(insetCos[0], origCos[0], cent);
VecSubf(insetCos[1], origCos[1], cent);
VecSubf(insetCos[2], origCos[2], cent);
VecMulf(insetCos[0], inset);
VecMulf(insetCos[1], inset);
VecMulf(insetCos[2], inset);
VecAddf(insetCos[0], insetCos[0], cent);
VecAddf(insetCos[1], insetCos[1], cent);
VecAddf(insetCos[2], insetCos[2], cent);
}
static float Vec2Lenf_nosqrt(const float *v1, const float *v2)
{
float x, y;
x = v1[0]-v2[0];
y = v1[1]-v2[1];
return x*x+y*y;
}
static float Vec2Lenf_nosqrt_other(const float *v1, const float v2_1, const float v2_2)
{
float x, y;
x = v1[0]-v2_1;
y = v1[1]-v2_2;
return x*x+y*y;
}
/* note, use a squared value so we can use Vec2Lenf_nosqrt
* be sure that you have done a bounds check first or this may fail */
/* only give bucket_bounds as an arg because we need it elsewhere */
static int project_bucket_isect_circle(const int bucket_x, const int bucket_y, const float cent[2], const float radius_squared, rctf *bucket_bounds)
{
/* Would normally to a simple intersection test, however we know the bounds of these 2 alredy intersect
* so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
* this is even less work then an intersection test
*
if (BLI_in_rctf(bucket_bounds, cent[0], cent[1]))
return 1;
*/
if((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) || (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]) ) {
return 1;
}
/* out of bounds left */
if (cent[0] < bucket_bounds->xmin) {
/* lower left out of radius test */
if (cent[1] < bucket_bounds->ymin) {
return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
}
/* top left test */
else if (cent[1] > bucket_bounds->ymax) {
return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
}
}
else if (cent[0] > bucket_bounds->xmax) {
/* lower right out of radius test */
if (cent[1] < bucket_bounds->ymin) {
return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
}
/* top right test */
else if (cent[1] > bucket_bounds->ymax) {
return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
}
}
return 0;
}
/* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
* in ortho view this function gives good results when bucket_bounds are outside the triangle
* however in some cases, perspective view will mess up with faces that have minimal screenspace area (viewed from the side)
*
* for this reason its not relyable in this case so we'll use the Simple Barycentric' funcs that only account for points inside the triangle.
* however switching back to this for ortho is always an option */
static void rect_to_uvspace_ortho(
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
float bucket_bounds_uv[4][2],
const int flip)
{
float uv[2];
float w[3];
/* get the UV space bounding box */
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmin; // set above
uv[1] = bucket_bounds->ymin;
BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
}
/* same as above but use BarycentricWeightsPersp2f */
static void rect_to_uvspace_persp(
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
float bucket_bounds_uv[4][2],
const int flip
)
{
float uv[2];
float w[3];
/* get the UV space bounding box */
uv[0] = bucket_bounds->xmax;
uv[1] = bucket_bounds->ymin;
BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmax; // set above
uv[1] = bucket_bounds->ymax;
BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w);
uv[0] = bucket_bounds->xmin;
//uv[1] = bucket_bounds->ymax; // set above
BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w);
//uv[0] = bucket_bounds->xmin; // set above
uv[1] = bucket_bounds->ymin;
BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
Vec2Weightf(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w);
}
/* This works as we need it to but we can save a few steps and not use it */
static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
{
float v1[2], v2[2];
v1[0] = p1[0]-p2[0]; v1[1] = p1[1]-p2[1];
v2[0] = p3[0]-p2[0]; v2[1] = p3[1]-p2[1];
return -atan2(v1[0]*v2[1] - v1[1]*v2[0], v1[0]*v2[0]+v1[1]*v2[1]);
}
#define ISECT_1 (1)
#define ISECT_2 (1<<1)
#define ISECT_3 (1<<2)
#define ISECT_4 (1<<3)
#define ISECT_ALL3 ((1<<3)-1)
#define ISECT_ALL4 ((1<<4)-1)
/* limit must be a fraction over 1.0f */
static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
{
return ((AreaF2Dfl(pt,v1,v2) + AreaF2Dfl(pt,v2,v3) + AreaF2Dfl(pt,v3,v1)) / (AreaF2Dfl(v1,v2,v3))) < limit;
}
/* Clip the face by a bucket and set the uv-space bucket_bounds_uv
* so we have the clipped UV's to do pixel intersection tests with
* */
static int float_z_sort_flip(const void *p1, const void *p2) {
return (((float *)p1)[2] < ((float *)p2)[2] ? 1:-1);
}
static int float_z_sort(const void *p1, const void *p2) {
return (((float *)p1)[2] < ((float *)p2)[2] ?-1:1);
}
static void project_bucket_clip_face(
const int is_ortho,
rctf *bucket_bounds,
float *v1coSS, float *v2coSS, float *v3coSS,
float *uv1co, float *uv2co, float *uv3co,
float bucket_bounds_uv[8][2],
int *tot)
{
int inside_bucket_flag = 0;
int inside_face_flag = 0;
const int flip = ((SIDE_OF_LINE(v1coSS, v2coSS, v3coSS) > 0.0f) != (SIDE_OF_LINE(uv1co, uv2co, uv3co) > 0.0f));
float bucket_bounds_ss[4][2];
float w[3];
/* get the UV space bounding box */
inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v1coSS[0], v1coSS[1]);
inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v2coSS[0], v2coSS[1]) << 1;
inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v3coSS[0], v3coSS[1]) << 2;
if (inside_bucket_flag == ISECT_ALL3) {
/* all screenspace points are inside the bucket bounding box, this means we dont need to clip and can simply return the UVs */
if (flip) { /* facing the back? */
VECCOPY2D(bucket_bounds_uv[0], uv3co);
VECCOPY2D(bucket_bounds_uv[1], uv2co);
VECCOPY2D(bucket_bounds_uv[2], uv1co);
}
else {
VECCOPY2D(bucket_bounds_uv[0], uv1co);
VECCOPY2D(bucket_bounds_uv[1], uv2co);
VECCOPY2D(bucket_bounds_uv[2], uv3co);
}
*tot = 3;
return;
}
/* get the UV space bounding box */
/* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
bucket_bounds_ss[0][0] = bucket_bounds->xmax;
bucket_bounds_ss[0][1] = bucket_bounds->ymin;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
bucket_bounds_ss[1][0] = bucket_bounds->xmax;
bucket_bounds_ss[1][1] = bucket_bounds->ymax;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
bucket_bounds_ss[2][0] = bucket_bounds->xmin;
bucket_bounds_ss[2][1] = bucket_bounds->ymax;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
bucket_bounds_ss[3][0] = bucket_bounds->xmin;
bucket_bounds_ss[3][1] = bucket_bounds->ymin;
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
if (inside_face_flag == ISECT_ALL4) {
/* bucket is totally inside the screenspace face, we can safely use weights */
if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
*tot = 4;
return;
}
else {
/* The Complicated Case!
*
* The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
*
* we need to make a convex polyline from the intersection between the screenspace face
* and the bucket bounds.
*
* There are a number of ways this could be done, currently it just collects all intersecting verts,
* and line intersections, then sorts them clockwise, this is a lot easier then evaluating the geometry to
* do a correct clipping on both shapes. */
/* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
/* Maximum possible 6 intersections when using a rectangle and triangle */
float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
float v1_clipSS[2], v2_clipSS[2];
/* calc center*/
float cent[2] = {0.0f, 0.0f};
/*float up[2] = {0.0f, 1.0f};*/
int i;
short doubles;
(*tot) = 0;
if (inside_face_flag & ISECT_1) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
if (inside_face_flag & ISECT_2) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
if (inside_face_flag & ISECT_3) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
if (inside_face_flag & ISECT_4) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
if (inside_bucket_flag & ISECT_1) { VECCOPY2D(isectVCosSS[*tot], v1coSS); (*tot)++; }
if (inside_bucket_flag & ISECT_2) { VECCOPY2D(isectVCosSS[*tot], v2coSS); (*tot)++; }
if (inside_bucket_flag & ISECT_3) { VECCOPY2D(isectVCosSS[*tot], v3coSS); (*tot)++; }
if ((inside_bucket_flag & (ISECT_1|ISECT_2)) != (ISECT_1|ISECT_2)) {
if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
if ((inside_bucket_flag & ISECT_1)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
if ((inside_bucket_flag & ISECT_2)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
}
}
if ((inside_bucket_flag & (ISECT_2|ISECT_3)) != (ISECT_2|ISECT_3)) {
if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
if ((inside_bucket_flag & ISECT_2)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
if ((inside_bucket_flag & ISECT_3)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
}
}
if ((inside_bucket_flag & (ISECT_3|ISECT_1)) != (ISECT_3|ISECT_1)) {
if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
if ((inside_bucket_flag & ISECT_3)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
if ((inside_bucket_flag & ISECT_1)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
}
}
if ((*tot) < 3) { /* no intersections to speak of */
*tot = 0;
}
/* now we have all points we need, collect their angles and sort them clockwise */
for(i=0; i<(*tot); i++) {
cent[0] += isectVCosSS[i][0];
cent[1] += isectVCosSS[i][1];
}
cent[0] = cent[0] / (float)(*tot);
cent[1] = cent[1] / (float)(*tot);
/* Collect angles for every point around the center point */
#if 0 /* uses a few more cycles then the above loop */
for(i=0; i<(*tot); i++) {
isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
}
#endif
v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
v1_clipSS[1] = cent[1] + 1.0f;
for(i=0; i<(*tot); i++) {
v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
isectVCosSS[i][2] = atan2(v1_clipSS[0]*v2_clipSS[1] - v1_clipSS[1]*v2_clipSS[0], v1_clipSS[0]*v2_clipSS[0]+v1_clipSS[1]*v2_clipSS[1]);
}
if (flip) qsort(isectVCosSS, *tot, sizeof(float)*3, float_z_sort_flip);
else qsort(isectVCosSS, *tot, sizeof(float)*3, float_z_sort);
/* remove doubles */
/* first/last check */
if (fabs(isectVCosSS[0][0]-isectVCosSS[(*tot)-1][0]) < PROJ_GEOM_TOLERANCE && fabs(isectVCosSS[0][1]-isectVCosSS[(*tot)-1][1]) < PROJ_GEOM_TOLERANCE) {
(*tot)--;
}
/* its possible there is only a few left after remove doubles */
if ((*tot) < 3) {
// printf("removed too many doubles A\n");
*tot = 0;
return;
}
doubles = TRUE;
while (doubles==TRUE) {
doubles = FALSE;
for(i=1; i<(*tot); i++) {
if (fabs(isectVCosSS[i-1][0]-isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
fabs(isectVCosSS[i-1][1]-isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
{
int j;
for(j=i+1; j<(*tot); j++) {
isectVCosSS[j-1][0] = isectVCosSS[j][0];
isectVCosSS[j-1][1] = isectVCosSS[j][1];
}
doubles = TRUE; /* keep looking for more doubles */
(*tot)--;
}
}
}
/* its possible there is only a few left after remove doubles */
if ((*tot) < 3) {
// printf("removed too many doubles B\n");
*tot = 0;
return;
}
if (is_ortho) {
for(i=0; i<(*tot); i++) {
BarycentricWeights2f(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
Vec2Weightf(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
}
}
else {
for(i=0; i<(*tot); i++) {
BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
Vec2Weightf(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
}
}
}
#ifdef PROJ_DEBUG_PRINT_CLIP
/* include this at the bottom of the above function to debug the output */
{
/* If there are ever any problems, */
float test_uv[4][2];
int i;
if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
printf("( [(%f,%f), (%f,%f), (%f,%f), (%f,%f)], ", test_uv[0][0], test_uv[0][1], test_uv[1][0], test_uv[1][1], test_uv[2][0], test_uv[2][1], test_uv[3][0], test_uv[3][1]);
printf(" [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1], uv2co[0], uv2co[1], uv3co[0], uv3co[1]);
printf("[");
for (i=0; i < (*tot); i++) {
printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
}
printf("]),\\\n");
