
Problem was float precision issues across tile boundaries. Since we are comparing pixels, give a small tolerance when comparing clipped vertices against triangle lines.
5967 lines
184 KiB
C
5967 lines
184 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: some of this file.
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*
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* Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/sculpt_paint/paint_image_proj.c
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* \ingroup edsculpt
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* \brief Functions to paint images in 2D and 3D.
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*/
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#include <float.h>
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#ifdef WIN32
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# include "BLI_winstuff.h"
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#endif
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#include "BLI_blenlib.h"
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#include "BLI_linklist.h"
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#include "BLI_math.h"
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#include "BLI_math_bits.h"
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#include "BLI_math_color_blend.h"
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#include "BLI_memarena.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLF_translation.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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#include "DNA_brush_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "BKE_camera.h"
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#include "BKE_context.h"
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#include "BKE_colortools.h"
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#include "BKE_depsgraph.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_idprop.h"
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#include "BKE_brush.h"
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#include "BKE_image.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_mapping.h"
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#include "BKE_node.h"
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#include "BKE_paint.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "BKE_texture.h"
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#include "UI_interface.h"
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#include "ED_mesh.h"
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#include "ED_node.h"
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#include "ED_paint.h"
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#include "ED_screen.h"
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#include "ED_uvedit.h"
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#include "ED_view3d.h"
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#include "GPU_extensions.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "RNA_enum_types.h"
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#include "GPU_draw.h"
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#include "IMB_colormanagement.h"
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#include "bmesh.h"
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//#include "bmesh_tools.h"
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#include "paint_intern.h"
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/* Defines and Structs */
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/* FTOCHAR as inline function */
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BLI_INLINE unsigned char f_to_char(const float val)
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{
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return FTOCHAR(val);
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}
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/* ProjectionPaint defines */
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/* approx the number of buckets to have under the brush,
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* used with the brush size to set the ps->buckets_x and ps->buckets_y value.
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*
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* When 3 - a brush should have ~9 buckets under it at once
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* ...this helps for threading while painting as well as
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* avoiding initializing pixels that wont touch the brush */
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#define PROJ_BUCKET_BRUSH_DIV 4
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#define PROJ_BUCKET_RECT_MIN 4
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#define PROJ_BUCKET_RECT_MAX 256
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#define PROJ_BOUNDBOX_DIV 8
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#define PROJ_BOUNDBOX_SQUARED (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
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//#define PROJ_DEBUG_PAINT 1
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//#define PROJ_DEBUG_NOSEAMBLEED 1
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//#define PROJ_DEBUG_PRINT_CLIP 1
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#define PROJ_DEBUG_WINCLIP 1
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#ifndef PROJ_DEBUG_NOSEAMBLEED
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/* projectFaceSeamFlags options */
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//#define PROJ_FACE_IGNORE (1<<0) /* When the face is hidden, backfacing or occluded */
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//#define PROJ_FACE_INIT (1<<1) /* When we have initialized the faces data */
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#define PROJ_FACE_SEAM1 (1 << 0) /* If this face has a seam on any of its edges */
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#define PROJ_FACE_SEAM2 (1 << 1)
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#define PROJ_FACE_SEAM3 (1 << 2)
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#define PROJ_FACE_SEAM4 (1 << 3)
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#define PROJ_FACE_NOSEAM1 (1 << 4)
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#define PROJ_FACE_NOSEAM2 (1 << 5)
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#define PROJ_FACE_NOSEAM3 (1 << 6)
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#define PROJ_FACE_NOSEAM4 (1 << 7)
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/* face winding */
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#define PROJ_FACE_WINDING_INIT 1
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#define PROJ_FACE_WINDING_CW 2
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/* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
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* as this number approaches 1.0f the likelihood increases of float precision errors where
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* it is occluded by an adjacent face */
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#define PROJ_FACE_SCALE_SEAM 0.99f
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#endif /* PROJ_DEBUG_NOSEAMBLEED */
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#define PROJ_SRC_VIEW 1
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#define PROJ_SRC_IMAGE_CAM 2
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#define PROJ_SRC_IMAGE_VIEW 3
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#define PROJ_SRC_VIEW_FILL 4
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#define PROJ_VIEW_DATA_ID "view_data"
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#define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
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#define PROJ_BUCKET_NULL 0
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#define PROJ_BUCKET_INIT (1 << 0)
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// #define PROJ_BUCKET_CLONE_INIT (1<<1)
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/* used for testing doubles, if a point is on a line etc */
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#define PROJ_GEOM_TOLERANCE 0.00075f
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#define PROJ_PIXEL_TOLERANCE 0.01f
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/* vert flags */
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#define PROJ_VERT_CULL 1
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/* to avoid locking in tile initialization */
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#define TILE_PENDING SET_INT_IN_POINTER(-1)
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/* This is mainly a convenience struct used so we can keep an array of images we use
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* Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
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* because 'partRedrawRect' and 'touch' values would not be thread safe */
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typedef struct ProjPaintImage {
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Image *ima;
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ImBuf *ibuf;
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ImagePaintPartialRedraw *partRedrawRect;
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volatile void **undoRect; /* only used to build undo tiles during painting */
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unsigned short **maskRect; /* the mask accumulation must happen on canvas, not on space screen bucket.
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* Here we store the mask rectangle */
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bool **valid; /* store flag to enforce validation of undo rectangle */
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bool touch;
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} ProjPaintImage;
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/**
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* Handle for stroke (operator customdata)
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*/
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typedef struct ProjStrokeHandle {
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/* Support for painting from multiple views at once,
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* currently used to impliment summetry painting,
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* we can assume at least the first is set while painting. */
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struct ProjPaintState *ps_views[8];
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int ps_views_tot;
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int symmetry_flags;
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int orig_brush_size;
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bool need_redraw;
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/* trick to bypass regular paint and allow clone picking */
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bool is_clone_cursor_pick;
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/* In ProjPaintState, only here for convenience */
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Scene *scene;
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Brush *brush;
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} ProjStrokeHandle;
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/* Main projection painting struct passed to all projection painting functions */
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typedef struct ProjPaintState {
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View3D *v3d;
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RegionView3D *rv3d;
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ARegion *ar;
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Scene *scene;
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int source; /* PROJ_SRC_**** */
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/* the paint color. It can change depending of inverted mode or not */
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float paint_color[3];
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float paint_color_linear[3];
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float dither;
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Brush *brush;
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short tool, blend, mode;
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float brush_size;
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Object *ob;
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/* for symmetry, we need to store modified object matrix */
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float obmat[4][4];
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float obmat_imat[4][4];
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/* end similarities with ImagePaintState */
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Image *stencil_ima;
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Image *canvas_ima;
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Image *clone_ima;
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float stencil_value;
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/* projection painting only */
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MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
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LinkNode **bucketRect; /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
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LinkNode **bucketFaces; /* bucketRect aligned array linkList of faces overlapping each bucket */
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unsigned char *bucketFlags; /* store if the bucks have been initialized */
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char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */
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int buckets_x; /* The size of the bucket grid, the grid span's screenMin/screenMax so you can paint outsize the screen or with 2 brushes at once */
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int buckets_y;
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int pixel_sizeof; /* result of project_paint_pixel_sizeof(), constant per stroke */
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int image_tot; /* size of projectImages array */
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float (*screenCoords)[4]; /* verts projected into floating point screen space */
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float screenMin[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */
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float screenMax[2];
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float screen_width; /* Calculated from screenMin & screenMax */
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float screen_height;
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int winx, winy; /* from the carea or from the projection render */
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/* options for projection painting */
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bool do_layer_clone;
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bool do_layer_stencil;
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bool do_layer_stencil_inv;
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bool do_stencil_brush;
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bool do_material_slots;
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bool do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
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bool do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
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bool do_mask_normal; /* mask out pixels based on their normals */
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bool do_mask_cavity; /* mask out pixels based on cavity */
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bool do_new_shading_nodes; /* cache BKE_scene_use_new_shading_nodes value */
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float normal_angle; /* what angle to mask at */
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float normal_angle__cos; /* cos(normal_angle), faster to compare */
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float normal_angle_inner;
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float normal_angle_inner__cos;
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float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */
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bool do_face_sel; /* quick access to (me->editflag & ME_EDIT_PAINT_FACE_SEL) */
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bool is_ortho;
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bool is_flip_object; /* the object is negative scaled */
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bool do_masking; /* use masking during painting. Some operations such as airbrush may disable */
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bool is_texbrush; /* only to avoid running */
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bool is_maskbrush; /* mask brush is applied before masking */
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#ifndef PROJ_DEBUG_NOSEAMBLEED
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float seam_bleed_px;
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#endif
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/* clone vars */
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float cloneOffset[2];
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float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
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float viewDir[3]; /* View vector, use for do_backfacecull and for ray casting with an ortho viewport */
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float viewPos[3]; /* View location in object relative 3D space, so can compare to verts */
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float clipsta, clipend;
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/* reproject vars */
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Image *reproject_image;
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ImBuf *reproject_ibuf;
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/* threads */
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int thread_tot;
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int bucketMin[2];
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int bucketMax[2];
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int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
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struct CurveMapping *cavity_curve;
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BlurKernel *blurkernel;
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/* -------------------------------------------------------------------- */
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/* Vars shared between multiple views (keep last) */
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/**
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* This data is owned by ``ProjStrokeHandle.ps_views[0]``,
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* all other views re-use the data.
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*/
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#define PROJ_PAINT_STATE_SHARED_MEMCPY(ps_dst, ps_src) \
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MEMCPY_STRUCT_OFS(ps_dst, ps_src, is_shared_user)
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#define PROJ_PAINT_STATE_SHARED_CLEAR(ps) \
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MEMSET_STRUCT_OFS(ps, 0, is_shared_user)
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bool is_shared_user;
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ProjPaintImage *projImages;
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float *cavities; /* cavity amount for vertices */
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#ifndef PROJ_DEBUG_NOSEAMBLEED
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char *faceSeamFlags; /* store info about faces, if they are initialized etc*/
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char *faceWindingFlags; /* save the winding of the face in uv space, helps as an extra validation step for seam detection */
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float (*faceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */
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LinkNode **vertFaces; /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
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#endif
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SpinLock *tile_lock;
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DerivedMesh *dm;
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int dm_totface;
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int dm_totedge;
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int dm_totvert;
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int dm_release;
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MVert *dm_mvert;
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MEdge *dm_medge;
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MFace *dm_mface;
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MTFace *dm_mtface_stencil;
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MTFace **dm_mtface;
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MTFace **dm_mtface_clone; /* other UV map, use for cloning between layers */
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} ProjPaintState;
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typedef union pixelPointer {
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float *f_pt; /* float buffer */
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unsigned int *uint_pt; /* 2 ways to access a char buffer */
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unsigned char *ch_pt;
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} PixelPointer;
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typedef union pixelStore {
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unsigned char ch[4];
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unsigned int uint;
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float f[4];
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} PixelStore;
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typedef struct ProjPixel {
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float projCoSS[2]; /* the floating point screen projection of this pixel */
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float worldCoSS[3];
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short x_px, y_px;
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unsigned short image_index; /* if anyone wants to paint onto more than 65535 images they can bite me */
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unsigned char bb_cell_index;
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/* for various reasons we may want to mask out painting onto this pixel */
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unsigned short mask;
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/* Only used when the airbrush is disabled.
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* Store the max mask value to avoid painting over an area with a lower opacity
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* with an advantage that we can avoid touching the pixel at all, if the
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* new mask value is lower then mask_accum */
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unsigned short *mask_accum;
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/* horrible hack, store tile valid flag pointer here to re-validate tiles used for anchored and drag-dot strokes */
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bool *valid;
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PixelPointer origColor;
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PixelStore newColor;
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PixelPointer pixel;
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} ProjPixel;
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typedef struct ProjPixelClone {
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struct ProjPixel __pp;
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PixelStore clonepx;
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} ProjPixelClone;
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/* undo tile pushing */
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typedef struct {
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SpinLock *lock;
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bool masked;
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unsigned short tile_width;
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ImBuf **tmpibuf;
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ProjPaintImage *pjima;
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} TileInfo;
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/* Finish projection painting structs */
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static TexPaintSlot *project_paint_face_paint_slot(const ProjPaintState *ps, int face_index)
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{
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MFace *mf = ps->dm_mface + face_index;
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Material *ma = ps->dm->mat[mf->mat_nr];
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return ma ? ma->texpaintslot + ma->paint_active_slot : NULL;
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}
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static Image *project_paint_face_paint_image(const ProjPaintState *ps, int face_index)
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{
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if (ps->do_stencil_brush) {
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return ps->stencil_ima;
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}
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else {
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MFace *mf = ps->dm_mface + face_index;
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Material *ma = ps->dm->mat[mf->mat_nr];
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TexPaintSlot *slot = ma ? ma->texpaintslot + ma->paint_active_slot : NULL;
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return slot ? slot->ima : ps->canvas_ima;
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}
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}
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static TexPaintSlot *project_paint_face_clone_slot(const ProjPaintState *ps, int face_index)
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{
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MFace *mf = ps->dm_mface + face_index;
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Material *ma = ps->dm->mat[mf->mat_nr];
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return ma ? ma->texpaintslot + ma->paint_clone_slot : NULL;
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}
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static Image *project_paint_face_clone_image(const ProjPaintState *ps, int face_index)
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{
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MFace *mf = ps->dm_mface + face_index;
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Material *ma = ps->dm->mat[mf->mat_nr];
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TexPaintSlot *slot = ma ? ma->texpaintslot + ma->paint_clone_slot : NULL;
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return slot ? slot->ima : ps->clone_ima;
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}
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/* fast projection bucket array lookup, use the safe version for bound checking */
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static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
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{
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/* If we were not dealing with screenspace 2D coords we could simple do...
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* ps->bucketRect[x + (y*ps->buckets_y)] */
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/* please explain?
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* projCoSS[0] - ps->screenMin[0] : zero origin
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* ... / ps->screen_width : range from 0.0 to 1.0
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* ... * ps->buckets_x : use as a bucket index
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*
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* Second multiplication does similar but for vertical offset
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*/
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return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x)) +
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(((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
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}
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static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
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{
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int bucket_index = project_bucket_offset(ps, projCoSS);
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if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
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return -1;
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}
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else {
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return bucket_index;
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}
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}
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static float VecZDepthOrtho(
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const float pt[2],
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const float v1[3], const float v2[3], const float v3[3],
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float w[3])
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{
|
|
barycentric_weights_v2(v1, v2, v3, pt, w);
|
|
return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
|
|
}
|
|
|
|
static float VecZDepthPersp(
|
|
const float pt[2],
|
|
const float v1[4], const float v2[4], const float v3[4],
|
|
float w[3])
|
|
{
|
|
float wtot_inv, wtot;
|
|
float w_tmp[3];
|
|
|
|
barycentric_weights_v2_persp(v1, v2, v3, pt, w);
|
|
/* for the depth we need the weights to match what
|
|
* barycentric_weights_v2 would return, in this case its easiest just to
|
|
* undo the 4th axis division and make it unit-sum
|
|
*
|
|
* don't call barycentric_weights_v2() because our callers expect 'w'
|
|
* to be weighted from the perspective */
|
|
w_tmp[0] = w[0] * v1[3];
|
|
w_tmp[1] = w[1] * v2[3];
|
|
w_tmp[2] = w[2] * v3[3];
|
|
|
|
wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
|
|
|
|
if (wtot != 0.0f) {
|
|
wtot_inv = 1.0f / wtot;
|
|
|
|
w_tmp[0] = w_tmp[0] * wtot_inv;
|
|
w_tmp[1] = w_tmp[1] * wtot_inv;
|
|
w_tmp[2] = w_tmp[2] * wtot_inv;
|
|
}
|
|
else /* dummy values for zero area face */
|
|
w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
|
|
/* done mimicing barycentric_weights_v2() */
|
|
|
|
return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
|
|
}
|
|
|
|
|
|
/* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
|
|
static int project_paint_PickFace(
|
|
const ProjPaintState *ps, const float pt[2],
|
|
float w[3], int *r_side)
|
|
{
|
|
LinkNode *node;
|
|
float w_tmp[3];
|
|
const float *v1, *v2, *v3, *v4;
|
|
int bucket_index;
|
|
int face_index;
|
|
int best_side = -1;
|
|
int best_face_index = -1;
|
|
float z_depth_best = FLT_MAX, z_depth;
|
|
MFace *mf;
|
|
|
|
bucket_index = project_bucket_offset_safe(ps, pt);
|
|
if (bucket_index == -1)
|
|
return -1;
|
|
|
|
|
|
|
|
/* we could return 0 for 1 face buckets, as long as this function assumes
|
|
* that the point its testing is only every originated from an existing face */
|
|
|
|
for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
|
|
face_index = GET_INT_FROM_POINTER(node->link);
|
|
mf = ps->dm_mface + face_index;
|
|
|
|
v1 = ps->screenCoords[mf->v1];
|
|
v2 = ps->screenCoords[mf->v2];
|
|
v3 = ps->screenCoords[mf->v3];
|
|
|
|
if (isect_point_tri_v2(pt, v1, v2, v3)) {
|
|
if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
|
|
else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
|
|
|
|
if (z_depth < z_depth_best) {
|
|
best_face_index = face_index;
|
|
best_side = 0;
|
|
z_depth_best = z_depth;
|
|
copy_v3_v3(w, w_tmp);
|
|
}
|
|
}
|
|
else if (mf->v4) {
|
|
v4 = ps->screenCoords[mf->v4];
|
|
|
|
if (isect_point_tri_v2(pt, v1, v3, v4)) {
|
|
if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
|
|
else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
|
|
|
|
if (z_depth < z_depth_best) {
|
|
best_face_index = face_index;
|
|
best_side = 1;
|
|
z_depth_best = z_depth;
|
|
copy_v3_v3(w, w_tmp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*r_side = best_side;
|
|
return best_face_index; /* will be -1 or a valid face */
|
|
}
|
|
|
|
/* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
|
|
static void uvco_to_wrapped_pxco(const float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
|
|
{
|
|
/* use */
|
|
*x = fmodf(uv[0], 1.0f);
|
|
*y = fmodf(uv[1], 1.0f);
|
|
|
|
if (*x < 0.0f) *x += 1.0f;
|
|
if (*y < 0.0f) *y += 1.0f;
|
|
|
|
*x = *x * ibuf_x - 0.5f;
|
|
*y = *y * ibuf_y - 0.5f;
|
|
}
|
|
|
|
/* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
|
|
static bool project_paint_PickColor(
|
|
const ProjPaintState *ps, const float pt[2],
|
|
float *rgba_fp, unsigned char *rgba, const bool interp)
|
|
{
|
|
float w[3], uv[2];
|
|
int side;
|
|
int face_index;
|
|
MTFace *tf;
|
|
Image *ima;
|
|
ImBuf *ibuf;
|
|
int xi, yi;
|
|
|
|
|
|
face_index = project_paint_PickFace(ps, pt, w, &side);
|
|
|
|
if (face_index == -1)
|
|
return 0;
|
|
|
|
tf = *(ps->dm_mtface + face_index);
|
|
|
|
if (side == 0) {
|
|
interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
|
|
}
|
|
else { /* QUAD */
|
|
interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
|
|
}
|
|
|
|
ima = project_paint_face_paint_image(ps, face_index);
|
|
ibuf = BKE_image_get_first_ibuf(ima); /* we must have got the imbuf before getting here */
|
|
if (!ibuf) return 0;
|
|
|
|
if (interp) {
|
|
float x, y;
|
|
uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
|
|
|
|
if (ibuf->rect_float) {
|
|
if (rgba_fp) {
|
|
bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
|
|
}
|
|
else {
|
|
float rgba_tmp_f[4];
|
|
bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
|
|
premul_float_to_straight_uchar(rgba, rgba_tmp_f);
|
|
}
|
|
}
|
|
else {
|
|
if (rgba) {
|
|
bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
|
|
}
|
|
else {
|
|
unsigned char rgba_tmp[4];
|
|
bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
|
|
straight_uchar_to_premul_float(rgba_fp, rgba_tmp);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
//xi = (int)((uv[0]*ibuf->x) + 0.5f);
|
|
//yi = (int)((uv[1]*ibuf->y) + 0.5f);
|
|
//if (xi < 0 || xi >= ibuf->x || yi < 0 || yi >= ibuf->y) return 0;
|
|
|
|
/* wrap */
|
|
xi = mod_i((int)(uv[0] * ibuf->x), ibuf->x);
|
|
yi = mod_i((int)(uv[1] * ibuf->y), ibuf->y);
|
|
|
|
if (rgba) {
|
|
if (ibuf->rect_float) {
|
|
const float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
|
|
premul_float_to_straight_uchar(rgba, rgba_tmp_fp);
|
|
}
|
|
else {
|
|
*((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
|
|
}
|
|
}
|
|
|
|
if (rgba_fp) {
|
|
if (ibuf->rect_float) {
|
|
copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
|
|
}
|
|
else {
|
|
unsigned char *tmp_ch = ((unsigned char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
|
|
straight_uchar_to_premul_float(rgba_fp, tmp_ch);
|
|
}
|
|
}
|
|
}
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
return 1;
|
|
}
|
|
|
|
/* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
|
|
* return...
|
|
* 0 : no occlusion
|
|
* -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
|
|
* 1 : occluded
|
|
* 2 : occluded with w[3] weights set (need to know in some cases) */
|
|
|
|
static int project_paint_occlude_ptv(
|
|
const float pt[3],
|
|
const float v1[4], const float v2[4], const float v3[4],
|
|
float w[3], const bool is_ortho)
|
|
{
|
|
/* if all are behind us, return false */
|
|
if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
|
|
return 0;
|
|
|
|
/* do a 2D point in try intersection */
|
|
if (!isect_point_tri_v2(pt, v1, v2, v3))
|
|
return 0; /* we know there is */
|
|
|
|
|
|
/* From here on we know there IS an intersection */
|
|
/* if ALL of the verts are infront of us then we know it intersects ? */
|
|
if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
|
|
return 1;
|
|
}
|
|
else {
|
|
/* we intersect? - find the exact depth at the point of intersection */
|
|
/* Is this point is occluded by another face? */
|
|
if (is_ortho) {
|
|
if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
|
|
}
|
|
else {
|
|
if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
static int project_paint_occlude_ptv_clip(
|
|
const ProjPaintState *ps, const MFace *mf,
|
|
const float pt[3], const float v1[4], const float v2[4], const float v3[4],
|
|
const int side)
|
|
{
|
|
float w[3], wco[3];
|
|
int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
|
|
|
|
if (ret <= 0)
|
|
return ret;
|
|
|
|
if (ret == 1) { /* weights not calculated */
|
|
if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
|
|
else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
|
|
}
|
|
|
|
/* Test if we're in the clipped area, */
|
|
if (side) interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
|
|
else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
|
|
|
|
if (!ED_view3d_clipping_test(ps->rv3d, wco, true)) {
|
|
return 1;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
/* Check if a screenspace location is occluded by any other faces
|
|
* check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
|
|
* and doesn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
|
|
static bool project_bucket_point_occluded(
|
|
const ProjPaintState *ps, LinkNode *bucketFace,
|
|
const int orig_face, const float pixelScreenCo[4])
|
|
{
|
|
MFace *mf;
|
|
int face_index;
|
|
int isect_ret;
|
|
float w[3]; /* not needed when clipping */
|
|
const bool do_clip = ps->rv3d ? (ps->rv3d->rflag & RV3D_CLIPPING) != 0 : 0;
|
|
|
|
/* we could return 0 for 1 face buckets, as long as this function assumes
|
|
* that the point its testing is only every originated from an existing face */
|
|
|
|
for (; bucketFace; bucketFace = bucketFace->next) {
|
|
face_index = GET_INT_FROM_POINTER(bucketFace->link);
|
|
|
|
if (orig_face != face_index) {
|
|
mf = ps->dm_mface + face_index;
|
|
if (do_clip)
|
|
isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
|
|
else
|
|
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
|
|
|
|
/* Note, if (isect_ret == -1) then we don't want to test the other side of the quad */
|
|
if (isect_ret == 0 && mf->v4) {
|
|
if (do_clip)
|
|
isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
|
|
else
|
|
isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
|
|
}
|
|
if (isect_ret >= 1) {
|
|
/* TODO - we may want to cache the first hit,
|
|
* it is not possible to swap the face order in the list anymore */
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/* basic line intersection, could move to math_geom.c, 2 points with a horiz line
|
|
* 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
|
|
#define ISECT_TRUE 1
|
|
#define ISECT_TRUE_P1 2
|
|
#define ISECT_TRUE_P2 3
|
|
static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
|
|
{
|
|
float y_diff;
|
|
|
|
if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
|
|
*x_isect = p1[0];
|
|
return ISECT_TRUE_P1;
|
|
}
|
|
if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
|
|
*x_isect = p2[0];
|
|
return ISECT_TRUE_P2;
|
|
}
|
|
|
|
y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
|
|
|
|
if (y_diff < 0.000001f) {
|
|
*x_isect = (p1[0] + p2[0]) * 0.5f;
|
|
return ISECT_TRUE;
|
|
}
|
|
|
|
if (p1[1] > y_level && p2[1] < y_level) {
|
|
*x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff; /*(p1[1]-p2[1]);*/
|
|
return ISECT_TRUE;
|
|
}
|
|
else if (p1[1] < y_level && p2[1] > y_level) {
|
|
*x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff; /*(p2[1]-p1[1]);*/
|
|
return ISECT_TRUE;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
|
|
{
|
|
float x_diff;
|
|
|
|
if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
|
|
*y_isect = p1[1];
|
|
return ISECT_TRUE_P1;
|
|
}
|
|
if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
|
|
*y_isect = p2[1];
|
|
return ISECT_TRUE_P2;
|
|
}
|
|
|
|
x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
|
|
|
|
if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
|
|
*y_isect = (p1[0] + p2[0]) * 0.5f;
|
|
return ISECT_TRUE;
|
|
}
|
|
|
|
if (p1[0] > x_level && p2[0] < x_level) {
|
|
*y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
|
|
return ISECT_TRUE;
|
|
}
|
|
else if (p1[0] < x_level && p2[0] > x_level) {
|
|
*y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
|
|
return ISECT_TRUE;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/* simple func use for comparing UV locations to check if there are seams.
