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blender/source/blender/blenkernel/intern/dynamicpaint.c

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/**
***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* Contributor(s): Miika H<EFBFBD>m<EFBFBD>l<EFBFBD>inen
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include <math.h>
#include <stdio.h>
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_kdtree.h"
#include "BLI_utildefines.h"
/* Platform independend time */
#include "PIL_time.h"
#include "BKE_animsys.h"
#include "BKE_bvhutils.h" /* bvh tree */
#include "BKE_blender.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_colortools.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_dynamicpaint.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "DNA_anim_types.h"
#include "DNA_dynamicpaint_types.h"
#include "DNA_group_types.h" /*GroupObject*/
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h" /* to get temp file path */
/* for bake operator */
#include "ED_screen.h"
#include "WM_types.h"
#include "WM_api.h"
/* for image output */
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "BKE_image.h"
#include "intern/IMB_filetype.h"
#ifdef WITH_OPENEXR
#include "intern/openexr/openexr_api.h"
#endif
/* uv validate */
#include "intern/MOD_util.h"
/* to read object material color */
#include "DNA_texture_types.h"
#include "../render/intern/include/render_types.h"
#include "../render/intern/include/voxeldata.h"
#include "DNA_material_types.h"
#include "RE_render_ext.h"
#define DPOUTPUT_JPEG 0
#define DPOUTPUT_PNG 1
#define DPOUTPUT_OPENEXR 2
struct Object;
struct Scene;
struct DerivedMesh;
//struct DynamicPaintModifierData;
/*
* Init predefined antialias jitter data
*/
float jitterDistances[5] = {0.0f,
0.447213595f,
0.447213595f,
0.447213595f,
0.5f};
/* precalculated gaussian factors for 5x super sampling */
float gaussianFactors[5] = { 0.996849f,
0.596145f,
0.596145f,
0.596145f,
0.524141f};
float gaussianTotal = 3.309425f;
/*
* UV Image neighbouring pixel table x and y list
*/
int neighX[8] = {1,1,0,-1,-1,-1, 0, 1};
int neighY[8] = {0,1,1, 1, 0,-1,-1,-1};
static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *surface, float timescale, float subframe);
static int dynamicPaint_calculateFrame(DynamicPaintSurface *surface, Scene *scene, Object *cObject, int frame);
/***************************** Internal Structs ***************************/
typedef struct FaceAdv {
float no[3];
float no_q[3];
} FaceAdv;
typedef struct BB2d {
float min[2], max[2];
} BB2d;
typedef struct Vec3f {
float v[3];
} Vec3f;
/* Surface data used while processing a frame */
typedef struct PaintBakePoint {
float invNorm[3]; /* current pixel world-space inverted normal. depends on face shading mode */
float normal_scale; /* normal directional scale for displace mapping */
} PaintBakePoint;
typedef struct PaintBakeData {
PaintBakePoint *bPoint;
float *realCoord; /* current pixel center world-space coordinates * numOfSamples
* ordered as (total_points*sample+index)*3*/
} PaintBakeData;
/* UV Image sequence format point */
typedef struct PaintUVPoint {
/* Pixel / mesh data */
unsigned int face_index, pixel_index; /* face index on domain derived mesh */
unsigned int v1, v2, v3; /* vertex indexes */
unsigned int neighbour_pixel; /* If this pixel isn't uv mapped to any face,
but it's neighbouring pixel is */
short quad;
} PaintUVPoint;
typedef struct ImgSeqFormatData {
PaintUVPoint *uv_p;
Vec3f *barycentricWeights; /* b-weights for all pixel samples */
} ImgSeqFormatData;
typedef struct EffVelPoint {
float previous_pos[3];
float previous_vel[3];
} EffVelPoint;
typedef struct EffBakeNPoint {
float dir[3]; /* vector pointing towards this neighbour */
float dist; /* distance to */
} EffBakeNPoint;
typedef struct PaintEffectData {
unsigned int *n_index; /* total_points sized index array */
unsigned int *numOf_n; /* num of neighs for each point */
unsigned int *n_target; /* array of neighbouring point indexes
for single sample use n_index+neigh_num */
unsigned int total_targets; /* size of n_target */
unsigned int most_neighs;
//EffVelPoint *v_point;
} PaintEffectData;
/***************************** General Utils ******************************/
/*
* Output error message to both ui and console
*/
static int printError(DynamicPaintCanvasSettings *canvas, char *string)
{
if (strlen(string)>64) string[63] = '\0';
/* Add error to canvas ui info label */
sprintf(canvas->error, string);
/* Print console output */
printf("DynamicPaint bake failed: %s\n", canvas->error);
return 0;
}
/* Get number of surface points for cached types */
static int dynamicPaint_surfaceNumOfPoints(DynamicPaintSurface *surface)
{
if (surface->format == MOD_DPAINT_SURFACE_F_PTEX) {
return 0; /* not supported atm */
}
else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
if (!surface->canvas->dm) return 0; /* invalid derived mesh */
return surface->canvas->dm->getNumVerts(surface->canvas->dm);
}
else
return 0;
}
/* checks whether surface's format/type has realtime preview */
int dynamicPaint_surfaceHasPreview(DynamicPaintSurface *surface) {
if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) return 0;
else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) return 0;
else return 1;
}
else return 1;
}
/* get currently active surface (in user interface) */
static DynamicPaintSurface *get_activeSurface(DynamicPaintCanvasSettings *canvas)
{
DynamicPaintSurface *surface = canvas->surfaces.first;
int i;
for(i=0; surface; surface=surface->next) {
if(i == canvas->active_sur)
return surface;
i++;
}
return NULL;
}
/* set preview to first previewable surface */
static void dynamicPaint_resetPreview(DynamicPaintCanvasSettings *canvas)
{
DynamicPaintSurface *surface = canvas->surfaces.first;
int done=0;
for(; surface; surface=surface->next) {
if (!done && dynamicPaint_surfaceHasPreview(surface)) {
surface->flags |= MOD_DPAINT_PREVIEW;
done=1;
}
else
surface->flags &= ~MOD_DPAINT_PREVIEW;
}
}
/* set preview to defined surface */
static void dynamicPaint_setPreview(DynamicPaintSurface *t_surface)
{
DynamicPaintSurface *surface = t_surface->canvas->surfaces.first;
for(; surface; surface=surface->next) {
if (surface == t_surface)
surface->flags |= MOD_DPAINT_PREVIEW;
else
surface->flags &= ~MOD_DPAINT_PREVIEW;
}
}
/* change surface data to defaults on new type */
void dynamicPaintSurface_updateType(struct DynamicPaintSurface *surface) {
if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
surface->output_name[0]='\0';
surface->output_name2[0]='\0';
}
else {
sprintf(surface->output_name, "dp_");
strcpy(surface->output_name2,surface->output_name);
}
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
strcat(surface->output_name,"paintmap");
strcat(surface->output_name2,"wetmap");
}
else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
strcat(surface->output_name,"displace");
}
else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
strcat(surface->output_name,"weight");
}
else if (surface->type == MOD_DPAINT_SURFACE_T_IWAVE) {
strcat(surface->output_name,"iwave");
strcat(surface->output_name2,"foam");
}
/* update preview */
if (dynamicPaint_surfaceHasPreview(surface))
dynamicPaint_setPreview(surface);
else
dynamicPaint_resetPreview(surface->canvas);
}
static int surfaceDublicateNameExists(void *arg, const char *name)
{
DynamicPaintSurface *t_surface = (DynamicPaintSurface*)arg;
DynamicPaintSurface *surface = t_surface->canvas->surfaces.first;
for(; surface; surface=surface->next) {
if (surface!=t_surface && !strcmp(name, surface->name)) return 1;
}
return 0;
}
void dynamicPaintSurface_setUniqueName(DynamicPaintSurface *surface, char *basename) {
char name[64];
strncpy(name, basename, 62); /* in case basename is surface->name use a copy */
BLI_uniquename_cb(surfaceDublicateNameExists, surface, name, '.', surface->name, sizeof(surface->name));
}
/* assumes source alpha > 0.0f */
static void mixColors(float *t_color, float t_alpha, float *s_color, float s_alpha)
{
float invFact = (s_alpha<t_alpha) ? 1.0f : t_alpha/s_alpha;
float factor = 1.0f - invFact;
/* set initial color depending on existing alpha */
t_color[0] = t_color[0]*invFact + s_color[0]*factor;
t_color[1] = t_color[1]*invFact + s_color[1]*factor;
t_color[2] = t_color[2]*invFact + s_color[2]*factor;
/* mix final color */
factor = s_alpha;
invFact = 1.0f - factor;
t_color[0] = t_color[0]*invFact + s_color[0]*factor;
t_color[1] = t_color[1]*invFact + s_color[1]*factor;
t_color[2] = t_color[2]*invFact + s_color[2]*factor;
}
/***************************** Freeing data ******************************/
/* Free brush data */
static void dynamicPaint_freeBrush(struct DynamicPaintModifierData *pmd)
{
if(pmd->brush) {
if(pmd->brush->dm)
pmd->brush->dm->release(pmd->brush->dm);
pmd->brush->dm = NULL;
if(pmd->brush->paint_ramp)
MEM_freeN(pmd->brush->paint_ramp);
pmd->brush->paint_ramp = NULL;
MEM_freeN(pmd->brush);
pmd->brush = NULL;
}
}
static void dynamicPaint_freeEffectData(PaintSurfaceData *data)
{
if (data->eff_data) {
if (data->eff_data->n_index) MEM_freeN(data->eff_data->n_index);
if (data->eff_data->numOf_n) MEM_freeN(data->eff_data->numOf_n);
if (data->eff_data->n_target) MEM_freeN(data->eff_data->n_target);
MEM_freeN(data->eff_data);
}
}
static void dynamicPaint_freeSurfaceData(DynamicPaintSurface *surface)
{
PaintSurfaceData *data = surface->data;
if (!data) return;
if (data->format_data) {
/* format specific free */
if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
ImgSeqFormatData *format_data = (ImgSeqFormatData*)data->format_data;
if (format_data->uv_p)
MEM_freeN(format_data->uv_p);
if (format_data->barycentricWeights)
MEM_freeN(format_data->barycentricWeights);
}
MEM_freeN(data->format_data);
}
if (data->type_data) MEM_freeN(data->type_data);
dynamicPaint_freeEffectData(data);
MEM_freeN(surface->data);
surface->data = NULL;
}
static void dynamicPaint_freeSurface(DynamicPaintSurface *surface)
{
if (!surface) return;
/* point cache */
BKE_ptcache_free_list(&(surface->ptcaches));
surface->pointcache = NULL;
if(surface->effector_weights)
MEM_freeN(surface->effector_weights);
surface->effector_weights = NULL;
BLI_remlink(&(surface->canvas->surfaces), surface);
dynamicPaint_freeSurfaceData(surface);
MEM_freeN(surface);
}
/* Free canvas data */
static void dynamicPaint_freeCanvas(DynamicPaintModifierData *pmd)
{
if(pmd->canvas) {
/* Free surface data */
DynamicPaintSurface *surface = pmd->canvas->surfaces.first;
DynamicPaintSurface *next_surface = NULL;
while (surface) {
next_surface = surface->next;
dynamicPaint_freeSurface(surface);
surface = next_surface;
}
/* free dm copy */
if (pmd->canvas->dm)
pmd->canvas->dm->release(pmd->canvas->dm);
pmd->canvas->dm = NULL;
MEM_freeN(pmd->canvas);
pmd->canvas = NULL;
}
}
/* Free whole dp modifier */
void dynamicPaint_Modifier_free(struct DynamicPaintModifierData *pmd)
{
if(pmd) {
dynamicPaint_freeCanvas(pmd);
dynamicPaint_freeBrush(pmd);
}
}
/***************************** Initialize and reset ******************************/
/*
* Creates a new surface and adds it to the list
* A pointer to this surface is returned
*/
static DynamicPaintSurface *dynamicPaint_createNewSurface(DynamicPaintCanvasSettings *canvas)
{
DynamicPaintSurface *surface= MEM_callocN(sizeof(DynamicPaintSurface), "DynamicPaintSurface");
if (!surface) return NULL;
surface->canvas = canvas;
surface->format = MOD_DPAINT_SURFACE_F_VERTEX;
surface->type = MOD_DPAINT_SURFACE_T_PAINT;
/* cache */
surface->pointcache = BKE_ptcache_add(&(surface->ptcaches));
surface->pointcache->flag |= PTCACHE_DISK_CACHE;
surface->pointcache->step = 1;
/* Set initial values */
surface->flags = MOD_DPAINT_ANTIALIAS | MOD_DPAINT_MULALPHA | MOD_DPAINT_DRY_LOG | MOD_DPAINT_DISSOLVE_LOG |
MOD_DPAINT_ACTIVE | MOD_DPAINT_PREVIEW | MOD_DPAINT_OUT1;
surface->effect = 0;
surface->effect_ui = 1;
surface->diss_speed = 300;
surface->dry_speed = 300;
surface->disp_depth = 1.0f;
surface->disp_type = MOD_DPAINT_DISP_DISPLACE;
surface->image_fileformat = MOD_DPAINT_IMGFORMAT_PNG;
surface->image_resolution = 256;
surface->start_frame = 1;
surface->end_frame = 250;
surface->substeps = 0;
surface->spread_speed = 1.0f;
surface->shrink_speed = 1.0f;
sprintf(surface->image_output_path, "%sdynamicpaint/", "/tmp/");
dynamicPaintSurface_setUniqueName(surface, "Surface");
surface->effector_weights = BKE_add_effector_weights(NULL);
dynamicPaintSurface_updateType(surface);
BLI_addtail(&canvas->surfaces, surface);
return surface;
}
/*
* Initialize modifier data
*/
void dynamicPaint_Modifier_createType(struct DynamicPaintModifierData *pmd)
{
if(pmd)
{
if(pmd->type & MOD_DYNAMICPAINT_TYPE_CANVAS)
{
if(pmd->canvas)
dynamicPaint_freeCanvas(pmd);
pmd->canvas = MEM_callocN(sizeof(DynamicPaintCanvasSettings), "DynamicPaint Canvas");
pmd->canvas->pmd = pmd;
pmd->canvas->dm = NULL;
/* Create one surface */
dynamicPaint_createNewSurface(pmd->canvas);
pmd->canvas->ui_info[0] = '\0';
}
else if(pmd->type & MOD_DYNAMICPAINT_TYPE_BRUSH)
{
if(pmd->brush)
dynamicPaint_freeBrush(pmd);
pmd->brush = MEM_callocN(sizeof(DynamicPaintBrushSettings), "DynamicPaint Paint");
pmd->brush->pmd = pmd;
pmd->brush->psys = NULL;
pmd->brush->flags = MOD_DPAINT_ABS_ALPHA;
pmd->brush->collision = MOD_DPAINT_COL_VOLUME;
pmd->brush->mat = NULL;
pmd->brush->r = 1.0f;
pmd->brush->g = 1.0f;
pmd->brush->b = 1.0f;
pmd->brush->alpha = 1.0f;
pmd->brush->wetness = 1.0f;
pmd->brush->paint_distance = 0.1f;
pmd->brush->proximity_falloff = MOD_DPAINT_PRFALL_SMOOTH;
pmd->brush->displace_distance = 0.5f;
pmd->brush->prox_displace_strength = 0.5f;
pmd->brush->particle_radius = 0.2;
pmd->brush->particle_smooth = 0.05;
pmd->brush->dm = NULL;
/*
* Paint proximity falloff colorramp.