}
#endif
}
/*
# This script creates faces in a blender scene from printed data above.
project_ls = [
...(output from above block)...
]
from Blender import Scene, Mesh, Window, sys, Mathutils
import bpy
V = Mathutils.Vector
def main():
sce = bpy.data.scenes.active
for item in project_ls:
bb = item[0]
uv = item[1]
poly = item[2]
me = bpy.data.meshes.new()
ob = sce.objects.new(me)
me.verts.extend([V(bb[0]).resize3D(), V(bb[1]).resize3D(), V(bb[2]).resize3D(), V(bb[3]).resize3D()])
me.faces.extend([(0,1,2,3),])
me.verts.extend([V(uv[0]).resize3D(), V(uv[1]).resize3D(), V(uv[2]).resize3D()])
me.faces.extend([(4,5,6),])
vs = [V(p).resize3D() for p in poly]
print len(vs)
l = len(me.verts)
me.verts.extend(vs)
i = l
while i < len(me.verts):
ii = i+1
if ii==len(me.verts):
ii = l
me.edges.extend([i, ii])
i+=1
if __name__ == '__main__':
main()
*/
#undef ISECT_1
#undef ISECT_2
#undef ISECT_3
#undef ISECT_4
#undef ISECT_ALL3
#undef ISECT_ALL4
/* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
* otherwise it would have to test for mixed (SIDE_OF_LINE > 0.0f) cases */
int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
{
int i;
if (SIDE_OF_LINE(uv[tot-1], uv[0], pt) < 0.0f)
return 0;
for (i=1; i<tot; i++) {
if (SIDE_OF_LINE(uv[i-1], uv[i], pt) < 0.0f)
return 0;
}
return 1;
}
/* One of the most important function for projectiopn painting, since it selects the pixels to be added into each bucket.
* initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
static void project_paint_face_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, const int face_index, const int image_index, rctf *bucket_bounds, const ImBuf *ibuf)
{
/* Projection vars, to get the 3D locations into screen space */
MemArena *arena = ps->arena_mt[thread_index];
LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
const MFace *mf = ps->dm_mface + face_index;
const MTFace *tf = ps->dm_mtface + face_index;
/* UV/pixel seeking data */
int x; /* Image X-Pixel */
int y;/* Image Y-Pixel */
float mask;
float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
int side;
float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
float *vCo[4]; /* vertex screenspace coords */
float w[3], wco[3];
float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
float pixelScreenCo[4];
rcti bounds_px; /* ispace bounds */
/* vars for getting uvspace bounds */
float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face, */
float xhalfpx, yhalfpx;
const float ibuf_xf = ibuf->x, ibuf_yf = ibuf->y;
int has_x_isect = 0, has_isect = 0; /* for early loop exit */
int i1, i2, i3;
float uv_clip[8][2];
int uv_clip_tot;
const short is_ortho = ps->is_ortho;
vCo[0] = ps->dm_mvert[mf->v1].co;
vCo[1] = ps->dm_mvert[mf->v2].co;
vCo[2] = ps->dm_mvert[mf->v3].co;
/* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
* this is done so we can avoid offseting all the pixels by 0.5 which causes
* problems when wrapping negative coords */
xhalfpx = 0.5f / ibuf_xf;
yhalfpx = 0.5f / ibuf_yf;
tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
if (mf->v4) {
vCo[3] = ps->dm_mvert[ mf->v4 ].co;
tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
side = 1;
}
else {
side = 0;
}
do {
if (side==1) {
i1=0; i2=2; i3=3;
}
else {
i1=0; i2=1; i3=2;
}
uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
v1coSS = ps->screenCoords[ (*(&mf->v1 + i1)) ];
v2coSS = ps->screenCoords[ (*(&mf->v1 + i2)) ];
v3coSS = ps->screenCoords[ (*(&mf->v1 + i3)) ];
/* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
project_bucket_clip_face(
is_ortho, bucket_bounds,
v1coSS, v2coSS, v3coSS,
uv1co, uv2co, uv3co,
uv_clip, &uv_clip_tot
);
/* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
/*
if (uv_clip_tot>6) {
printf("this should never happen! %d\n", uv_clip_tot);
}*/
if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
/* clip face and */
has_isect = 0;
for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
//uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
has_x_isect = 0;
for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
//uv[0] = (((float)x) + 0.5f) / ibuf->x;
uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
if (IsectPoly2Df(uv, uv_clip, uv_clip_tot)) {
has_x_isect = has_isect = 1;
if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
else screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
/* a pitty we need to get the worldspace pixel location here */
if(G.vd->flag & V3D_CLIPPING) {
VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1 + i1)) ].co, ps->dm_mvert[ (*(&mf->v1 + i2)) ].co, ps->dm_mvert[ (*(&mf->v1 + i3)) ].co, w);
Mat4MulVecfl(ps->ob->obmat, wco);
if(view3d_test_clipping(G.vd, wco)) {
continue; /* Watch out that no code below this needs to run */
}
}
/* Is this UV visible from the view? - raytrace */
/* project_paint_PickFace is less complex, use for testing */
//if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
if (ps->do_occlude==0 || !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo)) {
mask = project_paint_uvpixel_mask(ps, face_index, side, w);
if (mask > 0.0f) {
BLI_linklist_prepend_arena(
bucketPixelNodes,
project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
arena
);
}
}
}
//#if 0
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
break;
}
//#endif
}
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
/* no intersection for this entire row, after some intersection above means we can quit now */
if (has_x_isect==0 && has_isect) {
break;
}
#endif
}
}
} while(side--);
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
int face_seam_flag;
if (ps->thread_tot > 1)
BLI_lock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
face_seam_flag = ps->faceSeamFlags[face_index];
/* are any of our edges un-initialized? */
if ((face_seam_flag & (PROJ_FACE_SEAM1|PROJ_FACE_NOSEAM1))==0 ||
(face_seam_flag & (PROJ_FACE_SEAM2|PROJ_FACE_NOSEAM2))==0 ||
(face_seam_flag & (PROJ_FACE_SEAM3|PROJ_FACE_NOSEAM3))==0 ||
(face_seam_flag & (PROJ_FACE_SEAM4|PROJ_FACE_NOSEAM4))==0
) {
project_face_seams_init(ps, face_index, mf->v4);
face_seam_flag = ps->faceSeamFlags[face_index];
//printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
}
if ((face_seam_flag & (PROJ_FACE_SEAM1|PROJ_FACE_SEAM2|PROJ_FACE_SEAM3|PROJ_FACE_SEAM4))==0) {
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
}
else {
/* we have a seam - deal with it! */
/* Now create new UV's for the seam face */
float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
float *uv_seam_quad[4];
float fac;
float *vCoSS[4]; /* vertex screenspace coords */
float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
float edge_verts_inset_clip[2][3];
int fidx1, fidx2; /* face edge pairs - loop throuh these ((0,1), (1,2), (2,3), (3,0)) or ((0,1), (1,2), (2,0)) for a tri */
float seam_subsection[4][2];
float fac1, fac2, ftot;
if (outset_uv[0][0]==MAXFLOAT) /* first time initialize */
uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
/* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
vCoSS[0] = ps->screenCoords[mf->v1];
vCoSS[1] = ps->screenCoords[mf->v2];
vCoSS[2] = ps->screenCoords[mf->v3];
if (mf->v4)
vCoSS[3] = ps->screenCoords[ mf->v4 ];
/* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
if (is_ortho) {
if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
else scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
}
else {
if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
else scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
}
side = 0; /* for triangles this wont need to change */
for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
if (mf->v4) fidx2 = (fidx1==3) ? 0 : fidx1+1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
else fidx2 = (fidx1==2) ? 0 : fidx1+1; /* next fidx in the face (0,1,2) -> (1,2,0) */
if ( (face_seam_flag & (1<<fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1])
) {
ftot = Vec2Lenf(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
if (ftot > 0.0f) { /* avoid div by zero */
if (mf->v4) {
if (fidx1==2 || fidx2==2) side= 1;
else side= 0;
}
fac1 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
fac2 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
uv_seam_quad[0] = tf_uv_pxoffset[fidx1];
uv_seam_quad[1] = tf_uv_pxoffset[fidx2];
uv_seam_quad[2] = outset_uv[fidx2];
uv_seam_quad[3] = outset_uv[fidx1];