|
|
* Its possible this gives incorrect results, when the UVs for 1 face go into the next
|
|
* tile, but do not do this for the adjacent face, it could return a false positive.
|
|
* This is so unlikely that Id not worry about it. */
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
static bool cmp_uv(const float vec2a[2], const float vec2b[2])
|
|
{
|
|
/* if the UV's are not between 0.0 and 1.0 */
|
|
float xa = fmodf(vec2a[0], 1.0f);
|
|
float ya = fmodf(vec2a[1], 1.0f);
|
|
|
|
float xb = fmodf(vec2b[0], 1.0f);
|
|
float yb = fmodf(vec2b[1], 1.0f);
|
|
|
|
if (xa < 0.0f) xa += 1.0f;
|
|
if (ya < 0.0f) ya += 1.0f;
|
|
|
|
if (xb < 0.0f) xb += 1.0f;
|
|
if (yb < 0.0f) yb += 1.0f;
|
|
|
|
return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
|
|
}
|
|
#endif
|
|
|
|
/* set min_px and max_px to the image space bounds of the UV coords
|
|
* return zero if there is no area in the returned rectangle */
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
static bool pixel_bounds_uv(
|
|
const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
|
|
rcti *bounds_px,
|
|
const int ibuf_x, const int ibuf_y,
|
|
const bool is_quad
|
|
)
|
|
{
|
|
float min_uv[2], max_uv[2]; /* UV bounds */
|
|
|
|
INIT_MINMAX2(min_uv, max_uv);
|
|
|
|
minmax_v2v2_v2(min_uv, max_uv, uv1);
|
|
minmax_v2v2_v2(min_uv, max_uv, uv2);
|
|
minmax_v2v2_v2(min_uv, max_uv, uv3);
|
|
if (is_quad)
|
|
minmax_v2v2_v2(min_uv, max_uv, uv4);
|
|
|
|
bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
|
|
bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
|
|
|
|
bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
|
|
bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
|
|
|
|
/*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
|
|
|
|
/* face uses no UV area when quantized to pixels? */
|
|
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
|
|
}
|
|
#endif
|
|
|
|
static bool pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
|
|
{
|
|
float min_uv[2], max_uv[2]; /* UV bounds */
|
|
|
|
if (tot == 0) {
|
|
return 0;
|
|
}
|
|
|
|
INIT_MINMAX2(min_uv, max_uv);
|
|
|
|
while (tot--) {
|
|
minmax_v2v2_v2(min_uv, max_uv, (*uv));
|
|
uv++;
|
|
}
|
|
|
|
bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
|
|
bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
|
|
|
|
bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
|
|
bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
|
|
|
|
/*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
|
|
|
|
/* face uses no UV area when quantized to pixels? */
|
|
return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
|
|
}
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
|
|
static void project_face_winding_init(const ProjPaintState *ps, const int face_index)
|
|
{
|
|
/* detect the winding of faces in uv space */
|
|
MTFace *tf = ps->dm_mtface[face_index];
|
|
float winding = cross_tri_v2(tf->uv[0], tf->uv[1], tf->uv[2]);
|
|
|
|
if (ps->dm_mface[face_index].v4)
|
|
winding += cross_tri_v2(tf->uv[2], tf->uv[3], tf->uv[0]);
|
|
|
|
if (winding > 0)
|
|
ps->faceWindingFlags[face_index] |= PROJ_FACE_WINDING_CW;
|
|
|
|
ps->faceWindingFlags[face_index] |= PROJ_FACE_WINDING_INIT;
|
|
}
|
|
|
|
/* This function returns 1 if this face has a seam along the 2 face-vert indices
|
|
* 'orig_i1_fidx' and 'orig_i2_fidx' */
|
|
static bool check_seam(
|
|
const ProjPaintState *ps,
|
|
const int orig_face, const int orig_i1_fidx, const int orig_i2_fidx,
|
|
int *other_face, int *orig_fidx)
|
|
{
|
|
LinkNode *node;
|
|
int face_index;
|
|
unsigned int i1, i2;
|
|
int i1_fidx = -1, i2_fidx = -1; /* index in face */
|
|
MFace *mf;
|
|
MTFace *tf;
|
|
const MFace *orig_mf = ps->dm_mface + orig_face;
|
|
const MTFace *orig_tf = ps->dm_mtface[orig_face];
|
|
|
|
/* vert indices from face vert order indices */
|
|
i1 = (*(&orig_mf->v1 + orig_i1_fidx));
|
|
i2 = (*(&orig_mf->v1 + orig_i2_fidx));
|
|
|
|
for (node = ps->vertFaces[i1]; node; node = node->next) {
|
|
face_index = GET_INT_FROM_POINTER(node->link);
|
|
|
|
if (face_index != orig_face) {
|
|
mf = ps->dm_mface + face_index;
|
|
/* could check if the 2 faces images match here,
|
|
* but then there wouldn't be a way to return the opposite face's info */
|
|
|
|
|
|
/* We need to know the order of the verts in the adjacent face
|
|
* set the i1_fidx and i2_fidx to (0,1,2,3) */
|
|
i1_fidx = BKE_MESH_TESSFACE_VINDEX_ORDER(mf, i1);
|
|
i2_fidx = BKE_MESH_TESSFACE_VINDEX_ORDER(mf, i2);
|
|
|
|
/* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
|
|
if (i2_fidx != -1) {
|
|
Image *tpage = project_paint_face_paint_image(ps, face_index);
|
|
Image *orig_tpage = project_paint_face_paint_image(ps, orig_face);
|
|
|
|
BLI_assert(i1_fidx != -1);
|
|
|
|
/* This IS an adjacent face!, now lets check if the UVs are ok */
|
|
tf = ps->dm_mtface[face_index];
|
|
|
|
/* set up the other face */
|
|
*other_face = face_index;
|
|
|
|
/* we check if difference is 1 here, else we might have a case of edge 2-0 or 3-0 for quads */
|
|
*orig_fidx = (i1_fidx < i2_fidx && (i2_fidx - i1_fidx == 1)) ? i1_fidx : i2_fidx;
|
|
|
|
/* initialize face winding if needed */
|
|
if ((ps->faceWindingFlags[face_index] & PROJ_FACE_WINDING_INIT) == 0)
|
|
project_face_winding_init(ps, face_index);
|
|
|
|
/* first test if they have the same image */
|
|
if ((orig_tpage == tpage) &&
|
|
cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
|
|
cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]))
|
|
{
|
|
/* if faces don't have the same winding in uv space,
|
|
* they are on the same side so edge is boundary */
|
|
if ((ps->faceWindingFlags[face_index] & PROJ_FACE_WINDING_CW) !=
|
|
(ps->faceWindingFlags[orig_face] & PROJ_FACE_WINDING_CW))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
// printf("SEAM (NONE)\n");
|
|
return 0;
|
|
|
|
}
|
|
else {
|
|
// printf("SEAM (UV GAP)\n");
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// printf("SEAM (NO FACE)\n");
|
|
*other_face = -1;
|
|
return 1;
|
|
}
|
|
|
|
#define SMALL_NUMBER 1.e-6f
|
|
BLI_INLINE float shell_v2v2_normal_dir_to_dist(float n[2], float d[2])
|
|
{
|
|
const float angle_cos = (normalize_v2(n) < SMALL_NUMBER) ? fabsf(dot_v2v2(d, n)) : 0.0f;
|
|
return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
|
|
}
|
|
#undef SMALL_NUMBER
|
|
|
|
/* Calculate outset UV's, this is not the same as simply scaling the UVs,
|
|
* since the outset coords are a margin that keep an even distance from the original UV's,
|
|
* note that the image aspect is taken into account */
|
|
static void uv_image_outset(
|
|
float (*orig_uv)[2], float (*outset_uv)[2], const float scaler,
|
|
const int ibuf_x, const int ibuf_y, const bool is_quad, const bool cw)
|
|
{
|
|
float a1, a2, a3, a4 = 0.0f;
|
|
float puv[4][2]; /* pixelspace uv's */
|
|
float no1[2], no2[2], no3[2], no4[2]; /* normals */
|
|
float dir1[2], dir2[2], dir3[2], dir4[2];
|
|
float ibuf_inv[2];
|
|
|
|
ibuf_inv[0] = 1.0f / (float)ibuf_x;
|
|
ibuf_inv[1] = 1.0f / (float)ibuf_y;
|
|
|
|
/* make UV's in pixel space so we can */
|
|
puv[0][0] = orig_uv[0][0] * ibuf_x;
|
|
puv[0][1] = orig_uv[0][1] * ibuf_y;
|
|
|
|
puv[1][0] = orig_uv[1][0] * ibuf_x;
|
|
puv[1][1] = orig_uv[1][1] * ibuf_y;
|
|
|
|
puv[2][0] = orig_uv[2][0] * ibuf_x;
|
|
puv[2][1] = orig_uv[2][1] * ibuf_y;
|
|
|
|
if (is_quad) {
|
|
puv[3][0] = orig_uv[3][0] * ibuf_x;
|
|
puv[3][1] = orig_uv[3][1] * ibuf_y;
|
|
}
|
|
|
|
/* face edge directions */
|
|
sub_v2_v2v2(dir1, puv[1], puv[0]);
|
|
sub_v2_v2v2(dir2, puv[2], puv[1]);
|
|
normalize_v2(dir1);
|
|
normalize_v2(dir2);
|
|
|
|
if (is_quad) {
|
|
sub_v2_v2v2(dir3, puv[3], puv[2]);
|
|
sub_v2_v2v2(dir4, puv[0], puv[3]);
|
|
normalize_v2(dir3);
|
|
normalize_v2(dir4);
|
|
}
|
|
else {
|
|
sub_v2_v2v2(dir3, puv[0], puv[2]);
|
|
normalize_v2(dir3);
|
|
}
|
|
|
|
if (is_quad) {
|
|
/* here we just use the orthonormality property (a1, a2) dot (a2, -a1) = 0
|
|
* to get normals from the edge directions based on the winding */
|
|
if (cw) {
|
|
no1[0] = -dir4[1] - dir1[1];
|
|
no1[1] = dir4[0] + dir1[0];
|
|
no2[0] = -dir1[1] - dir2[1];
|
|
no2[1] = dir1[0] + dir2[0];
|
|
no3[0] = -dir2[1] - dir3[1];
|
|
no3[1] = dir2[0] + dir3[0];
|
|
no4[0] = -dir3[1] - dir4[1];
|
|
no4[1] = dir3[0] + dir4[0];
|
|
}
|
|
else {
|
|
no1[0] = dir4[1] + dir1[1];
|
|
no1[1] = -dir4[0] - dir1[0];
|
|
no2[0] = dir1[1] + dir2[1];
|
|
no2[1] = -dir1[0] - dir2[0];
|
|
no3[0] = dir2[1] + dir3[1];
|
|
no3[1] = -dir2[0] - dir3[0];
|
|
no4[0] = dir3[1] + dir4[1];
|
|
no4[1] = -dir3[0] - dir4[0];
|
|
}
|
|
|
|
a1 = shell_v2v2_normal_dir_to_dist(no1, dir4);
|
|
a2 = shell_v2v2_normal_dir_to_dist(no2, dir1);
|
|
a3 = shell_v2v2_normal_dir_to_dist(no3, dir2);
|
|
a4 = shell_v2v2_normal_dir_to_dist(no4, dir3);
|
|
|
|
mul_v2_fl(no1, a1 * scaler);
|
|
mul_v2_fl(no2, a2 * scaler);
|
|
mul_v2_fl(no3, a3 * scaler);
|
|
mul_v2_fl(no4, a4 * scaler);
|
|
add_v2_v2v2(outset_uv[0], puv[0], no1);
|
|
add_v2_v2v2(outset_uv[1], puv[1], no2);
|
|
add_v2_v2v2(outset_uv[2], puv[2], no3);
|
|
add_v2_v2v2(outset_uv[3], puv[3], no4);
|
|
mul_v2_v2(outset_uv[0], ibuf_inv);
|
|
mul_v2_v2(outset_uv[1], ibuf_inv);
|
|
mul_v2_v2(outset_uv[2], ibuf_inv);
|
|
mul_v2_v2(outset_uv[3], ibuf_inv);
|
|
}
|
|
else {
|
|
if (cw) {
|
|
no1[0] = -dir3[1] - dir1[1];
|
|
no1[1] = dir3[0] + dir1[0];
|
|
no2[0] = -dir1[1] - dir2[1];
|
|
no2[1] = dir1[0] + dir2[0];
|
|
no3[0] = -dir2[1] - dir3[1];
|
|
no3[1] = dir2[0] + dir3[0];
|
|
}
|
|
else {
|
|
no1[0] = dir3[1] + dir1[1];
|
|
no1[1] = -dir3[0] - dir1[0];
|
|
no2[0] = dir1[1] + dir2[1];
|
|
no2[1] = -dir1[0] - dir2[0];
|
|
no3[0] = dir2[1] + dir3[1];
|
|
no3[1] = -dir2[0] - dir3[0];
|
|
}
|
|
|
|
a1 = shell_v2v2_normal_dir_to_dist(no1, dir3);
|
|
a2 = shell_v2v2_normal_dir_to_dist(no2, dir1);
|
|
a3 = shell_v2v2_normal_dir_to_dist(no3, dir2);
|
|
|
|
mul_v2_fl(no1, a1 * scaler);
|
|
mul_v2_fl(no2, a2 * scaler);
|
|
mul_v2_fl(no3, a3 * scaler);
|
|
add_v2_v2v2(outset_uv[0], puv[0], no1);
|
|
add_v2_v2v2(outset_uv[1], puv[1], no2);
|
|
add_v2_v2v2(outset_uv[2], puv[2], no3);
|
|
|
|
mul_v2_v2(outset_uv[0], ibuf_inv);
|
|
mul_v2_v2(outset_uv[1], ibuf_inv);
|
|
mul_v2_v2(outset_uv[2], ibuf_inv);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
|
|
* 1<<i - where i is (0-3)
|
|
*
|
|
* If we're multithreadng, make sure threads are locked when this is called
|
|
*/
|
|
static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
|
|
{
|
|
int other_face, other_fidx; /* vars for the other face, we also set its flag */
|
|
int fidx1 = is_quad ? 3 : 2;
|
|
int fidx2 = 0; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) or (0,1,2) -> (1,2,0) for a tri */
|
|
|
|
/* initialize face winding if needed */
|
|
if ((ps->faceWindingFlags[face_index] & PROJ_FACE_WINDING_INIT) == 0)
|
|
project_face_winding_init(ps, face_index);
|
|
|
|
do {
|
|
if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
|
|
if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
|
|
ps->faceSeamFlags[face_index] |= 1 << fidx1;
|
|
if (other_face != -1)
|
|
ps->faceSeamFlags[other_face] |= 1 << other_fidx;
|
|
}
|
|
else {
|
|
ps->faceSeamFlags[face_index] |= 16 << fidx1;
|
|
if (other_face != -1)
|
|
ps->faceSeamFlags[other_face] |= 16 << other_fidx; /* second 4 bits for disabled */
|
|
}
|
|
}
|
|
|
|
fidx2 = fidx1;
|
|
} while (fidx1--);
|
|
}
|
|
#endif // PROJ_DEBUG_NOSEAMBLEED
|
|
|
|
|
|
/* Converts a UV location to a 3D screenspace location
|
|
* Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
|
|
*
|
|
* This is used for finding a pixels location in screenspace for painting */
|
|
static void screen_px_from_ortho(
|
|
const float uv[2],
|
|
const float v1co[3], const float v2co[3], const float v3co[3], /* Screenspace coords */
|
|
const float uv1co[2], const float uv2co[2], const float uv3co[2],
|
|
float pixelScreenCo[4],
|
|
float w[3])
|
|
{
|
|
barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
|
|
interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
|
|
}
|
|
|
|
/* same as screen_px_from_ortho except we
|
|
* do perspective correction on the pixel coordinate */
|
|
static void screen_px_from_persp(
|
|
const float uv[2],
|
|
const float v1co[4], const float v2co[4], const float v3co[4], /* screenspace coords */
|
|
const float uv1co[2], const float uv2co[2], const float uv3co[2],
|
|
float pixelScreenCo[4],
|
|
float w[3])
|
|
{
|
|
float w_int[3];
|
|
float wtot_inv, wtot;
|
|
barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
|
|
|
|
/* re-weight from the 4th coord of each screen vert */
|
|
w_int[0] = w[0] * v1co[3];
|
|
w_int[1] = w[1] * v2co[3];
|
|
w_int[2] = w[2] * v3co[3];
|
|
|
|
wtot = w_int[0] + w_int[1] + w_int[2];
|
|
|
|
if (wtot > 0.0f) {
|
|
wtot_inv = 1.0f / wtot;
|
|
w_int[0] *= wtot_inv;
|
|
w_int[1] *= wtot_inv;
|
|
w_int[2] *= wtot_inv;
|
|
}
|
|
else {
|
|
w[0] = w[1] = w[2] =
|
|
w_int[0] = w_int[1] = w_int[2] = 1.0f / 3.0f; /* dummy values for zero area face */
|
|
}
|
|
/* done re-weighting */
|
|
|
|
/* do interpolation based on projected weight */
|
|
interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w_int);
|
|
}
|
|
|
|
|
|
static void project_face_pixel(
|
|
const MTFace *tf_other, ImBuf *ibuf_other, const float w[3],
|
|
bool side, unsigned char rgba_ub[4], float rgba_f[4])
|
|
{
|
|
const float *uvCo1, *uvCo2, *uvCo3;
|
|
float uv_other[2], x, y;
|
|
|
|
uvCo1 = tf_other->uv[0];
|
|
if (side == 1) {
|
|
uvCo2 = tf_other->uv[2];
|
|
uvCo3 = tf_other->uv[3];
|
|
}
|
|
else {
|
|
uvCo2 = tf_other->uv[1];
|
|
uvCo3 = tf_other->uv[2];
|
|
}
|
|
|
|
interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, w);
|
|
|
|
/* use */
|
|
uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
|
|
|
|
|
|
if (ibuf_other->rect_float) { /* from float to float */
|
|
bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
|
|
}
|
|
else { /* from char to float */
|
|
bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
|
|
}
|
|
|
|
}
|
|
|
|
/* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
|
|
static float project_paint_uvpixel_mask(
|
|
const ProjPaintState *ps,
|
|
const int face_index,
|
|
const bool side,
|
|
const float w[3])
|
|
{
|
|
float mask;
|
|
|
|
/* Image Mask */
|
|
if (ps->do_layer_stencil) {
|
|
/* another UV maps image is masking this one's */
|
|
ImBuf *ibuf_other;
|
|
Image *other_tpage = ps->stencil_ima;
|
|
const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
|
|
|
|
if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
|
|
/* BKE_image_acquire_ibuf - TODO - this may be slow */
|
|
unsigned char rgba_ub[4];
|
|
float rgba_f[4];
|
|
|
|
project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
|
|
|
|
if (ibuf_other->rect_float) { /* from float to float */
|
|
mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) * (1.0f / 3.0f)) * rgba_f[3];
|
|
}
|
|
else { /* from char to float */
|
|
mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) * (1.0f / (255.0f * 3.0f))) * (rgba_ub[3] * (1.0f / 255.0f));
|
|
}
|
|
|
|
BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
|
|
|
|
if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
|
|
mask = (1.0f - mask);
|
|
|
|
if (mask == 0.0f) {
|
|
return 0.0f;
|
|
}
|
|
}
|
|
else {
|
|
return 0.0f;
|
|
}
|
|
}
|
|
else {
|
|
mask = 1.0f;
|
|
}
|
|
|
|
if (ps->do_mask_cavity) {
|
|
MFace *mf = &ps->dm_mface[face_index];
|
|
float ca1, ca2, ca3, ca_mask;
|
|
ca1 = ps->cavities[mf->v1];
|
|
if (side == 1) {
|
|
ca2 = ps->cavities[mf->v3];
|
|
ca3 = ps->cavities[mf->v4];
|
|
}
|
|
else {
|
|
ca2 = ps->cavities[mf->v2];
|
|
ca3 = ps->cavities[mf->v3];
|
|
}
|
|
|
|
ca_mask = w[0] * ca1 + w[1] * ca2 + w[2] * ca3;
|
|
ca_mask = curvemapping_evaluateF(ps->cavity_curve, 0, ca_mask);
|
|
CLAMP(ca_mask, 0.0f, 1.0f);
|
|
mask *= ca_mask;
|
|
}
|
|
|
|
/* calculate mask */
|
|
if (ps->do_mask_normal) {
|
|
MFace *mf = &ps->dm_mface[face_index];
|
|
float no[3], angle_cos;
|
|
if (mf->flag & ME_SMOOTH) {
|
|
const short *no1, *no2, *no3;
|
|
no1 = ps->dm_mvert[mf->v1].no;
|
|
if (side == 1) {
|
|
no2 = ps->dm_mvert[mf->v3].no;
|
|
no3 = ps->dm_mvert[mf->v4].no;
|
|
}
|
|
else {
|
|
no2 = ps->dm_mvert[mf->v2].no;
|
|
no3 = ps->dm_mvert[mf->v3].no;
|
|
}
|
|
|
|
no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
|
|
no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
|
|
no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
|
|
normalize_v3(no);
|
|
}
|
|
else {
|
|
/* incase the */
|
|
#if 1
|
|
/* normalizing per pixel isn't optimal, we could cache or check ps->*/
|
|
if (mf->v4)
|
|
normal_quad_v3(no,
|
|
ps->dm_mvert[mf->v1].co,
|
|
ps->dm_mvert[mf->v2].co,
|
|
ps->dm_mvert[mf->v3].co,
|
|
ps->dm_mvert[mf->v4].co);
|
|
else
|
|
normal_tri_v3(no,
|
|
ps->dm_mvert[mf->v1].co,
|
|
ps->dm_mvert[mf->v2].co,
|
|
ps->dm_mvert[mf->v3].co);
|
|
#else
|
|
/* don't use because some modifiers dont have normal data (subsurf for eg) */
|
|
copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
|
|
#endif
|
|
}
|
|
|
|
if (UNLIKELY(ps->is_flip_object)) {
|
|
negate_v3(no);
|
|
}
|
|
|
|
/* now we can use the normal as a mask */
|
|
if (ps->is_ortho) {
|
|
angle_cos = dot_v3v3(ps->viewDir, no);
|
|
}
|
|
else {
|
|
/* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
|
|
float viewDirPersp[3];
|
|
const float *co1, *co2, *co3;
|
|
co1 = ps->dm_mvert[mf->v1].co;
|
|
if (side == 1) {
|
|
co2 = ps->dm_mvert[mf->v3].co;
|
|
co3 = ps->dm_mvert[mf->v4].co;
|
|
}
|
|
else {
|
|
co2 = ps->dm_mvert[mf->v2].co;
|
|
co3 = ps->dm_mvert[mf->v3].co;
|
|
}
|
|
|
|
/* Get the direction from the viewPoint to the pixel and normalize */
|
|
viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
|
|
viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
|
|
viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
|
|
normalize_v3(viewDirPersp);
|
|
if (UNLIKELY(ps->is_flip_object)) {
|
|
negate_v3(viewDirPersp);
|
|
}
|
|
|
|
angle_cos = dot_v3v3(viewDirPersp, no);
|
|
}
|
|
|
|
if (angle_cos <= ps->normal_angle__cos) {
|
|
return 0.0f; /* outsize the normal limit*/
|
|
}
|
|
else if (angle_cos < ps->normal_angle_inner__cos) {
|
|
mask *= (ps->normal_angle - acosf(angle_cos)) / ps->normal_angle_range;
|
|
} /* otherwise no mask normal is needed, were within the limit */
|
|
}
|
|
|
|
/* This only works when the opacity dosnt change while painting, stylus pressure messes with this
|
|
* so don't use it. */
|
|
// if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
|
|
|
|
return mask;
|
|
}
|
|
|
|
static int project_paint_pixel_sizeof(const short tool)
|
|
{
|
|
if ((tool == PAINT_TOOL_CLONE) || (tool == PAINT_TOOL_SMEAR)) {
|
|
return sizeof(ProjPixelClone);
|
|
}
|
|
else {
|
|
return sizeof(ProjPixel);
|
|
}
|
|
}
|
|
|
|
static int project_paint_undo_subtiles(const TileInfo *tinf, int tx, int ty)
|
|
{
|
|
ProjPaintImage *pjIma = tinf->pjima;
|
|
int tile_index = tx + ty * tinf->tile_width;
|
|
bool generate_tile = false;
|
|
|
|
/* double check lock to avoid locking */