*/
{
CBData *ramp;
pmd->brush->paint_ramp = add_colorband(0);
ramp = pmd->brush->paint_ramp->data;
/* Add default smooth-falloff ramp. */
ramp[0].r = ramp[0].g = ramp[0].b = ramp[0].a = 1.0f;
ramp[0].pos = 0.0f;
ramp[1].r = ramp[1].g = ramp[1].b = ramp[1].pos = 1.0f;
ramp[1].a = 0.0f;
pmd->brush->paint_ramp->tot = 2;
}
}
}
}
void dynamicPaint_Modifier_copy(struct DynamicPaintModifierData *pmd, struct DynamicPaintModifierData *tpmd)
{
/* Init modifier */
tpmd->type = pmd->type;
dynamicPaint_Modifier_createType(tpmd);
/* Copy data */
if (tpmd->canvas) {
pmd->canvas->pmd = tpmd;
tpmd->canvas->ui_info[0] = '\0';
/*tpmd->canvas->flags = pmd->canvas->flags;
tpmd->canvas->output = pmd->canvas->output;
tpmd->canvas->disp_type = pmd->canvas->disp_type;
tpmd->canvas->disp_format = pmd->canvas->disp_format;
tpmd->canvas->effect = pmd->canvas->effect;
tpmd->canvas->effect_ui = 1;
tpmd->canvas->resolution = pmd->canvas->resolution;
tpmd->canvas->start_frame = pmd->canvas->start_frame;
tpmd->canvas->end_frame = pmd->canvas->end_frame;
tpmd->canvas->substeps = pmd->canvas->substeps;
tpmd->canvas->dry_speed = pmd->canvas->dry_speed;
tpmd->canvas->diss_speed = pmd->canvas->diss_speed;
tpmd->canvas->disp_depth = pmd->canvas->disp_depth;
tpmd->canvas->dflat_speed = pmd->canvas->dflat_speed;
strncpy(tpmd->canvas->paint_output_path, pmd->canvas->paint_output_path, 240);
strncpy(tpmd->canvas->wet_output_path, pmd->canvas->wet_output_path, 240);
strncpy(tpmd->canvas->displace_output_path, pmd->canvas->displace_output_path, 240);
tpmd->canvas->spread_speed = pmd->canvas->spread_speed;
tpmd->canvas->drip_speed = pmd->canvas->drip_speed;
tpmd->canvas->shrink_speed = pmd->canvas->shrink_speed;
strncpy(tpmd->canvas->uvlayer_name, tpmd->canvas->uvlayer_name, 32);*/
} else if (tpmd->brush) {
pmd->brush->pmd = tpmd;
tpmd->brush->flags = pmd->brush->flags;
tpmd->brush->collision = pmd->brush->collision;
tpmd->brush->r = pmd->brush->r;
tpmd->brush->g = pmd->brush->g;
tpmd->brush->b = pmd->brush->b;
tpmd->brush->alpha = pmd->brush->alpha;
tpmd->brush->wetness = pmd->brush->wetness;
tpmd->brush->particle_radius = pmd->brush->particle_radius;
tpmd->brush->particle_smooth = pmd->brush->particle_smooth;
tpmd->brush->paint_distance = pmd->brush->paint_distance;
tpmd->brush->psys = pmd->brush->psys;
tpmd->brush->displace_distance = pmd->brush->displace_distance;
tpmd->brush->prox_displace_strength = pmd->brush->prox_displace_strength;
tpmd->brush->paint_ramp = pmd->brush->paint_ramp;
tpmd->brush->proximity_falloff = pmd->brush->proximity_falloff;
}
}
/* allocates surface data depending on surface type */
static void dynamicPaint_allocateSurfaceType(DynamicPaintSurface *surface)
{
PaintSurfaceData *sData = surface->data;
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
sData->type_data = MEM_callocN(sizeof(PaintPoint)*sData->total_points, "DynamicPaintSurface Data");
}
else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
sData->type_data = MEM_callocN(sizeof(float)*sData->total_points, "DynamicPaintSurface DepthData");
}
else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
sData->type_data = MEM_callocN(sizeof(float)*sData->total_points, "DynamicPaintSurface WeightData");
}
else if (surface->type == MOD_DPAINT_SURFACE_T_IWAVE) {
sData->type_data = MEM_callocN(sizeof(PaintIWavePoint)*sData->total_points, "DynamicPaintSurface iWaveData");
}
else return;
if (sData->type_data == NULL) printError(surface->canvas, "Not enough free memory!");
}
/* initialize "paint effect" data */
static void dynamicPaint_initEffectData(DynamicPaintSurface *surface) {
PaintSurfaceData *sData = surface->data;
PaintEffectData *ed;
int neigh_points = 0;
if (!surface->effect) return;
if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
/* For vertex format, neighbours are connected by edges */
neigh_points = 2*surface->canvas->dm->getNumEdges(surface->canvas->dm);
}
else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ)
neigh_points = sData->total_points*8;
if (!neigh_points) return;
/* allocate memory */
ed = sData->eff_data = MEM_callocN(sizeof(PaintEffectData), "Surface Effect Data");
if (!ed) return;
ed->n_index = MEM_callocN(sizeof(int)*sData->total_points, "Surface Effect Index");
ed->numOf_n = MEM_callocN(sizeof(int)*sData->total_points, "Surface Effect Counts");
ed->n_target = MEM_callocN(sizeof(int)*neigh_points, "Surface Effect Neighs");
ed->total_targets = neigh_points;
ed->most_neighs = 0;
/* in case of error, free allocated memory */
if (!ed->n_index || !ed->numOf_n || !ed->n_target) {
dynamicPaint_freeEffectData(sData);
printError(surface->canvas, "Not enough free memory.");
return;
}
if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
int i,j;
int n_pos;
/* For vertex format, count every vertex that is connected by an edge */
int numOfEdges = surface->canvas->dm->getNumEdges(surface->canvas->dm);
struct MEdge *edge = surface->canvas->dm->getEdgeArray(surface->canvas->dm);
/* add neighbour data */
n_pos = 0;
for (i=0; i<sData->total_points; i++) {
ed->n_index[i] = n_pos;
ed->numOf_n[i] = 0;
for (j=0; j<numOfEdges; j++) {
if (edge[j].v1 == i) {
ed->n_target[n_pos] = edge[j].v2;
ed->numOf_n[i]++;
n_pos++;
}
else if (edge[j].v2 == i) {
ed->n_target[n_pos] = edge[j].v1;
ed->numOf_n[i]++;
n_pos++;
}
}
if (ed->numOf_n[i] > ed->most_neighs)
ed->most_neighs = ed->numOf_n[i];
}
}
else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
/* for image sequences, only allocate memory.
* bake initialization takes care of rest */
}
}
/* (re)initialize surface data (only for point cache types)*/
int dynamicPaint_resetSurface(DynamicPaintSurface *surface)
{
int numOfPoints = dynamicPaint_surfaceNumOfPoints(surface);
/* dont touch image sequence types. they get handled only on bake */
if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) return 1;
if (surface->data) dynamicPaint_freeSurfaceData(surface);
if (numOfPoints < 1) return 0;
/* allocate memory */
surface->data = MEM_callocN(sizeof(PaintSurfaceData), "PaintSurfaceData");
if (!surface->data) return 0;
/* allocate data depending on surface type and format */
surface->data->total_points = numOfPoints;
surface->data->samples = 1;
dynamicPaint_allocateSurfaceType(surface);
dynamicPaint_initEffectData(surface);
return 1;
}
/* make sure allocated surface size matches current requirements */
static void dynamicPaint_checkSurfaceData(DynamicPaintSurface *surface)
{
if (!surface->data || ((dynamicPaint_surfaceNumOfPoints(surface) != surface->data->total_points))) {
dynamicPaint_resetSurface(surface);
}
}
/***************************** Modifier processing ******************************/
/* update cache frame range */
void dynamicPaint_cacheUpdateFrames(DynamicPaintSurface *surface) {
if (surface->pointcache) {
surface->pointcache->startframe = surface->start_frame;
surface->pointcache->endframe = surface->end_frame;
}
}
/*
* Updates derived mesh copy and processes dynamic paint step / caches.
*/
static void dynamicPaint_canvasUpdate(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm)
{
if((pmd->type & MOD_DYNAMICPAINT_TYPE_CANVAS) && pmd->canvas) {
DynamicPaintCanvasSettings *canvas = pmd->canvas;
DynamicPaintSurface *surface = canvas->surfaces.first;
/* update derived mesh copy */
if (canvas->dm) canvas->dm->release(canvas->dm);
canvas->dm = CDDM_copy(dm);
/* in case image sequence baking, stop here */
if (canvas->flags & MOD_DPAINT_BAKING) return;
/* loop through surfaces */
for (; surface; surface=surface->next) {
int current_frame = (int)scene->r.cfra;
/* image sequences are handled by bake operator */
if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) continue;
if (!(surface->flags & MOD_DPAINT_ACTIVE)) continue;
/* make sure surface is valid */
dynamicPaint_checkSurfaceData(surface);
/* limit frame range */
CLAMP(current_frame, surface->start_frame, surface->end_frame);
if (current_frame != surface->current_frame || (int)scene->r.cfra == surface->start_frame) {
PointCache *cache = surface->pointcache;
PTCacheID pid;
surface->current_frame = current_frame;
/* read point cache */
BKE_ptcache_id_from_dynamicpaint(&pid, ob, surface);
pid.cache->startframe = surface->start_frame;
pid.cache->endframe = surface->end_frame;
BKE_ptcache_id_time(&pid, scene, scene->r.cfra, NULL, NULL, NULL);
/* reset non-baked cache at first frame */
if((int)scene->r.cfra == surface->start_frame && !(cache->flag & PTCACHE_BAKED))
{
cache->flag |= PTCACHE_REDO_NEEDED;
BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED);
cache->flag &= ~PTCACHE_REDO_NEEDED;
}
/* try to read from cache */
if(BKE_ptcache_read(&pid, (float)scene->r.cfra)) {
BKE_ptcache_validate(cache, (int)scene->r.cfra);
}
/* if read failed and we're on surface range do recalculate */
else if ((int)scene->r.cfra == current_frame) {
/* calculate surface frame */
dynamicPaint_calculateFrame(surface, scene, ob, current_frame);
BKE_ptcache_validate(cache, surface->current_frame);
BKE_ptcache_write(&pid, surface->current_frame);
}
}
}
}
else if((pmd->type & MOD_DYNAMICPAINT_TYPE_BRUSH) && pmd->brush) {
if (pmd->brush->dm) pmd->brush->dm->release(pmd->brush->dm);
pmd->brush->dm = CDDM_copy(dm);
}
}
/*
* Apply canvas data to the object derived mesh
*/
struct DerivedMesh *dynamicPaint_Modifier_apply(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm)
{
DerivedMesh *result = CDDM_copy(dm);
if((pmd->type & MOD_DYNAMICPAINT_TYPE_CANVAS) && pmd->canvas &&
!(pmd->canvas->flags & MOD_DPAINT_BAKING)) {
DynamicPaintSurface *surface = pmd->canvas->surfaces.first;
pmd->canvas->flags &= ~MOD_DPAINT_PREVIEW_READY;
/* loop through surfaces */
for (; surface; surface=surface->next) {
if (surface && surface->format != MOD_DPAINT_SURFACE_F_IMAGESEQ && surface->data) {
if (!(surface->flags & (MOD_DPAINT_ACTIVE))) continue;
/* process vertex surface previews */
if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
/* vertex color paint */
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
MFace *mface = result->getFaceArray(result);
int numOfFaces = result->getNumFaces(result);
int i;
PaintPoint* pPoint = (PaintPoint*)surface->data->type_data;
MCol *col;
/* paint is stored on dry and wet layers, so mix final color first */
float *fcolor = MEM_callocN(sizeof(float)*surface->data->total_points*4, "Temp paint color");
#pragma omp parallel for schedule(static)
for (i=0; i<surface->data->total_points; i++) {
int j=i*4;
fcolor[j] = pPoint[i].color[0];
fcolor[j+1] = pPoint[i].color[1];
fcolor[j+2] = pPoint[i].color[2];
/* mix colors */
if (pPoint[i].e_alpha) mixColors(&fcolor[j], pPoint[i].alpha, pPoint[i].e_color, pPoint[i].e_alpha);
/* Use highest alpha */
fcolor[j+3] = (pPoint[i].e_alpha > pPoint[i].alpha) ? pPoint[i].e_alpha : pPoint[i].alpha;
}
/* viewport preview */
if (surface->flags & MOD_DPAINT_PREVIEW) {
/* Save preview results to weight layer, to be
* able to share same drawing methods */
col = result->getFaceDataArray(result, CD_WEIGHT_MCOL);
if (!col) col = CustomData_add_layer(&result->faceData, CD_WEIGHT_MCOL, CD_CALLOC, NULL, numOfFaces);
if (col) {
#pragma omp parallel for schedule(static)
for (i=0; i<numOfFaces; i++) {
int j=0;
float invAlpha;
Material *material = give_current_material(ob, mface[i].mat_nr+1);
for (; j<((mface[i].v4)?4:3); j++) {
int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
index *= 4;
invAlpha = 1.0f - fcolor[index+3];
/* Apply material color as base vertex color for preview */
col[i*4+j].a = 255;
if (material) {
col[i*4+j].r = (unsigned char)(material->b*255);
col[i*4+j].g = (unsigned char)(material->g*255);
col[i*4+j].b = (unsigned char)(material->r*255);
}
else {
col[i*4+j].r = 165;
col[i*4+j].g = 165;
col[i*4+j].b = 165;
}
/* mix surface color */
col[i*4+j].r = (char)(((float)col[i*4+j].r)*invAlpha + (fcolor[index+2]*255*fcolor[index+3]));
col[i*4+j].g = (char)(((float)col[i*4+j].g)*invAlpha + (fcolor[index+1]*255*fcolor[index+3]));
col[i*4+j].b = (char)(((float)col[i*4+j].b)*invAlpha + (fcolor[index]*255*fcolor[index+3]));
}
}
pmd->canvas->flags |= MOD_DPAINT_PREVIEW_READY;
}
}
/* save layer data to output layer */
/* paint layer */
col = CustomData_get_layer_named(&dm->faceData, CD_MCOL, surface->output_name);
if (col) {
#pragma omp parallel for schedule(static)
for (i=0; i<numOfFaces; i++) {
int j=0;
for (; j<((mface[i].v4)?4:3); j++) {
int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
index *= 4;
col[i*4+j].a = (char)(fcolor[index+3]*255);
col[i*4+j].r = (char)(fcolor[index+2]*255);
col[i*4+j].g = (char)(fcolor[index+1]*255);
col[i*4+j].b = (char)(fcolor[index]*255);
}
}
}
MEM_freeN(fcolor);
/* wet layer */
col = CustomData_get_layer_named(&dm->faceData, CD_MCOL, surface->output_name2);
if (col) {
#pragma omp parallel for schedule(static)
for (i=0; i<numOfFaces; i++) {
int j=0;
for (; j<((mface[i].v4)?4:3); j++) {
int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
col[i*4+j].a = 255;
col[i*4+j].r = (char)(pPoint[index].wetness*255);
col[i*4+j].g = (char)(pPoint[index].wetness*255);
col[i*4+j].b = (char)(pPoint[index].wetness*255);
}
}
}
}
/* displace paint */
else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
MVert *mvert = result->getVertArray(result);
int i;
float normal[3];
float* value = (float*)surface->data->type_data;
for (i=0; i<surface->data->total_points; i++) {
normal_short_to_float_v3(normal, mvert[i].no);
normalize_v3(normal);
mvert[i].co[0] -= normal[0]*value[i];
mvert[i].co[1] -= normal[1]*value[i];
mvert[i].co[2] -= normal[2]*value[i];
}
CDDM_calc_normals(result);
}
/* vertex group paint */
else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
int defgrp_index = defgroup_name_index(ob, surface->output_name);
MDeformVert *dvert = result->getVertDataArray(result, CD_MDEFORMVERT);
float *weight = (float*)surface->data->type_data;
/* viewport preview */
if (surface->flags & MOD_DPAINT_PREVIEW) {
/* Save preview results to weight layer, to be
* able to share same drawing methods */
MFace *mface = result->getFaceArray(result);
int numOfFaces = result->getNumFaces(result);
int i,j;
MCol *col = result->getFaceDataArray(result, CD_WEIGHT_MCOL);
if (!col) col = CustomData_add_layer(&result->faceData, CD_WEIGHT_MCOL, CD_CALLOC, NULL, numOfFaces);
if (col) {
#pragma omp parallel for schedule(static)
for (i=0; i<numOfFaces; i++) {
float temp_color[3];
int j=0;
for (; j<((mface[i].v4)?4:3); j++) {
int index = (j==0)?mface[i].v1: (j==1)?mface[i].v2: (j==2)?mface[i].v3: mface[i].v4;
col[i*4+j].a = 255;
weight_to_rgb(weight[index], temp_color, temp_color+1, temp_color+2);
col[i*4+j].r = (char)(temp_color[2]*255);
col[i*4+j].g = (char)(temp_color[1]*255);
col[i*4+j].b = (char)(temp_color[0]*255);
}
}
pmd->canvas->flags |= MOD_DPAINT_PREVIEW_READY;
}
}
/* apply weights into a vertex group, if doesnt exists add a new layer */
if (defgrp_index >= 0 && !dvert && strlen(surface->output_name)>0)
dvert = CustomData_add_layer_named(&result->vertData, CD_MDEFORMVERT, CD_CALLOC,
NULL, surface->data->total_points, surface->output_name);
if (defgrp_index >= 0 && dvert) {
int i;
for(i=0; i<surface->data->total_points; i++) {
int j;
MDeformVert *dv= &dvert[i];
MDeformWeight *def_weight = NULL;
/* check if this vertex has a weight */
for (j=0; j<dv->totweight; j++) {
if (dv->dw[j].def_nr == defgrp_index) {
def_weight = &dv->dw[j];
break;
}
}
/* if not found, add a weight for it */
if (!def_weight) {
MDeformWeight *newdw = MEM_callocN(sizeof(MDeformWeight)*(dv->totweight+1),
"deformWeight");
if(dv->dw){
memcpy(newdw, dv->dw, sizeof(MDeformWeight)*dv->totweight);
MEM_freeN(dv->dw);
}
dv->dw=newdw;
dv->dw[dv->totweight].def_nr=defgrp_index;
def_weight = &dv->dw[dv->totweight];
dv->totweight++;
}
/* set weight value */
def_weight->weight = weight[i];
}
}
}
}
}
}
}
return result;
}
/* Modifier call. Processes dynamic paint modifier step. */
struct DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm)
{
/* Update derived mesh data to modifier if baking */
dynamicPaint_canvasUpdate(pmd, scene, ob, dm);
/* Return output mesh */
return dynamicPaint_Modifier_apply(pmd, scene, ob, dm);
}
/***************************** Image Sequence / UV Image Canvas Calls ******************************/
/*
* Tries to find the neighbouring pixel in given (uv space) direction.