Vec2Lerpf(seam_subsection[0], uv_seam_quad[0], uv_seam_quad[1], fac1);
Vec2Lerpf(seam_subsection[1], uv_seam_quad[0], uv_seam_quad[1], fac2);
Vec2Lerpf(seam_subsection[2], uv_seam_quad[3], uv_seam_quad[2], fac2);
Vec2Lerpf(seam_subsection[3], uv_seam_quad[3], uv_seam_quad[2], fac1);
/* if the bucket_clip_edges values Z values was kept we could avoid this
* Inset needs to be added so occlusion tests wont hit adjacent faces */
VecLerpf(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
VecLerpf(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
/* bounds between the seam rect and the uvspace bucket pixels */
has_isect = 0;
for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
// uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
has_x_isect = 0;
for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
//uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
/* test we're inside uvspace bucket and triangle bounds */
if (IsectPQ2Df(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
/* We need to find the closest point along the face edge,
* getting the screen_px_from_*** wont work because our actual location
* is not relevent, since we are outside the face, Use VecLerpf to find
* our location on the side of the face's UV */
/*
if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
else screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
*/
/* Since this is a seam we need to work out where on the line this pixel is */
//fac = lambda_cp_line2(uv, uv_seam_quad[0], uv_seam_quad[1]);
fac = lambda_cp_line2(uv, seam_subsection[0], seam_subsection[1]);
if (fac < 0.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[0]); }
else if (fac > 1.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[1]); }
else { VecLerpf(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
if (!is_ortho) {
pixelScreenCo[3] = 1.0f;
Mat4MulVec4fl(ps->projectMat, pixelScreenCo);
pixelScreenCo[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*pixelScreenCo[0]/pixelScreenCo[3];
pixelScreenCo[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*pixelScreenCo[1]/pixelScreenCo[3];
pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
}
if (ps->do_occlude==0 || !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo)) {
/* Only bother calculating the weights if we intersect */
if (ps->do_mask_normal || ps->dm_mtface_clone) {
/* TODO, this is not QUITE correct since UV is not inside the UV's but good enough for seams */
if (side) {
BarycentricWeights2f(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv, w);
}
else {
BarycentricWeights2f(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv, w);
}
}
/* a pitty we need to get the worldspace pixel location here */
if(G.vd->flag & V3D_CLIPPING) {
if (side) VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
else VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
Mat4MulVecfl(ps->ob->obmat, wco);
if(view3d_test_clipping(G.vd, wco)) {
continue; /* Watch out that no code below this needs to run */
}
}
mask = project_paint_uvpixel_mask(ps, face_index, side, w);
if (mask > 0.0f) {
BLI_linklist_prepend_arena(
bucketPixelNodes,
project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
arena
);
}
}
}
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
break;
}
}
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
/* no intersection for this entire row, after some intersection above means we can quit now */
if (has_x_isect==0 && has_isect) {
break;
}
#endif
}
}
}
}
}
}
}
#endif // PROJ_DEBUG_NOSEAMBLEED
}
/* takes floating point screenspace min/max and returns int min/max to be used as indicies for ps->bucketRect, ps->bucketFlags */
static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
{
/* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
bucketMin[0] = (int)(((float)(min[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 0.5f; /* these offsets of 0.5 and 1.5 seem odd but they are correct */
bucketMin[1] = (int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f;
bucketMax[0] = (int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f;
bucketMax[1] = (int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f;
/* incase the rect is outside the mesh 2d bounds */
CLAMP(bucketMin[0], 0, ps->buckets_x);
CLAMP(bucketMin[1], 0, ps->buckets_y);
CLAMP(bucketMax[0], 0, ps->buckets_x);
CLAMP(bucketMax[1], 0, ps->buckets_y);
}
/* set bucket_bounds to a screen space-aligned floating point bound-box */
static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
{
bucket_bounds->xmin = ps->screenMin[0]+((bucket_x)*(ps->screen_width / ps->buckets_x)); /* left */
bucket_bounds->xmax = ps->screenMin[0]+((bucket_x+1)*(ps->screen_width / ps->buckets_x)); /* right */
bucket_bounds->ymin = ps->screenMin[1]+((bucket_y)*(ps->screen_height / ps->buckets_y)); /* bottom */
bucket_bounds->ymax = ps->screenMin[1]+((bucket_y+1)*(ps->screen_height / ps->buckets_y)); /* top */
}
/* Fill this bucket with pixels from the faces that intersect it.
*
* have bucket_bounds as an argument so we don;t need to give bucket_x/y the rect function needs */
static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
{
LinkNode *node;
int face_index, image_index;
ImBuf *ibuf = NULL;
MTFace *tf;
Image *tpage_last = NULL;
if (ps->image_tot==1) {
/* Simple loop, no context switching */
ibuf = ps->projImages[0].ibuf;
for (node = ps->bucketFaces[bucket_index]; node; node= node->next) {
project_paint_face_init(ps, thread_index, bucket_index, (int)node->link, 0, bucket_bounds, ibuf);
}
}
else {
/* More complicated loop, switch between images */
for (node = ps->bucketFaces[bucket_index]; node; node= node->next) {
face_index = (int)node->link;
/* Image context switching */
tf = ps->dm_mtface+face_index;
if (tpage_last != tf->tpage) {
tpage_last = tf->tpage;
image_index = -1; /* sanity check */
for (image_index=0; image_index < ps->image_tot; image_index++) {
if (ps->projImages[image_index].ima == tpage_last) {
ibuf = ps->projImages[image_index].ibuf;
break;
}
}
}
/* context switching done */
project_paint_face_init(ps, thread_index, bucket_index, face_index, image_index, bucket_bounds, ibuf);
}
}
ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
}
/* We want to know if a bucket and a face overlap in screen-space
*
* Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
* calculated when it might not be needed later, (at the moment at least)
* obviously it shouldn't have bugs though */
static int project_bucket_face_isect(ProjPaintState *ps, float min[2], float max[2], int bucket_x, int bucket_y, int bucket_index, const MFace *mf)
{
/* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
rctf bucket_bounds;
float p1[2], p2[2], p3[2], p4[2];
float *v, *v1,*v2,*v3,*v4;
int fidx;
project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
/* Is one of the faces verts in the bucket bounds? */
fidx = mf->v4 ? 3:2;
do {
v = ps->screenCoords[ (*(&mf->v1 + fidx)) ];
if (BLI_in_rctf(&bucket_bounds, v[0], v[1])) {
return 1;
}
} while (fidx--);
v1 = ps->screenCoords[mf->v1];
v2 = ps->screenCoords[mf->v2];
v3 = ps->screenCoords[mf->v3];
if (mf->v4) {
v4 = ps->screenCoords[mf->v4];
}
p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
if (mf->v4) {
if( IsectPQ2Df(p1, v1, v2, v3, v4) || IsectPQ2Df(p2, v1, v2, v3, v4) || IsectPQ2Df(p3, v1, v2, v3, v4) || IsectPQ2Df(p4, v1, v2, v3, v4) ||
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
(IsectLL2Df(p1, p2, v1, v2) || IsectLL2Df(p1, p2, v2, v3) || IsectLL2Df(p1, p2, v3, v4)) ||
(IsectLL2Df(p2, p3, v1, v2) || IsectLL2Df(p2, p3, v2, v3) || IsectLL2Df(p2, p3, v3, v4)) ||
(IsectLL2Df(p3, p4, v1, v2) || IsectLL2Df(p3, p4, v2, v3) || IsectLL2Df(p3, p4, v3, v4)) ||
(IsectLL2Df(p4, p1, v1, v2) || IsectLL2Df(p4, p1, v2, v3) || IsectLL2Df(p4, p1, v3, v4))
) {
return 1;
}
}
else {
if( IsectPT2Df(p1, v1, v2, v3) || IsectPT2Df(p2, v1, v2, v3) || IsectPT2Df(p3, v1, v2, v3) || IsectPT2Df(p4, v1, v2, v3) ||
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
(IsectLL2Df(p1, p2, v1, v2) || IsectLL2Df(p1, p2, v2, v3)) ||
(IsectLL2Df(p2, p3, v1, v2) || IsectLL2Df(p2, p3, v2, v3)) ||
(IsectLL2Df(p3, p4, v1, v2) || IsectLL2Df(p3, p4, v2, v3)) ||
(IsectLL2Df(p4, p1, v1, v2) || IsectLL2Df(p4, p1, v2, v3))
) {
return 1;
}
}
return 0;
}
/* Add faces to the bucket but dont initialize its pixels
* TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const MTFace *tf, const int face_index)