|
|
if (UNLIKELY(!pjIma->undoRect[tile_index])) {
|
|
if (tinf->lock)
|
|
BLI_spin_lock(tinf->lock);
|
|
if (LIKELY(!pjIma->undoRect[tile_index])) {
|
|
pjIma->undoRect[tile_index] = TILE_PENDING;
|
|
generate_tile = true;
|
|
}
|
|
if (tinf->lock)
|
|
BLI_spin_unlock(tinf->lock);
|
|
}
|
|
|
|
|
|
if (generate_tile) {
|
|
volatile void *undorect;
|
|
if (tinf->masked) {
|
|
undorect = image_undo_push_tile(pjIma->ima, pjIma->ibuf, tinf->tmpibuf, tx, ty, &pjIma->maskRect[tile_index], &pjIma->valid[tile_index], true, false);
|
|
}
|
|
else {
|
|
undorect = image_undo_push_tile(pjIma->ima, pjIma->ibuf, tinf->tmpibuf, tx, ty, NULL, &pjIma->valid[tile_index], true, false);
|
|
}
|
|
|
|
pjIma->ibuf->userflags |= IB_BITMAPDIRTY;
|
|
/* tile ready, publish */
|
|
if (tinf->lock)
|
|
BLI_spin_lock(tinf->lock);
|
|
pjIma->undoRect[tile_index] = undorect;
|
|
if (tinf->lock)
|
|
BLI_spin_unlock(tinf->lock);
|
|
|
|
}
|
|
|
|
return tile_index;
|
|
}
|
|
|
|
/* run this function when we know a bucket's, face's pixel can be initialized,
|
|
* return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
|
|
static ProjPixel *project_paint_uvpixel_init(
|
|
const ProjPaintState *ps,
|
|
MemArena *arena,
|
|
const TileInfo *tinf,
|
|
int x_px, int y_px,
|
|
const float mask,
|
|
const int face_index,
|
|
const float pixelScreenCo[4],
|
|
const float world_spaceCo[3],
|
|
const bool side,
|
|
const float w[3])
|
|
{
|
|
ProjPixel *projPixel;
|
|
int x_tile, y_tile;
|
|
int x_round, y_round;
|
|
int tile_offset;
|
|
/* volatile is important here to ensure pending check is not optimized away by compiler*/
|
|
volatile int tile_index;
|
|
|
|
ProjPaintImage *projima = tinf->pjima;
|
|
ImBuf *ibuf = projima->ibuf;
|
|
/* wrap pixel location */
|
|
|
|
x_px = mod_i(x_px, ibuf->x);
|
|
y_px = mod_i(y_px, ibuf->y);
|
|
|
|
BLI_assert(ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool));
|
|
projPixel = BLI_memarena_alloc(arena, ps->pixel_sizeof);
|
|
|
|
/* calculate the undo tile offset of the pixel, used to store the original
|
|
* pixel color and accumulated mask if any */
|
|
x_tile = x_px >> IMAPAINT_TILE_BITS;
|
|
y_tile = y_px >> IMAPAINT_TILE_BITS;
|
|
|
|
x_round = x_tile * IMAPAINT_TILE_SIZE;
|
|
y_round = y_tile * IMAPAINT_TILE_SIZE;
|
|
//memset(projPixel, 0, size);
|
|
|
|
tile_offset = (x_px - x_round) + (y_px - y_round) * IMAPAINT_TILE_SIZE;
|
|
tile_index = project_paint_undo_subtiles(tinf, x_tile, y_tile);
|
|
|
|
/* other thread may be initializing the tile so wait here */
|
|
while (projima->undoRect[tile_index] == TILE_PENDING)
|
|
;
|
|
|
|
BLI_assert(tile_index < (IMAPAINT_TILE_NUMBER(ibuf->x) * IMAPAINT_TILE_NUMBER(ibuf->y)));
|
|
BLI_assert(tile_offset < (IMAPAINT_TILE_SIZE * IMAPAINT_TILE_SIZE));
|
|
|
|
projPixel->valid = projima->valid[tile_index];
|
|
|
|
if (ibuf->rect_float) {
|
|
projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
|
|
projPixel->origColor.f_pt = (float *)projima->undoRect[tile_index] + 4 * tile_offset;
|
|
zero_v4(projPixel->newColor.f);
|
|
}
|
|
else {
|
|
projPixel->pixel.ch_pt = (unsigned char *)(ibuf->rect + (x_px + y_px * ibuf->x));
|
|
projPixel->origColor.uint_pt = (unsigned int *)projima->undoRect[tile_index] + tile_offset;
|
|
projPixel->newColor.uint = 0;
|
|
}
|
|
|
|
/* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
|
|
if (ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D) {
|
|
copy_v3_v3(projPixel->worldCoSS, world_spaceCo);
|
|
}
|
|
|
|
copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
|
|
|
|
projPixel->x_px = x_px;
|
|
projPixel->y_px = y_px;
|
|
|
|
projPixel->mask = (unsigned short)(mask * 65535);
|
|
if (ps->do_masking)
|
|
projPixel->mask_accum = projima->maskRect[tile_index] + tile_offset;
|
|
else
|
|
projPixel->mask_accum = NULL;
|
|
|
|
/* which bounding box cell are we in?, needed for undo */
|
|
projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
|
|
((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
|
|
|
|
/* done with view3d_project_float inline */
|
|
if (ps->tool == PAINT_TOOL_CLONE) {
|
|
if (ps->dm_mtface_clone) {
|
|
ImBuf *ibuf_other;
|
|
Image *other_tpage = project_paint_face_clone_image(ps, face_index);
|
|
const MTFace *tf_other = ps->dm_mtface_clone[face_index];
|
|
|
|
if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
|
|
/* BKE_image_acquire_ibuf - TODO - this may be slow */
|
|
|
|
if (ibuf->rect_float) {
|
|
if (ibuf_other->rect_float) { /* from float to float */
|
|
project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
|
|
}
|
|
else { /* from char to float */
|
|
unsigned char rgba_ub[4];
|
|
float rgba[4];
|
|
project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
|
|
srgb_to_linearrgb_uchar4(rgba, rgba_ub);
|
|
straight_to_premul_v4_v4(((ProjPixelClone *)projPixel)->clonepx.f, rgba);
|
|
}
|
|
}
|
|
else {
|
|
if (ibuf_other->rect_float) { /* float to char */
|
|
float rgba[4];
|
|
project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
|
|
premul_to_straight_v4(rgba);
|
|
linearrgb_to_srgb_uchar3(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
|
|
((ProjPixelClone *)projPixel)->clonepx.ch[3] = rgba[3] * 255;
|
|
}
|
|
else { /* char to char */
|
|
project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
|
|
}
|
|
}
|
|
|
|
BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
|
|
}
|
|
else {
|
|
if (ibuf->rect_float) {
|
|
((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
|
|
}
|
|
else {
|
|
((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
else {
|
|
float co[2];
|
|
sub_v2_v2v2(co, projPixel->projCoSS, ps->cloneOffset);
|
|
|
|
/* no need to initialize the bucket, we're only checking buckets faces and for this
|
|
* the faces are already initialized in project_paint_delayed_face_init(...) */
|
|
if (ibuf->rect_float) {
|
|
if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
|
|
((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
|
|
}
|
|
}
|
|
else {
|
|
if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
|
|
((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef PROJ_DEBUG_PAINT
|
|
if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
|
|
else projPixel->pixel.ch_pt[0] = 0;
|
|
#endif
|
|
/* pointer arithmetics */
|
|
projPixel->image_index = projima - ps->projImages;
|
|
|
|
return projPixel;
|
|
}
|
|
|
|
static bool line_clip_rect2f(
|
|
const rctf *cliprect,
|
|
const rctf *rect,
|
|
const float l1[2], const float l2[2],
|
|
float l1_clip[2], float l2_clip[2])
|
|
{
|
|
/* first account for horizontal, then vertical lines */
|
|
/* horiz */
|
|
if (fabsf(l1[1] - l2[1]) < PROJ_PIXEL_TOLERANCE) {
|
|
/* is the line out of range on its Y axis? */
|
|
if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
|
|
return 0;
|
|
}
|
|
/* line is out of range on its X axis */
|
|
if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
|
|
return 0;
|
|
}
|
|
|
|
|
|
if (fabsf(l1[0] - l2[0]) < PROJ_PIXEL_TOLERANCE) { /* this is a single point (or close to)*/
|
|
if (BLI_rctf_isect_pt_v(rect, l1)) {
|
|
copy_v2_v2(l1_clip, l1);
|
|
copy_v2_v2(l2_clip, l2);
|
|
return 1;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
copy_v2_v2(l1_clip, l1);
|
|
copy_v2_v2(l2_clip, l2);
|
|
CLAMP(l1_clip[0], rect->xmin, rect->xmax);
|
|
CLAMP(l2_clip[0], rect->xmin, rect->xmax);
|
|
return 1;
|
|
}
|
|
else if (fabsf(l1[0] - l2[0]) < PROJ_PIXEL_TOLERANCE) {
|
|
/* is the line out of range on its X axis? */
|
|
if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
|
|
return 0;
|
|
}
|
|
|
|
/* line is out of range on its Y axis */
|
|
if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
|
|
return 0;
|
|
}
|
|
|
|
if (fabsf(l1[1] - l2[1]) < PROJ_PIXEL_TOLERANCE) { /* this is a single point (or close to)*/
|
|
if (BLI_rctf_isect_pt_v(rect, l1)) {
|
|
copy_v2_v2(l1_clip, l1);
|
|
copy_v2_v2(l2_clip, l2);
|
|
return 1;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
copy_v2_v2(l1_clip, l1);
|
|
copy_v2_v2(l2_clip, l2);
|
|
CLAMP(l1_clip[1], rect->ymin, rect->ymax);
|
|
CLAMP(l2_clip[1], rect->ymin, rect->ymax);
|
|
return 1;
|
|
}
|
|
else {
|
|
float isect;
|
|
short ok1 = 0;
|
|
short ok2 = 0;
|
|
|
|
/* Done with vertical lines */
|
|
|
|
/* are either of the points inside the rectangle ? */
|
|
if (BLI_rctf_isect_pt_v(rect, l1)) {
|
|
copy_v2_v2(l1_clip, l1);
|
|
ok1 = 1;
|
|
}
|
|
|
|
if (BLI_rctf_isect_pt_v(rect, l2)) {
|
|
copy_v2_v2(l2_clip, l2);
|
|
ok2 = 1;
|
|
}
|
|
|
|
/* line inside rect */
|
|
if (ok1 && ok2) return 1;
|
|
|
|
/* top/bottom */
|
|
if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= cliprect->xmin) && (isect <= cliprect->xmax)) {
|
|
if (l1[1] < l2[1]) { /* line 1 is outside */
|
|
l1_clip[0] = isect;
|
|
l1_clip[1] = rect->ymin;
|
|
ok1 = 1;
|
|
}
|
|
else {
|
|
l2_clip[0] = isect;
|
|
l2_clip[1] = rect->ymin;
|
|
ok2 = 2;
|
|
}
|
|
}
|
|
|
|
if (ok1 && ok2) return 1;
|
|
|
|
if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= cliprect->xmin) && (isect <= cliprect->xmax)) {
|
|
if (l1[1] > l2[1]) { /* line 1 is outside */
|
|
l1_clip[0] = isect;
|
|
l1_clip[1] = rect->ymax;
|
|
ok1 = 1;
|
|
}
|
|
else {
|
|
l2_clip[0] = isect;
|
|
l2_clip[1] = rect->ymax;
|
|
ok2 = 2;
|
|
}
|
|
}
|
|
|
|
if (ok1 && ok2) return 1;
|
|
|
|
/* left/right */
|
|
if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= cliprect->ymin) && (isect <= cliprect->ymax)) {
|
|
if (l1[0] < l2[0]) { /* line 1 is outside */
|
|
l1_clip[0] = rect->xmin;
|
|
l1_clip[1] = isect;
|
|
ok1 = 1;
|
|
}
|
|
else {
|
|
l2_clip[0] = rect->xmin;
|
|
l2_clip[1] = isect;
|
|
ok2 = 2;
|
|
}
|
|
}
|
|
|
|
if (ok1 && ok2) return 1;
|
|
|
|
if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= cliprect->ymin) && (isect <= cliprect->ymax)) {
|
|
if (l1[0] > l2[0]) { /* line 1 is outside */
|
|
l1_clip[0] = rect->xmax;
|
|
l1_clip[1] = isect;
|
|
ok1 = 1;
|
|
}
|
|
else {
|
|
l2_clip[0] = rect->xmax;
|
|
l2_clip[1] = isect;
|
|
ok2 = 2;
|
|
}
|
|
}
|
|
|
|
if (ok1 && ok2) {
|
|
return 1;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/* scale the quad & tri about its center
|
|
* scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
|
|
* edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
|
|
{
|
|
float cent[3];
|
|
cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) * (1.0f / 4.0f);
|
|
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) * (1.0f / 4.0f);
|
|
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) * (1.0f / 4.0f);
|
|
|
|
sub_v3_v3v3(insetCos[0], origCos[0], cent);
|
|
sub_v3_v3v3(insetCos[1], origCos[1], cent);
|
|
sub_v3_v3v3(insetCos[2], origCos[2], cent);
|
|
sub_v3_v3v3(insetCos[3], origCos[3], cent);
|
|
|
|
mul_v3_fl(insetCos[0], inset);
|
|
mul_v3_fl(insetCos[1], inset);
|
|
mul_v3_fl(insetCos[2], inset);
|
|
mul_v3_fl(insetCos[3], inset);
|
|
|
|
add_v3_v3(insetCos[0], cent);
|
|
add_v3_v3(insetCos[1], cent);
|
|
add_v3_v3(insetCos[2], cent);
|
|
add_v3_v3(insetCos[3], cent);
|
|
}
|
|
|
|
|
|
static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
|
|
{
|
|
float cent[3];
|
|
cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) * (1.0f / 3.0f);
|
|
cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) * (1.0f / 3.0f);
|
|
cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) * (1.0f / 3.0f);
|
|
|
|
sub_v3_v3v3(insetCos[0], origCos[0], cent);
|
|
sub_v3_v3v3(insetCos[1], origCos[1], cent);
|
|
sub_v3_v3v3(insetCos[2], origCos[2], cent);
|
|
|
|
mul_v3_fl(insetCos[0], inset);
|
|
mul_v3_fl(insetCos[1], inset);
|
|
mul_v3_fl(insetCos[2], inset);
|
|
|
|
add_v3_v3(insetCos[0], cent);
|
|
add_v3_v3(insetCos[1], cent);
|
|
add_v3_v3(insetCos[2], cent);
|
|
}
|
|
#endif //PROJ_DEBUG_NOSEAMBLEED
|
|
|
|
static float len_squared_v2v2_alt(const float v1[2], const float v2_1, const float v2_2)
|
|
{
|
|
float x, y;
|
|
|
|
x = v1[0] - v2_1;
|
|
y = v1[1] - v2_2;
|
|
return x * x + y * y;
|
|
}
|
|
|
|
/* note, use a squared value so we can use len_squared_v2v2
|
|
* be sure that you have done a bounds check first or this may fail */
|
|
/* only give bucket_bounds as an arg because we need it elsewhere */
|
|
static bool project_bucket_isect_circle(const float cent[2], const float radius_squared, const rctf *bucket_bounds)
|
|
{
|
|
|
|
/* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
|
|
* so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
|
|
* this is even less work then an intersection test
|
|
*/
|
|
#if 0
|
|
if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
|
|
return 1;
|
|
#endif
|
|
|
|
if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
|
|
(bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
/* out of bounds left */
|
|
if (cent[0] < bucket_bounds->xmin) {
|
|
/* lower left out of radius test */
|
|
if (cent[1] < bucket_bounds->ymin) {
|
|
return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
|
|
}
|
|
/* top left test */
|
|
else if (cent[1] > bucket_bounds->ymax) {
|
|
return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
|
|
}
|
|
}
|
|
else if (cent[0] > bucket_bounds->xmax) {
|
|
/* lower right out of radius test */
|
|
if (cent[1] < bucket_bounds->ymin) {
|
|
return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
|
|
}
|
|
/* top right test */
|
|
else if (cent[1] > bucket_bounds->ymax) {
|
|
return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
/* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
|
|
* in ortho view this function gives good results when bucket_bounds are outside the triangle
|
|
* however in some cases, perspective view will mess up with faces that have minimal screenspace area
|
|
* (viewed from the side)
|
|
*
|
|
* for this reason its not reliable in this case so we'll use the Simple Barycentric'
|
|
* funcs that only account for points inside the triangle.
|
|
* however switching back to this for ortho is always an option */
|
|
|
|
static void rect_to_uvspace_ortho(
|
|
const rctf *bucket_bounds,
|
|
const float *v1coSS, const float *v2coSS, const float *v3coSS,
|
|
const float *uv1co, const float *uv2co, const float *uv3co,
|
|
float bucket_bounds_uv[4][2],
|
|
const int flip)
|
|
{
|
|
float uv[2];
|
|
float w[3];
|
|
|
|
/* get the UV space bounding box */
|
|
uv[0] = bucket_bounds->xmax;
|
|
uv[1] = bucket_bounds->ymin;
|
|
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
|
|
|
|
//uv[0] = bucket_bounds->xmax; // set above
|
|
uv[1] = bucket_bounds->ymax;
|
|
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
|
|
|
|
uv[0] = bucket_bounds->xmin;
|
|
//uv[1] = bucket_bounds->ymax; // set above
|
|
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
|
|
|
|
//uv[0] = bucket_bounds->xmin; // set above
|
|
uv[1] = bucket_bounds->ymin;
|
|
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
|
|
}
|
|
|
|
/* same as above but use barycentric_weights_v2_persp */
|
|
static void rect_to_uvspace_persp(
|
|
const rctf *bucket_bounds,
|
|
const float *v1coSS, const float *v2coSS, const float *v3coSS,
|
|
const float *uv1co, const float *uv2co, const float *uv3co,
|
|
float bucket_bounds_uv[4][2],
|
|
const int flip
|
|
)
|
|
{
|
|
float uv[2];
|
|
float w[3];
|
|
|
|
/* get the UV space bounding box */
|
|
uv[0] = bucket_bounds->xmax;
|
|
uv[1] = bucket_bounds->ymin;
|
|
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
|
|
|
|
//uv[0] = bucket_bounds->xmax; // set above
|
|
uv[1] = bucket_bounds->ymax;
|
|
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
|
|
|
|
uv[0] = bucket_bounds->xmin;
|
|
//uv[1] = bucket_bounds->ymax; // set above
|
|
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
|
|
|
|
//uv[0] = bucket_bounds->xmin; // set above
|
|
uv[1] = bucket_bounds->ymin;
|
|
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
|
|
}
|
|
|
|
/* This works as we need it to but we can save a few steps and not use it */
|
|
|
|
#if 0
|
|
static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
|
|
{
|
|
float v1[2], v2[2];
|
|
|
|
v1[0] = p1[0] - p2[0]; v1[1] = p1[1] - p2[1];
|
|
v2[0] = p3[0] - p2[0]; v2[1] = p3[1] - p2[1];
|
|
|
|
return -atan2f(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
|
|
}
|
|
#endif
|
|
|
|
#define ISECT_1 (1)
|
|
#define ISECT_2 (1 << 1)
|
|
#define ISECT_3 (1 << 2)
|
|
#define ISECT_4 (1 << 3)
|
|
#define ISECT_ALL3 ((1 << 3) - 1)
|
|
#define ISECT_ALL4 ((1 << 4) - 1)
|
|
|
|
/* limit must be a fraction over 1.0f */
|
|
static bool IsectPT2Df_limit(
|
|
const float pt[2],
|
|
const float v1[2], const float v2[2], const float v3[2],
|
|
const float limit)
|
|
{
|
|
return ((area_tri_v2(pt, v1, v2) +
|
|
area_tri_v2(pt, v2, v3) +
|
|
area_tri_v2(pt, v3, v1)) / (area_tri_v2(v1, v2, v3))) < limit;
|
|
}
|
|
|
|
/* Clip the face by a bucket and set the uv-space bucket_bounds_uv
|
|
* so we have the clipped UV's to do pixel intersection tests with
|
|
* */
|
|
static int float_z_sort_flip(const void *p1, const void *p2)
|
|
{
|
|
return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
|
|
}
|
|
|
|
static int float_z_sort(const void *p1, const void *p2)
|
|
{
|
|
return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
|
|
}
|
|
|
|
/* assumes one point is within the rectangle */
|
|
static bool line_rect_clip(
|
|
const rctf *rect,
|
|
const float l1[4], const float l2[4],
|
|
const float uv1[2], const float uv2[2],
|
|
float uv[2], bool is_ortho)
|
|
{
|
|
float min = FLT_MAX, tmp;
|
|
float xlen = l2[0] - l1[0];
|
|
float ylen = l2[1] - l1[1];
|
|
|
|
/* 0.1 might seem too much, but remember, this is pixels! */
|
|
if (xlen > 0.1f) {
|
|
if ((l1[0] - rect->xmin) * (l2[0] - rect->xmin) <= 0) {
|
|
tmp = rect->xmin;
|
|
min = min_ff((tmp - l1[0]) / xlen, min);
|
|
}
|
|
else if ((l1[0] - rect->xmax) * (l2[0] - rect->xmax) < 0) {
|
|
tmp = rect->xmax;
|
|
min = min_ff((tmp - l1[0]) / xlen, min);
|
|
}
|
|
}
|
|
|
|
if (ylen > 0.1f) {
|
|
if ((l1[1] - rect->ymin) * (l2[1] - rect->ymin) <= 0) {
|
|
tmp = rect->ymin;
|
|
min = min_ff((tmp - l1[1]) / ylen, min);
|
|
}
|
|
else if ((l1[1] - rect->ymax) * (l2[1] - rect->ymax) < 0) {
|
|
tmp = rect->ymax;
|
|
min = min_ff((tmp - l1[1]) / ylen, min);
|
|
}
|
|
}
|
|
|
|
if (min == FLT_MAX)
|
|
return false;
|
|
|
|
tmp = (is_ortho) ? 1.0f : (l1[3] + min * (l2[3] - l1[3]));
|
|
|
|
uv[0] = (uv1[0] + min / tmp * (uv2[0] - uv1[0]));
|
|
uv[1] = (uv1[1] + min / tmp * (uv2[1] - uv1[1]));
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
static void project_bucket_clip_face(
|
|
const bool is_ortho, const bool is_flip_object,
|
|
const rctf *cliprect,
|
|
const rctf *bucket_bounds,
|
|
const float *v1coSS, const float *v2coSS, const float *v3coSS,
|
|
const float *uv1co, const float *uv2co, const float *uv3co,
|
|
float bucket_bounds_uv[8][2],
|
|
int *tot, bool cull)
|
|
{
|
|
int inside_bucket_flag = 0;
|
|
int inside_face_flag = 0;
|
|
int flip;
|
|
bool colinear = false;
|
|
|
|
float bucket_bounds_ss[4][2];
|
|
|
|
/* detect pathological case where face the three vertices are almost colinear in screen space.