* Result is used by effect system to move paint on the surface.
*
* px,py : origin pixel x and y
* n_index : lookup direction index (use neighX,neighY to get final index)
*/
static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh *dm, char *uvname, int w, int h, int px, int py, int n_index)
{
/* Note: Current method only uses polygon edges to detect neighbouring pixels.
* -> It doesn't always lead to the optimum pixel but is accurate enough
* and faster/simplier than including possible face tip point links)
*/
int x,y;
PaintUVPoint *tPoint = NULL;
PaintUVPoint *cPoint = NULL;
/* shift position by given n_index */
x = px + neighX[n_index];
y = py + neighY[n_index];
if (x<0 || x>=w) return -1;
if (y<0 || y>=h) return -1;
tPoint = &tempPoints[x+w*y]; /* UV neighbour */
cPoint = &tempPoints[px+w*py]; /* Origin point */
/*
* Check if shifted point is on same face -> it's a correct neighbour
* (and if it isn't marked as an "edge pixel")
*/
if ((tPoint->face_index == cPoint->face_index) && (tPoint->neighbour_pixel == -1))
return (x+w*y);
/*
* Even if shifted point is on another face
* -> use this point.
*
* !! Replace with "is uv faces linked" check !!
* This should work fine as long as uv island
* margin is > 1 pixel.
*/
if ((tPoint->face_index != -1) && (tPoint->neighbour_pixel == -1)) {
return (x+w*y);
}
/*
* If we get here, the actual neighbouring pixel
* is located on a non-linked uv face, and we have to find
* it's "real" position.
*
* Simple neighbouring face finding algorithm:
* - find closest uv edge to shifted pixel and get
* the another face that shares that edge
* - find corresponding position of that new face edge
* in uv space
*
* TODO: Implement something more accurate / optimized?
*/
{
int numOfFaces = dm->getNumFaces(dm);
MVert *mvert = dm->getVertArray(dm);
MFace *mface = dm->getFaceArray(dm);
MTFace *tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname);
/* Get closest edge to that subpixel on UV map */
{
float pixel[2], dist, t_dist;
int i, uindex[2], edge1_index, edge2_index,
e1_index, e2_index, target_face;
float closest_point[2], lambda, dir_vec[2];
int target_uv1, target_uv2, final_pixel[2], final_index;
float *s_uv1, *s_uv2, *t_uv1, *t_uv2;
pixel[0] = ((float)(px + neighX[n_index]) + 0.5f) / (float)w;
pixel[1] = ((float)(py + neighY[n_index]) + 0.5f) / (float)h;
/* Get uv indexes for current face part */
if (cPoint->quad) {
uindex[0] = 0; uindex[1] = 2; uindex[2] = 3;
}
else {
uindex[0] = 0; uindex[1] = 1; uindex[2] = 2;
}
/*
* Find closest edge to that pixel
*/
/* Dist to first edge */
e1_index = cPoint->v1; e2_index = cPoint->v2; edge1_index = uindex[0]; edge2_index = uindex[1];
dist = dist_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[edge1_index], tface[cPoint->face_index].uv[edge2_index]);
/* Dist to second edge */
t_dist = dist_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[uindex[1]], tface[cPoint->face_index].uv[uindex[2]]);
if (t_dist < dist) {e1_index = cPoint->v2; e2_index = cPoint->v3; edge1_index = uindex[1]; edge2_index = uindex[2]; dist = t_dist;}
/* Dist to third edge */
t_dist = dist_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[uindex[2]], tface[cPoint->face_index].uv[uindex[0]]);
if (t_dist < dist) {e1_index = cPoint->v3; e2_index = cPoint->v1; edge1_index = uindex[2]; edge2_index = uindex[0]; dist = t_dist;}
/*
* Now find another face that is linked to that edge
*/
target_face = -1;
for (i=0; i<numOfFaces; i++) {
/*
* Check if both edge vertices share this face
*/
int v4 = (mface[i].v4) ? mface[i].v4 : -1;
if ((e1_index == mface[i].v1 || e1_index == mface[i].v2 || e1_index == mface[i].v3 || e1_index == v4) &&
(e2_index == mface[i].v1 || e2_index == mface[i].v2 || e2_index == mface[i].v3 || e2_index == v4)) {
if (i == cPoint->face_index) continue;
target_face = i;
/*
* Get edge UV index
*/
if (e1_index == mface[i].v1) target_uv1 = 0;
else if (e1_index == mface[i].v2) target_uv1 = 1;
else if (e1_index == mface[i].v3) target_uv1 = 2;
else target_uv1 = 3;
if (e2_index == mface[i].v1) target_uv2 = 0;
else if (e2_index == mface[i].v2) target_uv2 = 1;
else if (e2_index == mface[i].v3) target_uv2 = 2;
else target_uv2 = 3;
break;
}
}
/* If none found return -1 */
if (target_face == -1) return -1;
/*
* If target face is connected in UV space as well, just use original index
*/
s_uv1 = (float *)tface[cPoint->face_index].uv[edge1_index];
s_uv2 = (float *)tface[cPoint->face_index].uv[edge2_index];
t_uv1 = (float *)tface[target_face].uv[target_uv1];
t_uv2 = (float *)tface[target_face].uv[target_uv2];
//printf("connected UV : %f,%f & %f,%f - %f,%f & %f,%f\n", s_uv1[0], s_uv1[1], s_uv2[0], s_uv2[1], t_uv1[0], t_uv1[1], t_uv2[0], t_uv2[1]);
if (((s_uv1[0] == t_uv1[0] && s_uv1[1] == t_uv1[1]) &&
(s_uv2[0] == t_uv2[0] && s_uv2[1] == t_uv2[1]) ) ||
((s_uv2[0] == t_uv1[0] && s_uv2[1] == t_uv1[1]) &&
(s_uv1[0] == t_uv2[0] && s_uv1[1] == t_uv2[1]) )) return ((px+neighX[n_index]) + w*(py+neighY[n_index]));
/*
* Find a point that is relatively at same edge position
* on this other face UV
*/
lambda = closest_to_line_v2(closest_point, pixel, tface[cPoint->face_index].uv[edge1_index], tface[cPoint->face_index].uv[edge2_index]);
if (lambda < 0.0f) lambda = 0.0f;
if (lambda > 1.0f) lambda = 1.0f;
sub_v2_v2v2(dir_vec, tface[target_face].uv[target_uv2], tface[target_face].uv[target_uv1]);
mul_v2_fl(dir_vec, lambda);
copy_v2_v2(pixel, tface[target_face].uv[target_uv1]);
add_v2_v2(pixel, dir_vec);
pixel[0] = (pixel[0] * (float)w) - 0.5f;
pixel[1] = (pixel[1] * (float)h) - 0.5f;
final_pixel[0] = (int)floor(pixel[0]);
final_pixel[1] = (int)floor(pixel[1]);
/* If current pixel uv is outside of texture */
if (final_pixel[0] < 0 || final_pixel[0] >= w) return -1;
if (final_pixel[1] < 0 || final_pixel[1] >= h) return -1;
final_index = final_pixel[0] + w * final_pixel[1];
/* If we ended up to our origin point ( mesh has smaller than pixel sized faces) */
if (final_index == (px+w*py)) return -1;
/* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */
if (tempPoints[final_index].face_index != target_face) return -1;
/*
* If final point is an "edge pixel", use it's "real" neighbour instead
*/
if (tempPoints[final_index].neighbour_pixel != -1) final_index = cPoint->neighbour_pixel;
return final_index;
}
}
}
/*
* Create a surface for image sequence format
*/
static int dynamicPaint_createUVSurface(DynamicPaintSurface *surface)
{
/* Antialias jitter point relative coords */
float jitter5sample[10] = {0.0f, 0.0f,
-0.2f, -0.4f,
0.2f, 0.4f,
0.4f, -0.2f,
-0.4f, 0.3f};
int yy;
int w,h;
int numOfFaces;
char uvname[32];
int active_points = 0;
int error = 0;
PaintSurfaceData *sData;
DynamicPaintCanvasSettings *canvas = surface->canvas;
DerivedMesh *dm = canvas->dm;
PaintUVPoint *tempPoints = NULL;
Vec3f *tempWeights = NULL;
MVert *mvert = NULL;
MFace *mface = NULL;
MTFace *tface = NULL;
BB2d *faceBB = NULL;
int *final_index;
if (!dm) return printError(canvas, "Canvas mesh not updated.");
if (surface->format != MOD_DPAINT_SURFACE_F_IMAGESEQ) return printError(canvas, "Can't bake non-\"image sequence\" formats.");
numOfFaces = dm->getNumFaces(dm);
mvert = dm->getVertArray(dm);
mface = dm->getFaceArray(dm);
/* get uv layer */
validate_layer_name(&dm->faceData, CD_MTFACE, surface->uvlayer_name, uvname);
tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname);
/* Check for validity */
if (!tface) return printError(canvas, "No UV data on canvas.");
if (surface->image_resolution < 16 || surface->image_resolution > 8096) return printError(canvas, "Invalid resolution.");
w = h = surface->image_resolution;
/*
* Start generating the surface
*/
printf("DynamicPaint: Preparing UV surface of %ix%i pixels and %i faces.\n", w, h, numOfFaces);
/* Init data struct */
if (surface->data) dynamicPaint_freeSurfaceData(surface);
sData = surface->data = MEM_callocN(sizeof(PaintSurfaceData), "PaintSurfaceData");
if (!surface->data) return printError(canvas, "Not enough free memory.");
sData->samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
tempPoints = (struct PaintUVPoint *) MEM_callocN(w*h*sizeof(struct PaintUVPoint), "Temp PaintUVPoint");
if (!tempPoints) error=1;
final_index = (int *) MEM_callocN(w*h*sizeof(int), "Temp UV Final Indexes");
if (!final_index) error=1;
if (!error) {
tempWeights = (struct Vec3f *) MEM_mallocN(w*h*sData->samples*sizeof(struct Vec3f), "Temp bWeights");
if (!tempWeights) error=1;
}
/*
* Generate a temporary bounding box array for UV faces to optimize
* the pixel-inside-a-face search.
*/
if (!error) {
faceBB = (struct BB2d *) MEM_mallocN(numOfFaces*sizeof(struct BB2d), "MPCanvasFaceBB");
if (!faceBB) error=1;
}
if (!error)
for (yy=0; yy<numOfFaces; yy++) {
int numOfVert = (mface[yy].v4) ? 4 : 3;
int i;
VECCOPY2D(faceBB[yy].min, tface[yy].uv[0]);
VECCOPY2D(faceBB[yy].max, tface[yy].uv[0]);
for (i = 1; i<numOfVert; i++) {
if (tface[yy].uv[i][0] < faceBB[yy].min[0]) faceBB[yy].min[0] = tface[yy].uv[i][0];
if (tface[yy].uv[i][1] < faceBB[yy].min[1]) faceBB[yy].min[1] = tface[yy].uv[i][1];
if (tface[yy].uv[i][0] > faceBB[yy].max[0]) faceBB[yy].max[0] = tface[yy].uv[i][0];
if (tface[yy].uv[i][1] > faceBB[yy].max[1]) faceBB[yy].max[1] = tface[yy].uv[i][1];
}
}
/*
* Loop through every pixel and check
* if pixel is uv-mapped on a canvas face.
*/
if (!error) {
#pragma omp parallel for schedule(static)
for (yy = 0; yy < h; yy++)
{
int xx;
for (xx = 0; xx < w; xx++)
{
int i, sample;
int index = xx+w*yy;
PaintUVPoint *tPoint = (&tempPoints[index]);
short isInside = 0; /* if point is inside a uv face */
float d1[2], d2[2], d3[2], point[5][2];
float dot00,dot01,dot02,dot11,dot12, invDenom, u,v;
/* Init per pixel settings */
tPoint->face_index = -1;
tPoint->neighbour_pixel = -1;
tPoint->pixel_index = index;
/* Actual pixel center, used when collision is found */
point[0][0] = ((float)xx + 0.5f) / w;
point[0][1] = ((float)yy + 0.5f) / h;
/*
* A pixel middle sample isn't enough to find very narrow polygons
* So using 4 samples of each corner too
*/
point[1][0] = ((float)xx) / w;
point[1][1] = ((float)yy) / h;
point[2][0] = ((float)xx+1) / w;
point[2][1] = ((float)yy) / h;
point[3][0] = ((float)xx) / w;
point[3][1] = ((float)yy+1) / h;
point[4][0] = ((float)xx+1) / w;
point[4][1] = ((float)yy+1) / h;
/* Loop through samples, starting from middle point */
for (sample=0; sample<5; sample++) {
/* Loop through every face in the mesh */
for (i=0; i<numOfFaces; i++) {
/* Check uv bb */
if (faceBB[i].min[0] > (point[sample][0])) continue;
if (faceBB[i].min[1] > (point[sample][1])) continue;
if (faceBB[i].max[0] < (point[sample][0])) continue;
if (faceBB[i].max[1] < (point[sample][1])) continue;
/* Calculate point inside a triangle check
* for uv0,1,2 */
VECSUB2D(d1, tface[i].uv[2], tface[i].uv[0]); // uv2 - uv0
VECSUB2D(d2, tface[i].uv[1], tface[i].uv[0]); // uv1 - uv0
VECSUB2D(d3, point[sample], tface[i].uv[0]); // point - uv0
dot00 = d1[0]*d1[0] + d1[1]*d1[1];
dot01 = d1[0]*d2[0] + d1[1]*d2[1];
dot02 = d1[0]*d3[0] + d1[1]*d3[1];
dot11 = d2[0]*d2[0] + d2[1]*d2[1];
dot12 = d2[0]*d3[0] + d2[1]*d3[1];
invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
u = (dot11 * dot02 - dot01 * dot12) * invDenom;
v = (dot00 * dot12 - dot01 * dot02) * invDenom;
if ((u > 0) && (v > 0) && (u + v < 1)) {isInside=1;} /* is inside a triangle */
/* If collision wasn't found but the face is a quad
* do another check for the second half */
if ((!isInside) && mface[i].v4)
{
/* change d2 to test the other half */
VECSUB2D(d2, tface[i].uv[3], tface[i].uv[0]); // uv3 - uv0
/* test again */
dot00 = d1[0]*d1[0] + d1[1]*d1[1];
dot01 = d1[0]*d2[0] + d1[1]*d2[1];
dot02 = d1[0]*d3[0] + d1[1]*d3[1];
dot11 = d2[0]*d2[0] + d2[1]*d2[1];
dot12 = d2[0]*d3[0] + d2[1]*d3[1];
invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
u = (dot11 * dot02 - dot01 * dot12) * invDenom;
v = (dot00 * dot12 - dot01 * dot02) * invDenom;
if ((u > 0) && (v > 0) && (u + v < 1)) {isInside=2;} /* is inside the second half of the quad */
}
/*
* If point was inside the face
*/
if (isInside != 0) {
float uv1co[2], uv2co[2], uv3co[2], uv[2];
int j;
/* Get triagnle uvs */
if (isInside==1) {
VECCOPY2D(uv1co, tface[i].uv[0]);
VECCOPY2D(uv2co, tface[i].uv[1]);
VECCOPY2D(uv3co, tface[i].uv[2]);
}
else {
VECCOPY2D(uv1co, tface[i].uv[0]);
VECCOPY2D(uv2co, tface[i].uv[2]);
VECCOPY2D(uv3co, tface[i].uv[3]);
}
/* Add b-weights per anti-aliasing sample */
for (j=0; j<sData->samples; j++) {
uv[0] = point[0][0] + jitter5sample[j*2] / w;
uv[1] = point[0][1] + jitter5sample[j*2+1] / h;
barycentric_weights_v2(uv1co, uv2co, uv3co, uv, tempWeights[index*sData->samples+j].v);
}
/* Set surface point face values */
tPoint->face_index = i; /* face index */
tPoint->quad = (isInside == 2) ? 1 : 0; /* quad or tri part*/
/* save vertex indexes */
tPoint->v1 = (isInside == 2) ? mface[i].v1 : mface[i].v1;
tPoint->v2 = (isInside == 2) ? mface[i].v3 : mface[i].v2;
tPoint->v3 = (isInside == 2) ? mface[i].v4 : mface[i].v3;
sample = 5; /* make sure we exit sample loop as well */
break;
}
}
} /* sample loop */
}
}
/*
* Now loop through every pixel that was left without index
* and find if they have neighbouring pixels that have an index.