{
float min[2], max[2], *vCoSS;
int bucketMin[2], bucketMax[2]; /* for ps->bucketRect indexing */
int fidx, bucket_x, bucket_y, bucket_index;
int has_x_isect = -1, has_isect = 0; /* for early loop exit */
MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
INIT_MINMAX2(min, max);
fidx = mf->v4 ? 3:2;
do {
vCoSS = ps->screenCoords[ *(&mf->v1 + fidx) ];
DO_MINMAX2(vCoSS, min, max);
} while (fidx--);
project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
has_x_isect = 0;
for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
bucket_index = bucket_x + (bucket_y * ps->buckets_x);
if (project_bucket_face_isect(ps, min, max, bucket_x, bucket_y, bucket_index, mf)) {
BLI_linklist_prepend_arena(
&ps->bucketFaces[ bucket_index ],
SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
arena
);
has_x_isect = has_isect = 1;
}
else if (has_x_isect) {
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
break;
}
}
/* no intersection for this entire row, after some intersection above means we can quit now */
if (has_x_isect==0 && has_isect) {
break;
}
}
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
if (!mf->v4) {
ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
}
**ps->faceSeamUVs[face_index] = MAXFLOAT; /* set as uninitialized */
}
#endif
}
/* run once per stroke before projection painting */
static void project_paint_begin(ProjPaintState *ps, short mval[2])
{
/* Viewport vars */
float mat[3][3];
float no[3];
float (*projScreenCo)[4]; /* Note, we could have 4D vectors are only needed for */
float projMargin;
/* Image Vars - keep track of images we have used */
LinkNode *image_LinkList = NULL;
LinkNode *node;
ProjPaintImage *projIma;
Image *tpage_last = NULL;
/* Face vars */
MFace *mf;
MTFace *tf;
int a, i; /* generic looping vars */
int image_index = -1, face_index;
MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
/* ---- end defines ---- */
/* paint onto the derived mesh */
ps->dm = mesh_get_derived_final(ps->ob, get_viewedit_datamask());
if ( !CustomData_has_layer( &ps->dm->faceData, CD_MTFACE) ) {
ps->dm = NULL;
return;
}
ps->dm_mvert = ps->dm->getVertArray(ps->dm);
ps->dm_mface = ps->dm->getFaceArray(ps->dm);
ps->dm_mtface= ps->dm->getFaceDataArray(ps->dm, CD_MTFACE);
ps->dm_totvert = ps->dm->getNumVerts(ps->dm);
ps->dm_totface = ps->dm->getNumFaces(ps->dm);
/* use clone mtface? */
/* Note, use the original mesh for getting the clone and mask layer index
* this avoids re-generating the derived mesh just to get the new index */
if (ps->do_layer_clone) {
//int layer_num = CustomData_get_clone_layer(&ps->dm->faceData, CD_MTFACE);
int layer_num = CustomData_get_clone_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
if (layer_num != -1)
ps->dm_mtface_clone = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
if (ps->dm_mtface_clone==NULL || ps->dm_mtface_clone==ps->dm_mtface) {
ps->do_layer_clone = 0;
ps->dm_mtface_clone= NULL;
}
}
if (ps->do_layer_mask) {
//int layer_num = CustomData_get_mask_layer(&ps->dm->faceData, CD_MTFACE);
int layer_num = CustomData_get_mask_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
if (layer_num != -1)
ps->dm_mtface_mask = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
if (ps->dm_mtface_mask==NULL || ps->dm_mtface_mask==ps->dm_mtface) {
ps->do_layer_mask = 0;
ps->dm_mtface_mask = NULL;
}
}
ps->viewDir[0] = 0.0f;
ps->viewDir[1] = 0.0f;
ps->viewDir[2] = 1.0f;
view3d_get_object_project_mat(curarea, ps->ob, ps->projectMat, ps->viewMat);
/* viewDir - object relative */
Mat4Invert(ps->ob->imat, ps->ob->obmat);
Mat3CpyMat4(mat, G.vd->viewinv);
Mat3MulVecfl(mat, ps->viewDir);
Mat3CpyMat4(mat, ps->ob->imat);
Mat3MulVecfl(mat, ps->viewDir);
Normalize(ps->viewDir);
/* viewPos - object relative */
VECCOPY(ps->viewPos, G.vd->viewinv[3]);
Mat3CpyMat4(mat, ps->ob->imat);
Mat3MulVecfl(mat, ps->viewPos);
VecAddf(ps->viewPos, ps->viewPos, ps->ob->imat[3]);
{ /* only use these for running 'get_view3d_viewplane' */
rctf viewplane;
ps->is_ortho = get_view3d_viewplane(curarea->winx, curarea->winy, &viewplane, &ps->clipsta, &ps->clipend, NULL);
//printf("%f %f\n", ps->clipsta, ps->clipend);
if (ps->is_ortho) { /* only needed for ortho */
float fac = 2.0f / (ps->clipend - ps->clipsta);
ps->clipsta *= fac;
ps->clipend *= fac;
}
else {
/* TODO - can we even adjust for clip start/end? */
}
}
ps->is_airbrush = (ps->brush->flag & BRUSH_AIRBRUSH) ? 1 : 0;
ps->is_texbrush = (ps->brush->mtex[ps->brush->texact] && ps->brush->mtex[ps->brush->texact]->tex) ? 1 : 0;
/* calculate vert screen coords
* run this early so we can calculate the x/y resolution of our bucket rect */
INIT_MINMAX2(ps->screenMin, ps->screenMax);
ps->screenCoords = MEM_mallocN(sizeof(float) * ps->dm_totvert * 4, "ProjectPaint ScreenVerts");
projScreenCo = ps->screenCoords;
if (ps->is_ortho) {
for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
Mat4MulVecfl(ps->projectMat, (*projScreenCo));
/* screen space, not clamped */
(*projScreenCo)[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*(*projScreenCo)[0];
(*projScreenCo)[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*(*projScreenCo)[1];
DO_MINMAX2((*projScreenCo), ps->screenMin, ps->screenMax);
}
}
else {
for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
(*projScreenCo)[3] = 1.0f;
Mat4MulVec4fl(ps->projectMat, (*projScreenCo));
if ((*projScreenCo)[3] > ps->clipsta) {
/* screen space, not clamped */
(*projScreenCo)[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*(*projScreenCo)[0]/(*projScreenCo)[3];
(*projScreenCo)[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*(*projScreenCo)[1]/(*projScreenCo)[3];
(*projScreenCo)[2] = (*projScreenCo)[2]/(*projScreenCo)[3]; /* Use the depth for bucket point occlusion */
DO_MINMAX2((*projScreenCo), ps->screenMin, ps->screenMax);
}
else {
/* TODO - deal with cases where 1 side of a face goes behind the view ?
*
* After some research this is actually very tricky, only option is to
* clip the derived mesh before painting, which is a Pain */
(*projScreenCo)[0] = MAXFLOAT;
}
}
}
/* If this border is not added we get artifacts for faces that
* have a parallel edge and at the bounds of the the 2D projected verts eg
* - a single screen aligned quad */
projMargin = (ps->screenMax[0] - ps->screenMin[0]) * 0.000001f;
ps->screenMax[0] += projMargin;
ps->screenMin[0] -= projMargin;
projMargin = (ps->screenMax[1] - ps->screenMin[1]) * 0.000001f;
ps->screenMax[1] += projMargin;
ps->screenMin[1] -= projMargin;
#ifdef PROJ_DEBUG_WINCLIP
CLAMP(ps->screenMin[0], -ps->brush->size, curarea->winx + ps->brush->size);
CLAMP(ps->screenMax[0], -ps->brush->size, curarea->winx + ps->brush->size);
CLAMP(ps->screenMin[1], -ps->brush->size, curarea->winy + ps->brush->size);
CLAMP(ps->screenMax[1], -ps->brush->size, curarea->winy + ps->brush->size);
#endif
/* only for convenience */
ps->screen_width = ps->screenMax[0] - ps->screenMin[0];
ps->screen_height = ps->screenMax[1] - ps->screenMin[1];
ps->buckets_x = (int)(ps->screen_width / (((float)ps->brush->size) / PROJ_BUCKET_BRUSH_DIV));
ps->buckets_y = (int)(ps->screen_height / (((float)ps->brush->size) / PROJ_BUCKET_BRUSH_DIV));
printf("\tscreenspace bucket division x:%d y:%d\n", ps->buckets_x, ps->buckets_y);
/* really high values could cause problems since it has to allocate a few
* (ps->buckets_x*ps->buckets_y) sized arrays */
CLAMP(ps->buckets_x, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
CLAMP(ps->buckets_y, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
ps->bucketRect = (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketRect");
ps->bucketFaces= (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces");
ps->bucketFlags= (unsigned char *)MEM_callocN(sizeof(char) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces");
#ifndef PROJ_DEBUG_NOSEAMBLEED
if (ps->seam_bleed_px > 0.0f) {
ps->vertFaces= (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->dm_totvert, "paint-vertFaces");
ps->faceSeamFlags = (char *)MEM_callocN(sizeof(char) * ps->dm_totface, "paint-faceSeamFlags");
ps->faceSeamUVs= MEM_mallocN(sizeof(float) * ps->dm_totface * 8, "paint-faceSeamUVs");
}
#endif
/* Thread stuff
*
* very small brushes run a lot slower multithreaded since the advantage with
* threads is being able to fill in multiple buckets at once.