|
|
* mostly those will be culled but when flood filling or with smooth shading it's a possibility */
|
|
if (dist_squared_to_line_v2(v1coSS, v2coSS, v3coSS) < 0.5f ||
|
|
dist_squared_to_line_v2(v2coSS, v3coSS, v1coSS) < 0.5f)
|
|
{
|
|
colinear = true;
|
|
}
|
|
|
|
/* get the UV space bounding box */
|
|
inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
|
|
inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
|
|
inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
|
|
|
|
if (inside_bucket_flag == ISECT_ALL3) {
|
|
/* is_flip_object is used here because we use the face winding */
|
|
flip = (((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != is_flip_object) !=
|
|
(line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
|
|
|
|
/* all screenspace points are inside the bucket bounding box,
|
|
* this means we don't need to clip and can simply return the UVs */
|
|
if (flip) { /* facing the back? */
|
|
copy_v2_v2(bucket_bounds_uv[0], uv3co);
|
|
copy_v2_v2(bucket_bounds_uv[1], uv2co);
|
|
copy_v2_v2(bucket_bounds_uv[2], uv1co);
|
|
}
|
|
else {
|
|
copy_v2_v2(bucket_bounds_uv[0], uv1co);
|
|
copy_v2_v2(bucket_bounds_uv[1], uv2co);
|
|
copy_v2_v2(bucket_bounds_uv[2], uv3co);
|
|
}
|
|
|
|
*tot = 3;
|
|
return;
|
|
}
|
|
/* handle pathological case here, no need for further intersections below since tringle area is almost zero */
|
|
if (colinear) {
|
|
int flag;
|
|
|
|
(*tot) = 0;
|
|
|
|
if (cull)
|
|
return;
|
|
|
|
if (inside_bucket_flag & ISECT_1) { copy_v2_v2(bucket_bounds_uv[*tot], uv1co); (*tot)++; }
|
|
|
|
flag = inside_bucket_flag & (ISECT_1 | ISECT_2);
|
|
if (flag && flag != (ISECT_1 | ISECT_2)) {
|
|
if (line_rect_clip(bucket_bounds, v1coSS, v2coSS, uv1co, uv2co, bucket_bounds_uv[*tot], is_ortho))
|
|
(*tot)++;
|
|
}
|
|
|
|
if (inside_bucket_flag & ISECT_2) { copy_v2_v2(bucket_bounds_uv[*tot], uv2co); (*tot)++; }
|
|
|
|
flag = inside_bucket_flag & (ISECT_2 | ISECT_3);
|
|
if (flag && flag != (ISECT_2 | ISECT_3)) {
|
|
if (line_rect_clip(bucket_bounds, v2coSS, v3coSS, uv2co, uv3co, bucket_bounds_uv[*tot], is_ortho))
|
|
(*tot)++;
|
|
}
|
|
|
|
if (inside_bucket_flag & ISECT_3) { copy_v2_v2(bucket_bounds_uv[*tot], uv3co); (*tot)++; }
|
|
|
|
flag = inside_bucket_flag & (ISECT_3 | ISECT_1);
|
|
if (flag && flag != (ISECT_3 | ISECT_1)) {
|
|
if (line_rect_clip(bucket_bounds, v3coSS, v1coSS, uv3co, uv1co, bucket_bounds_uv[*tot], is_ortho))
|
|
(*tot)++;
|
|
}
|
|
|
|
if ((*tot) < 3) {
|
|
/* no intersections to speak of, but more probable is that all face is just outside the
|
|
* rectangle and culled due to float precision issues. Since above teste have failed,
|
|
* just dump triangle as is for painting */
|
|
*tot = 0;
|
|
copy_v2_v2(bucket_bounds_uv[*tot], uv1co); (*tot)++;
|
|
copy_v2_v2(bucket_bounds_uv[*tot], uv2co); (*tot)++;
|
|
copy_v2_v2(bucket_bounds_uv[*tot], uv3co); (*tot)++;
|
|
return;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/* get the UV space bounding box */
|
|
/* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
|
|
bucket_bounds_ss[0][0] = bucket_bounds->xmax;
|
|
bucket_bounds_ss[0][1] = bucket_bounds->ymin;
|
|
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
|
|
|
|
bucket_bounds_ss[1][0] = bucket_bounds->xmax;
|
|
bucket_bounds_ss[1][1] = bucket_bounds->ymax;
|
|
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
|
|
|
|
bucket_bounds_ss[2][0] = bucket_bounds->xmin;
|
|
bucket_bounds_ss[2][1] = bucket_bounds->ymax;
|
|
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
|
|
|
|
bucket_bounds_ss[3][0] = bucket_bounds->xmin;
|
|
bucket_bounds_ss[3][1] = bucket_bounds->ymin;
|
|
inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
|
|
|
|
flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) !=
|
|
(line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
|
|
|
|
if (inside_face_flag == ISECT_ALL4) {
|
|
/* bucket is totally inside the screenspace face, we can safely use weights */
|
|
|
|
if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
|
|
else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
|
|
|
|
*tot = 4;
|
|
return;
|
|
}
|
|
else {
|
|
/* The Complicated Case!
|
|
*
|
|
* The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
|
|
*
|
|
* we need to make a convex polyline from the intersection between the screenspace face
|
|
* and the bucket bounds.
|
|
*
|
|
* There are a number of ways this could be done, currently it just collects all intersecting verts,
|
|
* and line intersections, then sorts them clockwise, this is a lot easier then evaluating the geometry to
|
|
* do a correct clipping on both shapes. */
|
|
|
|
|
|
/* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
|
|
|
|
|
|
|
|
/* Maximum possible 6 intersections when using a rectangle and triangle */
|
|
float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
|
|
float v1_clipSS[2], v2_clipSS[2];
|
|
float w[3];
|
|
|
|
/* calc center */
|
|
float cent[2] = {0.0f, 0.0f};
|
|
/*float up[2] = {0.0f, 1.0f};*/
|
|
int i;
|
|
bool doubles;
|
|
|
|
(*tot) = 0;
|
|
|
|
if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
|
|
if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
|
|
if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
|
|
if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
|
|
|
|
if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
|
|
if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
|
|
if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
|
|
|
|
if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
|
|
if (line_clip_rect2f(cliprect, bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
|
|
if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
|
|
if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
|
|
}
|
|
}
|
|
|
|
if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
|
|
if (line_clip_rect2f(cliprect, bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
|
|
if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
|
|
if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
|
|
}
|
|
}
|
|
|
|
if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
|
|
if (line_clip_rect2f(cliprect, bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
|
|
if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
|
|
if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
|
|
}
|
|
}
|
|
|
|
|
|
if ((*tot) < 3) { /* no intersections to speak of */
|
|
*tot = 0;
|
|
return;
|
|
}
|
|
|
|
/* now we have all points we need, collect their angles and sort them clockwise */
|
|
|
|
for (i = 0; i < (*tot); i++) {
|
|
cent[0] += isectVCosSS[i][0];
|
|
cent[1] += isectVCosSS[i][1];
|
|
}
|
|
cent[0] = cent[0] / (float)(*tot);
|
|
cent[1] = cent[1] / (float)(*tot);
|
|
|
|
|
|
|
|
/* Collect angles for every point around the center point */
|
|
|
|
|
|
#if 0 /* uses a few more cycles then the above loop */
|
|
for (i = 0; i < (*tot); i++) {
|
|
isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
|
|
}
|
|
#endif
|
|
|
|
v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
|
|
v1_clipSS[1] = cent[1] + 1.0f;
|
|
|
|
for (i = 0; i < (*tot); i++) {
|
|
v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
|
|
v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
|
|
isectVCosSS[i][2] = atan2f(v1_clipSS[0] * v2_clipSS[1] - v1_clipSS[1] * v2_clipSS[0],
|
|
v1_clipSS[0] * v2_clipSS[0] + v1_clipSS[1] * v2_clipSS[1]);
|
|
}
|
|
|
|
if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
|
|
else qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
|
|
|
|
doubles = true;
|
|
while (doubles == true) {
|
|
doubles = false;
|
|
|
|
for (i = 0; i < (*tot); i++) {
|
|
if (fabsf(isectVCosSS[(i + 1) % *tot][0] - isectVCosSS[i][0]) < PROJ_PIXEL_TOLERANCE &&
|
|
fabsf(isectVCosSS[(i + 1) % *tot][1] - isectVCosSS[i][1]) < PROJ_PIXEL_TOLERANCE)
|
|
{
|
|
int j;
|
|
for (j = i; j < (*tot) - 1; j++) {
|
|
isectVCosSS[j][0] = isectVCosSS[j + 1][0];
|
|
isectVCosSS[j][1] = isectVCosSS[j + 1][1];
|
|
}
|
|
doubles = true; /* keep looking for more doubles */
|
|
(*tot)--;
|
|
}
|
|
}
|
|
|
|
/* its possible there is only a few left after remove doubles */
|
|
if ((*tot) < 3) {
|
|
// printf("removed too many doubles B\n");
|
|
*tot = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (is_ortho) {
|
|
for (i = 0; i < (*tot); i++) {
|
|
barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
|
|
}
|
|
}
|
|
else {
|
|
for (i = 0; i < (*tot); i++) {
|
|
barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
|
|
interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef PROJ_DEBUG_PRINT_CLIP
|
|
/* include this at the bottom of the above function to debug the output */
|
|
|
|
{
|
|
/* If there are ever any problems, */
|
|
float test_uv[4][2];
|
|
int i;
|
|
if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
|
|
else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
|
|
printf("( [(%f,%f), (%f,%f), (%f,%f), (%f,%f)], ",
|
|
test_uv[0][0], test_uv[0][1], test_uv[1][0], test_uv[1][1],
|
|
test_uv[2][0], test_uv[2][1], test_uv[3][0], test_uv[3][1]);
|
|
|
|
printf(" [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1], uv2co[0], uv2co[1], uv3co[0], uv3co[1]);
|
|
|
|
printf("[");
|
|
for (i = 0; i < (*tot); i++) {
|
|
printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
|
|
}
|
|
printf("]),\\\n");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
* # This script creates faces in a blender scene from printed data above.
|
|
*
|
|
* project_ls = [
|
|
* ...(output from above block)...
|
|
* ]
|
|
*
|
|
* from Blender import Scene, Mesh, Window, sys, Mathutils
|
|
*
|
|
* import bpy
|
|
*
|
|
* V = Mathutils.Vector
|
|
*
|
|
* def main():
|
|
* sce = bpy.data.scenes.active
|
|
*
|
|
* for item in project_ls:
|
|
* bb = item[0]
|
|
* uv = item[1]
|
|
* poly = item[2]
|
|
*
|
|
* me = bpy.data.meshes.new()
|
|
* ob = sce.objects.new(me)
|
|
*
|
|
* me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
|
|
* me.faces.extend([(0,1,2,3),])
|
|
* me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
|
|
* me.faces.extend([(4,5,6),])
|
|
*
|
|
* vs = [V(p).xyz for p in poly]
|
|
* print len(vs)
|
|
* l = len(me.verts)
|
|
* me.verts.extend(vs)
|
|
*
|
|
* i = l
|
|
* while i < len(me.verts):
|
|
* ii = i + 1
|
|
* if ii == len(me.verts):
|
|
* ii = l
|
|
* me.edges.extend([i, ii])
|
|
* i += 1
|
|
*
|
|
* if __name__ == '__main__':
|
|
* main()
|
|
*/
|
|
|
|
|
|
#undef ISECT_1
|
|
#undef ISECT_2
|
|
#undef ISECT_3
|
|
#undef ISECT_4
|
|
#undef ISECT_ALL3
|
|
#undef ISECT_ALL4
|
|
|
|
|
|
/* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
|
|
* otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
|
|
static bool IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
|
|
{
|
|
int i;
|
|
if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
|
|
return 0;
|
|
|
|
for (i = 1; i < tot; i++) {
|
|
if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
|
|
return 0;
|
|
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
static bool IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
|
|
{
|
|
int i;
|
|
bool side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
|
|
|
|
for (i = 1; i < tot; i++) {
|
|
if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
|
|
return 0;
|
|
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* One of the most important function for projection painting,
|
|
* since it selects the pixels to be added into each bucket.
|
|
*
|
|
* initialize pixels from this face where it intersects with the bucket_index,
|
|
* optionally initialize pixels for removing seams */
|
|
static void project_paint_face_init(
|
|
const ProjPaintState *ps,
|
|
const int thread_index, const int bucket_index, const int face_index, const int image_index,
|
|
const rctf *clip_rect, const rctf *bucket_bounds, ImBuf *ibuf, ImBuf **tmpibuf,
|
|
const bool clamp_u, const bool clamp_v)
|
|
{
|
|
/* Projection vars, to get the 3D locations into screen space */
|
|
MemArena *arena = ps->arena_mt[thread_index];
|
|
LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
|
|
LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
|
|
bool threaded = (ps->thread_tot > 1);
|
|
|
|
TileInfo tinf = {
|
|
ps->tile_lock,
|
|
ps->do_masking,
|
|
IMAPAINT_TILE_NUMBER(ibuf->x),
|
|
tmpibuf,
|
|
ps->projImages + image_index
|
|
};
|
|
|
|
const MFace *mf = ps->dm_mface + face_index;
|
|
const MTFace *tf = ps->dm_mtface[face_index];
|
|
|
|
/* UV/pixel seeking data */
|
|
int x; /* Image X-Pixel */
|
|
int y; /* Image Y-Pixel */
|
|
float mask;
|
|
float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
|
|
|
|
bool side;
|
|
const float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
|
|
|
|
float *vCo[4]; /* vertex screenspace coords */
|
|
|
|
float w[3], wco[3];
|
|
|
|
float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
|
|
float pixelScreenCo[4];
|
|
bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D;
|
|
|
|
rcti bounds_px; /* ispace bounds */
|
|
/* vars for getting uvspace bounds */
|
|
|
|
float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face, */
|
|
float xhalfpx, yhalfpx;
|
|
const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
|
|
|
|
int has_x_isect = 0, has_isect = 0; /* for early loop exit */
|
|
|
|
float uv_clip[8][2];
|
|
int uv_clip_tot;
|
|
const bool is_ortho = ps->is_ortho;
|
|
const bool is_flip_object = ps->is_flip_object;
|
|
const bool do_backfacecull = ps->do_backfacecull;
|
|
const bool do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
|
|
|
|
vCo[0] = ps->dm_mvert[mf->v1].co;
|
|
vCo[1] = ps->dm_mvert[mf->v2].co;
|
|
vCo[2] = ps->dm_mvert[mf->v3].co;
|
|
|
|
|
|
/* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
|
|
* this is done so we can avoid offsetting all the pixels by 0.5 which causes
|
|
* problems when wrapping negative coords */
|
|
xhalfpx = (0.5f + (PROJ_PIXEL_TOLERANCE * (1.0f / 3.0f))) / ibuf_xf;
|
|
yhalfpx = (0.5f + (PROJ_PIXEL_TOLERANCE * (1.0f / 4.0f))) / ibuf_yf;
|
|
|
|
/* Note about (PROJ_GEOM_TOLERANCE/x) above...
|
|
* Needed to add this offset since UV coords are often quads aligned to pixels.
|
|
* In this case pixels can be exactly between 2 triangles causing nasty
|
|
* artifacts.
|
|
*
|
|
* This workaround can be removed and painting will still work on most cases
|
|
* but since the first thing most people try is painting onto a quad- better make it work.
|
|
*/
|
|
|
|
tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
|
|
tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
|
|
|
|
tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
|
|
tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
|
|
|
|
tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
|
|
tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
|
|
|
|
if (mf->v4) {
|
|
vCo[3] = ps->dm_mvert[mf->v4].co;
|
|
|
|
tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
|
|
tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
|
|
side = 1;
|
|
}
|
|
else {
|
|
side = 0;
|
|
}
|
|
|
|
do {
|
|
int i1, i2, i3;
|
|
|
|
if (side == 1) {
|
|
i1 = 0; i2 = 2; i3 = 3;
|
|
}
|
|
else {
|
|
i1 = 0; i2 = 1; i3 = 2;
|
|
}
|
|
|
|
uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
|
|
uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
|
|
uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
|
|
|
|
v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
|
|
v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
|
|
v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
|
|
|
|
/* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
|
|
project_bucket_clip_face(
|
|
is_ortho, is_flip_object,
|
|
clip_rect, bucket_bounds,
|
|
v1coSS, v2coSS, v3coSS,
|
|
uv1co, uv2co, uv3co,
|
|
uv_clip, &uv_clip_tot,
|
|
do_backfacecull || ps->do_occlude);
|
|
|
|
/* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
|
|
#if 0
|
|
if (uv_clip_tot > 6) {
|
|
printf("this should never happen! %d\n", uv_clip_tot);
|
|
}
|
|
#endif
|
|
|
|
if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
|
|
|
|
if (clamp_u) {
|
|
CLAMP(bounds_px.xmin, 0, ibuf->x);
|
|
CLAMP(bounds_px.xmax, 0, ibuf->x);
|
|
}
|
|
|
|
if (clamp_v) {
|
|
CLAMP(bounds_px.ymin, 0, ibuf->y);
|
|
CLAMP(bounds_px.ymax, 0, ibuf->y);
|
|
}
|
|
|
|
#if 0
|
|
project_paint_undo_tiles_init(&bounds_px, ps->projImages + image_index, tmpibuf,
|
|
tile_width, threaded, ps->do_masking);
|
|
#endif
|
|
/* clip face and */
|
|
|
|
has_isect = 0;
|
|
for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
|
|
//uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
|
|
uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
|
|
|
|
has_x_isect = 0;
|
|
for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
|
|
//uv[0] = (((float)x) + 0.5f) / ibuf->x;
|
|
uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
|
|
|
|
/* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
|
|
* could check the poly direction but better to do this */
|
|
if ((do_backfacecull == true && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
|
|
(do_backfacecull == false && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
|
|
{
|
|
|
|
has_x_isect = has_isect = 1;
|
|
|
|
if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
|
|
else screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
|
|
|
|
/* a pity we need to get the worldspace pixel location here */
|
|
if (do_clip || do_3d_mapping) {
|
|
interp_v3_v3v3v3(wco, ps->dm_mvert[(*(&mf->v1 + i1))].co, ps->dm_mvert[(*(&mf->v1 + i2))].co, ps->dm_mvert[(*(&mf->v1 + i3))].co, w);
|
|
if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, true)) {
|
|
continue; /* Watch out that no code below this needs to run */
|
|
}
|
|
}
|
|
|
|
/* Is this UV visible from the view? - raytrace */
|
|
/* project_paint_PickFace is less complex, use for testing */
|
|
//if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
|
|
if ((ps->do_occlude == false) ||
|
|
!project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
|
|
{
|
|
mask = project_paint_uvpixel_mask(ps, face_index, side, w);
|
|
|
|
if (mask > 0.0f) {
|
|
BLI_linklist_prepend_arena(
|
|
bucketPixelNodes,
|
|
project_paint_uvpixel_init(ps, arena, &tinf, x, y, mask, face_index,
|
|
pixelScreenCo, wco, side, w),
|
|
arena
|
|
);
|
|
}
|
|
}
|
|
|
|
}
|
|
//#if 0
|
|
else if (has_x_isect) {
|
|
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
|
|
break;
|
|
}
|
|
//#endif
|
|
}
|
|
|
|
|
|
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
|
|
/* no intersection for this entire row, after some intersection above means we can quit now */
|
|
if (has_x_isect == 0 && has_isect) {
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
} while (side--);
|
|
|
|
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
if (ps->seam_bleed_px > 0.0f) {
|
|
int face_seam_flag;
|
|
|
|
if (threaded)
|
|
BLI_lock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
|
|
|
|
face_seam_flag = ps->faceSeamFlags[face_index];
|
|
|
|
/* are any of our edges un-initialized? */
|
|
if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
|
|
(face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
|
|
(face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
|
|
(face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
|
|
{
|
|
project_face_seams_init(ps, face_index, mf->v4);
|
|
face_seam_flag = ps->faceSeamFlags[face_index];
|
|
//printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
|
|
}
|
|
|
|
if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
|
|
|
|
if (threaded)
|
|
BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
|
|
|
|
}
|
|
else {
|
|
/* we have a seam - deal with it! */
|
|
|
|
/* Now create new UV's for the seam face */
|
|
float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
|
|
float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
|
|
|
|
float *vCoSS[4]; /* vertex screenspace coords */
|
|
|
|
float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
|
|
float edge_verts_inset_clip[2][3];
|
|
int fidx1, fidx2; /* face edge pairs - loop throuh these ((0,1), (1,2), (2,3), (3,0)) or ((0,1), (1,2), (2,0)) for a tri */
|
|
|
|
float seam_subsection[4][2];
|
|
float fac1, fac2;
|
|
|
|
if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
|
|
uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4 != 0, (ps->faceWindingFlags[face_index] & PROJ_FACE_WINDING_CW) == 0);
|
|
|
|
/* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
|
|
if (threaded)
|
|
BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */
|
|
|
|
vCoSS[0] = ps->screenCoords[mf->v1];
|
|
vCoSS[1] = ps->screenCoords[mf->v2];
|
|
vCoSS[2] = ps->screenCoords[mf->v3];
|
|
if (mf->v4)
|
|
vCoSS[3] = ps->screenCoords[mf->v4];
|
|
|
|
/* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
|
|
if (is_ortho) {
|
|
if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
|
|
else scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
|
|
}
|
|
else {
|
|
if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
|
|
else scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
|
|
}
|
|
|
|
side = 0; /* for triangles this wont need to change */
|
|
|
|
for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
|
|
if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
|
|
else fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1; /* next fidx in the face (0,1,2) -> (1,2,0) */
|
|
|
|
if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
|
|
line_clip_rect2f(clip_rect, bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
|
|
{
|
|
if (len_squared_v2v2(vCoSS[fidx1], vCoSS[fidx2]) > FLT_EPSILON) { /* avoid div by zero */
|
|
if (mf->v4) {
|
|
if (fidx1 == 3 || fidx2 == 3) side = 1;
|
|
else side = 0;
|
|
}
|
|
|
|
fac1 = line_point_factor_v2(bucket_clip_edges[0], vCoSS[fidx1], vCoSS[fidx2]);
|
|
fac2 = line_point_factor_v2(bucket_clip_edges[1], vCoSS[fidx1], vCoSS[fidx2]);
|
|
|
|
interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
|
|
interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
|
|
|
|
interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
|
|
interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
|
|
|
|
/* if the bucket_clip_edges values Z values was kept we could avoid this
|
|
* Inset needs to be added so occlusion tests wont hit adjacent faces */
|
|
interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
|
|
interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
|
|
|
|
|
|
if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, true)) {
|
|
/* bounds between the seam rect and the uvspace bucket pixels */
|
|
|
|
has_isect = 0;
|
|
for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
|
|
// uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
|
|
uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
|
|
|
|
has_x_isect = 0;
|
|
for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
|
|
//uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
|
|
uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
|
|
|
|
/* test we're inside uvspace bucket and triangle bounds */
|
|
if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
|
|
float fac;
|
|
|
|
/* We need to find the closest point along the face edge,
|
|
* getting the screen_px_from_*** wont work because our actual location
|
|
* is not relevant, since we are outside the face, Use VecLerpf to find
|
|
* our location on the side of the face's UV */
|
|
#if 0
|
|
if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
|
|
else screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
|
|
#endif
|
|
|
|
/* Since this is a seam we need to work out where on the line this pixel is */
|
|
//fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
|
|
fac = resolve_quad_u_v2(uv, UNPACK4(seam_subsection));
|
|
interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac);
|
|
|
|
if (!is_ortho) {
|
|
pixelScreenCo[3] = 1.0f;
|
|
mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
|
|
pixelScreenCo[0] = (float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * pixelScreenCo[0] / pixelScreenCo[3];
|
|
pixelScreenCo[1] = (float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * pixelScreenCo[1] / pixelScreenCo[3];
|
|
pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
|
|
}
|
|
|
|
if ((ps->do_occlude == false) ||
|
|
!project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
|
|
{
|
|
/* Only bother calculating the weights if we intersect */
|
|
if (ps->do_mask_normal || ps->dm_mtface_clone) {
|
|
const float uv_fac = fac1 + (fac * (fac2 - fac1));
|
|
#if 0
|
|
/* get the UV on the line since we want to copy the pixels from there for bleeding */
|
|
float uv_close[2];
|
|
interp_v2_v2v2(uv_close, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], uv_fac);
|
|
if (side) {
|
|
barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
|
|
}
|
|
else {
|
|
barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
|
|
}
|
|
#else
|
|
|
|
/* Cheat, we know where we are along the edge so work out the weights from that */
|
|
w[0] = w[1] = w[2] = 0.0;
|
|
if (side) {
|
|
w[fidx1 ? fidx1 - 1 : 0] = 1.0f - uv_fac;
|
|
w[fidx2 ? fidx2 - 1 : 0] = uv_fac;
|
|
}
|
|
else {
|
|
w[fidx1] = 1.0f - uv_fac;
|
|
w[fidx2] = uv_fac;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* a pity we need to get the worldspace pixel location here */
|
|
if (do_clip || do_3d_mapping) {
|
|
if (side) interp_v3_v3v3v3(wco, vCo[0], vCo[2], vCo[3], w);
|
|
else interp_v3_v3v3v3(wco, vCo[0], vCo[1], vCo[2], w);
|
|
|
|
if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, true)) {
|
|
continue; /* Watch out that no code below this needs to run */
|
|
}
|
|
}
|
|
|
|
mask = project_paint_uvpixel_mask(ps, face_index, side, w);
|
|
|
|
if (mask > 0.0f) {
|
|
BLI_linklist_prepend_arena(
|
|
bucketPixelNodes,
|
|
project_paint_uvpixel_init(ps, arena, &tinf, x, y, mask, face_index,
|
|
pixelScreenCo, wco, side, w),
|
|
arena
|
|
);
|
|
}
|
|
|
|
}
|
|
}
|
|
else if (has_x_isect) {
|
|
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */
|
|
/* no intersection for this entire row, after some intersection above means we can quit now */
|
|
if (has_x_isect == 0 && has_isect) {
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
UNUSED_VARS(vCo, threaded);
|
|
#endif // PROJ_DEBUG_NOSEAMBLEED
|
|
}
|
|
|
|
|
|
/* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
|
|
static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
|
|
{
|
|
/* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
|
|
/* XXX: the offset of 0.5 is always truncated to zero and the offset of 1.5f is always truncated to 1, is this really correct?? - jwilkins */
|
|
bucketMin[0] = (int)((int)(((float)(min[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 0.5f); /* these offsets of 0.5 and 1.5 seem odd but they are correct */
|
|
bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
|
|
|
|
bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
|
|
bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
|
|
|
|
/* in case the rect is outside the mesh 2d bounds */
|
|
CLAMP(bucketMin[0], 0, ps->buckets_x);
|
|
CLAMP(bucketMin[1], 0, ps->buckets_y);
|
|
|
|
CLAMP(bucketMax[0], 0, ps->buckets_x);
|
|
CLAMP(bucketMax[1], 0, ps->buckets_y);
|
|
}
|
|
|
|
/* set bucket_bounds to a screen space-aligned floating point bound-box */
|
|
static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
|
|
{
|
|
bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x)); /* left */
|
|
bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
|
|
|
|
bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y)); /* bottom */
|
|
bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height / ps->buckets_y)); /* top */
|
|
}
|
|
|
|
/* Fill this bucket with pixels from the faces that intersect it.