* If so use that polygon as pixel surface.
* (To avoid seams on uv island edges)
*/
#pragma omp parallel for schedule(static)
for (yy = 0; yy < h; yy++)
{
int xx;
for (xx = 0; xx < w; xx++)
{
int index = xx+w*yy;
PaintUVPoint *tPoint = (&tempPoints[index]);
/* If point isnt't on canvas mesh */
if (tPoint->face_index == -1) {
int u_min, u_max, v_min, v_max;
int u,v, ind;
float point[2];
/* get loop area */
u_min = (xx > 0) ? -1 : 0;
u_max = (xx < (w-1)) ? 1 : 0;
v_min = (yy > 0) ? -1 : 0;
v_max = (yy < (h-1)) ? 1 : 0;
point[0] = ((float)xx + 0.5f) / w;
point[1] = ((float)yy + 0.5f) / h;
/* search through defined area for neighbour */
for (u=u_min; u<=u_max; u++)
for (v=v_min; v<=v_max; v++) {
/* if not this pixel itself */
if (u!=0 || v!=0) {
ind = (xx+u)+w*(yy+v);
/* if neighbour has index */
if (tempPoints[ind].face_index != -1) {
float uv1co[2], uv2co[2], uv3co[2], uv[2];
int i = tempPoints[ind].face_index, j;
/* Now calculate pixel data for this pixel as it was on polygon surface */
if (!tempPoints[ind].quad) {
VECCOPY2D(uv1co, tface[i].uv[0]);
VECCOPY2D(uv2co, tface[i].uv[1]);
VECCOPY2D(uv3co, tface[i].uv[2]);
}
else {
VECCOPY2D(uv1co, tface[i].uv[0]);
VECCOPY2D(uv2co, tface[i].uv[2]);
VECCOPY2D(uv3co, tface[i].uv[3]);
}
/* Add b-weights per anti-aliasing sample */
for (j=0; j<sData->samples; j++) {
uv[0] = point[0] + jitter5sample[j*2] / w;
uv[1] = point[1] + jitter5sample[j*2+1] / h;
barycentric_weights_v2(uv1co, uv2co, uv3co, uv, tempWeights[index*sData->samples+j].v);
}
/* Set values */
tPoint->neighbour_pixel = ind; // face index
tPoint->quad = tempPoints[ind].quad; // quad or tri
/* save vertex indexes */
tPoint->v1 = (tPoint->quad) ? mface[i].v1 : mface[i].v1;
tPoint->v2 = (tPoint->quad) ? mface[i].v3 : mface[i].v2;
tPoint->v3 = (tPoint->quad) ? mface[i].v4 : mface[i].v3;
u = u_max + 1; /* make sure we exit outer loop as well */
break;
}
}
}
}
}
}
/*
* When base loop is over convert found neighbour indexes to real ones
* Also count the final number of active surface points
*/
for (yy = 0; yy < h; yy++)
{
int xx;
for (xx = 0; xx < w; xx++)
{
int index = xx+w*yy;
PaintUVPoint *tPoint = (&tempPoints[index]);
if (tPoint->face_index == -1 && tPoint->neighbour_pixel != -1) tPoint->face_index = tempPoints[tPoint->neighbour_pixel].face_index;
if (tPoint->face_index != -1) active_points++;
}
}
/* If any effect enabled, create surface effect / wet layer
* neighbour lists. Processes possibly moving data. */
if (surface->effect) {
int i, cursor=0;
/* Create a temporary array of final indexes (before unassigned
* pixels have been dropped) */
for (i=0; i<w*h; i++) {
if (tempPoints[i].face_index != -1) {
final_index[i] = cursor;
cursor++;
}
}
/* allocate memory */
sData->total_points = w*h;
dynamicPaint_initEffectData(surface);
if (sData->eff_data) {
PaintEffectData *ed = sData->eff_data;
unsigned int n_pos = 0;
//#pragma omp parallel for schedule(static)
for (yy = 0; yy < h; yy++)
{
int xx;
for (xx = 0; xx < w; xx++)
{
int i, index = xx+w*yy;
PaintUVPoint *tPoint = (&tempPoints[index]);
if (tempPoints[index].face_index != -1) {
ed->n_index[final_index[index]] = n_pos;
ed->numOf_n[final_index[index]] = 0;
for (i=0; i<8; i++) {
/* Try to find a neighbouring pixel in defined direction
* If not found, -1 is returned */
int n_target = dynamicPaint_findNeighbourPixel(tempPoints, dm, uvname, w, h, xx, yy, i);
if (n_target != -1) {
ed->n_target[n_pos] = final_index[n_target];
ed->numOf_n[final_index[index]]++;
n_pos++;
}
}
if (ed->numOf_n[final_index[index]] > ed->most_neighs)
ed->most_neighs = ed->numOf_n[final_index[index]];
}
}
}
}
}
/* Create final surface data without inactive points */
{
ImgSeqFormatData *f_data = MEM_callocN(sizeof(struct ImgSeqFormatData), "ImgSeqFormatData");
if (f_data) {
f_data->uv_p = MEM_callocN(active_points*sizeof(struct PaintUVPoint), "PaintUVPoint");
f_data->barycentricWeights = MEM_callocN(active_points*sData->samples*sizeof(struct Vec3f), "PaintUVPoint");
if (!f_data->uv_p || !f_data->barycentricWeights) error=1;
}
else error=1;
sData->total_points = active_points;
/* in case of allocation error, free everything */
if (error) {
if (f_data) {
if (f_data->uv_p) MEM_freeN(f_data->uv_p);
if (f_data->barycentricWeights) MEM_freeN(f_data->barycentricWeights);
MEM_freeN(f_data);
}
}
else {
int index, cursor = 0;
sData->total_points = active_points;
sData->format_data = f_data;
for(index = 0; index < (w*h); index++) {
if (tempPoints[index].face_index != -1) {
memcpy(&f_data->uv_p[cursor], &tempPoints[index], sizeof(PaintUVPoint));
memcpy(&f_data->barycentricWeights[cursor*sData->samples], &tempWeights[index*sData->samples], sizeof(Vec3f)*sData->samples);
cursor++;
}
}
}
}
}
if (error==1) printError(canvas, "Not enough free memory.");
if (faceBB) MEM_freeN(faceBB);
if (tempPoints) MEM_freeN(tempPoints);
if (tempWeights) MEM_freeN(tempWeights);
if (final_index) MEM_freeN(final_index);
/* Init surface type data */
if (!error) {
int index;
dynamicPaint_allocateSurfaceType(surface);
#if 0
/* -----------------------------------------------------------------
* For debug, output pixel statuses to the color map
* -----------------------------------------------------------------*/
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
PaintUVPoint *uvPoint = &((PaintUVPoint*)f_data->uv_p)[index];
PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
pPoint->alpha=1.0f;
/* Every pixel that is assigned as "edge pixel" gets blue color */
if (uvPoint->neighbour_pixel != -1) pPoint->color[2] = 1.0f;
/* and every pixel that finally got an polygon gets red color */
if (uvPoint->face_index != -1) pPoint->color[0] = 1.0f;
/* green color shows pixel face index hash */
if (uvPoint->face_index != -1) pPoint->color[1] = (float)(uvPoint->face_index % 255)/256.0f;
}
#endif
}
return (error == 0);
}
#define DPOUTPUT_PAINT 0
#define DPOUTPUT_WET 1
#define DPOUTPUT_DISPLACE 2
#define DPOUTPUT_IWAVE 3
/*
* Outputs an image file from uv surface data.
*/
void dynamicPaint_outputImage(DynamicPaintSurface *surface, char* filename, short format, short type)
{
int index;
ImBuf* mhImgB = NULL;
PaintSurfaceData *sData = surface->data;
ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
char output_file[250];
if (sData == NULL || sData->type_data == NULL) {printError(surface->canvas, "Image save failed: Invalid surface.");return;}
if (format == DPOUTPUT_JPEG) sprintf(output_file,"%s.jpg",filename);
else if (format == DPOUTPUT_OPENEXR) sprintf(output_file,"%s.exr",filename);
else sprintf(output_file,"%s.png",filename);
/* Validate output file path */
BLI_path_abs(output_file, G.main->name);
BLI_make_existing_file(output_file);
/* Init image buffer */
mhImgB = IMB_allocImBuf(surface->image_resolution, surface->image_resolution, 32, IB_rectfloat);
if (mhImgB == NULL) {printError(surface->canvas, "Image save failed: Not enough free memory.");return;}
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
int pos=f_data->uv_p[index].pixel_index*4; /* image buffer position */
/* Set values of preferred type */
if (type == DPOUTPUT_WET) {
PaintPoint *point = &((PaintPoint*)sData->type_data)[index];
float value = (point->wetness > 1.0f) ? 1.0f : point->wetness;
mhImgB->rect_float[pos]=value;
mhImgB->rect_float[pos+1]=value;
mhImgB->rect_float[pos+2]=value;
mhImgB->rect_float[pos+3]=1.0f;
}
else if (type == DPOUTPUT_PAINT) {
PaintPoint *point = &((PaintPoint*)sData->type_data)[index];
mhImgB->rect_float[pos] = point->color[0];
mhImgB->rect_float[pos+1] = point->color[1];
mhImgB->rect_float[pos+2] = point->color[2];
/* mix wet layer */
if (point->e_alpha) mixColors(&mhImgB->rect_float[pos], point->alpha, point->e_color, point->e_alpha);
/* use highest alpha */
mhImgB->rect_float[pos+3] = (point->e_alpha > point->alpha) ? point->e_alpha : point->alpha;
/* Multiply color by alpha if enabled */
if (surface->flags & MOD_DPAINT_MULALPHA) {
mhImgB->rect_float[pos] *= mhImgB->rect_float[pos+3];
mhImgB->rect_float[pos+1] *= mhImgB->rect_float[pos+3];
mhImgB->rect_float[pos+2] *= mhImgB->rect_float[pos+3];
}
}
else if (type == DPOUTPUT_DISPLACE) {
float depth = ((float*)sData->type_data)[index];
if (surface->disp_type == MOD_DPAINT_DISP_DISPLACE) {
depth = (0.5f - depth);
if (depth < 0.0f) depth = 0.0f;
if (depth > 1.0f) depth = 1.0f;
}
mhImgB->rect_float[pos]=depth;
mhImgB->rect_float[pos+1]=depth;
mhImgB->rect_float[pos+2]=depth;
mhImgB->rect_float[pos+3]=1.0f;
}
}
/* Save image buffer */
if (format == DPOUTPUT_JPEG) { /* JPEG */
mhImgB->ftype= JPG|95;
IMB_rect_from_float(mhImgB);
imb_savejpeg(mhImgB, output_file, IB_rectfloat);
}
#ifdef WITH_OPENEXR
else if (format == DPOUTPUT_OPENEXR) { /* OpenEXR 32-bit float */
mhImgB->ftype = OPENEXR | OPENEXR_COMPRESS;
IMB_rect_from_float(mhImgB);
imb_save_openexr(mhImgB, output_file, IB_rectfloat);
}
#endif
else { /* DPOUTPUT_PNG */
mhImgB->ftype= PNG|95;
IMB_rect_from_float(mhImgB);
imb_savepng(mhImgB, output_file, IB_rectfloat);
}
IMB_freeImBuf(mhImgB);
}
/***************************** Material / Texture Sampling ******************************/
/*
* Update animated textures and calculate inverse matrices
* for material related objects in case texture is mapped to an object.
* (obj->imat isn't auto-updated)
*/
static void dynamicPaint_updateMaterial(Material *mat, Scene *scene)
{
MTex *mtex = NULL;
Tex *tex = NULL;
int tex_nr;
if (mat == NULL) return;
/* update material anims */
BKE_animsys_evaluate_animdata(&mat->id, mat->adt, BKE_curframe(scene), ADT_RECALC_ANIM);
/*
* Loop through every material texture and check
* if they are mapped by other object
*/
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
/* separate tex switching */
if(mat->septex & (1<<tex_nr)) continue;
if(mat->mtex[tex_nr]) {
mtex= mat->mtex[tex_nr];
tex= mtex->tex;
if(tex==0) continue;
/* which coords */
if(mtex->texco==TEXCO_OBJECT) {
Object *ob= mtex->object;
if(ob) {
invert_m4_m4(ob->imat, ob->obmat);
}
}
/* update texture anims */
BKE_animsys_evaluate_animdata(&tex->id, tex->adt, BKE_curframe(scene), ADT_RECALC_ANIM);
/* update cache if voxel data */
if(tex->id.us && tex->type==TEX_VOXELDATA) {
cache_voxeldata(tex, (int)scene->r.cfra);
}
/* update image sequences and movies */
if(tex->ima && ELEM(tex->ima->source, IMA_SRC_MOVIE, IMA_SRC_SEQUENCE)) {
if(tex->iuser.flag & IMA_ANIM_ALWAYS)
BKE_image_user_calc_frame(&tex->iuser, (int)scene->r.cfra, 0);
}
}
}
}
/* Initialize materials for object:
* Calculates inverce matrices for linked objects, updates
* volume caches etc. */
static void dynamicPaint_updateObjectMaterials(Object *brushOb, Material *ui_mat, Scene *scene)
{
/* Calculate inverse transformation matrix
* for this object */
invert_m4_m4(brushOb->imat, brushOb->obmat);
/* Now process every material linked to this brush object */
if ((ui_mat == NULL) && brushOb->mat && brushOb->totcol) {
int i, tot=(*give_totcolp(brushOb))+1;
for (i=1; i<tot; i++) {
dynamicPaint_updateMaterial(give_current_material(brushOb,i), scene);
}
}
else {
dynamicPaint_updateMaterial(ui_mat, scene);
}
}
/* A modified part of shadeinput.c -> shade_input_set_uv() / shade_input_set_shade_texco()
* Used for sampling UV mapped texture color */
static void textured_face_generate_uv(float *uv, float *normal, float *hit, float *v1, float *v2, float *v3)
{
float detsh, t00, t10, t01, t11, xn, yn, zn;
int axis1, axis2;
/* find most stable axis to project */
xn= fabs(normal[0]);
yn= fabs(normal[1]);
zn= fabs(normal[2]);
if(zn>=xn && zn>=yn) { axis1= 0; axis2= 1; }
else if(yn>=xn && yn>=zn) { axis1= 0; axis2= 2; }
else { axis1= 1; axis2= 2; }
/* compute u,v and derivatives */
t00= v3[axis1]-v1[axis1]; t01= v3[axis2]-v1[axis2];
t10= v3[axis1]-v2[axis1]; t11= v3[axis2]-v2[axis2];
detsh= 1.0f/(t00*t11-t10*t01);
t00*= detsh; t01*=detsh;
t10*=detsh; t11*=detsh;
uv[0] = (hit[axis1]-v3[axis1])*t11-(hit[axis2]-v3[axis2])*t10;
uv[1] = (hit[axis2]-v3[axis2])*t00-(hit[axis1]-v3[axis1])*t01;
/* u and v are in range -1 to 0, we allow a little bit extra but not too much, screws up speedvectors */
CLAMP(uv[0], -2.0f, 1.0f);
CLAMP(uv[1], -2.0f, 1.0f);
}
/* a modified part of shadeinput.c -> shade_input_set_uv() / shade_input_set_shade_texco()
* Used for sampling UV mapped texture color */
static void textured_face_get_uv(float *uv_co, float *normal, float *uv, int faceIndex, short quad, MTFace *tface)
{
float *uv1, *uv2, *uv3;
float l;
l= 1.0f+uv[0]+uv[1];
uv1= tface[faceIndex].uv[0];
uv2= (quad) ? tface[faceIndex].uv[2] : tface[faceIndex].uv[1];
uv3= (quad) ? tface[faceIndex].uv[3] : tface[faceIndex].uv[2];
uv_co[0]= -1.0f + 2.0f*(l*uv3[0]-uv[0]*uv1[0]-uv[1]*uv2[0]);
uv_co[1]= -1.0f + 2.0f*(l*uv3[1]-uv[0]*uv1[1]-uv[1]*uv2[1]);
uv_co[2]= 0.0f; /* texture.c assumes there are 3 coords */
}
/*
* Edited version of do_material_tex()
*
* Samples color and alpha from a "Surface" type material
* on a given point, without need for ShadeInput.