* Only use threads for bigger brushes. */
if (G.scene->r.mode & R_FIXED_THREADS) {
ps->thread_tot = G.scene->r.threads;
}
else {
ps->thread_tot = BLI_system_thread_count();
}
for (a=0; a<ps->thread_tot; a++) {
ps->arena_mt[a] = BLI_memarena_new(1<<16);
}
arena = ps->arena_mt[0];
if (ps->do_backfacecull && ps->do_mask_normal) {
MVert *v = ps->dm_mvert;
float viewDirPersp[3];
ps->vertFlags = MEM_callocN(sizeof(char) * ps->dm_totvert, "paint-vertFlags");
for(a=0; a < ps->dm_totvert; a++, v++) {
no[0] = (float)(v->no[0] / 32767.0f);
no[1] = (float)(v->no[1] / 32767.0f);
no[2] = (float)(v->no[2] / 32767.0f);
if (ps->is_ortho) {
if (NormalizedVecAngle2(ps->viewDir, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
ps->vertFlags[a] |= PROJ_VERT_CULL;
}
}
else {
VecSubf(viewDirPersp, ps->viewPos, v->co);
Normalize(viewDirPersp);
if (NormalizedVecAngle2(viewDirPersp, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */
ps->vertFlags[a] |= PROJ_VERT_CULL;
}
}
}
}
/* setup clone offset */
if (ps->tool == PAINT_TOOL_CLONE) {
float projCo[4];
float *curs= give_cursor();
VECCOPY(projCo, curs);
Mat4MulVecfl(ps->ob->imat, projCo);
projCo[3] = 1.0f;
Mat4MulVec4fl(ps->projectMat, projCo);
ps->cloneOffset[0] = mval[0] - ((float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*projCo[0]/projCo[3]);
ps->cloneOffset[1] = mval[1] - ((float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*projCo[1]/projCo[3]);
// printf("%f %f %f %f %f\n", ps->cloneOffset[0], ps->cloneOffset[1], curs[0], curs[1], curs[2]);
}
for(face_index = 0, tf = ps->dm_mtface, mf = ps->dm_mface; face_index < ps->dm_totface; mf++, tf++, face_index++) {
#ifndef PROJ_DEBUG_NOSEAMBLEED
/* add face user if we have bleed enabled, set the UV seam flags later */
/* annoying but we need to add all faces even ones we never use elsewhere */
if (ps->seam_bleed_px > 0.0f) {
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v1], (void *)face_index, arena);
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v2], (void *)face_index, arena);
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v3], (void *)face_index, arena);
if (mf->v4) {
BLI_linklist_prepend_arena(&ps->vertFaces[ mf->v4 ], (void *)face_index, arena);
}
}
#endif
if (tf->tpage && ((G.f & G_FACESELECT)==0 || mf->flag & ME_FACE_SEL)) {
float *v1coSS, *v2coSS, *v3coSS, *v4coSS;
v1coSS = ps->screenCoords[mf->v1];
v2coSS = ps->screenCoords[mf->v2];
v3coSS = ps->screenCoords[mf->v3];
if (mf->v4) {
v4coSS = ps->screenCoords[mf->v4];
}
if (!ps->is_ortho) {
if ( v1coSS[0]==MAXFLOAT ||
v2coSS[0]==MAXFLOAT ||
v3coSS[0]==MAXFLOAT ||
(mf->v4 && v4coSS[0]==MAXFLOAT)
) {
continue;
}
}
#ifdef PROJ_DEBUG_WINCLIP
/* ignore faces outside the view */
if (
(v1coSS[0] < ps->screenMin[0] &&
v2coSS[0] < ps->screenMin[0] &&
v3coSS[0] < ps->screenMin[0] &&
(mf->v4 && v4coSS[0] < ps->screenMin[0])) ||
(v1coSS[0] > ps->screenMax[0] &&
v2coSS[0] > ps->screenMax[0] &&
v3coSS[0] > ps->screenMax[0] &&
(mf->v4 && v4coSS[0] > ps->screenMax[0])) ||
(v1coSS[1] < ps->screenMin[1] &&
v2coSS[1] < ps->screenMin[1] &&
v3coSS[1] < ps->screenMin[1] &&
(mf->v4 && v4coSS[1] < ps->screenMin[1])) ||
(v1coSS[1] > ps->screenMax[1] &&
v2coSS[1] > ps->screenMax[1] &&
v3coSS[1] > ps->screenMax[1] &&
(mf->v4 && v4coSS[1] > ps->screenMax[1]))
) {
continue;
}
#endif //PROJ_DEBUG_WINCLIP
if (ps->do_backfacecull) {
if (ps->do_mask_normal) {
/* Since we are interpolating the normals of faces, we want to make
* sure all the verts are pointing away from the view,
* not just the face */
if ( (ps->vertFlags[mf->v1] & PROJ_VERT_CULL) &&
(ps->vertFlags[mf->v2] & PROJ_VERT_CULL) &&
(ps->vertFlags[mf->v3] & PROJ_VERT_CULL) &&
(mf->v4==0 || ps->vertFlags[mf->v4] & PROJ_VERT_CULL)
) {
continue;
}
}
else {
if (SIDE_OF_LINE(v1coSS, v2coSS, v3coSS) < 0.0f) {
continue;
}
}
}
if (tpage_last != tf->tpage) {
image_index = BLI_linklist_index(image_LinkList, tf->tpage);
if (image_index==-1 && BKE_image_get_ibuf((Image *)tf->tpage, NULL)) { /* MemArena dosnt have an append func */
BLI_linklist_append(&image_LinkList, tf->tpage);
image_index = ps->image_tot;
ps->image_tot++;
}
tpage_last = tf->tpage;
}
if (image_index != -1) {
/* Initialize the faces screen pixels */
/* Add this to a list to initialize later */
project_paint_delayed_face_init(ps, mf, tf, face_index);
}
}
}
/* build an array of images we use*/
projIma = ps->projImages = (ProjPaintImage *)BLI_memarena_alloc(arena, sizeof(ProjPaintImage) * ps->image_tot);
for (node= image_LinkList, i=0; node; node= node->next, i++, projIma++) {
projIma->ima = node->link;
// calloced - projIma->touch = 0;
projIma->ibuf = BKE_image_get_ibuf(projIma->ima, NULL);
projIma->partRedrawRect = BLI_memarena_alloc(arena, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
// calloced - memset(projIma->partRedrawRect, 0, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
}
/* we have built the array, discard the linked list */
BLI_linklist_free(image_LinkList, NULL);
}
static void project_paint_end(ProjPaintState *ps)
{
int a;
/* build undo data from original pixel colors */
if(U.uiflag & USER_GLOBALUNDO) {
ProjPixel *projPixel;
ImBuf *tmpibuf = NULL, *tmpibuf_float = NULL;
LinkNode *pixel_node;
UndoTile *tile;
MemArena *arena = ps->arena_mt[0]; /* threaded arena re-used for non threaded case */
int bucket_tot = (ps->buckets_x * ps->buckets_y); /* we could get an X/Y but easier to loop through all possible buckets */
int bucket_index;
int tile_index;
int x_round, y_round;
int x_tile, y_tile;
int is_float = -1;
/* context */
ProjPaintImage *last_projIma;
int last_image_index = -1;
int last_tile_width;
for(a=0, last_projIma=ps->projImages; a < ps->image_tot; a++, last_projIma++) {
int size = sizeof(UndoTile **) * IMAPAINT_TILE_NUMBER(last_projIma->ibuf->x) * IMAPAINT_TILE_NUMBER(last_projIma->ibuf->y);
last_projIma->undoRect = (UndoTile **) BLI_memarena_alloc(arena, size);
memset(last_projIma->undoRect, 0, size);
}
for (bucket_index = 0; bucket_index < bucket_tot; bucket_index++) {
/* loop through all pixels */
for(pixel_node= ps->bucketRect[bucket_index]; pixel_node; pixel_node= pixel_node->next) {
/* ok we have a pixel, was it modified? */
projPixel = (ProjPixel *)pixel_node->link;
if (last_image_index != projPixel->image_index) {
/* set the context */
last_image_index = projPixel->image_index;
last_projIma = ps->projImages + last_image_index;
last_tile_width = IMAPAINT_TILE_NUMBER(last_projIma->ibuf->x);
is_float = last_projIma->ibuf->rect_float ? 1 : 0;
}
if ( (is_float == 0 && projPixel->origColor.uint != *projPixel->pixel.uint_pt) ||
(is_float == 1 &&
( projPixel->origColor.f[0] != projPixel->pixel.f_pt[0] ||
projPixel->origColor.f[1] != projPixel->pixel.f_pt[1] ||
projPixel->origColor.f[2] != projPixel->pixel.f_pt[2] ||
projPixel->origColor.f[3] != projPixel->pixel.f_pt[3] ))
) {
x_tile = projPixel->x_px >> IMAPAINT_TILE_BITS;
y_tile = projPixel->y_px >> IMAPAINT_TILE_BITS;
x_round = x_tile * IMAPAINT_TILE_SIZE;
y_round = y_tile * IMAPAINT_TILE_SIZE;
tile_index = x_tile + y_tile * last_tile_width;
if (last_projIma->undoRect[tile_index]==NULL) {
/* add the undo tile from the modified image, then write the original colors back into it */
tile = last_projIma->undoRect[tile_index] = undo_init_tile(&last_projIma->ima->id, last_projIma->ibuf, is_float ? (&tmpibuf_float):(&tmpibuf) , x_tile, y_tile);
}
else {
tile = last_projIma->undoRect[tile_index];
}
/* This is a BIT ODD, but overwrite the undo tiles image info with this pixels original color
* because allocating the tiles allong the way slows down painting */
if (is_float) {
float *rgba_fp = (float *)tile->rect + (((projPixel->x_px - x_round) + (projPixel->y_px - y_round) * IMAPAINT_TILE_SIZE)) * 4;
QUATCOPY(rgba_fp, projPixel->origColor.f);
}
else {
((unsigned int *)tile->rect)[ (projPixel->x_px - x_round) + (projPixel->y_px - y_round) * IMAPAINT_TILE_SIZE ] = projPixel->origColor.uint;
}
}
}
}
if (tmpibuf) IMB_freeImBuf(tmpibuf);
if (tmpibuf_float) IMB_freeImBuf(tmpibuf_float);
}
/* done calculating undo data */
MEM_freeN(ps->screenCoords);
MEM_freeN(ps->bucketRect);
MEM_freeN(ps->bucketFaces);
MEM_freeN(ps->bucketFlags);
if (ps->seam_bleed_px > 0.0f) {
MEM_freeN(ps->vertFaces);
MEM_freeN(ps->faceSeamFlags);
MEM_freeN(ps->faceSeamUVs);
}
if (ps->vertFlags) MEM_freeN(ps->vertFlags);
for (a=0; a<ps->thread_tot; a++) {
BLI_memarena_free(ps->arena_mt[a]);
}
ps->dm->release(ps->dm);
}
/* Use this rather then mouse_cursor()
* so rotating the view leaves the 3D Cursor on the clone source surface.