|
|
*
|
|
* have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
|
|
static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, const rctf *clip_rect, const rctf *bucket_bounds)
|
|
{
|
|
LinkNode *node;
|
|
int face_index, image_index = 0;
|
|
ImBuf *ibuf = NULL;
|
|
Image *tpage_last = NULL, *tpage;
|
|
Image *ima = NULL;
|
|
ImBuf *tmpibuf = NULL;
|
|
|
|
if (ps->image_tot == 1) {
|
|
/* Simple loop, no context switching */
|
|
ibuf = ps->projImages[0].ibuf;
|
|
ima = ps->projImages[0].ima;
|
|
|
|
for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
|
|
project_paint_face_init(
|
|
ps, thread_index, bucket_index, GET_INT_FROM_POINTER(node->link), 0,
|
|
clip_rect, bucket_bounds, ibuf, &tmpibuf,
|
|
(ima->tpageflag & IMA_CLAMP_U) != 0, (ima->tpageflag & IMA_CLAMP_V) != 0);
|
|
}
|
|
}
|
|
else {
|
|
|
|
/* More complicated loop, switch between images */
|
|
for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
|
|
face_index = GET_INT_FROM_POINTER(node->link);
|
|
|
|
/* Image context switching */
|
|
tpage = project_paint_face_paint_image(ps, face_index);
|
|
if (tpage_last != tpage) {
|
|
tpage_last = tpage;
|
|
|
|
for (image_index = 0; image_index < ps->image_tot; image_index++) {
|
|
if (ps->projImages[image_index].ima == tpage_last) {
|
|
ibuf = ps->projImages[image_index].ibuf;
|
|
ima = ps->projImages[image_index].ima;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
/* context switching done */
|
|
|
|
project_paint_face_init(
|
|
ps, thread_index, bucket_index, face_index, image_index,
|
|
clip_rect, bucket_bounds, ibuf, &tmpibuf,
|
|
(ima->tpageflag & IMA_CLAMP_U) != 0, (ima->tpageflag & IMA_CLAMP_V) != 0);
|
|
}
|
|
}
|
|
|
|
if (tmpibuf)
|
|
IMB_freeImBuf(tmpibuf);
|
|
|
|
ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
|
|
}
|
|
|
|
|
|
/* We want to know if a bucket and a face overlap in screen-space
|
|
*
|
|
* Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
|
|
* calculated when it might not be needed later, (at the moment at least)
|
|
* obviously it shouldn't have bugs though */
|
|
|
|
static bool project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
|
|
{
|
|
/* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
|
|
rctf bucket_bounds;
|
|
float p1[2], p2[2], p3[2], p4[2];
|
|
const float *v, *v1, *v2, *v3, *v4 = NULL;
|
|
int fidx;
|
|
|
|
project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
|
|
|
|
/* Is one of the faces verts in the bucket bounds? */
|
|
|
|
fidx = mf->v4 ? 3 : 2;
|
|
do {
|
|
v = ps->screenCoords[(*(&mf->v1 + fidx))];
|
|
if (BLI_rctf_isect_pt_v(&bucket_bounds, v)) {
|
|
return 1;
|
|
}
|
|
} while (fidx--);
|
|
|
|
v1 = ps->screenCoords[mf->v1];
|
|
v2 = ps->screenCoords[mf->v2];
|
|
v3 = ps->screenCoords[mf->v3];
|
|
if (mf->v4) {
|
|
v4 = ps->screenCoords[mf->v4];
|
|
}
|
|
|
|
p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
|
|
p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
|
|
p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
|
|
p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
|
|
|
|
if (mf->v4) {
|
|
if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
|
|
isect_point_quad_v2(p2, v1, v2, v3, v4) ||
|
|
isect_point_quad_v2(p3, v1, v2, v3, v4) ||
|
|
isect_point_quad_v2(p4, v1, v2, v3, v4) ||
|
|
|
|
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
|
|
(isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
|
|
(isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
|
|
(isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
|
|
(isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
else {
|
|
if (isect_point_tri_v2(p1, v1, v2, v3) ||
|
|
isect_point_tri_v2(p2, v1, v2, v3) ||
|
|
isect_point_tri_v2(p3, v1, v2, v3) ||
|
|
isect_point_tri_v2(p4, v1, v2, v3) ||
|
|
/* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
|
|
(isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
|
|
(isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
|
|
(isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
|
|
(isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3)))
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* Add faces to the bucket but don't initialize its pixels
|
|
* TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
|
|
static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
|
|
{
|
|
float min[2], max[2], *vCoSS;
|
|
int bucketMin[2], bucketMax[2]; /* for ps->bucketRect indexing */
|
|
int fidx, bucket_x, bucket_y;
|
|
int has_x_isect = -1, has_isect = 0; /* for early loop exit */
|
|
MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
|
|
|
|
INIT_MINMAX2(min, max);
|
|
|
|
fidx = mf->v4 ? 3 : 2;
|
|
do {
|
|
vCoSS = ps->screenCoords[*(&mf->v1 + fidx)];
|
|
minmax_v2v2_v2(min, max, vCoSS);
|
|
} while (fidx--);
|
|
|
|
project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
|
|
|
|
for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
|
|
has_x_isect = 0;
|
|
for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
|
|
if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
|
|
int bucket_index = bucket_x + (bucket_y * ps->buckets_x);
|
|
BLI_linklist_prepend_arena(
|
|
&ps->bucketFaces[bucket_index],
|
|
SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
|
|
arena
|
|
);
|
|
|
|
has_x_isect = has_isect = 1;
|
|
}
|
|
else if (has_x_isect) {
|
|
/* assuming the face is not a bow-tie - we know we cant intersect again on the X */
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* no intersection for this entire row, after some intersection above means we can quit now */
|
|
if (has_x_isect == 0 && has_isect) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
if (ps->seam_bleed_px > 0.0f) {
|
|
if (!mf->v4) {
|
|
ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
|
|
}
|
|
**ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* when using subsurf or multires, mface arrays are thrown away, we need to keep a copy */
|
|
static void proj_paint_state_non_cddm_init(ProjPaintState *ps)
|
|
{
|
|
if (ps->dm->type != DM_TYPE_CDDM) {
|
|
ps->dm_mvert = MEM_dupallocN(ps->dm_mvert);
|
|
ps->dm_mface = MEM_dupallocN(ps->dm_mface);
|
|
/* looks like these are ok for now.*/
|
|
#if 0
|
|
ps->dm_mtface = MEM_dupallocN(ps->dm_mtface);
|
|
ps->dm_mtface_clone = MEM_dupallocN(ps->dm_mtface_clone);
|
|
ps->dm_mtface_stencil = MEM_dupallocN(ps->dm_mtface_stencil);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static void proj_paint_state_viewport_init(
|
|
ProjPaintState *ps, const char symmetry_flag)
|
|
{
|
|
float mat[3][3];
|
|
float viewmat[4][4];
|
|
float viewinv[4][4];
|
|
|
|
ps->viewDir[0] = 0.0f;
|
|
ps->viewDir[1] = 0.0f;
|
|
ps->viewDir[2] = 1.0f;
|
|
|
|
copy_m4_m4(ps->obmat, ps->ob->obmat);
|
|
|
|
if (symmetry_flag) {
|
|
int i;
|
|
for (i = 0; i < 3; i++) {
|
|
if ((symmetry_flag >> i) & 1) {
|
|
negate_v3(ps->obmat[i]);
|
|
ps->is_flip_object = !ps->is_flip_object;
|
|
}
|
|
}
|
|
}
|
|
|
|
invert_m4_m4(ps->obmat_imat, ps->obmat);
|
|
|
|
if (ELEM(ps->source, PROJ_SRC_VIEW, PROJ_SRC_VIEW_FILL)) {
|
|
/* normal drawing */
|
|
ps->winx = ps->ar->winx;
|
|
ps->winy = ps->ar->winy;
|
|
|
|
copy_m4_m4(viewmat, ps->rv3d->viewmat);
|
|
copy_m4_m4(viewinv, ps->rv3d->viewinv);
|
|
|
|
ED_view3d_ob_project_mat_get_from_obmat(ps->rv3d, ps->obmat, ps->projectMat);
|
|
|
|
ps->is_ortho = ED_view3d_clip_range_get(ps->v3d, ps->rv3d, &ps->clipsta, &ps->clipend, true);
|
|
}
|
|
else {
|
|
/* re-projection */
|
|
float winmat[4][4];
|
|
float vmat[4][4];
|
|
|
|
ps->winx = ps->reproject_ibuf->x;
|
|
ps->winy = ps->reproject_ibuf->y;
|
|
|
|
if (ps->source == PROJ_SRC_IMAGE_VIEW) {
|
|
/* image stores camera data, tricky */
|
|
IDProperty *idgroup = IDP_GetProperties(&ps->reproject_image->id, 0);
|
|
IDProperty *view_data = IDP_GetPropertyFromGroup(idgroup, PROJ_VIEW_DATA_ID);
|
|
|
|
const float *array = (float *)IDP_Array(view_data);
|
|
|
|
/* use image array, written when creating image */
|
|
memcpy(winmat, array, sizeof(winmat)); array += sizeof(winmat) / sizeof(float);
|
|
memcpy(viewmat, array, sizeof(viewmat)); array += sizeof(viewmat) / sizeof(float);
|
|
ps->clipsta = array[0];
|
|
ps->clipend = array[1];
|
|
ps->is_ortho = array[2] ? 1 : 0;
|
|
|
|
invert_m4_m4(viewinv, viewmat);
|
|
}
|
|
else if (ps->source == PROJ_SRC_IMAGE_CAM) {
|
|
Object *cam_ob = ps->scene->camera;
|
|
CameraParams params;
|
|
|
|
/* viewmat & viewinv */
|
|
copy_m4_m4(viewinv, cam_ob->obmat);
|
|
normalize_m4(viewinv);
|
|
invert_m4_m4(viewmat, viewinv);
|
|
|
|
/* window matrix, clipping and ortho */
|
|
BKE_camera_params_init(¶ms);
|
|
BKE_camera_params_from_object(¶ms, cam_ob);
|
|
BKE_camera_params_compute_viewplane(¶ms, ps->winx, ps->winy, 1.0f, 1.0f);
|
|
BKE_camera_params_compute_matrix(¶ms);
|
|
|
|
copy_m4_m4(winmat, params.winmat);
|
|
ps->clipsta = params.clipsta;
|
|
ps->clipend = params.clipend;
|
|
ps->is_ortho = params.is_ortho;
|
|
}
|
|
else {
|
|
BLI_assert(0);
|
|
}
|
|
|
|
/* same as #ED_view3d_ob_project_mat_get */
|
|
mul_m4_m4m4(vmat, viewmat, ps->obmat);
|
|
mul_m4_m4m4(ps->projectMat, winmat, vmat);
|
|
}
|
|
|
|
|
|
/* viewDir - object relative */
|
|
copy_m3_m4(mat, viewinv);
|
|
mul_m3_v3(mat, ps->viewDir);
|
|
copy_m3_m4(mat, ps->obmat_imat);
|
|
mul_m3_v3(mat, ps->viewDir);
|
|
normalize_v3(ps->viewDir);
|
|
|
|
if (UNLIKELY(ps->is_flip_object)) {
|
|
negate_v3(ps->viewDir);
|
|
}
|
|
|
|
/* viewPos - object relative */
|
|
copy_v3_v3(ps->viewPos, viewinv[3]);
|
|
copy_m3_m4(mat, ps->obmat_imat);
|
|
mul_m3_v3(mat, ps->viewPos);
|
|
add_v3_v3(ps->viewPos, ps->obmat_imat[3]);
|
|
}
|
|
|
|
static void proj_paint_state_screen_coords_init(ProjPaintState *ps, const int diameter)
|
|
{
|
|
MVert *mv;
|
|
float *projScreenCo;
|
|
float projMargin;
|
|
int a;
|
|
|
|
INIT_MINMAX2(ps->screenMin, ps->screenMax);
|
|
|
|
ps->screenCoords = MEM_mallocN(sizeof(float) * ps->dm_totvert * 4, "ProjectPaint ScreenVerts");
|
|
projScreenCo = *ps->screenCoords;
|
|
|
|
if (ps->is_ortho) {
|
|
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++, projScreenCo += 4) {
|
|
mul_v3_m4v3(projScreenCo, ps->projectMat, mv->co);
|
|
|
|
/* screen space, not clamped */
|
|
projScreenCo[0] = (float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * projScreenCo[0];
|
|
projScreenCo[1] = (float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * projScreenCo[1];
|
|
minmax_v2v2_v2(ps->screenMin, ps->screenMax, projScreenCo);
|
|
}
|
|
}
|
|
else {
|
|
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++, projScreenCo += 4) {
|
|
copy_v3_v3(projScreenCo, mv->co);
|
|
projScreenCo[3] = 1.0f;
|
|
|
|
mul_m4_v4(ps->projectMat, projScreenCo);
|
|
|
|
if (projScreenCo[3] > ps->clipsta) {
|
|
/* screen space, not clamped */
|
|
projScreenCo[0] = (float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * projScreenCo[0] / projScreenCo[3];
|
|
projScreenCo[1] = (float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * projScreenCo[1] / projScreenCo[3];
|
|
projScreenCo[2] = projScreenCo[2] / projScreenCo[3]; /* Use the depth for bucket point occlusion */
|
|
minmax_v2v2_v2(ps->screenMin, ps->screenMax, projScreenCo);
|
|
}
|
|
else {
|
|
/* TODO - deal with cases where 1 side of a face goes behind the view ?
|
|
*
|
|
* After some research this is actually very tricky, only option is to
|
|
* clip the derived mesh before painting, which is a Pain */
|
|
projScreenCo[0] = FLT_MAX;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If this border is not added we get artifacts for faces that
|
|
* have a parallel edge and at the bounds of the 2D projected verts eg
|
|
* - a single screen aligned quad */
|
|
projMargin = (ps->screenMax[0] - ps->screenMin[0]) * 0.000001f;
|
|
ps->screenMax[0] += projMargin;
|
|
ps->screenMin[0] -= projMargin;
|
|
projMargin = (ps->screenMax[1] - ps->screenMin[1]) * 0.000001f;
|
|
ps->screenMax[1] += projMargin;
|
|
ps->screenMin[1] -= projMargin;
|
|
|
|
if (ps->source == PROJ_SRC_VIEW) {
|
|
#ifdef PROJ_DEBUG_WINCLIP
|
|
CLAMP(ps->screenMin[0], (float)(-diameter), (float)(ps->winx + diameter));
|
|
CLAMP(ps->screenMax[0], (float)(-diameter), (float)(ps->winx + diameter));
|
|
|
|
CLAMP(ps->screenMin[1], (float)(-diameter), (float)(ps->winy + diameter));
|
|
CLAMP(ps->screenMax[1], (float)(-diameter), (float)(ps->winy + diameter));
|
|
#else
|
|
UNUSED_VARS(diameter);
|
|
#endif
|
|
}
|
|
else if (ps->source != PROJ_SRC_VIEW_FILL) { /* re-projection, use bounds */
|
|
ps->screenMin[0] = 0;
|
|
ps->screenMax[0] = (float)(ps->winx);
|
|
|
|
ps->screenMin[1] = 0;
|
|
ps->screenMax[1] = (float)(ps->winy);
|
|
}
|
|
}
|
|
|
|
static void proj_paint_state_cavity_init(ProjPaintState *ps)
|
|
{
|
|
MVert *mv;
|
|
MEdge *me;
|
|
float *cavities;
|
|
int a;
|
|
|
|
if (ps->do_mask_cavity) {
|
|
int *counter = MEM_callocN(sizeof(int) * ps->dm_totvert, "counter");
|
|
float (*edges)[3] = MEM_callocN(sizeof(float) * 3 * ps->dm_totvert, "edges");
|
|
ps->cavities = MEM_mallocN(sizeof(float) * ps->dm_totvert, "ProjectPaint Cavities");
|
|
cavities = ps->cavities;
|
|
|
|
for (a = 0, me = ps->dm_medge; a < ps->dm_totedge; a++, me++) {
|
|
float e[3];
|
|
sub_v3_v3v3(e, ps->dm_mvert[me->v1].co, ps->dm_mvert[me->v2].co);
|
|
normalize_v3(e);
|
|
add_v3_v3(edges[me->v2], e);
|
|
counter[me->v2]++;
|
|
sub_v3_v3(edges[me->v1], e);
|
|
counter[me->v1]++;
|
|
}
|
|
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++) {
|
|
if (counter[a] > 0) {
|
|
float no[3];
|
|
mul_v3_fl(edges[a], 1.0f / counter[a]);
|
|
normal_short_to_float_v3(no, mv->no);
|
|
/* augment the diffe*/
|
|
cavities[a] = saacos(10.0f * dot_v3v3(no, edges[a])) * (float)M_1_PI;
|
|
}
|
|
else
|
|
cavities[a] = 0.0;
|
|
}
|
|
|
|
MEM_freeN(counter);
|
|
MEM_freeN(edges);
|
|
}
|
|
}
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
static void proj_paint_state_seam_bleed_init(ProjPaintState *ps)
|
|
{
|
|
if (ps->seam_bleed_px > 0.0f) {
|
|
ps->vertFaces = MEM_callocN(sizeof(LinkNode *) * ps->dm_totvert, "paint-vertFaces");
|
|
ps->faceSeamFlags = MEM_callocN(sizeof(char) * ps->dm_totface, "paint-faceSeamFlags");
|
|
ps->faceWindingFlags = MEM_callocN(sizeof(char) * ps->dm_totface, "paint-faceWindindFlags");
|
|
ps->faceSeamUVs = MEM_mallocN(sizeof(float) * ps->dm_totface * 8, "paint-faceSeamUVs");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void proj_paint_state_thread_init(ProjPaintState *ps, const bool reset_threads)
|
|
{
|
|
int a;
|
|
|
|
/* Thread stuff
|
|
*
|
|
* very small brushes run a lot slower multithreaded since the advantage with
|
|
* threads is being able to fill in multiple buckets at once.