*
* Keep up-to-date with new mapping settings
*
* also see shade_input_set_shade_texco() for ORCO settings
* and shade_input_set_uv() for face uv calculation
*/
void dynamicPaint_sampleSolidMaterial(float color[3], float *alpha, Material *mat, Object *brushOb, float xyz[3], int faceIndex, short isQuad, DerivedMesh *orcoDm)
{
MTex *mtex = NULL;
Tex *tex = NULL;
TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
float co[3], xyz_local[3];
float fact, stencilTin=1.0;
float texvec[3];
int tex_nr, rgbnor= 0;
float uv[3], normal[3];
MFace *mface;
int v1, v2, v3;
MVert *mvert;
/* Get face data */
mvert = orcoDm->getVertArray(orcoDm);
mface = orcoDm->getFaceArray(orcoDm);
v1=mface[faceIndex].v1, v2=mface[faceIndex].v2, v3=mface[faceIndex].v3;
if (isQuad) {v2=mface[faceIndex].v3; v3=mface[faceIndex].v4;}
normal_tri_v3( normal, mvert[v1].co, mvert[v2].co, mvert[v3].co);
/* Assign material base values */
color[0] = mat->r;
color[1] = mat->g;
color[2] = mat->b;
*alpha = mat->alpha;
VECCOPY(xyz_local, xyz);
mul_m4_v3(brushOb->imat, xyz_local);
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
/* separate tex switching */
if(mat->septex & (1<<tex_nr)) continue;
if(mat->mtex[tex_nr]) {
mtex= mat->mtex[tex_nr];
tex= mtex->tex;
tex= mtex->tex;
if(tex==0) continue;
/* which coords */
if(mtex->texco==TEXCO_ORCO) {
float l;
/* Get generated UV */
textured_face_generate_uv(uv, normal, xyz_local, mvert[v1].co, mvert[v2].co, mvert[v3].co);
l= 1.0f+uv[0]+uv[1];
/* calculate generated coordinate
* ** Keep up-to-date with shadeinput.c -> shade_input_set_shade_texco() **/
co[0]= l*mvert[v3].co[0]-uv[0]*mvert[v1].co[0]-uv[1]*mvert[v2].co[0];
co[1]= l*mvert[v3].co[1]-uv[0]*mvert[v1].co[1]-uv[1]*mvert[v2].co[1];
co[2]= l*mvert[v3].co[2]-uv[0]*mvert[v1].co[2]-uv[1]*mvert[v2].co[2];
}
else if(mtex->texco==TEXCO_OBJECT) {
Object *ob= mtex->object;
VECCOPY(co, xyz);
/* convert from world space to paint space */
mul_m4_v3(brushOb->imat, co);
if(ob) {
mul_m4_v3(ob->imat, co);
}
}
else if(mtex->texco==TEXCO_GLOB) {
VECCOPY(co, xyz);
}
else if(mtex->texco==TEXCO_UV) {
MTFace *tface;
/* Get UV layer */
if(mtex->uvname[0] != 0)
tface = CustomData_get_layer_named(&orcoDm->faceData, CD_MTFACE, mtex->uvname);
else
tface = DM_get_face_data_layer(orcoDm, CD_MTFACE);
/* Get generated coordinates to calculate UV from */
textured_face_generate_uv(uv, normal, xyz_local, mvert[v1].co, mvert[v2].co, mvert[v3].co);
/* Get UV mapping coordinate */
textured_face_get_uv(co, normal, uv, faceIndex, isQuad, tface);
}
else continue; /* non-supported types get just skipped:
TEXCO_REFL, TEXCO_NORM, TEXCO_TANGENT
TEXCO_WINDOW, TEXCO_STRAND, TEXCO_STRESS etc.
*/
/* get texture mapping */
texco_mapping_ext(normal, tex, mtex, co, 0, 0, texvec);
if(tex->use_nodes && tex->nodetree) {
/* No support for nodes (yet). */
continue;
}
else {
rgbnor = multitex_ext(mtex->tex, co, 0, 0, 0, &texres);
}
/* texture output */
if( (rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
rgbnor-= TEX_RGB;
}
/* Negate and stencil masks */
if(mtex->texflag & MTEX_NEGATIVE) {
if(rgbnor & TEX_RGB) {
texres.tr= 1.0-texres.tr;
texres.tg= 1.0-texres.tg;
texres.tb= 1.0-texres.tb;
}
texres.tin= 1.0-texres.tin;
}
if(mtex->texflag & MTEX_STENCIL) {
if(rgbnor & TEX_RGB) {
fact= texres.ta;
texres.ta*= stencilTin;
stencilTin*= fact;
}
else {
fact= texres.tin;
texres.tin*= stencilTin;
stencilTin*= fact;
}
}
/* mapping */
if(mtex->mapto & (MAP_COL)) {
float tcol[3];
/* stencil maps on the texture control slider, not texture intensity value */
tcol[0]=texres.tr; tcol[1]=texres.tg; tcol[2]=texres.tb;
if((rgbnor & TEX_RGB)==0) {
tcol[0]= mtex->r;
tcol[1]= mtex->g;
tcol[2]= mtex->b;
}
else if(mtex->mapto & MAP_ALPHA) {
texres.tin= stencilTin;
}
else texres.tin= texres.ta;
if(mtex->mapto & MAP_COL) {
float colfac= mtex->colfac*stencilTin;
texture_rgb_blend(color, tcol, color, texres.tin, colfac, mtex->blendtype);
}
}
if(mtex->mapto & MAP_VARS) {
/* stencil maps on the texture control slider, not texture intensity value */
if(rgbnor & TEX_RGB) {
if(texres.talpha) texres.tin= texres.ta;
else texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
}
if(mtex->mapto & MAP_ALPHA) {
float alphafac= mtex->alphafac*stencilTin;
*alpha= texture_value_blend(mtex->def_var, *alpha, texres.tin, alphafac, mtex->blendtype);
if(*alpha<0.0) *alpha= 0.0;
else if(*alpha>1.0) *alpha= 1.0;
}
}
}
}
}
/*
* Edited version of texture.c -> do_volume_tex()
*
* Samples color and density from a volume type texture
* without need for ShadeInput.
*
* Keep up-to-date with new mapping settings
*/
void dynamicPaint_sampleVolumeMaterial(float color[3], float *alpha, Material *mat, Object *brushOb, float xyz[3])
{
int mapto_flag = MAP_DENSITY | MAP_REFLECTION_COL | MAP_TRANSMISSION_COL;
float *col = color;
MTex *mtex = NULL;
Tex *tex = NULL;
TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
int tex_nr, rgbnor= 0;
float co[3], texvec[3];
float fact, stencilTin=1.0;
/* set base color */
color[0] = mat->vol.reflection_col[0];
color[1] = mat->vol.reflection_col[1];
color[2] = mat->vol.reflection_col[2];
*alpha = mat->vol.density;
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++) {
/* separate tex switching */
if(mat->septex & (1<<tex_nr)) continue;
if(mat->mtex[tex_nr]) {
mtex= mat->mtex[tex_nr];
tex= mtex->tex;
if(tex==0) continue;
/* only process if this texture is mapped
* to one that we're interested in */
if (!(mtex->mapto & mapto_flag)) continue;
texres.nor= NULL;
/* which coords */
if(mtex->texco==TEXCO_OBJECT) {
Object *ob= mtex->object;
ob= mtex->object;
if(ob) {
VECCOPY(co, xyz);
mul_m4_v3(ob->imat, co);
}
}
else if(mtex->texco==TEXCO_ORCO) {
{
Object *ob= brushOb;
VECCOPY(co, xyz);
mul_m4_v3(ob->imat, co);
}
}
else if(mtex->texco==TEXCO_GLOB) {
VECCOPY(co, xyz);
}
else continue; /* Skip unsupported types */
if(tex->type==TEX_IMAGE) {
continue; /* not supported yet */
}
else {
/* placement */
if(mtex->projx) texvec[0]= mtex->size[0]*(co[mtex->projx-1]+mtex->ofs[0]);
else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
if(mtex->projy) texvec[1]= mtex->size[1]*(co[mtex->projy-1]+mtex->ofs[1]);
else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
if(mtex->projz) texvec[2]= mtex->size[2]*(co[mtex->projz-1]+mtex->ofs[2]);
else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
}
rgbnor= multitex_ext(tex, texvec, NULL, NULL, 0, &texres);
/* texture output */
if( (rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
rgbnor-= TEX_RGB;
}
/* Negate and stencil */
if(mtex->texflag & MTEX_NEGATIVE) {
if(rgbnor & TEX_RGB) {
texres.tr= 1.0-texres.tr;
texres.tg= 1.0-texres.tg;
texres.tb= 1.0-texres.tb;
}
texres.tin= 1.0-texres.tin;
}
if(mtex->texflag & MTEX_STENCIL) {
if(rgbnor & TEX_RGB) {
fact= texres.ta;
texres.ta*= stencilTin;
stencilTin*= fact;
}
else {
fact= texres.tin;
texres.tin*= stencilTin;
stencilTin*= fact;
}
}
/* Map values */
if((mapto_flag & (MAP_EMISSION_COL+MAP_TRANSMISSION_COL+MAP_REFLECTION_COL)) && (mtex->mapto & (MAP_EMISSION_COL+MAP_TRANSMISSION_COL+MAP_REFLECTION_COL))) {
float tcol[3];
/* stencil maps on the texture control slider, not texture intensity value */
if((rgbnor & TEX_RGB)==0) {
tcol[0]= mtex->r;
tcol[1]= mtex->g;
tcol[2]= mtex->b;
} else {
tcol[0]=texres.tr;
tcol[1]=texres.tg;
tcol[2]=texres.tb;
if(texres.talpha)
texres.tin= texres.ta;
}
/* used for emit */
if((mapto_flag & MAP_EMISSION_COL) && (mtex->mapto & MAP_EMISSION_COL)) {
float colemitfac= mtex->colemitfac*stencilTin;
texture_rgb_blend(col, tcol, col, texres.tin, colemitfac, mtex->blendtype);
}
if((mapto_flag & MAP_REFLECTION_COL) && (mtex->mapto & MAP_REFLECTION_COL)) {
float colreflfac= mtex->colreflfac*stencilTin;
texture_rgb_blend(col, tcol, col, texres.tin, colreflfac, mtex->blendtype);
}
if((mapto_flag & MAP_TRANSMISSION_COL) && (mtex->mapto & MAP_TRANSMISSION_COL)) {
float coltransfac= mtex->coltransfac*stencilTin;
texture_rgb_blend(col, tcol, col, texres.tin, coltransfac, mtex->blendtype);
}
}
if((mapto_flag & MAP_VARS) && (mtex->mapto & MAP_VARS)) {
/* stencil maps on the texture control slider, not texture intensity value */
/* convert RGB to intensity if intensity info isn't provided */
if (!(rgbnor & TEX_INT)) {
if (rgbnor & TEX_RGB) {
if(texres.talpha) texres.tin= texres.ta;
else texres.tin= (0.35*texres.tr+0.45*texres.tg+0.2*texres.tb);
}
}
if((mapto_flag & MAP_DENSITY) && (mtex->mapto & MAP_DENSITY)) {
float densfac= mtex->densfac*stencilTin;
*alpha = texture_value_blend(mtex->def_var, *alpha, texres.tin, densfac, mtex->blendtype);
CLAMP(*alpha, 0.0, 1.0);
}
}
}
}
}
/*
* Get material diffuse color and alpha (including linked textures) in given coordinates
*
* color,paint : input/output color values
* pixelCoord : canvas pixel coordinates in global space. used if material is volumetric
* paintHit : ray hit point on paint object surface in global space. used by "surface" type materials
* faceIndex : ray hit face index
* orcoDm : orco state derived mesh of paint object
* ui_mat : force material. if NULL, material linked to mesh face is used.
*
* *"brush object" = object to sample material color from
*/
void dynamicPaint_getMaterialColor(float *color, float *alpha, Object *brushOb, float pixelCoord[3], float paintHit[3], int faceIndex, short isQuad, DerivedMesh *orcoDm, Material *ui_mat)
{
Material *material = ui_mat;
/* Get face material */
if (material == NULL) {
MFace *mface = NULL;
mface = orcoDm->getFaceArray(orcoDm);
material = give_current_material(brushOb, mface[faceIndex].mat_nr+1);
if (material == NULL) return; /* No material assigned */
}
/* Sample textured material color in given position depending on material type */
if (material->material_type == MA_TYPE_SURFACE) {
/* Solid material */
dynamicPaint_sampleSolidMaterial(color, alpha, material, brushOb, paintHit, faceIndex, isQuad, orcoDm);
}
else if (material->material_type == MA_TYPE_VOLUME) {
/* Volumetric material */
dynamicPaint_sampleVolumeMaterial(color, alpha, material, brushOb, pixelCoord);
}
else if (material->material_type == MA_TYPE_HALO) {
/* Halo type not supported */
}
}
/***************************** Ray / Nearest Point Utils ******************************/
/* A modified callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*
* To optimize brush detection speed this doesn't calculate hit coordinates or normal.
* If ray hit the second half of a quad, no[0] is set to 1.0f.
*/
static void mesh_faces_spherecast_dp(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
MVert *vert = data->vert;
MFace *face = data->face + index;
short quad = 0;
float *t0, *t1, *t2, *t3;
t0 = vert[ face->v1 ].co;
t1 = vert[ face->v2 ].co;
t2 = vert[ face->v3 ].co;
t3 = face->v4 ? vert[ face->v4].co : NULL;
do
{
float dist;
dist = ray_tri_intersection(ray, hit->dist, t0, t1, t2);
if(dist >= 0 && dist < hit->dist)
{
hit->index = index;
hit->dist = dist;
hit->no[0] = (quad) ? 1.0f : 0.0f;
}
t1 = t2;
t2 = t3;
t3 = NULL;
quad = 1;
} while(t2);
}
/* A modified callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*
* To optimize brush detection speed this doesn't calculate hit normal.
* If ray hit the second half of a quad, no[0] is set to 1.0f, else 0.0f
*/
static void mesh_faces_nearest_point_dp(void *userdata, int index, const float *co, BVHTreeNearest *nearest)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
MVert *vert = data->vert;
MFace *face = data->face + index;
short quad = 0;
float *t0, *t1, *t2, *t3;
t0 = vert[ face->v1 ].co;
t1 = vert[ face->v2 ].co;
t2 = vert[ face->v3 ].co;
t3 = face->v4 ? vert[ face->v4].co : NULL;
do
{
float nearest_tmp[3], dist;
int vertex, edge;
dist = nearest_point_in_tri_surface(t0, t1, t2, co, &vertex, &edge, nearest_tmp);
if(dist < nearest->dist)
{
nearest->index = index;
nearest->dist = dist;
VECCOPY(nearest->co, nearest_tmp);
nearest->no[0] = (quad) ? 1.0f : 0.0f;
}
t1 = t2;
t2 = t3;
t3 = NULL;
quad = 1;
} while(t2);
}
/***************************** Painting Calls ******************************/
/*
* Mix color values to canvas point.