*/
static void project_paint_setCursor(void) {
float *curs = give_cursor();
short mval[2];
mouse_cursor(); /* set the cursor location on the view X/Y */
getmouseco_areawin(mval);
view_mouse_depth(curs, mval, 1);
}
/* 1= an undo, -1 is a redo. */
static void partial_redraw_array_init(ImagePaintPartialRedraw *pr)
{
int tot = PROJ_BOUNDBOX_SQUARED;
while (tot--) {
pr->x1 = 10000000;
pr->y1 = 10000000;
pr->x2 = -1;
pr->y2 = -1;
pr->enabled = 1;
pr++;
}
}
static int partial_redraw_array_merge(ImagePaintPartialRedraw *pr, ImagePaintPartialRedraw *pr_other, int tot)
{
int touch;
while (tot--) {
pr->x1 = MIN2(pr->x1, pr_other->x1);
pr->y1 = MIN2(pr->y1, pr_other->y1);
pr->x2 = MAX2(pr->x2, pr_other->x2);
pr->y2 = MAX2(pr->y2, pr_other->y2);
if (pr->x2 != -1)
touch = 1;
pr++; pr_other++;
}
return touch;
}
/* Loop over all images on this mesh and update any we have touched */
static int project_image_refresh_tagged(ProjPaintState *ps)
{
ImagePaintPartialRedraw *pr;
ProjPaintImage *projIma;
int a,i;
int redraw = 0;
for (a=0, projIma=ps->projImages; a < ps->image_tot; a++, projIma++) {
if (projIma->touch) {
/* look over each bound cell */
for (i=0; i<PROJ_BOUNDBOX_SQUARED; i++) {
pr = &(projIma->partRedrawRect[i]);
if (pr->x2 != -1) { /* TODO - use 'enabled' ? */
imapaintpartial = *pr;
imapaint_image_update(projIma->ima, projIma->ibuf, 1); /*last 1 is for texpaint*/
redraw = 1;
}
}
projIma->touch = 0; /* clear for reuse */
}
}
return redraw;
}
/* run this per painting onto each mouse location */
static int project_bucket_iter_init(ProjPaintState *ps, const float mval_f[2])
{
float min_brush[2], max_brush[2];
float size_half = ((float)ps->brush->size) * 0.5f;
/* so we dont have a bucket bounds that is way too small to paint into */
// if (size_half < 1.0f) size_half = 1.0f; // this dosnt work yet :/
min_brush[0] = mval_f[0] - size_half;
min_brush[1] = mval_f[1] - size_half;
max_brush[0] = mval_f[0] + size_half;
max_brush[1] = mval_f[1] + size_half;
/* offset to make this a valid bucket index */
project_paint_bucket_bounds(ps, min_brush, max_brush, ps->bucketMin, ps->bucketMax);
/* mouse outside the model areas? */
if (ps->bucketMin[0]==ps->bucketMax[0] || ps->bucketMin[1]==ps->bucketMax[1]) {
return 0;
}
ps->context_bucket_x = ps->bucketMin[0];
ps->context_bucket_y = ps->bucketMin[1];
return 1;
}
static int project_bucket_iter_next(ProjPaintState *ps, int *bucket_index, rctf *bucket_bounds, const float mval[2])
{
if (ps->thread_tot > 1)
BLI_lock_thread(LOCK_CUSTOM1);
//printf("%d %d \n", ps->context_bucket_x, ps->context_bucket_y);
for ( ; ps->context_bucket_y < ps->bucketMax[1]; ps->context_bucket_y++) {
for ( ; ps->context_bucket_x < ps->bucketMax[0]; ps->context_bucket_x++) {
/* use bucket_bounds for project_bucket_isect_circle and project_bucket_init*/
project_bucket_bounds(ps, ps->context_bucket_x, ps->context_bucket_y, bucket_bounds);
if (project_bucket_isect_circle(ps->context_bucket_x, ps->context_bucket_y, mval, ps->brush->size * ps->brush->size, bucket_bounds)) {
*bucket_index = ps->context_bucket_x + (ps->context_bucket_y * ps->buckets_x);
ps->context_bucket_x++;
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1);
return 1;
}
}
ps->context_bucket_x = ps->bucketMin[0];
}
if (ps->thread_tot > 1)
BLI_unlock_thread(LOCK_CUSTOM1);
return 0;
}
/* Each thread gets one of these, also used as an argument to pass to project_paint_op */
typedef struct ProjectHandle {
/* args */
ProjPaintState *ps;
float prevmval[2];
float mval[2];
/* annoying but we need to have image bounds per thread, then merge into ps->projectPartialRedraws */
ProjPaintImage *projImages; /* array of partial redraws */
/* thread settings */
int thread_index;
} ProjectHandle;
static void blend_color_mix(unsigned char *cp, const unsigned char *cp1, const unsigned char *cp2, const int fac)
{
/* this and other blending modes previously used >>8 instead of /255. both
are not equivalent (>>8 is /256), and the former results in rounding
errors that can turn colors black fast after repeated blending */
const int mfac= 255-fac;
cp[0]= (mfac*cp1[0]+fac*cp2[0])/255;
cp[1]= (mfac*cp1[1]+fac*cp2[1])/255;
cp[2]= (mfac*cp1[2]+fac*cp2[2])/255;
}
static void blend_color_mix_float(float *cp, const float *cp1, const float *cp2, const float fac)
{
const float mfac= 1.0-fac;
cp[0]= mfac*cp1[0] + fac*cp2[0];
cp[1]= mfac*cp1[1] + fac*cp2[1];
cp[2]= mfac*cp1[2] + fac*cp2[2];
}
static void do_projectpaint_clone(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask)
{
if (ps->is_airbrush==0 && mask < 1.0f) {
projPixel->newColor.uint = IMB_blend_color(projPixel->newColor.uint, ((ProjPixelClone*)projPixel)->clonepx.uint, (int)(alpha*255), ps->blend);
blend_color_mix(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask*255));
}
else {
*projPixel->pixel.uint_pt = IMB_blend_color(*projPixel->pixel.uint_pt, ((ProjPixelClone*)projPixel)->clonepx.uint, (int)(alpha*mask*255), ps->blend);
}
}
static void do_projectpaint_clone_f(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask)
{
if (ps->is_airbrush==0 && mask < 1.0f) {
IMB_blend_color_float(projPixel->newColor.f, projPixel->newColor.f, ((ProjPixelClone *)projPixel)->clonepx.f, alpha, ps->blend);
blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f, projPixel->newColor.f, mask);
}
else {
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.f, alpha*mask, ps->blend);
}
}
/* do_projectpaint_smear*
*
* note, mask is used to modify the alpha here, this is not correct since it allows
* accumulation of color greater then 'projPixel->mask' however in the case of smear its not
* really that important to be correct as it is with clone and painting
*/
static void do_projectpaint_smear(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask, MemArena *smearArena, LinkNode **smearPixels, float co[2])
{
unsigned char rgba_ub[4];
if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1)==0)
return;
((ProjPixelClone *)projPixel)->clonepx.uint = IMB_blend_color(*projPixel->pixel.uint_pt, *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend);
BLI_linklist_prepend_arena(smearPixels, (void *)projPixel, smearArena);
}
static void do_projectpaint_smear_f(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask, MemArena *smearArena, LinkNode **smearPixels_f, float co[2])
{
unsigned char rgba_ub[4];
unsigned char rgba_smear[4];
if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1)==0)
return;
IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba_smear, projPixel->pixel.f_pt);
((ProjPixelClone *)projPixel)->clonepx.uint = IMB_blend_color(*((unsigned int *)rgba_smear), *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend);
BLI_linklist_prepend_arena(smearPixels_f, (void *)projPixel, smearArena);
}
static void do_projectpaint_draw(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask)
{
unsigned char rgba_ub[4];
if (ps->is_texbrush) {
rgba_ub[0] = FTOCHAR(rgba[0] * ps->brush->rgb[0]);
rgba_ub[1] = FTOCHAR(rgba[1] * ps->brush->rgb[1]);
rgba_ub[2] = FTOCHAR(rgba[2] * ps->brush->rgb[2]);
rgba_ub[3] = FTOCHAR(rgba[3]);
}
else {
IMAPAINT_FLOAT_RGB_TO_CHAR(rgba_ub, ps->brush->rgb);
rgba_ub[3] = 255;
}
if (ps->is_airbrush==0 && mask < 1.0f) {
projPixel->newColor.uint = IMB_blend_color(projPixel->newColor.uint, *((unsigned int *)rgba_ub), (int)(alpha*255), ps->blend);
blend_color_mix(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask*255));
}
else {
*projPixel->pixel.uint_pt = IMB_blend_color(*projPixel->pixel.uint_pt, *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend);
}
}
static void do_projectpaint_draw_f(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask) {
if (ps->is_texbrush) {
rgba[0] *= ps->brush->rgb[0];
rgba[1] *= ps->brush->rgb[1];
rgba[2] *= ps->brush->rgb[2];
}
else {
VECCOPY(rgba, ps->brush->rgb);
}
if (ps->is_airbrush==0 && mask < 1.0f) {
IMB_blend_color_float(projPixel->newColor.f, projPixel->newColor.f, rgba, alpha, ps->blend);
blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f, projPixel->newColor.f, mask);
}
else {
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, rgba, alpha*mask, ps->blend);
}
}
/* run this for single and multithreaded painting */
static void *do_projectpaint_thread(void *ph_v)
{
/* First unpack args from the struct */
ProjPaintState *ps = ((ProjectHandle *)ph_v)->ps;
ProjPaintImage *projImages = ((ProjectHandle *)ph_v)->projImages;
const float *lastpos = ((ProjectHandle *)ph_v)->prevmval;
const float *pos = ((ProjectHandle *)ph_v)->mval;
const int thread_index = ((ProjectHandle *)ph_v)->thread_index;
/* Done with args from ProjectHandle */
LinkNode *node;
ProjPixel *projPixel;
int last_index = -1;
ProjPaintImage *last_projIma;