|
|
* Only use threads for bigger brushes. */
|
|
|
|
ps->thread_tot = BKE_scene_num_threads(ps->scene);
|
|
|
|
/* workaround for #35057, disable threading if diameter is less than is possible for
|
|
* optimum bucket number generation */
|
|
if (reset_threads)
|
|
ps->thread_tot = 1;
|
|
|
|
if (ps->is_shared_user == false) {
|
|
if (ps->thread_tot > 1) {
|
|
ps->tile_lock = MEM_mallocN(sizeof(SpinLock), "projpaint_tile_lock");
|
|
BLI_spin_init(ps->tile_lock);
|
|
}
|
|
|
|
image_undo_init_locks();
|
|
}
|
|
|
|
for (a = 0; a < ps->thread_tot; a++) {
|
|
ps->arena_mt[a] = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 16), "project paint arena");
|
|
}
|
|
}
|
|
|
|
static void proj_paint_state_vert_flags_init(ProjPaintState *ps)
|
|
{
|
|
if (ps->do_backfacecull && ps->do_mask_normal) {
|
|
float viewDirPersp[3];
|
|
MVert *mv;
|
|
float no[3];
|
|
int a;
|
|
|
|
ps->vertFlags = MEM_callocN(sizeof(char) * ps->dm_totvert, "paint-vertFlags");
|
|
|
|
for (a = 0, mv = ps->dm_mvert; a < ps->dm_totvert; a++, mv++) {
|
|
normal_short_to_float_v3(no, mv->no);
|
|
if (UNLIKELY(ps->is_flip_object)) {
|
|
negate_v3(no);
|
|
}
|
|
|
|
if (ps->is_ortho) {
|
|
if (dot_v3v3(ps->viewDir, no) <= ps->normal_angle__cos) { /* 1 vert of this face is towards us */
|
|
ps->vertFlags[a] |= PROJ_VERT_CULL;
|
|
}
|
|
}
|
|
else {
|
|
sub_v3_v3v3(viewDirPersp, ps->viewPos, mv->co);
|
|
normalize_v3(viewDirPersp);
|
|
if (UNLIKELY(ps->is_flip_object)) {
|
|
negate_v3(viewDirPersp);
|
|
}
|
|
if (dot_v3v3(viewDirPersp, no) <= ps->normal_angle__cos) { /* 1 vert of this face is towards us */
|
|
ps->vertFlags[a] |= PROJ_VERT_CULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
ps->vertFlags = NULL;
|
|
}
|
|
}
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
static void project_paint_bleed_add_face_user(
|
|
const ProjPaintState *ps, MemArena *arena,
|
|
const MFace *mf, const int face_index)
|
|
{
|
|
/* add face user if we have bleed enabled, set the UV seam flags later */
|
|
/* annoying but we need to add all faces even ones we never use elsewhere */
|
|
if (ps->seam_bleed_px > 0.0f) {
|
|
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v1], SET_INT_IN_POINTER(face_index), arena);
|
|
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v2], SET_INT_IN_POINTER(face_index), arena);
|
|
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v3], SET_INT_IN_POINTER(face_index), arena);
|
|
if (mf->v4) {
|
|
BLI_linklist_prepend_arena(&ps->vertFaces[mf->v4], SET_INT_IN_POINTER(face_index), arena);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* Return true if DM can be painted on, false otherwise */
|
|
static bool proj_paint_state_dm_init(ProjPaintState *ps)
|
|
{
|
|
/* Workaround for subsurf selection, try the display mesh first */
|
|
if (ps->source == PROJ_SRC_IMAGE_CAM) {
|
|
/* using render mesh, assume only camera was rendered from */
|
|
ps->dm = mesh_create_derived_render(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
|
|
ps->dm_release = true;
|
|
}
|
|
else if (ps->ob->derivedFinal &&
|
|
CustomData_has_layer(&ps->ob->derivedFinal->faceData, CD_MTFACE) &&
|
|
(ps->do_face_sel == false || CustomData_has_layer(&ps->ob->derivedFinal->polyData, CD_ORIGINDEX)))
|
|
{
|
|
ps->dm = ps->ob->derivedFinal;
|
|
ps->dm_release = false;
|
|
}
|
|
else {
|
|
ps->dm = mesh_get_derived_final(
|
|
ps->scene, ps->ob,
|
|
ps->scene->customdata_mask | CD_MASK_MTFACE | (ps->do_face_sel ? CD_ORIGINDEX : 0));
|
|
ps->dm_release = true;
|
|
}
|
|
|
|
if (!CustomData_has_layer(&ps->dm->faceData, CD_MTFACE)) {
|
|
|
|
if (ps->dm_release)
|
|
ps->dm->release(ps->dm);
|
|
|
|
ps->dm = NULL;
|
|
return false;
|
|
}
|
|
|
|
DM_update_materials(ps->dm, ps->ob);
|
|
|
|
ps->dm_totvert = ps->dm->getNumVerts(ps->dm);
|
|
ps->dm_totedge = ps->dm->getNumEdges(ps->dm);
|
|
ps->dm_totface = ps->dm->getNumTessFaces(ps->dm);
|
|
|
|
ps->dm_mvert = ps->dm->getVertArray(ps->dm);
|
|
|
|
if (ps->do_mask_cavity)
|
|
ps->dm_medge = ps->dm->getEdgeArray(ps->dm);
|
|
|
|
ps->dm_mface = ps->dm->getTessFaceArray(ps->dm);
|
|
ps->dm_mtface = MEM_mallocN(ps->dm_totface * sizeof(MTFace *), "proj_paint_mtfaces");
|
|
|
|
return true;
|
|
}
|
|
|
|
typedef struct {
|
|
MTFace *tf_clone_base;
|
|
MTFace **tf_clone;
|
|
TexPaintSlot *slot_last_clone;
|
|
TexPaintSlot *slot_clone;
|
|
} ProjPaintLayerClone;
|
|
|
|
static void proj_paint_layer_clone_init(
|
|
ProjPaintState *ps,
|
|
ProjPaintLayerClone *layer_clone)
|
|
{
|
|
MTFace *tf_clone_base = NULL;
|
|
|
|
/* use clone mtface? */
|
|
if (ps->do_layer_clone) {
|
|
const int layer_num = CustomData_get_clone_layer(&((Mesh *)ps->ob->data)->pdata, CD_MTEXPOLY);
|
|
|
|
ps->dm_mtface_clone = MEM_mallocN(ps->dm_totface * sizeof(MTFace *), "proj_paint_mtfaces");
|
|
|
|
if (layer_num != -1)
|
|
tf_clone_base = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
|
|
|
|
if (tf_clone_base == NULL) {
|
|
/* get active instead */
|
|
tf_clone_base = CustomData_get_layer(&ps->dm->faceData, CD_MTFACE);
|
|
}
|
|
|
|
}
|
|
|
|
memset(layer_clone, 0, sizeof(*layer_clone));
|
|
layer_clone->tf_clone_base = tf_clone_base;
|
|
}
|
|
|
|
/* Return true if face should be skipped, false otherwise */
|
|
static bool project_paint_clone_face_skip(
|
|
ProjPaintState *ps,
|
|
ProjPaintLayerClone *lc,
|
|
const TexPaintSlot *slot,
|
|
const int face_index)
|
|
{
|
|
if (ps->do_layer_clone) {
|
|
if (ps->do_material_slots) {
|
|
lc->slot_clone = project_paint_face_clone_slot(ps, face_index);
|
|
/* all faces should have a valid slot, reassert here */
|
|
if (ELEM(lc->slot_clone, NULL, slot))
|
|
return true;
|
|
}
|
|
else if (ps->clone_ima == ps->canvas_ima)
|
|
return true;
|
|
|
|
lc->tf_clone = ps->dm_mtface_clone + face_index;
|
|
|
|
if (ps->do_material_slots) {
|
|
if (lc->slot_clone != lc->slot_last_clone) {
|
|
if (!slot->uvname ||
|
|
!(lc->tf_clone_base = CustomData_get_layer_named(
|
|
&ps->dm->faceData, CD_MTFACE,
|
|
lc->slot_clone->uvname)))
|
|
{
|
|
lc->tf_clone_base = CustomData_get_layer(&ps->dm->faceData, CD_MTFACE);
|
|
}
|
|
lc->slot_last_clone = lc->slot_clone;
|
|
}
|
|
}
|
|
|
|
*lc->tf_clone = lc->tf_clone_base + face_index;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
typedef struct {
|
|
MPoly *mpoly_orig;
|
|
|
|
/* double lookup */
|
|
const int *index_mf_to_mpoly;
|
|
const int *index_mp_to_orig;
|
|
} ProjPaintFaceLookup;
|
|
|
|
static void proj_paint_face_lookup_init(
|
|
const ProjPaintState *ps,
|
|
ProjPaintFaceLookup *face_lookup)
|
|
{
|
|
memset(face_lookup, 0, sizeof(*face_lookup));
|
|
if (ps->do_face_sel) {
|
|
face_lookup->index_mf_to_mpoly = ps->dm->getTessFaceDataArray(ps->dm, CD_ORIGINDEX);
|
|
face_lookup->index_mp_to_orig = ps->dm->getPolyDataArray(ps->dm, CD_ORIGINDEX);
|
|
if (face_lookup->index_mf_to_mpoly == NULL) {
|
|
face_lookup->index_mp_to_orig = NULL;
|
|
}
|
|
else {
|
|
face_lookup->mpoly_orig = ((Mesh *)ps->ob->data)->mpoly;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Return true if face should be considered selected, false otherwise */
|
|
static bool project_paint_check_face_sel(
|
|
const ProjPaintState *ps,
|
|
const ProjPaintFaceLookup *face_lookup,
|
|
const MFace *mf, const int face_index)
|
|
{
|
|
if (ps->do_face_sel) {
|
|
int orig_index;
|
|
if (face_lookup->index_mp_to_orig &&
|
|
((orig_index = DM_origindex_mface_mpoly(
|
|
face_lookup->index_mf_to_mpoly,
|
|
face_lookup->index_mp_to_orig,
|
|
face_index))) != ORIGINDEX_NONE)
|
|
{
|
|
MPoly *mp = &face_lookup->mpoly_orig[orig_index];
|
|
return ((mp->flag & ME_FACE_SEL) != 0);
|
|
}
|
|
else {
|
|
return ((mf->flag & ME_FACE_SEL) != 0);
|
|
}
|
|
}
|
|
else {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
typedef struct {
|
|
const float *v1;
|
|
const float *v2;
|
|
const float *v3;
|
|
const float *v4;
|
|
} ProjPaintFaceCoSS;
|
|
|
|
static void proj_paint_face_coSS_init(
|
|
const ProjPaintState *ps, const MFace *mf,
|
|
ProjPaintFaceCoSS *coSS)
|
|
{
|
|
coSS->v1 = ps->screenCoords[mf->v1];
|
|
coSS->v2 = ps->screenCoords[mf->v2];
|
|
coSS->v3 = ps->screenCoords[mf->v3];
|
|
coSS->v4 = mf->v4 ? ps->screenCoords[mf->v4] : NULL;
|
|
}
|
|
|
|
/* Return true if face should be culled, false otherwise */
|
|
static bool project_paint_flt_max_cull(
|
|
const ProjPaintState *ps,
|
|
const ProjPaintFaceCoSS *coSS)
|
|
{
|
|
if (!ps->is_ortho) {
|
|
if (coSS->v1[0] == FLT_MAX ||
|
|
coSS->v2[0] == FLT_MAX ||
|
|
coSS->v3[0] == FLT_MAX ||
|
|
(coSS->v4 && coSS->v4[0] == FLT_MAX))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#ifdef PROJ_DEBUG_WINCLIP
|
|
/* Return true if face should be culled, false otherwise */
|
|
static bool project_paint_winclip(
|
|
const ProjPaintState *ps, const MFace *mf,
|
|
const ProjPaintFaceCoSS *coSS)
|
|
{
|
|
/* ignore faces outside the view */
|
|
return ((ps->source != PROJ_SRC_VIEW_FILL) &&
|
|
((coSS->v1[0] < ps->screenMin[0] &&
|
|
coSS->v2[0] < ps->screenMin[0] &&
|
|
coSS->v3[0] < ps->screenMin[0] &&
|
|
(mf->v4 && coSS->v4[0] < ps->screenMin[0])) ||
|
|
|
|
(coSS->v1[0] > ps->screenMax[0] &&
|
|
coSS->v2[0] > ps->screenMax[0] &&
|
|
coSS->v3[0] > ps->screenMax[0] &&
|
|
(mf->v4 && coSS->v4[0] > ps->screenMax[0])) ||
|
|
|
|
(coSS->v1[1] < ps->screenMin[1] &&
|
|
coSS->v2[1] < ps->screenMin[1] &&
|
|
coSS->v3[1] < ps->screenMin[1] &&
|
|
(mf->v4 && coSS->v4[1] < ps->screenMin[1])) ||
|
|
|
|
(coSS->v1[1] > ps->screenMax[1] &&
|
|
coSS->v2[1] > ps->screenMax[1] &&
|
|
coSS->v3[1] > ps->screenMax[1] &&
|
|
(mf->v4 && coSS->v4[1] > ps->screenMax[1]))));
|
|
}
|
|
#endif //PROJ_DEBUG_WINCLIP
|
|
|
|
/* Return true if face should be culled, false otherwise */
|
|
static bool project_paint_backface_cull(
|
|
const ProjPaintState *ps, const MFace *mf,
|
|
const ProjPaintFaceCoSS *coSS)
|
|
{
|
|
if (ps->do_backfacecull) {
|
|
if (ps->do_mask_normal) {
|
|
/* Since we are interpolating the normals of faces, we want to make
|
|
* sure all the verts are pointing away from the view,
|
|
* not just the face */
|
|
if ((ps->vertFlags[mf->v1] & PROJ_VERT_CULL) &&
|
|
(ps->vertFlags[mf->v2] & PROJ_VERT_CULL) &&
|
|
(ps->vertFlags[mf->v3] & PROJ_VERT_CULL) &&
|
|
(mf->v4 == 0 || ps->vertFlags[mf->v4] & PROJ_VERT_CULL))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else {
|
|
if ((line_point_side_v2(coSS->v1, coSS->v2, coSS->v3) < 0.0f) != ps->is_flip_object) {
|
|
return true;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void project_paint_build_proj_ima(
|
|
ProjPaintState *ps, MemArena *arena,
|
|
LinkNode *image_LinkList)
|
|
{
|
|
ProjPaintImage *projIma;
|
|
LinkNode *node;
|
|
int i;
|
|
|
|
/* build an array of images we use */
|
|
projIma = ps->projImages = BLI_memarena_alloc(arena, sizeof(ProjPaintImage) * ps->image_tot);
|
|
|
|
for (node = image_LinkList, i = 0; node; node = node->next, i++, projIma++) {
|
|
int size;
|
|
projIma->ima = node->link;
|
|
projIma->touch = 0;
|
|
projIma->ibuf = BKE_image_acquire_ibuf(projIma->ima, NULL, NULL);
|
|
size = sizeof(void **) * IMAPAINT_TILE_NUMBER(projIma->ibuf->x) * IMAPAINT_TILE_NUMBER(projIma->ibuf->y);
|
|
projIma->partRedrawRect = BLI_memarena_alloc(arena, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
|
|
memset(projIma->partRedrawRect, 0, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
|
|
projIma->undoRect = (volatile void **) BLI_memarena_alloc(arena, size);
|
|
memset(projIma->undoRect, 0, size);
|
|
projIma->maskRect = BLI_memarena_alloc(arena, size);
|
|
memset(projIma->maskRect, 0, size);
|
|
projIma->valid = BLI_memarena_alloc(arena, size);
|
|
memset(projIma->valid, 0, size);
|
|
}
|
|
}
|
|
|
|
static void project_paint_prepare_all_faces(
|
|
ProjPaintState *ps, MemArena *arena,
|
|
const ProjPaintFaceLookup *face_lookup,
|
|
ProjPaintLayerClone *layer_clone,
|
|
MTFace *tf_base,
|
|
const bool is_multi_view)
|
|
{
|
|
/* Image Vars - keep track of images we have used */
|
|
LinkNode *image_LinkList = NULL;
|
|
|
|
Image *tpage_last = NULL, *tpage;
|
|
TexPaintSlot *slot_last = NULL;
|
|
TexPaintSlot *slot = NULL;
|
|
MTFace **tf;
|
|
MFace *mf;
|
|
int image_index = -1, face_index;
|
|
|
|
for (face_index = 0, tf = ps->dm_mtface, mf = ps->dm_mface; face_index < ps->dm_totface; mf++, tf++, face_index++) {
|
|
bool is_face_sel;
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
project_paint_bleed_add_face_user(ps, arena, mf, face_index);
|
|
#endif
|
|
|
|
is_face_sel = project_paint_check_face_sel(ps, face_lookup, mf, face_index);
|
|
|
|
if (!ps->do_stencil_brush) {
|
|
slot = project_paint_face_paint_slot(ps, face_index);
|
|
/* all faces should have a valid slot, reassert here */
|
|
if (slot == NULL) {
|
|
tf_base = CustomData_get_layer(&ps->dm->faceData, CD_MTFACE);
|
|
tpage = ps->canvas_ima;
|
|
}
|
|
else {
|
|
if (slot != slot_last) {
|
|
if (!slot->uvname || !(tf_base = CustomData_get_layer_named(&ps->dm->faceData, CD_MTFACE, slot->uvname)))
|
|
tf_base = CustomData_get_layer(&ps->dm->faceData, CD_MTFACE);
|
|
slot_last = slot;
|
|
}
|
|
|
|
/* don't allow using the same inage for painting and stencilling */
|
|
if (slot->ima == ps->stencil_ima)
|
|
continue;
|
|
|
|
tpage = slot->ima;
|
|
}
|
|
}
|
|
else {
|
|
tpage = ps->stencil_ima;
|
|
}
|
|
|
|
*tf = tf_base + face_index;
|
|
|
|
if (project_paint_clone_face_skip(ps, layer_clone, slot, face_index)) {
|
|
continue;
|
|
}
|
|
|
|
/* tfbase here should be non-null! */
|
|
BLI_assert (tf_base != NULL);
|
|
|
|
if (is_face_sel && tpage) {
|
|
ProjPaintFaceCoSS coSS;
|
|
proj_paint_face_coSS_init(ps, mf, &coSS);
|
|
|
|
if (is_multi_view == false) {
|
|
if (project_paint_flt_max_cull(ps, &coSS)) {
|
|
continue;
|
|
}
|
|
|
|
#ifdef PROJ_DEBUG_WINCLIP
|
|
if (project_paint_winclip(ps, mf, &coSS)) {
|
|
continue;
|
|
}
|
|
|
|
#endif //PROJ_DEBUG_WINCLIP
|
|
|
|
if (project_paint_backface_cull(ps, mf, &coSS)) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (tpage_last != tpage) {
|
|
|
|
image_index = BLI_linklist_index(image_LinkList, tpage);
|
|
|
|
if (image_index == -1 && BKE_image_has_ibuf(tpage, NULL)) { /* MemArena dosnt have an append func */
|
|
BLI_linklist_append(&image_LinkList, tpage);
|
|
image_index = ps->image_tot;
|
|
ps->image_tot++;
|
|
}
|
|
|
|
tpage_last = tpage;
|
|
}
|
|
|
|
if (image_index != -1) {
|
|
/* Initialize the faces screen pixels */
|
|
/* Add this to a list to initialize later */
|
|
project_paint_delayed_face_init(ps, mf, face_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* build an array of images we use*/
|
|
if (ps->is_shared_user == false) {
|
|
project_paint_build_proj_ima(ps, arena, image_LinkList);
|
|
}
|
|
|
|
/* we have built the array, discard the linked list */
|
|
BLI_linklist_free(image_LinkList, NULL);
|
|
}
|
|
|
|
/* run once per stroke before projection painting */
|
|
static void project_paint_begin(
|
|
ProjPaintState *ps,
|
|
const bool is_multi_view, const char symmetry_flag)
|
|
{
|
|
ProjPaintLayerClone layer_clone;
|
|
ProjPaintFaceLookup face_lookup;
|
|
MTFace *tf_base = NULL;
|
|
|
|
MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
|
|
|
|
const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
|
|
|
|
bool reset_threads = false;
|
|
|
|
/* ---- end defines ---- */
|
|
|
|
if (ps->source == PROJ_SRC_VIEW)
|
|
ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat); /* faster clipping lookups */
|
|
|
|
ps->do_face_sel = ((((Mesh *)ps->ob->data)->editflag & ME_EDIT_PAINT_FACE_SEL) != 0);
|
|
ps->is_flip_object = (ps->ob->transflag & OB_NEG_SCALE) != 0;
|
|
|
|
/* paint onto the derived mesh */
|
|
if (ps->is_shared_user == false) {
|
|
if (!proj_paint_state_dm_init(ps)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
proj_paint_face_lookup_init(ps, &face_lookup);
|
|
proj_paint_layer_clone_init(ps, &layer_clone);
|
|
|
|
if (ps->do_layer_stencil || ps->do_stencil_brush) {
|
|
//int layer_num = CustomData_get_stencil_layer(&ps->dm->faceData, CD_MTFACE);
|
|
int layer_num = CustomData_get_stencil_layer(&((Mesh *)ps->ob->data)->pdata, CD_MTEXPOLY);
|
|
if (layer_num != -1)
|
|
ps->dm_mtface_stencil = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
|
|
|
|
if (ps->dm_mtface_stencil == NULL) {
|
|
/* get active instead */
|
|
ps->dm_mtface_stencil = CustomData_get_layer(&ps->dm->faceData, CD_MTFACE);
|
|
}
|
|
|
|
if (ps->do_stencil_brush)
|
|
tf_base = ps->dm_mtface_stencil;
|
|
}
|
|
|
|
/* when using subsurf or multires, mface arrays are thrown away, we need to keep a copy */
|
|
if (ps->is_shared_user == false) {
|
|
proj_paint_state_non_cddm_init(ps);
|
|
|
|
proj_paint_state_cavity_init(ps);
|
|
}
|
|
|
|
proj_paint_state_viewport_init(ps, symmetry_flag);
|
|
|
|
/* calculate vert screen coords
|
|
* run this early so we can calculate the x/y resolution of our bucket rect */
|
|
proj_paint_state_screen_coords_init(ps, diameter);
|
|
|
|
/* only for convenience */
|
|
ps->screen_width = ps->screenMax[0] - ps->screenMin[0];
|
|
ps->screen_height = ps->screenMax[1] - ps->screenMin[1];
|
|
|
|
ps->buckets_x = (int)(ps->screen_width / (((float)diameter) / PROJ_BUCKET_BRUSH_DIV));
|
|
ps->buckets_y = (int)(ps->screen_height / (((float)diameter) / PROJ_BUCKET_BRUSH_DIV));
|
|
|
|
/* printf("\tscreenspace bucket division x:%d y:%d\n", ps->buckets_x, ps->buckets_y); */
|
|
|
|
if (ps->buckets_x > PROJ_BUCKET_RECT_MAX || ps->buckets_y > PROJ_BUCKET_RECT_MAX) {
|
|
reset_threads = true;
|
|
}
|
|
|
|
/* really high values could cause problems since it has to allocate a few
|
|
* (ps->buckets_x*ps->buckets_y) sized arrays */
|
|
CLAMP(ps->buckets_x, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
|
|
CLAMP(ps->buckets_y, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
|
|
|
|
ps->bucketRect = MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketRect");
|
|
ps->bucketFaces = MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces");
|
|
|
|
ps->bucketFlags = MEM_callocN(sizeof(char) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces");
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
if (ps->is_shared_user == false) {
|
|
proj_paint_state_seam_bleed_init(ps);
|
|
}
|
|
#endif
|
|
|
|
proj_paint_state_thread_init(ps, reset_threads);
|
|
arena = ps->arena_mt[0];
|
|
|
|
proj_paint_state_vert_flags_init(ps);
|
|
|
|
project_paint_prepare_all_faces(ps, arena, &face_lookup, &layer_clone, tf_base, is_multi_view);
|
|
}
|
|
|
|
static void paint_proj_begin_clone(ProjPaintState *ps, const float mouse[2])
|
|
{
|
|
/* setup clone offset */
|
|
if (ps->tool == PAINT_TOOL_CLONE) {
|
|
float projCo[4];
|
|
copy_v3_v3(projCo, ED_view3d_cursor3d_get(ps->scene, ps->v3d));
|
|
mul_m4_v3(ps->obmat_imat, projCo);
|
|
|
|
projCo[3] = 1.0f;
|
|
mul_m4_v4(ps->projectMat, projCo);
|
|
ps->cloneOffset[0] = mouse[0] - ((float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * projCo[0] / projCo[3]);
|
|
ps->cloneOffset[1] = mouse[1] - ((float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * projCo[1] / projCo[3]);
|
|
}
|
|
}
|
|
|
|
static void project_paint_end(ProjPaintState *ps)
|
|
{
|
|
int a;
|
|
|
|
image_undo_remove_masks();
|
|
|
|
/* dereference used image buffers */
|
|
if (ps->is_shared_user == false) {
|
|
ProjPaintImage *projIma;
|
|
for (a = 0, projIma = ps->projImages; a < ps->image_tot; a++, projIma++) {
|
|
BKE_image_release_ibuf(projIma->ima, projIma->ibuf, NULL);
|
|
DAG_id_tag_update(&projIma->ima->id, 0);
|
|
}
|
|
}
|
|
|
|
BKE_image_release_ibuf(ps->reproject_image, ps->reproject_ibuf, NULL);
|
|
|
|
MEM_freeN(ps->screenCoords);
|
|
MEM_freeN(ps->bucketRect);
|
|
MEM_freeN(ps->bucketFaces);
|
|
MEM_freeN(ps->bucketFlags);
|
|
|
|
if (ps->is_shared_user == false) {
|
|
|
|
/* must be set for non-shared */
|
|
BLI_assert(ps->dm_mtface || ps->is_shared_user);
|
|
if (ps->dm_mtface)
|
|
MEM_freeN(ps->dm_mtface);
|
|
|
|
if (ps->do_layer_clone)
|
|
MEM_freeN(ps->dm_mtface_clone);
|
|
if (ps->thread_tot > 1) {
|
|
BLI_spin_end(ps->tile_lock);
|
|
MEM_freeN((void *)ps->tile_lock);
|
|
}
|
|
|
|
image_undo_end_locks();
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
if (ps->seam_bleed_px > 0.0f) {
|
|
MEM_freeN(ps->vertFaces);
|
|
MEM_freeN(ps->faceSeamFlags);
|
|
MEM_freeN(ps->faceWindingFlags);
|
|
MEM_freeN(ps->faceSeamUVs);
|
|
}
|
|
#endif
|
|
|
|
if (ps->do_mask_cavity) {
|
|
MEM_freeN(ps->cavities);
|
|
}
|
|
|
|
/* copy for subsurf/multires, so throw away */
|
|
if (ps->dm->type != DM_TYPE_CDDM) {
|
|
if (ps->dm_mvert) MEM_freeN(ps->dm_mvert);
|
|
if (ps->dm_mface) MEM_freeN(ps->dm_mface);
|
|
/* looks like these don't need copying */
|
|
#if 0
|
|
if (ps->dm_mtface) MEM_freeN(ps->dm_mtface);
|
|
if (ps->dm_mtface_clone) MEM_freeN(ps->dm_mtface_clone);
|
|
if (ps->dm_mtface_stencil) MEM_freeN(ps->dm_mtface_stencil);
|
|
#endif
|
|
}
|
|
|
|
if (ps->dm_release)
|
|
ps->dm->release(ps->dm);
|
|
}
|
|
|
|
if (ps->blurkernel) {
|
|
paint_delete_blur_kernel(ps->blurkernel);
|
|
MEM_freeN(ps->blurkernel);
|
|
}
|
|
|
|
if (ps->vertFlags) MEM_freeN(ps->vertFlags);
|
|
|
|
for (a = 0; a < ps->thread_tot; a++) {
|
|
BLI_memarena_free(ps->arena_mt[a]);
|
|
}
|
|
}
|
|
|
|
/* 1 = an undo, -1 is a redo. */
|
|
static void partial_redraw_single_init(ImagePaintPartialRedraw *pr)
|
|
{
|
|
pr->x1 = 10000000;
|
|
pr->y1 = 10000000;
|
|
|
|
pr->x2 = -1;
|
|
pr->y2 = -1;
|
|
|
|
pr->enabled = 1;
|
|
}
|
|
|
|