*
* surface : canvas surface
* index : surface point index
* paintFlags : paint object flags
* paintColor,Alpha,Wetness : to be mixed paint values
* timescale : value used to adjust time dependand
* operations when using substeps
*/
void dynamicPaint_mixPaintColors(DynamicPaintSurface *surface, int index, int paintFlags, float *paintColor, float *paintAlpha, float *paintWetness, float *timescale)
{
PaintPoint *pPoint = &((PaintPoint*)surface->data->type_data)[index];
/* Add paint */
if (!(paintFlags & MOD_DPAINT_ERASE)) {
float wetness;
float temp_alpha = (*paintAlpha) * ((paintFlags & MOD_DPAINT_ABS_ALPHA) ? 1.0f : (*timescale));
/* mix brush color with wet layer color */
if (temp_alpha) mixColors(pPoint->e_color, pPoint->e_alpha, paintColor, temp_alpha);
/* alpha */
if (paintFlags & MOD_DPAINT_ABS_ALPHA) {
if (pPoint->e_alpha < (*paintAlpha)) pPoint->e_alpha = (*paintAlpha);
}
else {
pPoint->e_alpha += temp_alpha;
if (pPoint->e_alpha > 1.0f) pPoint->e_alpha = 1.0f;
}
/* only increase wetness if it's below paint level */
wetness = (*paintWetness) * pPoint->e_alpha;
if (pPoint->wetness < wetness) pPoint->wetness = wetness;
}
/* Erase paint */
else {
float a_ratio, a_highest;
float wetness;
float invFact = 1.0f - (*paintAlpha);
/*
* Make highest alpha to match erased value
* but maintain alpha ratio
*/
if (paintFlags & MOD_DPAINT_ABS_ALPHA) {
a_highest = (pPoint->e_alpha > pPoint->alpha) ? pPoint->e_alpha : pPoint->alpha;
if (a_highest > invFact) {
a_ratio = invFact / a_highest;
pPoint->e_alpha *= a_ratio;
pPoint->alpha *= a_ratio;
}
}
else {
pPoint->e_alpha -= (*paintAlpha) * (*timescale);
if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f;
pPoint->alpha -= (*paintAlpha) * (*timescale);
if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f;
}
wetness = (1.0f - (*paintWetness)) * pPoint->e_alpha;
if (pPoint->wetness > wetness) pPoint->wetness = wetness;
}
}
/*
* Paint a brush object mesh to the surface
*/
static int dynamicPaint_paintMesh(DynamicPaintSurface *surface, PaintBakeData *bData, DynamicPaintBrushSettings *brush, Object *canvasOb, Object *brushOb, float timescale)
{
DerivedMesh *dm = NULL;
MVert *mvert = NULL;
MFace *mface = NULL;
PaintSurfaceData *sData = surface->data;
if (!brush->dm) return 0;
{
BVHTreeFromMesh treeData = {0};
int index;
int numOfVerts;
int ii;
/*
* Transform collider vertices to world space
* (Faster than transforming per pixel
* coordinates and normals to object space)
*/
dm = CDDM_copy(brush->dm);
mvert = dm->getVertArray(dm);
mface = dm->getFaceArray(dm);
numOfVerts = dm->getNumVerts(dm);
for (ii=0; ii<numOfVerts; ii++) {
mul_m4_v3(brushOb->obmat, mvert[ii].co);
}
/* Build a bvh tree from transformed vertices */
bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 4, 6);
if(treeData.tree) {
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
{
int ss;
float brushFactor = 0.0f; /* brush influence factor */
float depth = 0.0f; /* displace depth */
float paintColor[3] = {0.0f, 0.0f, 0.0f};
int numOfHits = 0;
float paintAlpha = 0.0f;
/* Supersampling */
for (ss=0; ss<sData->samples; ss++)
{
float ray_start[3], ray_dir[3];
float gaus_factor;
BVHTreeRayHit hit;
BVHTreeNearest nearest;
short hit_found = 0;
/* If it's a proximity hit, store distance rate */
float distRate = -1.0f;
/* hit data */
float hitCoord[3]; /* mid-sample hit coordinate */
int hitFace = -1; /* mid-sample hit face */
short hitQuad; /* mid-sample hit quad status */
/* Supersampling factor */
if (sData->samples > 1) {
gaus_factor = gaussianFactors[ss];
}
else {
gaus_factor = 1.0f;
}
/* Get current sample position in world coordinates */
VECCOPY(ray_start, &bData->realCoord[(sData->total_points*ss+index)*3]);
VECCOPY(ray_dir, bData->bPoint[index].invNorm);
hit.index = -1;
hit.dist = 9999;
nearest.index = -1;
nearest.dist = brush->paint_distance * brush->paint_distance; /* find_nearest search uses squared distance */
/* Check volume collision */
if (brush->collision == MOD_DPAINT_COL_VOLUME || brush->collision == MOD_DPAINT_COL_VOLDIST)
if(BLI_bvhtree_ray_cast(treeData.tree, ray_start, ray_dir, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData) != -1)
{
/* We hit a triangle, now check if collision point normal is facing the point */
/* For optimization sake, hit point normal isn't calculated in ray cast loop */
int v1=mface[hit.index].v1, v2=mface[hit.index].v2, v3=mface[hit.index].v3, quad=(hit.no[0] == 1.0f);
float dot;
if (quad) {v2=mface[hit.index].v3; v3=mface[hit.index].v4;}
/* Get hit normal */
normal_tri_v3( hit.no, mvert[v1].co, mvert[v2].co, mvert[v3].co);
dot = ray_dir[0]*hit.no[0] + ray_dir[1]*hit.no[1] + ray_dir[2]*hit.no[2];
/*
* If ray and hit normal are facing same direction
* hit point is inside a closed mesh.
*/
if (dot>=0)
{
/* Add factor on supersample filter */
brushFactor += gaus_factor;
depth += hit.dist;
hit_found = 1;
/*
* Mark hit info
*/
if (hitFace == -1) {
VECADDFAC(hitCoord, ray_start, ray_dir, hit.dist); /* Calculate final hit coordinates */
hitQuad = quad;
hitFace = hit.index;
}
}
} // end of raycast
/* Check proximity collision */
if ((brush->collision == MOD_DPAINT_COL_DIST || brush->collision == MOD_DPAINT_COL_VOLDIST))
{
float proxDist = -1.0f;
float hitCo[3];
short hQuad;
int face;
/*
* If pure distance proximity, find the nearest point on the mesh
*/
if (!(brush->flags & MOD_DPAINT_PROX_FACEALIGNED)) {
if (BLI_bvhtree_find_nearest(treeData.tree, ray_start, &nearest, mesh_faces_nearest_point_dp, &treeData) != -1) {
proxDist = sqrt(nearest.dist); /* find_nearest returns a squared distance, so gotta change it back to real distance */
copy_v3_v3(hitCo, nearest.co);
hQuad = (nearest.no[0] == 1.0f);
face = nearest.index;
}
}
else { /* else cast a ray in surface normal direction */
negate_v3(ray_dir);
hit.index = -1;
hit.dist = brush->paint_distance;
/* Do a face normal directional raycast, and use that distance */
if(BLI_bvhtree_ray_cast(treeData.tree, ray_start, ray_dir, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData) != -1)
{
proxDist = hit.dist;
VECADDFAC(hitCo, ray_start, ray_dir, hit.dist); /* Calculate final hit coordinates */
hQuad = (hit.no[0] == 1.0f);
face = hit.index;
}
}
/* If a hit was found, calculate required values */
if (proxDist >= 0.0f) {
float dist_rate = proxDist / brush->paint_distance;
float prox_influence = 0.0f;
/* Smooth range or color ramp */
if (brush->proximity_falloff == MOD_DPAINT_PRFALL_SMOOTH ||
brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP) {
/* Limit distance to 0.0 - 1.0 */
if (dist_rate > 1.0f) dist_rate = 1.0f;
if (dist_rate < 0.0f) dist_rate = 0.0f;
/* if using smooth falloff, multiply gaussian factor */
if (brush->proximity_falloff == MOD_DPAINT_PRFALL_SMOOTH) {
prox_influence = (1.0f - dist_rate) * gaus_factor;
}
else prox_influence = gaus_factor;
if (hitFace == -1) {
distRate = dist_rate;
}
}
else prox_influence = gaus_factor;
hit_found = 1;
if (brush->flags & MOD_DPAINT_INVERSE_PROX) {
brushFactor -= prox_influence;
distRate = -distRate;
}
else
brushFactor += prox_influence;
if (hitFace == -1) {
copy_v3_v3(hitCoord, hitCo);
hitQuad = hQuad;
hitFace = face;
}
}
}
/*
* Process color and alpha
*/
if (hit_found)
{
float sampleColor[3];
float sampleAlpha = 1.0f;
float bandres[4];
sampleColor[0] = brush->r;
sampleColor[1] = brush->g;
sampleColor[2] = brush->b;
/* Get material+textures color on hit point if required */
if (brush->flags & MOD_DPAINT_USE_MATERIAL) dynamicPaint_getMaterialColor(sampleColor, &sampleAlpha, brushOb, &bData->realCoord[(sData->total_points*ss+index)*3], hitCoord, hitFace, hitQuad, brush->dm, brush->mat);
/* Sample colorband if required */
if ((distRate >= 0.0f) && (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP) && do_colorband(brush->paint_ramp, distRate, bandres)) {
if (!(brush->flags & MOD_DPAINT_RAMP_ALPHA)) {
sampleColor[0] = bandres[0];
sampleColor[1] = bandres[1];
sampleColor[2] = bandres[2];
}
sampleAlpha *= bandres[3];
}
/* Add AA sample */
paintColor[0] += sampleColor[0];
paintColor[1] += sampleColor[1];
paintColor[2] += sampleColor[2];
paintAlpha += sampleAlpha;
numOfHits++;
}
} // end supersampling
/* if any sample was inside paint range */
if (brushFactor > 0.01f) {
/* apply supersampling results */
if (sData->samples > 1) {
brushFactor /= gaussianTotal;
}
CLAMP(brushFactor, 0.0f, 1.0f);
brushFactor *= brush->alpha;
//cPoint->state = 2;
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
float paintWetness = brush->wetness * brushFactor;
/* Get final pixel color and alpha */
paintColor[0] /= numOfHits;
paintColor[1] /= numOfHits;
paintColor[2] /= numOfHits;
paintAlpha /= numOfHits;
/* Multiply alpha value by the ui multiplier */
paintAlpha = paintAlpha * brushFactor;
if (paintAlpha > 1.0f) paintAlpha = 1.0f;
/*
* Mix paint to the surface
*/
dynamicPaint_mixPaintColors(surface, index, brush->flags, paintColor, &paintAlpha, &paintWetness, &timescale);
}
else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
float *value = (float*)sData->type_data;
if (brush->flags & MOD_DPAINT_ERASE) {
value[index] *= (1.0f - brushFactor);
if (value[index] < 0.0f) value[index] = 0.0f;
}
else {
depth /= bData->bPoint[index].normal_scale;
/* do displace */
if (value[index] < depth) value[index] = depth;
}
}
else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
float *value = (float*)sData->type_data;
if (brush->flags & MOD_DPAINT_ERASE) {
value[index] *= (1.0f - brushFactor);
if (value[index] < 0.0f) value[index] = 0.0f;
}
else {
if (brush->flags & MOD_DPAINT_ABS_ALPHA) {
if (value[index] < brushFactor) value[index] = brushFactor;
}
else {
value[index] += brushFactor;
if (value[index] > 1.0f) value[index] = 1.0f;
}
}
}
}
}
}
}
/* free bhv tree */
free_bvhtree_from_mesh(&treeData);
dm->release(dm);
}
return 1;
}
/*
* Paint a particle system to the surface
*/
static int dynamicPaint_paintParticles(DynamicPaintSurface *surface, PaintBakeData *bData, ParticleSystem *psys, DynamicPaintBrushSettings *brush, Object *canvasOb, float timescale)
{
int index;
ParticleSettings *part=psys->part;
ParticleData *pa = NULL;
PaintSurfaceData *sData = surface->data;
KDTree *tree;
int particlesAdded = 0;
int invalidParticles = 0;
int p = 0;
if (psys->totpart < 1) return 1;
/*
* Build a kd-tree to optimize distance search
*/
tree= BLI_kdtree_new(psys->totpart);
/* loop through particles and insert valid ones to the tree */
for(p=0, pa=psys->particles; p<psys->totpart; p++, pa++) {
/* Proceed only if particle is active */
if(pa->alive == PARS_UNBORN && (part->flag & PART_UNBORN)==0) continue;
else if(pa->alive == PARS_DEAD && (part->flag & PART_DIED)==0) continue;
else if(pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
/* for debug purposes check if any NAN particle proceeds
* For some reason they get past activity check, this should rule most of them out */
if (isnan(pa->state.co[0]) || isnan(pa->state.co[1]) || isnan(pa->state.co[2])) {invalidParticles++;continue;}
BLI_kdtree_insert(tree, p, pa->state.co, NULL);
particlesAdded++;
}
if (invalidParticles)
printf("Warning: Invalid particle(s) found!\n");
/* If no suitable particles were found, exit */
if (particlesAdded < 1) {
BLI_kdtree_free(tree);
return 1;
}
/* balance tree */
BLI_kdtree_balance(tree);
/*
* Loop through every surface point
*/
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
float disp_intersect = 0;
float radius;
float solidradius = brush->particle_radius;
float smooth = brush->particle_smooth;
float strength = 0.0f;
/* If using per particle radius */
if (brush->flags & MOD_DPAINT_PART_RAD) {
/*
* If we use per particle radius, we have to sample all particles
* within max radius range
*/
KDTreeNearest *nearest = NULL;
int n, particles = 0;
float range = psys->part->size + smooth;
particles = BLI_kdtree_range_search(tree, range, &bData->realCoord[index*3], NULL, &nearest);
for(n=0; n<particles; n++) {
/*
* Find particle that produces highest influence
*/
ParticleData *pa = psys->particles + nearest[n].index;
float rad = pa->size + smooth;
float str,smooth_range;
if (nearest[n].dist > rad) continue; /* if outside range, continue to next one */
if ((rad-nearest[n].dist) > disp_intersect) {
disp_intersect = rad-nearest[n].dist;
radius = rad;
}
/* Continue with paint check */
if (nearest[n].dist < pa->size) {
/* If particle is inside the solid range, no need to continue further
* since no other particle can have higher influence */
strength = 1.0f;
break;
}
smooth_range = (nearest[n].dist - pa->size);
/* do smoothness if enabled */
if (smooth) smooth_range/=smooth;
str = 1.0f - smooth_range;
/* if influence is greater, use this one */
if (str > strength) strength = str;
}
if (nearest) MEM_freeN(nearest);
}
else {
/*
* With predefined radius, there is no variation between particles.
* It's enough to just find the nearest one.
*/
KDTreeNearest nearest;
float smooth_range;
radius = solidradius + smooth;
/* Find nearest particle and get distance to it */
BLI_kdtree_find_nearest(tree, &bData->realCoord[index*3], NULL, &nearest);
if (nearest.dist > radius) continue;
/* distances inside solid radius have maximum influence -> dist = 0 */
smooth_range = (nearest.dist - solidradius);
if (smooth_range<0) smooth_range=0.0f;
/* do smoothness if enabled */
if (smooth) smooth_range/=smooth;
strength = 1.0f - smooth_range;
disp_intersect = radius - nearest.dist;
}
if (strength <= 0.0f) continue;
//cPoint->state = 2;
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
float paintAlpha = brush->alpha * strength;
float paintWetness = brush->wetness * strength;
float paintColor[3];
paintColor[0] = brush->r;
paintColor[1] = brush->g;
paintColor[2] = brush->b;
if (paintAlpha > 1.0f) paintAlpha = 1.0f;
dynamicPaint_mixPaintColors(surface, index, brush->flags, paintColor, &paintAlpha, &paintWetness, &timescale);
}
else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
float sdepth;
float *value = (float*)sData->type_data;
/* change falloff type to inverse square to match real displace depth */
disp_intersect = (1.0f - sqrt(disp_intersect / radius)) * radius;
/* get displace depth */
sdepth = (radius - disp_intersect) / bData->bPoint[index].normal_scale;
if (sdepth<0.0f) sdepth = 0.0f;
if (value[index] < sdepth) value[index] = sdepth;
}
else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) {
float *value = (float*)sData->type_data;
if (brush->flags & MOD_DPAINT_ERASE) {
value[index] *= (1.0f - strength);
if (value[index] < 0.0f) value[index] = 0.0f;
}
else {
if (value[index] < strength) value[index] = strength;
}
}
}
BLI_kdtree_free(tree);
return 1;
}
/***************************** Dynamic Paint Step / Baking ******************************/
/* paint effect default movement per frame in global units */
#define EFF_MOVEMENT_PER_FRAME 0.05f
/*
* Prepare data required by effects for current frame.
* Returns number of steps required
*/
static int dynamicPaint_prepareEffectStep(DynamicPaintSurface *surface, Scene *scene, Object *ob, EffBakeNPoint *eNeighs, float **force, float *realCoords, float timescale)
{
double average_dist = 0.0f;
double average_force = 0.0f;
float shrink_speed=0.0f, spread_speed=0.0f;
float fastest_effect;
int steps;
PaintSurfaceData *sData = surface->data;
int index;
/* Init force data if required */
if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) {
float vel[3] = {0};
float f_t[3];
ListBase *effectors = pdInitEffectors(scene, ob, NULL, surface->effector_weights);
/* allocate memory for force data (dir vector + strength) */
*force = MEM_mallocN(sData->total_points*4*sizeof(float), "PaintEffectForces");
if (*force) {
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
float forc[3] = {0};
/* apply force fields */
if (effectors) {
EffectedPoint epoint;
pd_point_from_loc(scene, &realCoords[index*3], vel, index, &epoint);
epoint.vel_to_sec = 1.0f;
pdDoEffectors(effectors, NULL, surface->effector_weights, &epoint, forc, NULL);
}
/* if global gravity is enabled, add it too */
if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY)
/* also divide by 10 to about match default grav
* with default force strength (1.0) */
madd_v3_v3fl(forc, scene->physics_settings.gravity,
surface->effector_weights->global_gravity*surface->effector_weights->weight[0] / 10.f);
/* force strength */
(*force)[index*4+3] = len_v3(forc);
/* normalize and copy */
if ((*force)[index*4+3]) mul_v3_fl(forc, 1.0f/(*force)[index*4+3]);
VECCOPY(&((*force)[index*4]), forc);
}
}
pdEndEffectors(&effectors);
}
/*
* Calculate current frame neighbouring pixel distances
* and average distance between those neighbours
*/
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
int i;
int numOfNeighs = sData->eff_data->numOf_n[index];
for (i=0; i<numOfNeighs; i++) {
int n_index = sData->eff_data->n_index[index]+i;
int t_index = sData->eff_data->n_target[n_index];
/* dir vec */
sub_v3_v3v3(eNeighs[n_index].dir, &realCoords[t_index*3], &realCoords[index*3]);
/* dist */
eNeighs[n_index].dist = len_v3(eNeighs[n_index].dir);
/* normalize dir */
if (eNeighs[n_index].dist) mul_v3_fl(eNeighs[n_index].dir, 1.0f/eNeighs[n_index].dist);
}
}
/* calculate average values single thread */
for (index = 0; index < sData->total_points; index++)
{
int i;
int numOfNeighs = sData->eff_data->numOf_n[index];
if (*force)
average_force += (*force)[index*4+3];
for (i=0; i<numOfNeighs; i++) {
average_dist += eNeighs[sData->eff_data->n_index[index]+i].dist;
}
}
average_force /= sData->total_points;
average_dist /= sData->eff_data->total_targets;
/* Get number of required steps using averate point distance
* so that just a few ultra close pixels wont up substeps to max */
/* adjust number of required substep by fastest active effect */
if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD)
spread_speed = surface->spread_speed;
if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK)
shrink_speed = surface->shrink_speed;
fastest_effect = MAX3(spread_speed, shrink_speed, average_force);
steps = (int)ceil(EFF_MOVEMENT_PER_FRAME*fastest_effect/average_dist*timescale);
CLAMP(steps, 1, 8);
//printf("Average distance is %f, avg force %f, num of steps %i\n", average_dist, average_force, steps);
return steps;
}
/*
* Processes active effect step.