ImagePaintPartialRedraw *last_partial_redraw_cell;
float rgba[4], alpha, dist_nosqrt;
float brush_size_sqared;
float falloff;
int bucket_index;
int is_floatbuf = 0;
const short tool = ps->tool;
rctf bucket_bounds;
/* for smear only */
float pos_ofs[2];
float co[2];
float mask = 1.0f; /* airbrush wont use mask */
unsigned short mask_short;
LinkNode *smearPixels = NULL;
LinkNode *smearPixels_f = NULL;
MemArena *smearArena = NULL; /* mem arena for this brush projection only */
if (tool==PAINT_TOOL_SMEAR) {
pos_ofs[0] = pos[0] - lastpos[0];
pos_ofs[1] = pos[1] - lastpos[1];
smearArena = BLI_memarena_new(1<<16);
}
/* avoid a square root with every dist comparison */
brush_size_sqared = ps->brush->size * ps->brush->size;
/* printf("brush bounds %d %d %d %d\n", bucketMin[0], bucketMin[1], bucketMax[0], bucketMax[1]); */
while (project_bucket_iter_next(ps, &bucket_index, &bucket_bounds, pos)) {
/* Check this bucket and its faces are initialized */
if (ps->bucketFlags[bucket_index] == PROJ_BUCKET_NULL) {
/* No pixels initialized */
project_bucket_init(ps, thread_index, bucket_index, &bucket_bounds);
}
for (node = ps->bucketRect[bucket_index]; node; node = node->next) {
projPixel = (ProjPixel *)node->link;
/*dist = Vec2Lenf(projPixel->projCoSS, pos);*/ /* correct but uses a sqrt */
dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCoSS, pos);
/*if (dist < s->brush->size) {*/ /* correct but uses a sqrt */
if (dist_nosqrt < brush_size_sqared) {
falloff = brush_sample_falloff_noalpha(ps->brush, sqrt(dist_nosqrt));
if (falloff > 0.0f) {
if (ps->is_texbrush) {
brush_sample_tex(ps->brush, projPixel->projCoSS, rgba);
alpha = rgba[3];
} else {
alpha = 1.0f;
}
if (ps->is_airbrush) {
/* for an aurbrush there is no real mask, so just multiply the alpha by it */
alpha *= falloff * ps->brush->alpha;
mask = ((float)projPixel->mask)/65535.0f;
}
else {
/* This brush dosnt accumulate so add some curve to the brushes falloff */
falloff = 1.0f - falloff;
falloff = 1.0f - (falloff * falloff);
mask_short = projPixel->mask * (ps->brush->alpha * falloff);
if (mask_short > projPixel->mask_max) {
mask = ((float)mask_short)/65535.0f;
projPixel->mask_max = mask_short;
}
else {
/*mask = ((float)projPixel->mask_max)/65535.0f;*/
/* Go onto the next pixel */
continue;
}
}
if (alpha > 0.0f) {
if (last_index != projPixel->image_index) {
last_index = projPixel->image_index;
last_projIma = projImages + last_index;
last_projIma->touch = 1;
is_floatbuf = last_projIma->ibuf->rect_float ? 1 : 0;
}
last_partial_redraw_cell = last_projIma->partRedrawRect + projPixel->bb_cell_index;
last_partial_redraw_cell->x1 = MIN2(last_partial_redraw_cell->x1, projPixel->x_px);
last_partial_redraw_cell->y1 = MIN2(last_partial_redraw_cell->y1, projPixel->y_px);
last_partial_redraw_cell->x2 = MAX2(last_partial_redraw_cell->x2, projPixel->x_px+1);
last_partial_redraw_cell->y2 = MAX2(last_partial_redraw_cell->y2, projPixel->y_px+1);
switch(tool) {
case PAINT_TOOL_CLONE:
if (is_floatbuf) {
if (((ProjPixelClone *)projPixel)->clonepx.f[3]) {
do_projectpaint_clone_f(ps, projPixel, rgba, alpha, mask);
}
}
else {
if (((ProjPixelClone*)projPixel)->clonepx.ch[3]) {
do_projectpaint_clone(ps, projPixel, rgba, alpha, mask);
}
}
break;
case PAINT_TOOL_SMEAR:
Vec2Subf(co, projPixel->projCoSS, pos_ofs);
if (is_floatbuf) do_projectpaint_smear_f(ps, projPixel, rgba, alpha, mask, smearArena, &smearPixels_f, co);
else do_projectpaint_smear(ps, projPixel, rgba, alpha, mask, smearArena, &smearPixels, co);
break;
default:
if (is_floatbuf) do_projectpaint_draw_f(ps, projPixel, rgba, alpha, mask);
else do_projectpaint_draw(ps, projPixel, rgba, alpha, mask);
break;
}
}
/* done painting */
}
}
}
}
if (tool==PAINT_TOOL_SMEAR) {
for (node= smearPixels; node; node= node->next) { /* this wont run for a float image */
projPixel = node->link;
*projPixel->pixel.uint_pt = ((ProjPixelClone *)projPixel)->clonepx.uint;
}
for (node= smearPixels_f; node; node= node->next) { /* this wont run for a float image */
projPixel = node->link;
IMAPAINT_CHAR_RGBA_TO_FLOAT(projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.ch);
node = node->next;
}
BLI_memarena_free(smearArena);
}
return NULL;
}
static int project_paint_op(void *state, ImBuf *ibufb, float *lastpos, float *pos)
{
/* First unpack args from the struct */
ProjPaintState *ps = (ProjPaintState *)state;
int touch_any = 0;
ProjectHandle handles[BLENDER_MAX_THREADS];
ListBase threads;
int a,i;
if (!project_bucket_iter_init(ps, pos)) {
return 0;
}
if (ps->thread_tot > 1)
BLI_init_threads(&threads, do_projectpaint_thread, ps->thread_tot);
/* get the threads running */
for(a=0; a < ps->thread_tot; a++) {
/* set defaults in handles */
//memset(&handles[a], 0, sizeof(BakeShade));
handles[a].ps = ps;
VECCOPY2D(handles[a].mval, pos);
VECCOPY2D(handles[a].prevmval, lastpos);
/* thread spesific */
handles[a].thread_index = a;
handles[a].projImages = (ProjPaintImage *)BLI_memarena_alloc(ps->arena_mt[a], ps->image_tot * sizeof(ProjPaintImage));
memcpy(handles[a].projImages, ps->projImages, ps->image_tot * sizeof(ProjPaintImage));
/* image bounds */
for (i=0; i< ps->image_tot; i++) {
handles[a].projImages[i].partRedrawRect = (ImagePaintPartialRedraw *)BLI_memarena_alloc(ps->arena_mt[a], sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
memcpy(handles[a].projImages[i].partRedrawRect, ps->projImages[i].partRedrawRect, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
}
if (ps->thread_tot > 1)
BLI_insert_thread(&threads, &handles[a]);
}
if (ps->thread_tot > 1) /* wait for everything to be done */
BLI_end_threads(&threads);
else
do_projectpaint_thread(&handles[0]);
/* move threaded bounds back into ps->projectPartialRedraws */
for(i=0; i < ps->image_tot; i++) {
int touch = 0;
for(a=0; a < ps->thread_tot; a++) {
touch |= partial_redraw_array_merge(ps->projImages[i].partRedrawRect, handles[a].projImages[i].partRedrawRect, PROJ_BOUNDBOX_SQUARED);
}
if (touch) {
ps->projImages[i].touch = 1;
touch_any = 1;
}
}
return touch_any;
}
static int project_paint_sub_stroke(ProjPaintState *ps, BrushPainter *painter, short *prevmval_i, short *mval_i, double time, float pressure)
{
/* Use mouse coords as floats for projection painting */
float pos[2];
pos[0] = mval_i[0];
pos[1] = mval_i[1];
// we may want to use this later
// brush_painter_require_imbuf(painter, ((ibuf->rect_float)? 1: 0), 0, 0);
if (brush_painter_paint(painter, project_paint_op, pos, time, pressure, ps)) {
return 1;
}
else return 0;
}
static int project_paint_stroke(ProjPaintState *ps, BrushPainter *painter, short *prevmval_i, short *mval_i, double time, int update, float pressure)
{
int a, redraw = 0;
for (a=0; a < ps->image_tot; a++) {
partial_redraw_array_init(ps->projImages[a].partRedrawRect);
}
redraw |= project_paint_sub_stroke(ps, painter, prevmval_i, mval_i, time, pressure);
if (update) {
if (project_image_refresh_tagged(ps)) {
if (redraw) {
force_draw(0); /* imapaint_redraw just calls this in viewport paint anyway */
/* imapaint_redraw(0, 1, NULL); */
/* imapaint_clear_partial_redraw(); */ /* not needed since we use our own array */
}
}
}
return redraw;
}
void undo_imagepaint_step(int step)
{
UndoElem *undo;
@@ -333,9 +3944,9 @@ static void imapaint_clear_partial_redraw()
static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w, int h)
{
ImBuf *tmpibuf;
ImBuf *tmpibuf = NULL;
UndoTile *tile;
int srcx= 0, srcy= 0, origx, allocsize;
int srcx= 0, srcy= 0, origx;
IMB_rectclip(ibuf, NULL, &x, &y, &srcx, &srcy, &w, &h);
@@ -360,9 +3971,6 @@ static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w,
h = ((y + h - 1) >> IMAPAINT_TILE_BITS);
origx = (x >> IMAPAINT_TILE_BITS);
y = (y >> IMAPAINT_TILE_BITS);
tmpibuf= IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
IB_rectfloat|IB_rect, 0);
for (; y <= h; y++) {
for (x=origx; x <= w; x++) {
@@ -371,32 +3979,21 @@ static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w,
break;
if(!tile) {
tile= MEM_callocN(sizeof(UndoTile), "ImaUndoTile");
tile->id= ima->id;
tile->x= x;
tile->y= y;
allocsize= IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE*4;
allocsize *= (ibuf->rect_float)? sizeof(float): sizeof(char);
tile->rect= MEM_mapallocN(allocsize, "ImaUndoRect");
undo_copy_tile(tile, tmpibuf, ibuf, 0);
curundo->undosize += allocsize;
BLI_addtail(&curundo->tiles, tile);
undo_init_tile(&ima->id, ibuf, &tmpibuf, x, y);
}
}
}
ibuf->userflags |= IB_BITMAPDIRTY;
IMB_freeImBuf(tmpibuf);
if (tmpibuf)
IMB_freeImBuf(tmpibuf);
}
static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint)
{
if(ibuf->rect_float)
imb_freerectImBuf(ibuf); /* force recreate of char rect */
imb_freerectImBuf(ibuf); /* force recreate of char rect */ /* TODO - should just update a portion from imapaintpartial! */