static void partial_redraw_array_init(ImagePaintPartialRedraw *pr)
|
|
{
|
|
int tot = PROJ_BOUNDBOX_SQUARED;
|
|
while (tot--) {
|
|
partial_redraw_single_init(pr);
|
|
pr++;
|
|
}
|
|
}
|
|
|
|
|
|
static bool partial_redraw_array_merge(ImagePaintPartialRedraw *pr, ImagePaintPartialRedraw *pr_other, int tot)
|
|
{
|
|
bool touch = 0;
|
|
while (tot--) {
|
|
pr->x1 = min_ii(pr->x1, pr_other->x1);
|
|
pr->y1 = min_ii(pr->y1, pr_other->y1);
|
|
|
|
pr->x2 = max_ii(pr->x2, pr_other->x2);
|
|
pr->y2 = max_ii(pr->y2, pr_other->y2);
|
|
|
|
if (pr->x2 != -1)
|
|
touch = 1;
|
|
|
|
pr++; pr_other++;
|
|
}
|
|
|
|
return touch;
|
|
}
|
|
|
|
/* Loop over all images on this mesh and update any we have touched */
|
|
static bool project_image_refresh_tagged(ProjPaintState *ps)
|
|
{
|
|
ImagePaintPartialRedraw *pr;
|
|
ProjPaintImage *projIma;
|
|
int a, i;
|
|
bool redraw = false;
|
|
|
|
|
|
for (a = 0, projIma = ps->projImages; a < ps->image_tot; a++, projIma++) {
|
|
if (projIma->touch) {
|
|
/* look over each bound cell */
|
|
for (i = 0; i < PROJ_BOUNDBOX_SQUARED; i++) {
|
|
pr = &(projIma->partRedrawRect[i]);
|
|
if (pr->x2 != -1) { /* TODO - use 'enabled' ? */
|
|
set_imapaintpartial(pr);
|
|
imapaint_image_update(NULL, projIma->ima, projIma->ibuf, true);
|
|
redraw = 1;
|
|
}
|
|
|
|
partial_redraw_single_init(pr);
|
|
}
|
|
|
|
projIma->touch = 0; /* clear for reuse */
|
|
}
|
|
}
|
|
|
|
return redraw;
|
|
}
|
|
|
|
/* run this per painting onto each mouse location */
|
|
static bool project_bucket_iter_init(ProjPaintState *ps, const float mval_f[2])
|
|
{
|
|
if (ps->source == PROJ_SRC_VIEW) {
|
|
float min_brush[2], max_brush[2];
|
|
const float radius = ps->brush_size;
|
|
|
|
/* so we don't have a bucket bounds that is way too small to paint into */
|
|
// if (radius < 1.0f) radius = 1.0f; // this doesn't work yet :/
|
|
|
|
min_brush[0] = mval_f[0] - radius;
|
|
min_brush[1] = mval_f[1] - radius;
|
|
|
|
max_brush[0] = mval_f[0] + radius;
|
|
max_brush[1] = mval_f[1] + radius;
|
|
|
|
/* offset to make this a valid bucket index */
|
|
project_paint_bucket_bounds(ps, min_brush, max_brush, ps->bucketMin, ps->bucketMax);
|
|
|
|
/* mouse outside the model areas? */
|
|
if (ps->bucketMin[0] == ps->bucketMax[0] || ps->bucketMin[1] == ps->bucketMax[1]) {
|
|
return 0;
|
|
}
|
|
|
|
ps->context_bucket_x = ps->bucketMin[0];
|
|
ps->context_bucket_y = ps->bucketMin[1];
|
|
}
|
|
else { /* reproject: PROJ_SRC_* */
|
|
ps->bucketMin[0] = 0;
|
|
ps->bucketMin[1] = 0;
|
|
|
|
ps->bucketMax[0] = ps->buckets_x;
|
|
ps->bucketMax[1] = ps->buckets_y;
|
|
|
|
ps->context_bucket_x = 0;
|
|
ps->context_bucket_y = 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
static bool project_bucket_iter_next(
|
|
ProjPaintState *ps, int *bucket_index,
|
|
rctf *bucket_bounds, const float mval[2])
|
|
{
|
|
const int diameter = 2 * ps->brush_size;
|
|
|
|
if (ps->thread_tot > 1)
|
|
BLI_lock_thread(LOCK_CUSTOM1);
|
|
|
|
//printf("%d %d\n", ps->context_bucket_x, ps->context_bucket_y);
|
|
|
|
for (; ps->context_bucket_y < ps->bucketMax[1]; ps->context_bucket_y++) {
|
|
for (; ps->context_bucket_x < ps->bucketMax[0]; ps->context_bucket_x++) {
|
|
|
|
/* use bucket_bounds for project_bucket_isect_circle and project_bucket_init*/
|
|
project_bucket_bounds(ps, ps->context_bucket_x, ps->context_bucket_y, bucket_bounds);
|
|
|
|
if ((ps->source != PROJ_SRC_VIEW) ||
|
|
project_bucket_isect_circle(mval, (float)(diameter * diameter), bucket_bounds))
|
|
{
|
|
*bucket_index = ps->context_bucket_x + (ps->context_bucket_y * ps->buckets_x);
|
|
ps->context_bucket_x++;
|
|
|
|
if (ps->thread_tot > 1)
|
|
BLI_unlock_thread(LOCK_CUSTOM1);
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
ps->context_bucket_x = ps->bucketMin[0];
|
|
}
|
|
|
|
if (ps->thread_tot > 1)
|
|
BLI_unlock_thread(LOCK_CUSTOM1);
|
|
return 0;
|
|
}
|
|
|
|
/* Each thread gets one of these, also used as an argument to pass to project_paint_op */
|
|
typedef struct ProjectHandle {
|
|
/* args */
|
|
ProjPaintState *ps;
|
|
float prevmval[2];
|
|
float mval[2];
|
|
|
|
/* annoying but we need to have image bounds per thread, then merge into ps->projectPartialRedraws */
|
|
ProjPaintImage *projImages; /* array of partial redraws */
|
|
|
|
/* thread settings */
|
|
int thread_index;
|
|
|
|
struct ImagePool *pool;
|
|
} ProjectHandle;
|
|
|
|
static void do_projectpaint_clone(ProjPaintState *ps, ProjPixel *projPixel, float mask)
|
|
{
|
|
const unsigned char *clone_pt = ((ProjPixelClone *)projPixel)->clonepx.ch;
|
|
|
|
if (clone_pt[3]) {
|
|
unsigned char clone_rgba[4];
|
|
|
|
clone_rgba[0] = clone_pt[0];
|
|
clone_rgba[1] = clone_pt[1];
|
|
clone_rgba[2] = clone_pt[2];
|
|
clone_rgba[3] = (unsigned char)(clone_pt[3] * mask);
|
|
|
|
if (ps->do_masking) {
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->origColor.ch_pt, clone_rgba, ps->blend);
|
|
}
|
|
else {
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->pixel.ch_pt, clone_rgba, ps->blend);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void do_projectpaint_clone_f(ProjPaintState *ps, ProjPixel *projPixel, float mask)
|
|
{
|
|
const float *clone_pt = ((ProjPixelClone *)projPixel)->clonepx.f;
|
|
|
|
if (clone_pt[3]) {
|
|
float clone_rgba[4];
|
|
|
|
mul_v4_v4fl(clone_rgba, clone_pt, mask);
|
|
|
|
if (ps->do_masking) {
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->origColor.f_pt, clone_rgba, ps->blend);
|
|
}
|
|
else {
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, clone_rgba, ps->blend);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* \note mask is used to modify the alpha here, this is not correct since it allows
|
|
* accumulation of color greater than 'projPixel->mask' however in the case of smear its not
|
|
* really that important to be correct as it is with clone and painting
|
|
*/
|
|
static void do_projectpaint_smear(ProjPaintState *ps, ProjPixel *projPixel, float mask,
|
|
MemArena *smearArena, LinkNode **smearPixels, const float co[2])
|
|
{
|
|
unsigned char rgba_ub[4];
|
|
|
|
if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1) == 0)
|
|
return;
|
|
|
|
blend_color_interpolate_byte(((ProjPixelClone *)projPixel)->clonepx.ch, projPixel->pixel.ch_pt, rgba_ub, mask);
|
|
BLI_linklist_prepend_arena(smearPixels, (void *)projPixel, smearArena);
|
|
}
|
|
|
|
static void do_projectpaint_smear_f(ProjPaintState *ps, ProjPixel *projPixel, float mask,
|
|
MemArena *smearArena, LinkNode **smearPixels_f, const float co[2])
|
|
{
|
|
float rgba[4];
|
|
|
|
if (project_paint_PickColor(ps, co, rgba, NULL, 1) == 0)
|
|
return;
|
|
|
|
blend_color_interpolate_float(((ProjPixelClone *)projPixel)->clonepx.f, projPixel->pixel.f_pt, rgba, mask);
|
|
BLI_linklist_prepend_arena(smearPixels_f, (void *)projPixel, smearArena);
|
|
}
|
|
|
|
static void do_projectpaint_soften_f(ProjPaintState *ps, ProjPixel *projPixel, float mask,
|
|
MemArena *softenArena, LinkNode **softenPixels)
|
|
{
|
|
float accum_tot = 0.0f;
|
|
int xk, yk;
|
|
BlurKernel *kernel = ps->blurkernel;
|
|
float *rgba = projPixel->newColor.f;
|
|
|
|
/* rather then painting, accumulate surrounding colors */
|
|
zero_v4(rgba);
|
|
|
|
for (yk = 0; yk < kernel->side; yk++) {
|
|
for (xk = 0; xk < kernel->side; xk++) {
|
|
float rgba_tmp[4];
|
|
float co_ofs[2] = {2.0f * xk - 1.0f, 2.0f * yk - 1.0f};
|
|
|
|
add_v2_v2(co_ofs, projPixel->projCoSS);
|
|
|
|
if (project_paint_PickColor(ps, co_ofs, rgba_tmp, NULL, true)) {
|
|
float weight = kernel->wdata[xk + yk * kernel->side];
|
|
mul_v4_fl(rgba_tmp, weight);
|
|
add_v4_v4(rgba, rgba_tmp);
|
|
accum_tot += weight;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LIKELY(accum_tot != 0)) {
|
|
mul_v4_fl(rgba, 1.0f / (float)accum_tot);
|
|
|
|
if (ps->mode == BRUSH_STROKE_INVERT) {
|
|
/* subtract blurred image from normal image gives high pass filter */
|
|
sub_v3_v3v3(rgba, projPixel->pixel.f_pt, rgba);
|
|
|
|
/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
|
|
* colored speckles appearing in final image, and also to check for threshold */
|
|
rgba[0] = rgba[1] = rgba[2] = IMB_colormanagement_get_luminance(rgba);
|
|
if (fabsf(rgba[0]) > ps->brush->sharp_threshold) {
|
|
float alpha = projPixel->pixel.f_pt[3];
|
|
projPixel->pixel.f_pt[3] = rgba[3] = mask;
|
|
|
|
/* add to enhance edges */
|
|
blend_color_add_float(rgba, projPixel->pixel.f_pt, rgba);
|
|
rgba[3] = alpha;
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
else {
|
|
blend_color_interpolate_float(rgba, rgba, projPixel->pixel.f_pt, mask);
|
|
}
|
|
|
|
BLI_linklist_prepend_arena(softenPixels, (void *)projPixel, softenArena);
|
|
}
|
|
}
|
|
|
|
static void do_projectpaint_soften(ProjPaintState *ps, ProjPixel *projPixel, float mask,
|
|
MemArena *softenArena, LinkNode **softenPixels)
|
|
{
|
|
float accum_tot = 0;
|
|
int xk, yk;
|
|
BlurKernel *kernel = ps->blurkernel;
|
|
float rgba[4]; /* convert to byte after */
|
|
|
|
/* rather then painting, accumulate surrounding colors */
|
|
zero_v4(rgba);
|
|
|
|
for (yk = 0; yk < kernel->side; yk++) {
|
|
for (xk = 0; xk < kernel->side; xk++) {
|
|
float rgba_tmp[4];
|
|
float co_ofs[2] = {2.0f * xk - 1.0f, 2.0f * yk - 1.0f};
|
|
|
|
add_v2_v2(co_ofs, projPixel->projCoSS);
|
|
|
|
if (project_paint_PickColor(ps, co_ofs, rgba_tmp, NULL, true)) {
|
|
float weight = kernel->wdata[xk + yk * kernel->side];
|
|
mul_v4_fl(rgba_tmp, weight);
|
|
add_v4_v4(rgba, rgba_tmp);
|
|
accum_tot += weight;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (LIKELY(accum_tot != 0)) {
|
|
unsigned char *rgba_ub = projPixel->newColor.ch;
|
|
|
|
mul_v4_fl(rgba, 1.0f / (float)accum_tot);
|
|
|
|
if (ps->mode == BRUSH_STROKE_INVERT) {
|
|
float rgba_pixel[4];
|
|
|
|
straight_uchar_to_premul_float(rgba_pixel, projPixel->pixel.ch_pt);
|
|
|
|
/* subtract blurred image from normal image gives high pass filter */
|
|
sub_v3_v3v3(rgba, rgba_pixel, rgba);
|
|
/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
|
|
* colored speckles appearing in final image, and also to check for threshold */
|
|
rgba[0] = rgba[1] = rgba[2] = IMB_colormanagement_get_luminance(rgba);
|
|
if (fabsf(rgba[0]) > ps->brush->sharp_threshold) {
|
|
float alpha = rgba_pixel[3];
|
|
rgba[3] = rgba_pixel[3] = mask;
|
|
|
|
/* add to enhance edges */
|
|
blend_color_add_float(rgba, rgba_pixel, rgba);
|
|
|
|
rgba[3] = alpha;
|
|
premul_float_to_straight_uchar(rgba_ub, rgba);
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
else {
|
|
premul_float_to_straight_uchar(rgba_ub, rgba);
|
|
blend_color_interpolate_byte(rgba_ub, rgba_ub, projPixel->pixel.ch_pt, mask);
|
|
}
|
|
BLI_linklist_prepend_arena(softenPixels, (void *)projPixel, softenArena);
|
|
}
|
|
}
|
|
|
|
static void do_projectpaint_draw(ProjPaintState *ps, ProjPixel *projPixel, const float texrgb[3], float mask, float dither, float u, float v)
|
|
{
|
|
float rgb[3];
|
|
unsigned char rgba_ub[4];
|
|
|
|
if (ps->is_texbrush) {
|
|
mul_v3_v3v3(rgb, texrgb, ps->paint_color_linear);
|
|
/* TODO(sergey): Support texture paint color space. */
|
|
linearrgb_to_srgb_v3_v3(rgb, rgb);
|
|
}
|
|
else {
|
|
copy_v3_v3(rgb, ps->paint_color);
|
|
}
|
|
|
|
if (dither > 0.0f) {
|
|
float_to_byte_dither_v3(rgba_ub, rgb, dither, u, v);
|
|
}
|
|
else {
|
|
F3TOCHAR3(rgb, rgba_ub);
|
|
}
|
|
rgba_ub[3] = f_to_char(mask);
|
|
|
|
if (ps->do_masking) {
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->origColor.ch_pt, rgba_ub, ps->blend);
|
|
}
|
|
else {
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->pixel.ch_pt, rgba_ub, ps->blend);
|
|
}
|
|
}
|
|
|
|
static void do_projectpaint_draw_f(ProjPaintState *ps, ProjPixel *projPixel, const float texrgb[3], float mask)
|
|
{
|
|
float rgba[4];
|
|
|
|
copy_v3_v3(rgba, ps->paint_color_linear);
|
|
|
|
if (ps->is_texbrush)
|
|
mul_v3_v3(rgba, texrgb);
|
|
|
|
mul_v3_fl(rgba, mask);
|
|
rgba[3] = mask;
|
|
|
|
if (ps->do_masking) {
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->origColor.f_pt, rgba, ps->blend);
|
|
}
|
|
else {
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, rgba, ps->blend);
|
|
}
|
|
}
|
|
|
|
static void do_projectpaint_mask(ProjPaintState *ps, ProjPixel *projPixel, float mask)
|
|
{
|
|
unsigned char rgba_ub[4];
|
|
rgba_ub[0] = rgba_ub[1] = rgba_ub[2] = ps->stencil_value * 255.0f;
|
|
rgba_ub[3] = f_to_char(mask);
|
|
|
|
if (ps->do_masking) {
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->origColor.ch_pt, rgba_ub, ps->blend);
|
|
}
|
|
else {
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->pixel.ch_pt, rgba_ub, ps->blend);
|
|
}
|
|
}
|
|
|
|
static void do_projectpaint_mask_f(ProjPaintState *ps, ProjPixel *projPixel, float mask)
|
|
{
|
|
float rgba[4];
|
|
rgba[0] = rgba[1] = rgba[2] = ps->stencil_value;
|
|
rgba[3] = mask;
|
|
|
|
if (ps->do_masking) {
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->origColor.f_pt, rgba, ps->blend);
|
|
}
|
|
else {
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, rgba, ps->blend);
|
|
}
|
|
}
|
|
|
|
static void image_paint_partial_redraw_expand(ImagePaintPartialRedraw *cell,
|
|
const ProjPixel *projPixel)
|
|
{
|
|
cell->x1 = min_ii(cell->x1, (int)projPixel->x_px);
|
|
cell->y1 = min_ii(cell->y1, (int)projPixel->y_px);
|
|
|
|
cell->x2 = max_ii(cell->x2, (int)projPixel->x_px + 1);
|
|
cell->y2 = max_ii(cell->y2, (int)projPixel->y_px + 1);
|
|
}
|
|
|
|
/* run this for single and multithreaded painting */
|
|
static void *do_projectpaint_thread(void *ph_v)
|
|
{
|
|
/* First unpack args from the struct */
|
|
ProjPaintState *ps = ((ProjectHandle *)ph_v)->ps;
|
|
ProjPaintImage *projImages = ((ProjectHandle *)ph_v)->projImages;
|
|
const float *lastpos = ((ProjectHandle *)ph_v)->prevmval;
|
|
const float *pos = ((ProjectHandle *)ph_v)->mval;
|
|
const int thread_index = ((ProjectHandle *)ph_v)->thread_index;
|
|
struct ImagePool *pool = ((ProjectHandle *)ph_v)->pool;
|
|
/* Done with args from ProjectHandle */
|
|
|
|
LinkNode *node;
|
|
ProjPixel *projPixel;
|
|
Brush *brush = ps->brush;
|
|
|
|
int last_index = -1;
|
|
ProjPaintImage *last_projIma = NULL;
|
|
ImagePaintPartialRedraw *last_partial_redraw_cell;
|
|
|
|
float dist_sq, dist;
|
|
|
|
float falloff;
|
|
int bucket_index;
|
|
bool is_floatbuf = false;
|
|
const short tool = ps->tool;
|
|
rctf bucket_bounds;
|
|
|
|
/* for smear only */
|
|
float pos_ofs[2] = {0};
|
|
float co[2];
|
|
unsigned short mask_short;
|
|
const float brush_alpha = BKE_brush_alpha_get(ps->scene, brush);
|
|
const float brush_radius = ps->brush_size;
|
|
const float brush_radius_sq = brush_radius * brush_radius; /* avoid a square root with every dist comparison */
|
|
|
|
const bool lock_alpha = ELEM(brush->blend, IMB_BLEND_ERASE_ALPHA, IMB_BLEND_ADD_ALPHA) ?
|
|
0 : (brush->flag & BRUSH_LOCK_ALPHA) != 0;
|
|
|
|
LinkNode *smearPixels = NULL;
|
|
LinkNode *smearPixels_f = NULL;
|
|
MemArena *smearArena = NULL; /* mem arena for this brush projection only */
|
|
|
|
LinkNode *softenPixels = NULL;
|
|
LinkNode *softenPixels_f = NULL;
|
|
MemArena *softenArena = NULL; /* mem arena for this brush projection only */
|
|
|
|
if (tool == PAINT_TOOL_SMEAR) {
|
|
pos_ofs[0] = pos[0] - lastpos[0];
|
|
pos_ofs[1] = pos[1] - lastpos[1];
|
|
|
|
smearArena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 16), "paint smear arena");
|
|
}
|
|
else if (tool == PAINT_TOOL_SOFTEN) {
|
|
softenArena = BLI_memarena_new(MEM_SIZE_OPTIMAL(1 << 16), "paint soften arena");
|
|
}
|
|
|
|
/* printf("brush bounds %d %d %d %d\n", bucketMin[0], bucketMin[1], bucketMax[0], bucketMax[1]); */
|
|
|
|
while (project_bucket_iter_next(ps, &bucket_index, &bucket_bounds, pos)) {
|
|
|
|
/* Check this bucket and its faces are initialized */
|
|
if (ps->bucketFlags[bucket_index] == PROJ_BUCKET_NULL) {
|
|
rctf clip_rect = bucket_bounds;
|
|
clip_rect.xmin -= PROJ_PIXEL_TOLERANCE;
|
|
clip_rect.xmax += PROJ_PIXEL_TOLERANCE;
|
|
clip_rect.ymin -= PROJ_PIXEL_TOLERANCE;
|
|
clip_rect.ymax += PROJ_PIXEL_TOLERANCE;
|
|
/* No pixels initialized */
|
|
project_bucket_init(ps, thread_index, bucket_index, &clip_rect, &bucket_bounds);
|
|
}
|
|
|
|
if (ps->source != PROJ_SRC_VIEW) {
|
|
|
|
/* Re-Projection, simple, no brushes! */
|
|
|
|
for (node = ps->bucketRect[bucket_index]; node; node = node->next) {
|
|
projPixel = (ProjPixel *)node->link;
|
|
|
|
/* copy of code below */
|
|
if (last_index != projPixel->image_index) {
|
|
last_index = projPixel->image_index;
|
|
last_projIma = projImages + last_index;
|
|
|
|
last_projIma->touch = 1;
|
|
is_floatbuf = (last_projIma->ibuf->rect_float != NULL);
|
|
}
|
|
/* end copy */
|
|
|
|
/* fill tools */
|
|
if (ps->source == PROJ_SRC_VIEW_FILL) {
|
|
if (brush->flag & BRUSH_USE_GRADIENT) {
|
|
/* these could probably be cached instead of being done per pixel */
|
|
float tangent[2];
|
|
float line_len_sq_inv, line_len;
|
|
float f;
|
|
float color_f[4];
|
|
float p[2] = {projPixel->projCoSS[0] - lastpos[0], projPixel->projCoSS[1] - lastpos[1]};
|
|
|
|
sub_v2_v2v2(tangent, pos, lastpos);
|
|
line_len = len_squared_v2(tangent);
|
|
line_len_sq_inv = 1.0f / line_len;
|
|
line_len = sqrtf(line_len);
|
|
|
|
switch (brush->gradient_fill_mode) {
|
|
case BRUSH_GRADIENT_LINEAR:
|
|
{
|
|
f = dot_v2v2(p, tangent) * line_len_sq_inv;
|
|
break;
|
|
}
|
|
case BRUSH_GRADIENT_RADIAL:
|
|
{
|
|
f = len_v2(p) / line_len;
|
|
break;
|
|
}
|
|
}
|
|
do_colorband(brush->gradient, f, color_f);
|
|
color_f[3] *= ((float)projPixel->mask) * (1.0f / 65535.0f) * brush->alpha;
|
|
|
|
if (is_floatbuf) {
|
|
/* convert to premultipied */
|
|
mul_v3_fl(color_f, color_f[3]);
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->origColor.f_pt,
|
|
color_f, ps->blend);
|
|
}
|
|
else {
|
|
linearrgb_to_srgb_v3_v3(color_f, color_f);
|
|
|
|
if (ps->dither > 0.0f) {
|
|
float_to_byte_dither_v3(projPixel->newColor.ch, color_f, ps->dither, projPixel->x_px, projPixel->y_px);
|
|
}
|
|
else {
|
|
F3TOCHAR3(color_f, projPixel->newColor.ch);
|
|
}
|
|
projPixel->newColor.ch[3] = FTOCHAR(color_f[3]);
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->origColor.ch_pt,
|
|
projPixel->newColor.ch, ps->blend);
|
|
}
|
|
}
|
|
else {
|
|
if (is_floatbuf) {
|
|
float newColor_f[4];
|
|
newColor_f[3] = ((float)projPixel->mask) * (1.0f / 65535.0f) * brush->alpha;
|
|
copy_v3_v3(newColor_f, ps->paint_color_linear);
|
|
|
|
IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->origColor.f_pt,
|
|
newColor_f, ps->blend);
|
|
}
|
|
else {
|
|
float mask = ((float)projPixel->mask) * (1.0f / 65535.0f);
|
|
projPixel->newColor.ch[3] = mask * 255 * brush->alpha;
|
|
|
|
rgb_float_to_uchar(projPixel->newColor.ch, ps->paint_color);
|
|
IMB_blend_color_byte(projPixel->pixel.ch_pt, projPixel->origColor.ch_pt,
|
|
projPixel->newColor.ch, ps->blend);
|
|
}
|
|
}
|
|
|
|
if (lock_alpha) {
|
|
if (is_floatbuf) {
|
|
/* slightly more involved case since floats are in premultiplied space we need
|
|
* to make sure alpha is consistent, see T44627 */
|
|
float rgb_straight[4];
|
|
premul_to_straight_v4_v4(rgb_straight, projPixel->pixel.f_pt);
|
|
rgb_straight[3] = projPixel->origColor.f_pt[3];
|
|
straight_to_premul_v4_v4(projPixel->pixel.f_pt, rgb_straight);
|
|
}
|
|
else projPixel->pixel.ch_pt[3] = projPixel->origColor.ch_pt[3];
|
|
}
|
|
|
|
last_partial_redraw_cell = last_projIma->partRedrawRect + projPixel->bb_cell_index;
|
|
image_paint_partial_redraw_expand(last_partial_redraw_cell, projPixel);
|
|
}
|
|
else {
|
|
if (is_floatbuf) {
|
|
/* re-project buffer is assumed byte - TODO, allow float */
|
|
bicubic_interpolation_color(ps->reproject_ibuf, projPixel->newColor.ch, NULL,
|
|
projPixel->projCoSS[0], projPixel->projCoSS[1]);
|
|
if (projPixel->newColor.ch[3]) {
|
|
float newColor_f[4];
|
|
float mask = ((float)projPixel->mask) * (1.0f / 65535.0f);
|
|
|
|
straight_uchar_to_premul_float(newColor_f, projPixel->newColor.ch);
|
|
IMB_colormanagement_colorspace_to_scene_linear_v4(newColor_f, true, ps->reproject_ibuf->rect_colorspace);
|
|
mul_v4_v4fl(newColor_f, newColor_f, mask);
|
|
|
|
blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f_pt,
|
|
newColor_f);
|
|
}
|
|
}
|
|
else {
|
|
/* re-project buffer is assumed byte - TODO, allow float */
|
|
bicubic_interpolation_color(ps->reproject_ibuf, projPixel->newColor.ch, NULL,
|
|
projPixel->projCoSS[0], projPixel->projCoSS[1]);
|
|
if (projPixel->newColor.ch[3]) {
|
|
float mask = ((float)projPixel->mask) * (1.0f / 65535.0f);
|
|
projPixel->newColor.ch[3] *= mask;
|
|
|
|
blend_color_mix_byte(projPixel->pixel.ch_pt, projPixel->origColor.ch_pt,
|
|
projPixel->newColor.ch);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Normal brush painting */
|
|
|
|
for (node = ps->bucketRect[bucket_index]; node; node = node->next) {
|
|
|
|
projPixel = (ProjPixel *)node->link;
|
|
|
|
dist_sq = len_squared_v2v2(projPixel->projCoSS, pos);
|
|
|
|
/*if (dist < radius) {*/ /* correct but uses a sqrtf */
|
|
if (dist_sq <= brush_radius_sq) {
|
|
dist = sqrtf(dist_sq);
|
|
|
|
falloff = BKE_brush_curve_strength(ps->brush, dist, brush_radius);
|
|
|
|
if (falloff > 0.0f) {
|
|
float texrgb[3];
|
|
float mask;
|
|
|
|
if (ps->do_masking) {
|
|
/* masking to keep brush contribution to a pixel limited. note we do not do
|
|
* a simple max(mask, mask_accum), as this is very sensitive to spacing and
|
|
* gives poor results for strokes crossing themselves.