*/
static void dynamicPaint_doEffectStep(DynamicPaintSurface *surface, EffBakeNPoint *eNeighs, float *force, PaintPoint *prevPoint, float timescale)
{
PaintSurfaceData *sData = surface->data;
int index;
if (!sData->eff_data) return;
/*
* Spread Effect
*/
if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD) {
float eff_scale = EFF_MOVEMENT_PER_FRAME*surface->spread_speed*timescale;
/* Copy current surface to the previous points array to read unmodified values */
memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(struct PaintPoint));
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
int i;
int numOfNeighs = sData->eff_data->numOf_n[index];
float totalAlpha = 0.0f;
PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
/*
* Only reads values from the surface copy (prevPoint[]),
* so this one is thread safe
*/
/* Loop through neighbouring points */
for (i=0; i<numOfNeighs; i++) {
int n_index = sData->eff_data->n_index[index]+i;
float w_factor, alphaAdd = 0.0f;
PaintPoint *ePoint = &prevPoint[sData->eff_data->n_target[n_index]];
float speed_scale = (eNeighs[n_index].dist<eff_scale) ? 1.0f : eff_scale/eNeighs[n_index].dist;
totalAlpha += ePoint->e_alpha;
/* Check if neighbouring point has higher wetness,
* if so, add it's wetness to this point as well*/
if (ePoint->wetness <= pPoint->wetness) continue;
w_factor = ePoint->wetness/numOfNeighs * (ePoint->wetness - pPoint->wetness) * speed_scale;
if (w_factor <= 0.0f) continue;
if (ePoint->e_alpha > pPoint->e_alpha) {
alphaAdd = ePoint->e_alpha/numOfNeighs * (ePoint->wetness*ePoint->e_alpha - pPoint->wetness*pPoint->e_alpha) * speed_scale;
}
/* mix new color */
mixColors(pPoint->e_color, pPoint->e_alpha, ePoint->e_color, w_factor);
pPoint->e_alpha += alphaAdd;
pPoint->wetness += w_factor;
if (pPoint->e_alpha > 1.0f) pPoint->e_alpha = 1.0f;
}
/* For antialiasing sake, don't let alpha go much higher than average alpha of neighbours */
if (pPoint->e_alpha > (totalAlpha/numOfNeighs+0.25f)) {
pPoint->e_alpha = (totalAlpha/numOfNeighs+0.25f);
if (pPoint->e_alpha>1.0f) pPoint->e_alpha = 1.0f;
}
}
}
/*
* Shrink Effect
*/
if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK) {
float eff_scale = EFF_MOVEMENT_PER_FRAME*surface->shrink_speed*timescale;
/* Copy current surface to the previous points array to read unmodified values */
memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(struct PaintPoint));
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
int i;
int numOfNeighs = sData->eff_data->numOf_n[index];
float totalAlpha = 0.0f;
PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
for (i=0; i<numOfNeighs; i++) {
int n_index = sData->eff_data->n_index[index]+i;
float speed_scale = (eNeighs[n_index].dist<eff_scale) ? 1.0f : eff_scale/eNeighs[n_index].dist;
PaintPoint *ePoint = &prevPoint[sData->eff_data->n_target[n_index]];
float a_factor, ea_factor, w_factor;
totalAlpha += ePoint->e_alpha;
/* Check if neighbouring point has lower alpha,
* if so, decrease this point's alpha as well*/
if (pPoint->alpha <= 0.0f && pPoint->e_alpha <= 0.0f && pPoint->wetness <= 0.0f) continue;
/* decrease factor for dry paint alpha */
a_factor = (1.0f - ePoint->alpha)/numOfNeighs * (pPoint->alpha - ePoint->alpha) * speed_scale;
if (a_factor < 0.0f) a_factor = 0.0f;
/* decrease factor for wet paint alpha */
ea_factor = (1.0f - ePoint->e_alpha)/8 * (pPoint->e_alpha - ePoint->e_alpha) * speed_scale;
if (ea_factor < 0.0f) ea_factor = 0.0f;
/* decrease factor for paint wetness */
w_factor = (1.0f - ePoint->wetness)/8 * (pPoint->wetness - ePoint->wetness) * speed_scale;
if (w_factor < 0.0f) w_factor = 0.0f;
if (a_factor) {
pPoint->alpha -= a_factor;
if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f;
pPoint->wetness -= a_factor;
}
else {
pPoint->e_alpha -= ea_factor;
if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f;
pPoint->wetness -= w_factor;
if (pPoint->wetness < 0.0f) pPoint->wetness = 0.0f;
}
}
}
}
/*
* Drip Effect
*/
if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP && force)
{
float eff_scale = EFF_MOVEMENT_PER_FRAME*timescale/10.0f;
float *str = MEM_callocN(sData->eff_data->most_neighs*sizeof(float), "PaintEffectForces");
/* Copy current surface to the previous points array to read unmodified values */
memcpy(prevPoint, sData->type_data, sData->total_points*sizeof(struct PaintPoint));
if (str)
{
for (index = 0; index < sData->total_points; index++) {
int i;
int numOfNeighs = sData->eff_data->numOf_n[index];
float totalStr = 0.0f, str_factor;
PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
/* to make dripping happen with as little spread as possible,
* find two closest point dirs around the force dir */
int closest_id[2] = {-1, -1};
float closest_d[2] = {-1.0f, -1.0f};
/* find closest neigh dir */
for (i=0; i<numOfNeighs; i++) {
int n_index = sData->eff_data->n_index[index]+i;
float dir_dot = dot_v3v3(eNeighs[n_index].dir, &force[index*4]);
if (dir_dot>closest_d[0] && dir_dot>0.0f) {closest_d[0]=dir_dot; closest_id[0]=n_index;}
}
/* find other neigh */
for (i=0; i<numOfNeighs; i++) {
int n_index = sData->eff_data->n_index[index]+i;
float dir_dot = dot_v3v3(eNeighs[n_index].dir, &force[index*4]);
float closest_dot = dot_v3v3(eNeighs[n_index].dir, eNeighs[closest_id[0]].dir);
if (n_index == closest_id[0]) continue;
/* only accept neighbour at "other side" of the first one in relation to force dir
* so make sure angle between this and closest neigh is greater than first angle */
if (dir_dot>closest_d[1] && closest_dot<closest_d[0] && dir_dot>0.0f) {closest_d[1]=dir_dot; closest_id[1]=n_index;}
}
/* if two valid neighs found, change closest_d
* values to match final paint factors */
if (closest_id[1] != -1) {
float neigh_diff = dot_v3v3(eNeighs[closest_id[0]].dir, eNeighs[closest_id[1]].dir);
/* linearize both values */
neigh_diff *= neigh_diff;
closest_d[0] *= closest_d[0];
/* get relation to angle between neighs */
closest_d[0] -= neigh_diff;
/* and normalize as relative angle within neigh range */
closest_d[0] /= 1.0f - neigh_diff;
/* simply set other neigh to cover missing half of this factor */
closest_d[1] = 1.0f - closest_d[0];
}
else if (closest_id[0] != -1) {
/* if only one neigh, still linearize to minimize spread */
closest_d[0] *= closest_d[0];
}
/* Apply movement towards those two points */
for (i=0; i<2; i++) {
int n_index = closest_id[i];
if (n_index != -1 && closest_d[i]>0.0f) {
float dir_dot = closest_d[i], dir_factor, w_factor;
float speed_scale = eff_scale*force[index*4+3]/eNeighs[n_index].dist;
PaintPoint *ePoint = &((PaintPoint*)sData->type_data)[sData->eff_data->n_target[n_index]];
/* just skip if angle is too extreme */
if (dir_dot <= 0.0f) continue;
/* adjust drip speed depending on wetness */
w_factor = pPoint->wetness*0.4 - 0.05f;
if (w_factor <= 0) continue;
w_factor *= w_factor;
dir_factor = dir_dot * speed_scale * w_factor;
if (dir_factor > 1.0f) dir_factor = 1.0f;
/* mix new color */
mixColors(ePoint->e_color, ePoint->e_alpha, pPoint->e_color, dir_factor);
ePoint->e_alpha += dir_factor;
ePoint->wetness += dir_factor;
if (ePoint->e_alpha > 1.0f) ePoint->e_alpha = 1.0f;
/* and decrease paint wetness on current point */
pPoint->wetness -= dir_factor;
}
}
}
MEM_freeN(str);
}
/* Keep values within acceptable range */
#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++)
{
PaintPoint *cPoint = &((PaintPoint*)sData->type_data)[index];
if (cPoint->e_alpha > 1.0f) cPoint->e_alpha=1.0f;
if (cPoint->wetness > 2.5f) cPoint->wetness=2.5f;
if (cPoint->e_alpha < 0.0f) cPoint->e_alpha=0.0f;
if (cPoint->wetness < 0.0f) cPoint->wetness=0.0f;
}
}
}
#define VALUE_DISSOLVE(VALUE, SPEED, SCALE, LOG) (VALUE) = (LOG) ? (VALUE) * 1.0f - 1.0f/((SPEED)/(SCALE)) : (VALUE) - 1.0f/(SPEED)*(SCALE)
/* Prepare for surface step by creating PaintBakePoint data */
static int dynamicPaint_prepareSurfaceStep(DynamicPaintSurface *surface, PaintBakeData *bData, Object *ob, DerivedMesh *dm, float timescale) {
PaintSurfaceData *sData = surface->data;
MVert *mvert = dm->getVertArray(dm);
MFace *mface = dm->getFaceArray(dm);
int index;
FaceAdv *canvas_inv_normals = NULL;
Vec3f *canvas_verts = NULL;
int canvasNumOfVerts = dm->getNumVerts(dm);
int canvasNumOfFaces = dm->getNumFaces(dm);
/*
* Make a transformed copy of canvas derived mesh vertices to avoid recalculation.
*/
canvas_verts = (struct Vec3f *) MEM_mallocN(canvasNumOfVerts*sizeof(struct Vec3f), "Dynamic Paint transformed canvas verts");
if (!canvas_verts) return 0;
#pragma omp parallel for schedule(static)
for (index=0; index<canvasNumOfVerts; index++) {
/* Multiply coordinates by canvas transformation matrix */
VECCOPY(canvas_verts[index].v, mvert[index].co);
mul_m4_v3(ob->obmat, canvas_verts[index].v);
}
/*
* Calculate temp per face normals using those transformed coordinates.
* (To not have to calculate same normal for millions of pixels)
*/
canvas_inv_normals = (struct FaceAdv *) MEM_callocN(canvasNumOfFaces*sizeof(struct FaceAdv), "Dynamic Paint canvas normals");
if (!canvas_inv_normals) {
MEM_freeN(canvas_verts);
return 0;
}
#pragma omp parallel for schedule(static)
for (index=0; index<canvasNumOfFaces; index++) {
if (mface[index].flag & ME_SMOOTH) continue; /* Only calculate flat faces */
/* Transformed normal */
normal_tri_v3( canvas_inv_normals[index].no, canvas_verts[mface[index].v3].v,
canvas_verts[mface[index].v2].v, canvas_verts[mface[index].v1].v);
if (mface[index].v4) normal_tri_v3(canvas_inv_normals[index].no_q, canvas_verts[mface[index].v4].v,
canvas_verts[mface[index].v3].v, canvas_verts[mface[index].v1].v);
}
/*
* Prepare each surface point for a new step
*/
#pragma omp parallel for schedule(static)
for (index=0; index<sData->total_points; index++)
{
/* Do drying dissolve effects */
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
PaintPoint *pPoint = &((PaintPoint*)sData->type_data)[index];
/* drying */
if (pPoint->wetness > 0.0f) {
/* for every drying step blend wet paint to the background */
float invAlpha = 1.0f - pPoint->e_alpha;
pPoint->color[0] = pPoint->color[0]*invAlpha + pPoint->e_color[0]*pPoint->e_alpha;
pPoint->color[1] = pPoint->color[1]*invAlpha + pPoint->e_color[1]*pPoint->e_alpha;
pPoint->color[2] = pPoint->color[2]*invAlpha + pPoint->e_color[2]*pPoint->e_alpha;
pPoint->state = 1;
/* only increase alpha if wet paint has higher */
if (pPoint->e_alpha > pPoint->alpha) pPoint->alpha = pPoint->e_alpha;
/* now dry it ;o */
VALUE_DISSOLVE(pPoint->wetness, surface->dry_speed, timescale, (surface->flags & MOD_DPAINT_DRY_LOG));
}
/* If effect layer is completely dry, make sure it's marked empty */
if (pPoint->wetness <= 0.0f) {
pPoint->wetness = 0.0f;
pPoint->e_alpha = 0.0f;
pPoint->state = 0;
}
if (surface->flags & MOD_DPAINT_DISSOLVE) {
VALUE_DISSOLVE(pPoint->alpha, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG));
if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f;
VALUE_DISSOLVE(pPoint->e_alpha, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG));
if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f;
}
}
/* dissolve for float types */
else if (surface->flags & MOD_DPAINT_DISSOLVE &&
(surface->type == MOD_DPAINT_SURFACE_T_DISPLACE ||
surface->type == MOD_DPAINT_SURFACE_T_WEIGHT)) {
float *point = &((float*)sData->type_data)[index];
/* log or linear */
VALUE_DISSOLVE(*point, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG));
if (*point < 0.0f) *point = 0.0f;
}
/*
* Calculate current 3D-position of each surface pixel
*/
if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) {
float n1[3], n2[3], n3[3];
ImgSeqFormatData *f_data = (ImgSeqFormatData*)sData->format_data;
PaintUVPoint *tPoint = &((PaintUVPoint*)f_data->uv_p)[index];
int ss;
/* per sample coordinates */
for (ss=0; ss<sData->samples; ss++) {
interp_v3_v3v3v3( &bData->realCoord[(sData->total_points*ss+index)*3],
canvas_verts[tPoint->v1].v,
canvas_verts[tPoint->v2].v,
canvas_verts[tPoint->v3].v, f_data->barycentricWeights[index*sData->samples+ss].v);
}
/* Calculate current pixel surface normal */
if(mface[tPoint->face_index].flag & ME_SMOOTH) {
normal_short_to_float_v3(n1, mvert[tPoint->v1].no);
normal_short_to_float_v3(n2, mvert[tPoint->v2].no);
normal_short_to_float_v3(n3, mvert[tPoint->v3].no);
interp_v3_v3v3v3( bData->bPoint[index].invNorm,
n1, n2, n3, f_data->barycentricWeights[index*sData->samples].v);
mul_mat3_m4_v3(ob->obmat, bData->bPoint[index].invNorm);
normalize_v3(bData->bPoint[index].invNorm);
negate_v3(bData->bPoint[index].invNorm);
}
else {
if (tPoint->quad) {VECCOPY(bData->bPoint[index].invNorm, canvas_inv_normals[tPoint->face_index].no_q);}
else {VECCOPY(bData->bPoint[index].invNorm, canvas_inv_normals[tPoint->face_index].no);}
}
}
else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) {
/* In case of verted data */
/* location, currently vertex format can have only one sample */
VECCOPY(&bData->realCoord[index*3], canvas_verts[index].v);
/* normal */
normal_short_to_float_v3(bData->bPoint[index].invNorm, mvert[index].no);
mul_mat3_m4_v3(ob->obmat, bData->bPoint[index].invNorm);
normalize_v3(bData->bPoint[index].invNorm);
//mul_qt_v3(ob->quat, bPoint[index].invNorm);
negate_v3(bData->bPoint[index].invNorm);
}
/* Prepare special data for surface types */
if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
float temp_nor[3];
if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX)
{normal_short_to_float_v3(temp_nor, mvert[index].no);
normalize_v3(temp_nor);}
else {temp_nor[0]=0.0f;temp_nor[1]=0.0f;temp_nor[2]=1.0f;}
mul_v3_v3 (temp_nor, ob->size);
bData->bPoint[index].normal_scale = len_v3(temp_nor);
}
/*
* TODO: paint effect space preparation
*/
}
MEM_freeN(canvas_verts);
MEM_freeN(canvas_inv_normals);
return 1;
}
static void scene_updateObject(Scene *scene, Object *ob, float frame) {
int oflags;
/* if object has parent, update it too */
if (ob->parent) scene_updateObject(scene, ob->parent, frame);
if (ob->track) scene_updateObject(scene, ob->track, frame);
/* for curve */
if(ob->type==OB_CURVE) {
Curve *cu= ob->data;
BKE_animsys_evaluate_animdata(&cu->id, cu->adt, frame, ADT_RECALC_ANIM);
}
/* backup object flags */
oflags = ob->recalc;
ob->recalc |= OB_RECALC_ALL;
ob->recalc |= OB_RECALC_DATA;
BKE_animsys_evaluate_animdata(&ob->id, ob->adt, frame, ADT_RECALC_ANIM);
object_handle_update(scene, ob);
/* restore flags */
ob->recalc = oflags;
}
static void scene_setSubframe(Scene *scene, float subframe) {
/* dynamic paint subframes must be done on previous frame */
scene->r.cfra -= 1;
scene->r.subframe = subframe;
}
/*
* Do Dynamic Paint Step. Paints scene brush objects of current state/frame to canvas.