if(ibuf->mipmap[0])
imb_freemipmapImBuf(ibuf);
@@ -404,6 +4001,7 @@ static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint)
if(texpaint || G.sima->lock) {
int w = imapaintpartial.x2 - imapaintpartial.x1;
int h = imapaintpartial.y2 - imapaintpartial.y1;
// printf("%d, %d, \n", w, h);
GPU_paint_update_image(image, imapaintpartial.x1, imapaintpartial.y1, w, h);
}
}
@@ -461,14 +4059,20 @@ static void imapaint_ibuf_get_set_rgb(ImBuf *ibuf, int x, int y, short torus, sh
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + (ibuf->x*y + x)*4;
if (set) IMAPAINT_FLOAT_RGB_COPY(rrgbf, rgb)
else IMAPAINT_FLOAT_RGB_COPY(rgb, rrgbf)
if (set) {
IMAPAINT_FLOAT_RGB_COPY(rrgbf, rgb);
} else {
IMAPAINT_FLOAT_RGB_COPY(rgb, rrgbf);
}
}
else {
char *rrgb = (char*)ibuf->rect + (ibuf->x*y + x)*4;
if (set) IMAPAINT_FLOAT_RGB_TO_CHAR(rrgb, rgb)
else IMAPAINT_CHAR_RGB_TO_FLOAT(rgb, rrgb)
if (set) {
IMAPAINT_FLOAT_RGB_TO_CHAR(rrgb, rgb)
} else {
IMAPAINT_CHAR_RGB_TO_FLOAT(rgb, rrgb)
}
}
}
@@ -569,6 +4173,8 @@ static void imapaint_convert_brushco(ImBuf *ibufb, float *pos, int *ipos)
ipos[1]= (int)(pos[1] - ibufb->y/2);
}
/* dosnt run for projection painting
* only the old style painting in the 3d view */
static int imapaint_paint_op(void *state, ImBuf *ibufb, float *lastpos, float *pos)
{
ImagePaintState *s= ((ImagePaintState*)state);
@@ -793,30 +4399,53 @@ static void imapaint_paint_stroke(ImagePaintState *s, BrushPainter *painter, sho
void imagepaint_paint(short mousebutton, short texpaint)
{
ImagePaintState s;
ProjPaintState ps;
BrushPainter *painter;
ToolSettings *settings= G.scene->toolsettings;
short prevmval[2], mval[2];
short prevmval[2], mval[2], project = 0;
double time;
float pressure;
int init = 1;
if(!settings->imapaint.brush)
return;
if (texpaint) { /* are we painting in the 3D view ? */
if ((settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)==0) {
project= 1;
}
}
if (G.qual & LR_CTRLKEY) {
persp(PERSP_VIEW);
project_paint_setCursor();
persp(PERSP_WIN);
return;
}
/* initialize state */
memset(&s, 0, sizeof(s));
memset(&ps, 0, sizeof(ps));
s.brush = settings->imapaint.brush;
s.tool = settings->imapaint.tool;
if(texpaint && (s.tool == PAINT_TOOL_CLONE))
if(texpaint && (project==0) && (s.tool == PAINT_TOOL_CLONE))
s.tool = PAINT_TOOL_DRAW;
s.blend = s.brush->blend;
if (project) {
ps.brush = s.brush;
ps.tool = s.tool;
ps.blend = s.blend;
}
if(texpaint) {
s.ob = OBACT;
ps.ob = s.ob = OBACT;
if (!s.ob || !(s.ob->lay & G.vd->lay)) return;
s.me = get_mesh(s.ob);
if (!s.me) return;
persp(PERSP_VIEW);
persp(PERSP_VIEW); /* set back to PERSP_WIN before returning */
}
else {
s.image = G.sima->image;
@@ -829,28 +4458,76 @@ void imagepaint_paint(short mousebutton, short texpaint)
return;
}
}
getmouseco_areawin(mval); /* make sure this runs before project_paint_begin() */
/* note, if we have no UVs on the derived mesh, then we must return here */
if (project) {
/* setup projection painting data */
ps.do_backfacecull = (settings->imapaint.flag & IMAGEPAINT_PROJECT_BACKFACE) ? 0 : 1;
ps.do_occlude = (settings->imapaint.flag & IMAGEPAINT_PROJECT_XRAY) ? 0 : 1;
ps.do_mask_normal = (settings->imapaint.flag & IMAGEPAINT_PROJECT_FLAT) ? 0 : 1;;
if (ps.tool == PAINT_TOOL_CLONE)
ps.do_layer_clone = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE);
ps.do_layer_mask = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_MASK) ? 1 : 0;
ps.do_layer_mask_inv = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_MASK_INV) ? 1 : 0;
#ifndef PROJ_DEBUG_NOSEAMBLEED
ps.seam_bleed_px = settings->imapaint.seam_bleed; /* pixel num to bleed */
#endif
if (ps.do_mask_normal) {
ps.normal_angle_inner = settings->imapaint.normal_angle;
ps.normal_angle = (ps.normal_angle_inner + 90.0f) * 0.5f;
}
else {
ps.normal_angle_inner= ps.normal_angle= settings->imapaint.normal_angle;
}
ps.normal_angle_inner *= M_PI_2 / 90;
ps.normal_angle *= M_PI_2 / 90;
ps.normal_angle_range = ps.normal_angle - ps.normal_angle_inner;
if (ps.normal_angle_range <= 0.0f)
ps.do_mask_normal = 0; /* no need to do blending */
project_paint_begin(&ps, mval);
if (ps.dm==NULL) {
persp(PERSP_WIN);
return;
}
}
settings->imapaint.flag |= IMAGEPAINT_DRAWING;
undo_imagepaint_push_begin("Image Paint");
/* create painter and paint once */
painter= brush_painter_new(s.brush);
getmouseco_areawin(mval);
pressure = get_pressure();
s.blend = (get_activedevice() == 2)? BRUSH_BLEND_ERASE_ALPHA: s.brush->blend;
time= PIL_check_seconds_timer();
prevmval[0]= mval[0];
prevmval[1]= mval[1];
/* special exception here for too high pressure values on first touch in
windows for some tablets */
if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE|
windows for some tablets */
if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE|
BRUSH_SPACING_PRESSURE|BRUSH_RAD_PRESSURE)) && (get_activedevice() != 0) && (pressure >= 0.99f)))
imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
{
if (project) {
project_paint_stroke(&ps, painter, prevmval, mval, time, 1, pressure);
}
else {
imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
}
}
/* paint loop */
do {
getmouseco_areawin(mval);
@@ -860,16 +4537,37 @@ void imagepaint_paint(short mousebutton, short texpaint)
time= PIL_check_seconds_timer();
if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) {
imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
prevmval[0]= mval[0];
prevmval[1]= mval[1];
}
else if (s.brush->flag & BRUSH_AIRBRUSH)
imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
else
BIF_wait_for_statechange();
if (project) { /* Projection Painting */
int redraw = 1;
if (((s.brush->flag & BRUSH_AIRBRUSH) || init) || ((mval[0] != prevmval[0]) || (mval[1] != prevmval[1]))) {
redraw = project_paint_stroke(&ps, painter, prevmval, mval, time, 1, pressure);
prevmval[0]= mval[0];
prevmval[1]= mval[1];
}
else {
BIF_wait_for_statechange();
if (redraw==0) {
/* Only so the brush outline is redrawn, pitty we need to do this
* however it wont run when the mouse is still so not too bad */
force_draw(0);
}
}
init = 0;
}
else {
if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) {
imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
prevmval[0]= mval[0];
prevmval[1]= mval[1];
}
else if (s.brush->flag & BRUSH_AIRBRUSH)
imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
else
BIF_wait_for_statechange();
}
/* do mouse checking at the end, so don't check twice, and potentially
miss a short tap */
} while(get_mbut() & mousebutton);
@@ -879,6 +4577,10 @@ void imagepaint_paint(short mousebutton, short texpaint)
imapaint_canvas_free(&s);
brush_painter_free(painter);
if (project) {
project_paint_end(&ps);
}
imapaint_redraw(1, texpaint, s.image);
undo_imagepaint_push_end();

View File

@@ -1307,6 +1307,14 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
}
}
}
else if (!G.obedit && OBACT && G.f&G_TEXTUREPAINT){
if(G.scene->toolsettings->imapaint.brush &&
event!=LEFTMOUSE && event!=RIGHTMOUSE && event!=MIDDLEMOUSE &&
(event==MOUSEY || event==MOUSEX) && bwin_qtest(sa->win)==0) {
allqueue(REDRAWVIEW3D, 0);
}
}
/* Handle retopo painting */
if(retopo_mesh_paint_check()) {

View File

@@ -796,12 +796,15 @@ void viewmoveNDOFfly(int mode)
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
}
int view_autodist( float mouse_worldloc[3] ) //, float *autodist )
/* Be sure to run persp(PERSP_VIEW) if this isnt set,
*
* mouse_worldloc - worldspace vector that is set
* mval - screenspace location, or from getmouseco_areawin(mval)
* dist - the size of the square to use when averaging the Z depth.
*/
int view_mouse_depth( float mouse_worldloc[3], short mval[2], int dist)
{
View3D *v3d = G.vd;
/* Zooms in on a border drawn by the user */
short mval[2];
rcti rect;
/* ZBuffer depth vars */
@@ -813,13 +816,13 @@ int view_autodist( float mouse_worldloc[3] ) //, float *autodist )
getmouseco_areawin(mval);
persp(PERSP_VIEW);
/* persp(PERSP_VIEW); */
rect.xmax = mval[0] + 4;
rect.ymax = mval[1] + 4;
rect.xmax = mval[0] + dist;
rect.ymax = mval[1] + dist;
rect.xmin = mval[0] - 4;
rect.ymin = mval[1] - 4;
rect.xmin = mval[0] - dist;
rect.ymin = mval[1] - dist;
/* Get Z Depths, needed for perspective, nice for ortho */
bgl_get_mats(&mats);
@@ -943,7 +946,8 @@ void viewmove(int mode)
VecMulf(obofs, -1.0f);
}
else if (U.uiflag & USER_ORBIT_ZBUF) {
if ((use_sel=view_autodist(obofs))) {
persp(PERSP_VIEW);
if ((use_sel=view_mouse_depth(obofs, mval_area, 4))) {
if (G.vd->persp==V3D_PERSP) {
float my_origin[3]; /* original G.vd->ofs */
float my_pivot[3]; /* view */
@@ -974,6 +978,8 @@ void viewmove(int mode)
} else {
ofs[0] = ofs[1] = ofs[2] = 0.0f;
}
persp(PERSP_WIN);
}
else
ofs[0] = ofs[1] = ofs[2] = 0.0f;