*/
static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *surface, float timescale, float subframe)
{
PaintSurfaceData *sData = surface->data;
DynamicPaintCanvasSettings *canvas = surface->canvas;
PaintBakeData bData;
int ret = 1;
if (!sData || sData->total_points < 1) return 0;
/* Init surface current frame position data */
bData.bPoint = (struct PaintBakePoint *) MEM_mallocN(sData->total_points*sizeof(struct PaintBakePoint), "Dynamic Paint step data");
if (bData.bPoint == NULL) return printError(canvas, "Not enough free memory.");
bData.realCoord = (float *) MEM_mallocN(sData->total_points*3*sData->samples*sizeof(float), "Dynamic Paint step coords");
if (bData.realCoord == NULL) return printError(canvas, "Not enough free memory.");
if (!dynamicPaint_prepareSurfaceStep(surface, &bData, ob, canvas->dm, timescale)) {
ret = 0;
printError(canvas, "Not enough free memory.");
}
/*
* Loop through surface's target paint objects and do painting
*/
else
{
Base *base = NULL;
GroupObject *go = NULL;
Object *brushObj = NULL;
ModifierData *md = NULL;
/* backup current scene frame */
int scene_frame = scene->r.cfra;
float scene_subframe = scene->r.subframe;
/* either from group or from all objects */
if(surface->brush_group)
go = surface->brush_group->gobject.first;
else
base = scene->base.first;
while (base || go)
{
brushObj = NULL;
/* select object */
if(surface->brush_group) {
if(go->ob) brushObj = go->ob;
}
else
brushObj = base->object;
if(!brushObj)
{
/* skip item */
if(surface->brush_group) go = go->next;
else base= base->next;
continue;
}
/* next item */
if(surface->brush_group)
go = go->next;
else
base= base->next;
md = modifiers_findByType(brushObj, eModifierType_DynamicPaint);
/* check if target has an active dp modifier */
if(md && md->mode & (eModifierMode_Realtime | eModifierMode_Render))
{
DynamicPaintModifierData *pmd2 = (DynamicPaintModifierData *)md;
/* Make sure we're dealing with a painter */
if((pmd2->type & MOD_DYNAMICPAINT_TYPE_BRUSH) && pmd2->brush)
{
DynamicPaintBrushSettings *brush = pmd2->brush;
/* update object position on this subframe */
if (subframe) {
scene_setSubframe(scene, subframe);
scene_updateObject(scene, brushObj, BKE_curframe(scene));
}
/* If using material color, update anim data to current (sub)frame */
if (brush->flags & MOD_DPAINT_USE_MATERIAL)
dynamicPaint_updateObjectMaterials(brushObj, brush->mat, scene);
/* Check if painter has a particle system selected
* -> if so, do particle painting */
if (brush->collision == MOD_DPAINT_COL_PSYS)
{
if (brush && brush->psys && brush->psys->part && brush->psys->part->type==PART_EMITTER)
if (psys_check_enabled(brushObj, brush->psys)) {
/* Paint a particle system */
BKE_animsys_evaluate_animdata(&brush->psys->part->id, brush->psys->part->adt, BKE_curframe(scene), ADT_RECALC_ANIM);
dynamicPaint_paintParticles(surface, &bData, brush->psys, brush, ob, timescale);
}
}
else {
/* Paint a mesh */
dynamicPaint_paintMesh(surface, &bData, brush, ob, brushObj, timescale);
}
/* return object to it's original state */
if (subframe) {
scene->r.cfra = scene_frame;
scene->r.subframe = scene_subframe;
scene_updateObject(scene, brushObj, BKE_curframe(scene));
dynamicPaint_updateObjectMaterials(brushObj, brush->mat, scene);
}
} /* end of collision check (Is valid paint modifier) */
}
}
}
MEM_freeN(bData.bPoint);
/* paint movement effects */
if (surface->effect && surface->type == MOD_DPAINT_SURFACE_T_PAINT && sData->eff_data)
{
int steps = 1, s;
PaintPoint *prevPoint;
EffBakeNPoint *eNeighs;
float *force = NULL;
/* free antialias sample coords, as theyre not needed anymore */
if (sData->samples>1) bData.realCoord = MEM_reallocN(bData.realCoord, sData->total_points*3*sizeof(float));
/* neighbouring point distances and dirs */
eNeighs = MEM_mallocN(sData->eff_data->total_targets*sizeof(struct EffBakeNPoint), "PaintEffectBake");
/* Allocate memory for surface previous points to read unchanged values from */
prevPoint = MEM_mallocN(sData->total_points*sizeof(struct PaintPoint), "PaintSurfaceDataCopy");
/* in case of error, free already allocated blocks */
if (!prevPoint || !eNeighs || !bData.realCoord) {
if (!bData.realCoord) MEM_freeN(bData.realCoord);
if (!eNeighs) MEM_freeN(eNeighs);
if (!prevPoint) MEM_freeN(prevPoint);
return printError(canvas, "Not enough free memory.");
}
/* Prepare effects and get number of required steps */
steps = dynamicPaint_prepareEffectStep(surface, scene, ob, eNeighs, &force, bData.realCoord, timescale);
/*
* Do Effects steps
*/
for (s = 0; s < steps; s++)
{
dynamicPaint_doEffectStep(surface, eNeighs, force, prevPoint, timescale/(float)steps);
}
/* Free temporary effect data */
if (eNeighs) MEM_freeN(eNeighs);
if (prevPoint) MEM_freeN(prevPoint);
if (force) MEM_freeN(force);
}
MEM_freeN(bData.realCoord);
return ret;
}
/*
* Calculate a single frame for canvas point cache
*/
static int dynamicPaint_calculateFrame(DynamicPaintSurface *surface, Scene *scene, Object *cObject, int frame)
{
float timescale = 1.0f;
/* dont do substeps for first frame */
if (surface->substeps && (frame != surface->start_frame)) {
int st;
timescale = 1.0f / (surface->substeps+1);
for (st = 1; st <= surface->substeps; st++)
{
float subframe = ((float) st) / (surface->substeps+1);
if (!dynamicPaint_doStep(scene, cObject, surface, timescale, subframe)) return 0;
}
}
if (!dynamicPaint_doStep(scene, cObject, surface, timescale, 0.0f)) return 0;
else return 1;
}
/***************************** Image Sequence Baking ******************************/
/*
* Do actual bake operation. Loops through to-be-baked frames.
* Returns 0 on failture.
*/
static int dynamicPaint_bakeImageSequence(bContext *C, DynamicPaintSurface *surface, Object *cObject)
{
DynamicPaintCanvasSettings *canvas = surface->canvas;
Scene *scene= CTX_data_scene(C);
wmWindow *win = CTX_wm_window(C);
int frame = 1;
int frames;
frames = surface->end_frame - surface->start_frame + 1;
if (frames <= 0) {return printError(canvas, "No frames to bake.");}
/*
* Set frame to start point (also inits modifier data)
*/
frame = surface->start_frame;
scene->r.cfra = (int)frame;
ED_update_for_newframe(CTX_data_main(C), scene, win->screen, 1);
/* Init surface */
if (!dynamicPaint_createUVSurface(surface)) return 0;
/*
* Loop through selected frames
*/
for (frame=surface->start_frame; frame<=surface->end_frame; frame++)
{
float timescale = 1.0f;
int st;
float progress = (frame - surface->start_frame) / (float)frames * 100;
surface->current_frame = frame;
/* If user requested stop (esc), quit baking */
if (blender_test_break()) return 0;
/* Update progress bar cursor */
WM_timecursor(win, (int)progress);
printf("DynamicPaint: Baking frame %i\n", frame);
/*
* Do calculations for every substep
* Note: these have to be from previous frame
*/
if (frame != surface->start_frame) {
/* change to next frame */
timescale /= (surface->substeps+1);
scene->r.cfra = (int)frame;
scene->r.subframe = 0.0f;
ED_update_for_newframe(CTX_data_main(C), scene, win->screen, 1);
for (st = 1; st <= surface->substeps; st++)
{
float subframe = ((float) st) / (surface->substeps+1);
if (!dynamicPaint_doStep(scene, cObject, surface, timescale, subframe)) return 0;
}
}
if (!dynamicPaint_doStep(scene, cObject, surface, timescale, 0.0f)) return 0;
/*
* Save output images
*/
{
char filename[250];
char pad[4];
char dir_slash[2];
/* OpenEXR or PNG */
short format = (surface->image_fileformat & MOD_DPAINT_IMGFORMAT_OPENEXR) ? DPOUTPUT_OPENEXR : DPOUTPUT_PNG;
/* Add frame number padding */
if (frame<10) sprintf(pad,"000");
else if (frame<100) sprintf(pad,"00");
else if (frame<1000) sprintf(pad,"0");
else pad[0] = '\0';
/* make sure directory path is valid to append filename */
if (surface->image_output_path[strlen(surface->image_output_path)-1] != 47 &&
surface->image_output_path[strlen(surface->image_output_path)-1] != 92)
strcpy(dir_slash,"/");
else
dir_slash[0] = '\0';
/* color map */
if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
if (surface->flags & MOD_DPAINT_OUT1) {
sprintf(filename, "%s%s%s%s%i", surface->image_output_path, dir_slash, surface->output_name, pad, (int)frame);
dynamicPaint_outputImage(surface, filename, format, DPOUTPUT_PAINT);
}
if (surface->flags & MOD_DPAINT_OUT2) {
sprintf(filename, "%s%s%s%s%i", surface->image_output_path, dir_slash, surface->output_name2, pad, (int)frame);
dynamicPaint_outputImage(surface, filename, format, DPOUTPUT_WET);
}
}
/* displacement map */
if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {
sprintf(filename, "%s%s%s%s%i", surface->image_output_path, dir_slash, surface->output_name, pad, (int)frame);
dynamicPaint_outputImage(surface, filename, format, DPOUTPUT_DISPLACE);
}
}
}
return 1;
}
/*
* An operator call to start baking dynamic paint image sequences for active object
*/
static int dynamicPaint_initBake(bContext *C, wmOperator *op)
{
DynamicPaintModifierData *pmd = NULL;
Object *cObject = CTX_data_active_object(C);
int status = 0;
double timer = PIL_check_seconds_timer();
DynamicPaintSurface *surface;
/*
* Get modifier data
*/
pmd = (DynamicPaintModifierData *)modifiers_findByType(cObject, eModifierType_DynamicPaint);
if (!pmd) {
BKE_report(op->reports, RPT_ERROR, "Bake Failed: No Dynamic Paint modifier found.");
return 0;
}
/* Make sure we're dealing with a canvas */
if (!pmd->canvas) {
BKE_report(op->reports, RPT_ERROR, "Bake Failed: Invalid Canvas.");
return 0;
}
surface = get_activeSurface(pmd->canvas);
/* Set state to baking and init surface */
pmd->canvas->error[0] = '\0';
pmd->canvas->flags |= MOD_DPAINT_BAKING;
G.afbreek= 0; /* reset blender_test_break*/
/* Bake Dynamic Paint */
status = dynamicPaint_bakeImageSequence(C, surface, cObject);
/* Clear bake */
pmd->canvas->flags &= ~MOD_DPAINT_BAKING;
WM_cursor_restore(CTX_wm_window(C));
dynamicPaint_freeSurfaceData(surface);
/* Bake was successful:
* Report for ended bake and how long it took */
if (status) {
/* Format time string */
char timestr[30];
double time = PIL_check_seconds_timer() - timer;
int tmp_val;
timestr[0] = '\0';
/* days (just in case someone actually has a very slow pc) */
tmp_val = (int)floor(time / 86400.0f);
if (tmp_val > 0) sprintf(timestr, "%i Day(s) - ", tmp_val);
/* hours */
time -= 86400.0f * tmp_val;
tmp_val = (int)floor(time / 3600.0f);
if (tmp_val > 0) sprintf(timestr, "%s%i h ", timestr, tmp_val);
/* minutes */
time -= 3600.0f * tmp_val;
tmp_val = (int)floor(time / 60.0f);
if (tmp_val > 0) sprintf(timestr, "%s%i min ", timestr, tmp_val);
/* seconds */
time -= 60.0f * tmp_val;
tmp_val = (int)ceil(time);
sprintf(timestr, "%s%i s", timestr, tmp_val);
/* Show bake info */
sprintf(pmd->canvas->ui_info, "Bake Complete! (Time: %s)", timestr);
printf("%s\n", pmd->canvas->ui_info);
}
else {
if (strlen(pmd->canvas->error)) { /* If an error occured */
sprintf(pmd->canvas->ui_info, "Bake Failed: %s", pmd->canvas->error);
BKE_report(op->reports, RPT_ERROR, pmd->canvas->ui_info);
}
else { /* User cancelled the bake */
sprintf(pmd->canvas->ui_info, "Baking Cancelled!");
BKE_report(op->reports, RPT_WARNING, pmd->canvas->ui_info);
}
/* Print failed bake to console */
printf("Baking Cancelled!\n");
}
return status;
}
/***************************** Operators ******************************/
static int dynamicpaint_bake_exec(bContext *C, wmOperator *op)
{
/* Bake dynamic paint */
if(!dynamicPaint_initBake(C, op)) {
return OPERATOR_CANCELLED;}
return OPERATOR_FINISHED;
}
void DPAINT_OT_bake(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Dynamic Paint Bake";
ot->description= "Bake dynamic paint";
ot->idname= "DPAINT_OT_bake";
/* api callbacks */
ot->exec= dynamicpaint_bake_exec;
ot->poll= ED_operator_object_active_editable;
}
static int surface_slot_add_exec(bContext *C, wmOperator *op)
{
DynamicPaintModifierData *pmd = NULL;
Object *cObject = CTX_data_active_object(C);
DynamicPaintSurface *surface;
/* Make sure we're dealing with a canvas */
pmd = (DynamicPaintModifierData *)modifiers_findByType(cObject, eModifierType_DynamicPaint);
if (!pmd) return OPERATOR_CANCELLED;
if (!pmd->canvas) return OPERATOR_CANCELLED;
surface = dynamicPaint_createNewSurface(pmd->canvas);
if (!surface) return OPERATOR_CANCELLED;
/* set preview for this surface only and set active */
pmd->canvas->active_sur = 0;
for(surface=surface->prev; surface; surface=surface->prev) {
surface->flags &= ~MOD_DPAINT_PREVIEW;
pmd->canvas->active_sur++;
}
return OPERATOR_FINISHED;
}
/* add surface slot */
void DPAINT_OT_surface_slot_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Surface Slot";
ot->idname= "DPAINT_OT_surface_slot_add";
ot->description="Add a new Dynamic Paint surface slot";
/* api callbacks */
ot->exec= surface_slot_add_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int surface_slot_remove_exec(bContext *C, wmOperator *op)
{
DynamicPaintModifierData *pmd = NULL;
Object *cObject = CTX_data_active_object(C);
DynamicPaintSurface *surface;
int id=0;
/* Make sure we're dealing with a canvas */
pmd = (DynamicPaintModifierData *)modifiers_findByType(cObject, eModifierType_DynamicPaint);
if (!pmd) return OPERATOR_CANCELLED;
if (!pmd->canvas) return OPERATOR_CANCELLED;
surface = pmd->canvas->surfaces.first;
/* find active surface and remove it */
for(; surface; surface=surface->next) {
if(id == pmd->canvas->active_sur) {
pmd->canvas->active_sur -= 1;
dynamicPaint_freeSurface(surface);
break;
}
id++;
}
dynamicPaint_resetPreview(pmd->canvas);
DAG_id_tag_update(&cObject->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_MODIFIER, cObject);
return OPERATOR_FINISHED;
}
/* remove surface slot */
void DPAINT_OT_surface_slot_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Surface Slot";
ot->idname= "DPAINT_OT_surface_slot_remove";
ot->description="Remove the selected surface slot";
/* api callbacks */
ot->exec= surface_slot_remove_exec;
ot->poll= ED_operator_object_active_editable;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}