|
|
*
|
|
* Instead we use a formula that adds up but approaches brush_alpha slowly
|
|
* and never exceeds it, which gives nice smooth results. */
|
|
float mask_accum = *projPixel->mask_accum;
|
|
float max_mask = brush_alpha * falloff * 65535.0f;
|
|
|
|
if (ps->is_maskbrush) {
|
|
float texmask = BKE_brush_sample_masktex(ps->scene, ps->brush, projPixel->projCoSS, thread_index, pool);
|
|
max_mask *= texmask;
|
|
}
|
|
|
|
if (brush->flag & BRUSH_ACCUMULATE)
|
|
mask = mask_accum + max_mask;
|
|
else
|
|
mask = mask_accum + (max_mask - mask_accum * falloff);
|
|
|
|
mask = min_ff(mask, 65535.0f);
|
|
mask_short = (unsigned short)mask;
|
|
|
|
if (mask_short > *projPixel->mask_accum) {
|
|
*projPixel->mask_accum = mask_short;
|
|
mask = mask_short * (1.0f / 65535.0f);
|
|
}
|
|
else {
|
|
/* Go onto the next pixel */
|
|
continue;
|
|
}
|
|
}
|
|
else {
|
|
mask = brush_alpha * falloff;
|
|
if (ps->is_maskbrush) {
|
|
float texmask = BKE_brush_sample_masktex(ps->scene, ps->brush, projPixel->projCoSS, thread_index, pool);
|
|
CLAMP(texmask, 0.0f, 1.0f);
|
|
mask *= texmask;
|
|
}
|
|
}
|
|
|
|
if (ps->is_texbrush) {
|
|
MTex *mtex = &brush->mtex;
|
|
float samplecos[3];
|
|
float texrgba[4];
|
|
|
|
/* taking 3d copy to account for 3D mapping too. It gets concatenated during sampling */
|
|
if (mtex->brush_map_mode == MTEX_MAP_MODE_3D) {
|
|
copy_v3_v3(samplecos, projPixel->worldCoSS);
|
|
}
|
|
else {
|
|
copy_v2_v2(samplecos, projPixel->projCoSS);
|
|
samplecos[2] = 0.0f;
|
|
}
|
|
|
|
/* note, for clone and smear, we only use the alpha, could be a special function */
|
|
BKE_brush_sample_tex_3D(ps->scene, brush, samplecos, texrgba, thread_index, pool);
|
|
|
|
copy_v3_v3(texrgb, texrgba);
|
|
mask *= texrgba[3];
|
|
}
|
|
|
|
/* extra mask for normal, layer stencil, .. */
|
|
mask *= ((float)projPixel->mask) * (1.0f / 65535.0f);
|
|
|
|
if (mask > 0.0f) {
|
|
|
|
/* copy of code above */
|
|
if (last_index != projPixel->image_index) {
|
|
last_index = projPixel->image_index;
|
|
last_projIma = projImages + last_index;
|
|
|
|
last_projIma->touch = 1;
|
|
is_floatbuf = (last_projIma->ibuf->rect_float != NULL);
|
|
}
|
|
/* end copy */
|
|
|
|
/* validate undo tile, since we will modify t*/
|
|
*projPixel->valid = true;
|
|
|
|
last_partial_redraw_cell = last_projIma->partRedrawRect + projPixel->bb_cell_index;
|
|
image_paint_partial_redraw_expand(last_partial_redraw_cell, projPixel);
|
|
|
|
/* texrgb is not used for clone, smear or soften */
|
|
switch (tool) {
|
|
case PAINT_TOOL_CLONE:
|
|
if (is_floatbuf) do_projectpaint_clone_f(ps, projPixel, mask);
|
|
else do_projectpaint_clone(ps, projPixel, mask);
|
|
break;
|
|
case PAINT_TOOL_SMEAR:
|
|
sub_v2_v2v2(co, projPixel->projCoSS, pos_ofs);
|
|
|
|
if (is_floatbuf) do_projectpaint_smear_f(ps, projPixel, mask, smearArena, &smearPixels_f, co);
|
|
else do_projectpaint_smear(ps, projPixel, mask, smearArena, &smearPixels, co);
|
|
break;
|
|
case PAINT_TOOL_SOFTEN:
|
|
if (is_floatbuf) do_projectpaint_soften_f(ps, projPixel, mask, softenArena, &softenPixels_f);
|
|
else do_projectpaint_soften(ps, projPixel, mask, softenArena, &softenPixels);
|
|
break;
|
|
case PAINT_TOOL_MASK:
|
|
if (is_floatbuf) do_projectpaint_mask_f(ps, projPixel, mask);
|
|
else do_projectpaint_mask(ps, projPixel, mask);
|
|
break;
|
|
default:
|
|
if (is_floatbuf) do_projectpaint_draw_f(ps, projPixel, texrgb, mask);
|
|
else do_projectpaint_draw(ps, projPixel, texrgb, mask, ps->dither, projPixel->x_px, projPixel->y_px);
|
|
break;
|
|
}
|
|
|
|
if (lock_alpha) {
|
|
if (is_floatbuf) {
|
|
/* slightly more involved case since floats are in premultiplied space we need
|
|
* to make sure alpha is consistent, see T44627 */
|
|
float rgb_straight[4];
|
|
premul_to_straight_v4_v4(rgb_straight, projPixel->pixel.f_pt);
|
|
rgb_straight[3] = projPixel->origColor.f_pt[3];
|
|
straight_to_premul_v4_v4(projPixel->pixel.f_pt, rgb_straight);
|
|
}
|
|
else projPixel->pixel.ch_pt[3] = projPixel->origColor.ch_pt[3];
|
|
}
|
|
}
|
|
|
|
/* done painting */
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (tool == PAINT_TOOL_SMEAR) {
|
|
|
|
for (node = smearPixels; node; node = node->next) { /* this wont run for a float image */
|
|
projPixel = node->link;
|
|
*projPixel->pixel.uint_pt = ((ProjPixelClone *)projPixel)->clonepx.uint;
|
|
}
|
|
|
|
for (node = smearPixels_f; node; node = node->next) {
|
|
projPixel = node->link;
|
|
copy_v4_v4(projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.f);
|
|
}
|
|
|
|
BLI_memarena_free(smearArena);
|
|
}
|
|
else if (tool == PAINT_TOOL_SOFTEN) {
|
|
|
|
for (node = softenPixels; node; node = node->next) { /* this wont run for a float image */
|
|
projPixel = node->link;
|
|
*projPixel->pixel.uint_pt = projPixel->newColor.uint;
|
|
}
|
|
|
|
for (node = softenPixels_f; node; node = node->next) {
|
|
projPixel = node->link;
|
|
copy_v4_v4(projPixel->pixel.f_pt, projPixel->newColor.f);
|
|
}
|
|
|
|
BLI_memarena_free(softenArena);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static bool project_paint_op(void *state, const float lastpos[2], const float pos[2])
|
|
{
|
|
/* First unpack args from the struct */
|
|
ProjPaintState *ps = (ProjPaintState *)state;
|
|
bool touch_any = false;
|
|
|
|
ProjectHandle handles[BLENDER_MAX_THREADS];
|
|
ListBase threads;
|
|
int a, i;
|
|
|
|
struct ImagePool *pool;
|
|
|
|
if (!project_bucket_iter_init(ps, pos)) {
|
|
return 0;
|
|
}
|
|
|
|
if (ps->thread_tot > 1)
|
|
BLI_init_threads(&threads, do_projectpaint_thread, ps->thread_tot);
|
|
|
|
pool = BKE_image_pool_new();
|
|
|
|
/* get the threads running */
|
|
for (a = 0; a < ps->thread_tot; a++) {
|
|
|
|
/* set defaults in handles */
|
|
//memset(&handles[a], 0, sizeof(BakeShade));
|
|
|
|
handles[a].ps = ps;
|
|
copy_v2_v2(handles[a].mval, pos);
|
|
copy_v2_v2(handles[a].prevmval, lastpos);
|
|
|
|
/* thread specific */
|
|
handles[a].thread_index = a;
|
|
|
|
handles[a].projImages = BLI_memarena_alloc(ps->arena_mt[a], ps->image_tot * sizeof(ProjPaintImage));
|
|
|
|
memcpy(handles[a].projImages, ps->projImages, ps->image_tot * sizeof(ProjPaintImage));
|
|
|
|
/* image bounds */
|
|
for (i = 0; i < ps->image_tot; i++) {
|
|
handles[a].projImages[i].partRedrawRect = BLI_memarena_alloc(ps->arena_mt[a], sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
|
|
memcpy(handles[a].projImages[i].partRedrawRect, ps->projImages[i].partRedrawRect, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
|
|
}
|
|
|
|
handles[a].pool = pool;
|
|
|
|
if (ps->thread_tot > 1)
|
|
BLI_insert_thread(&threads, &handles[a]);
|
|
}
|
|
|
|
if (ps->thread_tot > 1) /* wait for everything to be done */
|
|
BLI_end_threads(&threads);
|
|
else
|
|
do_projectpaint_thread(&handles[0]);
|
|
|
|
|
|
BKE_image_pool_free(pool);
|
|
|
|
/* move threaded bounds back into ps->projectPartialRedraws */
|
|
for (i = 0; i < ps->image_tot; i++) {
|
|
int touch = 0;
|
|
for (a = 0; a < ps->thread_tot; a++) {
|
|
touch |= partial_redraw_array_merge(ps->projImages[i].partRedrawRect, handles[a].projImages[i].partRedrawRect, PROJ_BOUNDBOX_SQUARED);
|
|
}
|
|
|
|
if (touch) {
|
|
ps->projImages[i].touch = 1;
|
|
touch_any = 1;
|
|
}
|
|
}
|
|
|
|
/* calculate pivot for rotation around seletion if needed */
|
|
if (U.uiflag & USER_ORBIT_SELECTION) {
|
|
float w[3];
|
|
int index;
|
|
int side;
|
|
|
|
index = project_paint_PickFace(ps, pos, w, &side);
|
|
|
|
if (index != -1) {
|
|
MFace *mf;
|
|
float world[3];
|
|
UnifiedPaintSettings *ups = &ps->scene->toolsettings->unified_paint_settings;
|
|
|
|
mf = ps->dm_mface + index;
|
|
|
|
if (side == 0) {
|
|
interp_v3_v3v3v3(world, ps->dm_mvert[(*(&mf->v1))].co, ps->dm_mvert[(*(&mf->v2))].co, ps->dm_mvert[(*(&mf->v3))].co, w);
|
|
}
|
|
else {
|
|
interp_v3_v3v3v3(world, ps->dm_mvert[(*(&mf->v1))].co, ps->dm_mvert[(*(&mf->v3))].co, ps->dm_mvert[(*(&mf->v4))].co, w);
|
|
}
|
|
|
|
ups->average_stroke_counter++;
|
|
mul_m4_v3(ps->obmat, world);
|
|
add_v3_v3(ups->average_stroke_accum, world);
|
|
ups->last_stroke_valid = true;
|
|
}
|
|
}
|
|
|
|
return touch_any;
|
|
}
|
|
|
|
|
|
static void paint_proj_stroke_ps(
|
|
const bContext *UNUSED(C), void *ps_handle_p, const float prev_pos[2], const float pos[2],
|
|
const bool eraser, float pressure, float distance, float size,
|
|
/* extra view */
|
|
ProjPaintState *ps
|
|
)
|
|
{
|
|
ProjStrokeHandle *ps_handle = ps_handle_p;
|
|
Brush *brush = ps->brush;
|
|
Scene *scene = ps->scene;
|
|
|
|
ps->brush_size = size;
|
|
ps->blend = brush->blend;
|
|
if (eraser)
|
|
ps->blend = IMB_BLEND_ERASE_ALPHA;
|
|
|
|
/* handle gradient and inverted stroke color here */
|
|
if (ps->tool == PAINT_TOOL_DRAW) {
|
|
paint_brush_color_get(scene, brush, false, ps->mode == BRUSH_STROKE_INVERT, distance, pressure, ps->paint_color, NULL);
|
|
srgb_to_linearrgb_v3_v3(ps->paint_color_linear, ps->paint_color);
|
|
}
|
|
else if (ps->tool == PAINT_TOOL_FILL) {
|
|
copy_v3_v3(ps->paint_color, BKE_brush_color_get(scene, brush));
|
|
srgb_to_linearrgb_v3_v3(ps->paint_color_linear, ps->paint_color);
|
|
}
|
|
else if (ps->tool == PAINT_TOOL_MASK) {
|
|
ps->stencil_value = brush->weight;
|
|
|
|
if ((ps->mode == BRUSH_STROKE_INVERT) ^
|
|
((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0))
|
|
{
|
|
ps->stencil_value = 1.0f - ps->stencil_value;
|
|
}
|
|
}
|
|
|
|
if (project_paint_op(ps, prev_pos, pos)) {
|
|
ps_handle->need_redraw = true;
|
|
project_image_refresh_tagged(ps);
|
|
}
|
|
}
|
|
|
|
|
|
void paint_proj_stroke(
|
|
const bContext *C, void *ps_handle_p, const float prev_pos[2], const float pos[2],
|
|
const bool eraser, float pressure, float distance, float size)
|
|
{
|
|
int i;
|
|
ProjStrokeHandle *ps_handle = ps_handle_p;
|
|
|
|
/* clone gets special treatment here to avoid going through image initialization */
|
|
if (ps_handle->is_clone_cursor_pick) {
|
|
Scene *scene = ps_handle->scene;
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
ARegion *ar = CTX_wm_region(C);
|
|
float *cursor = ED_view3d_cursor3d_get(scene, v3d);
|
|
int mval_i[2] = {(int)pos[0], (int)pos[1]};
|
|
|
|
view3d_operator_needs_opengl(C);
|
|
|
|
if (!ED_view3d_autodist(scene, ar, v3d, mval_i, cursor, false, NULL))
|
|
return;
|
|
|
|
ED_region_tag_redraw(ar);
|
|
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < ps_handle->ps_views_tot; i++) {
|
|
ProjPaintState *ps = ps_handle->ps_views[i];
|
|
paint_proj_stroke_ps(C, ps_handle_p, prev_pos, pos, eraser, pressure, distance, size, ps);
|
|
}
|
|
}
|
|
|
|
|
|
/* initialize project paint settings from context */
|
|
static void project_state_init(bContext *C, Object *ob, ProjPaintState *ps, int mode)
|
|
{
|
|
Scene *scene = CTX_data_scene(C);
|
|
ToolSettings *settings = scene->toolsettings;
|
|
|
|
/* brush */
|
|
ps->mode = mode;
|
|
ps->brush = BKE_paint_brush(&settings->imapaint.paint);
|
|
if (ps->brush) {
|
|
Brush *brush = ps->brush;
|
|
ps->tool = brush->imagepaint_tool;
|
|
ps->blend = brush->blend;
|
|
/* only check for inversion for the soften tool, elsewhere, a resident brush inversion flag can cause issues */
|
|
if (brush->imagepaint_tool == PAINT_TOOL_SOFTEN) {
|
|
ps->mode = ((ps->mode == BRUSH_STROKE_INVERT) ^ ((brush->flag & BRUSH_DIR_IN) != 0) ?
|
|
BRUSH_STROKE_INVERT : BRUSH_STROKE_NORMAL);
|
|
|
|
ps->blurkernel = paint_new_blur_kernel(brush, true);
|
|
}
|
|
|
|
/* disable for 3d mapping also because painting on mirrored mesh can create "stripes" */
|
|
ps->do_masking = paint_use_opacity_masking(brush);
|
|
ps->is_texbrush = (brush->mtex.tex && brush->imagepaint_tool == PAINT_TOOL_DRAW) ? true : false;
|
|
ps->is_maskbrush = (brush->mask_mtex.tex) ? true : false;
|
|
}
|
|
else {
|
|
/* brush may be NULL*/
|
|
ps->do_masking = false;
|
|
ps->is_texbrush = false;
|
|
ps->is_maskbrush = false;
|
|
}
|
|
|
|
/* sizeof(ProjPixel), since we alloc this a _lot_ */
|
|
ps->pixel_sizeof = project_paint_pixel_sizeof(ps->tool);
|
|
BLI_assert(ps->pixel_sizeof >= sizeof(ProjPixel));
|
|
|
|
/* these can be NULL */
|
|
ps->v3d = CTX_wm_view3d(C);
|
|
ps->rv3d = CTX_wm_region_view3d(C);
|
|
ps->ar = CTX_wm_region(C);
|
|
|
|
ps->scene = scene;
|
|
ps->ob = ob; /* allow override of active object */
|
|
|
|
ps->do_material_slots = (settings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL);
|
|
ps->stencil_ima = settings->imapaint.stencil;
|
|
ps->canvas_ima = (!ps->do_material_slots) ?
|
|
settings->imapaint.canvas : NULL;
|
|
ps->clone_ima = (!ps->do_material_slots) ?
|
|
settings->imapaint.clone : NULL;
|
|
|
|
ps->do_mask_cavity = (settings->imapaint.paint.flags & PAINT_USE_CAVITY_MASK) ? true : false;
|
|
ps->cavity_curve = settings->imapaint.paint.cavity_curve;
|
|
|
|
/* setup projection painting data */
|
|
if (ps->tool != PAINT_TOOL_FILL) {
|
|
ps->do_backfacecull = (settings->imapaint.flag & IMAGEPAINT_PROJECT_BACKFACE) ? false : true;
|
|
ps->do_occlude = (settings->imapaint.flag & IMAGEPAINT_PROJECT_XRAY) ? false : true;
|
|
ps->do_mask_normal = (settings->imapaint.flag & IMAGEPAINT_PROJECT_FLAT) ? false : true;
|
|
}
|
|
else {
|
|
ps->do_backfacecull = ps->do_occlude = ps->do_mask_normal = 0;
|
|
}
|
|
ps->do_new_shading_nodes = BKE_scene_use_new_shading_nodes(scene); /* only cache the value */
|
|
|
|
if (ps->tool == PAINT_TOOL_CLONE)
|
|
ps->do_layer_clone = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) ? 1 : 0;
|
|
|
|
|
|
ps->do_stencil_brush = (ps->brush && ps->brush->imagepaint_tool == PAINT_TOOL_MASK);
|
|
/* deactivate stenciling for the stencil brush :) */
|
|
ps->do_layer_stencil = ((settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL) &&
|
|
!(ps->do_stencil_brush) && ps->stencil_ima);
|
|
ps->do_layer_stencil_inv = ((settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0);
|
|
|
|
|
|
#ifndef PROJ_DEBUG_NOSEAMBLEED
|
|
ps->seam_bleed_px = settings->imapaint.seam_bleed; /* pixel num to bleed */
|
|
#endif
|
|
|
|
if (ps->do_mask_normal) {
|
|
ps->normal_angle_inner = settings->imapaint.normal_angle;
|
|
ps->normal_angle = (ps->normal_angle_inner + 90.0f) * 0.5f;
|
|
}
|
|
else {
|
|
ps->normal_angle_inner = ps->normal_angle = settings->imapaint.normal_angle;
|
|
}
|
|
|
|
ps->normal_angle_inner *= (float)(M_PI_2 / 90);
|
|
ps->normal_angle *= (float)(M_PI_2 / 90);
|
|
ps->normal_angle_range = ps->normal_angle - ps->normal_angle_inner;
|
|
|
|
if (ps->normal_angle_range <= 0.0f)
|
|
ps->do_mask_normal = false; /* no need to do blending */
|
|
|
|
ps->normal_angle__cos = cosf(ps->normal_angle);
|
|
ps->normal_angle_inner__cos = cosf(ps->normal_angle_inner);
|
|
|
|
ps->dither = settings->imapaint.dither;
|
|
|
|
return;
|
|
}
|
|
|
|
void *paint_proj_new_stroke(bContext *C, Object *ob, const float mouse[2], int mode)
|
|
{
|
|
ProjStrokeHandle *ps_handle;
|
|
Scene *scene = CTX_data_scene(C);
|
|
ToolSettings *settings = scene->toolsettings;
|
|
int i;
|
|
bool is_multi_view;
|
|
char symmetry_flag_views[ARRAY_SIZE(ps_handle->ps_views)] = {0};
|
|
|
|
ps_handle = MEM_callocN(sizeof(ProjStrokeHandle), "ProjStrokeHandle");
|
|
ps_handle->scene = scene;
|
|
ps_handle->brush = BKE_paint_brush(&settings->imapaint.paint);
|
|
|
|
/* bypass regular stroke logic */
|
|
if ((ps_handle->brush->imagepaint_tool == PAINT_TOOL_CLONE) &&
|
|
(mode == BRUSH_STROKE_INVERT))
|
|
{
|
|
view3d_operator_needs_opengl(C);
|
|
ps_handle->is_clone_cursor_pick = true;
|
|
return ps_handle;
|
|
}
|
|
|
|
ps_handle->orig_brush_size = BKE_brush_size_get(scene, ps_handle->brush);
|
|
|
|
ps_handle->symmetry_flags = settings->imapaint.paint.symmetry_flags & PAINT_SYMM_AXIS_ALL;
|
|
ps_handle->ps_views_tot = 1 + (pow_i(2, count_bits_i(ps_handle->symmetry_flags)) - 1);
|
|
is_multi_view = (ps_handle->ps_views_tot != 1);
|
|
|
|
for (i = 0; i < ps_handle->ps_views_tot; i++) {
|
|
ProjPaintState *ps = MEM_callocN(sizeof(ProjPaintState), "ProjectionPaintState");
|
|
ps_handle->ps_views[i] = ps;
|
|
}
|
|
|
|
if (ps_handle->symmetry_flags) {
|
|
int index = 0;
|
|
|
|
int x = 0;
|
|
do {
|
|
int y = 0;
|
|
do {
|
|
int z = 0;
|
|
do {
|
|
symmetry_flag_views[index++] = (
|
|
(x ? PAINT_SYMM_X : 0) |
|
|
(y ? PAINT_SYMM_Y : 0) |
|
|
(z ? PAINT_SYMM_Z : 0));
|
|
BLI_assert(index <= ps_handle->ps_views_tot);
|
|
} while ((z++ == 0) && (ps_handle->symmetry_flags & PAINT_SYMM_Z));
|
|
} while ((y++ == 0) && (ps_handle->symmetry_flags & PAINT_SYMM_Y));
|
|
} while ((x++ == 0) && (ps_handle->symmetry_flags & PAINT_SYMM_X));
|
|
BLI_assert(index == ps_handle->ps_views_tot);
|
|
}
|
|
|
|
for (i = 0; i < ps_handle->ps_views_tot; i++) {
|
|
ProjPaintState *ps = ps_handle->ps_views[i];
|
|
|
|
project_state_init(C, ob, ps, mode);
|
|
|
|
if (ps->ob == NULL || !(ps->ob->lay & ps->v3d->lay)) {
|
|
ps_handle->ps_views_tot = i + 1;
|
|
goto fail;
|
|
}
|
|
}
|
|
|
|
/* Don't allow brush size below 2 */
|
|
if (BKE_brush_size_get(scene, ps_handle->brush) < 2)
|
|
BKE_brush_size_set(scene, ps_handle->brush, 2 * U.pixelsize);
|
|
|
|
/* allocate and initialize spatial data structures */
|
|
|
|
for (i = 0; i < ps_handle->ps_views_tot; i++) {
|
|
ProjPaintState *ps = ps_handle->ps_views[i];
|
|
|
|
ps->source = (ps->tool == PAINT_TOOL_FILL) ? PROJ_SRC_VIEW_FILL : PROJ_SRC_VIEW;
|
|
project_image_refresh_tagged(ps);
|
|
|
|
/* re-use! */
|
|
if (i != 0) {
|
|
ps->is_shared_user = true;
|
|
PROJ_PAINT_STATE_SHARED_MEMCPY(ps, ps_handle->ps_views[0]);
|
|
}
|
|
|
|
project_paint_begin(ps, is_multi_view, symmetry_flag_views[i]);
|
|
|
|
paint_proj_begin_clone(ps, mouse);
|
|
|
|
if (ps->dm == NULL) {
|
|
goto fail;
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
paint_brush_init_tex(ps_handle->brush);
|
|
|
|
return ps_handle;
|
|
|
|
|
|
fail:
|
|
for (i = 0; i < ps_handle->ps_views_tot; i++) {
|
|
ProjPaintState *ps = ps_handle->ps_views[i];
|
|
MEM_freeN(ps);
|
|
}
|
|
MEM_freeN(ps_handle);
|
|
return NULL;
|
|
}
|
|
|
|
void paint_proj_redraw(const bContext *C, void *ps_handle_p, bool final)
|
|
{
|
|
ProjStrokeHandle *ps_handle = ps_handle_p;
|
|
|
|
if (ps_handle->need_redraw) {
|
|
ps_handle->need_redraw = false;
|
|
}
|
|
else if (!final) {
|
|
return;
|
|
}
|
|
|
|
if (final) {
|
|
/* compositor listener deals with updating */
|
|
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, NULL);
|
|
}
|
|
else {
|
|
ED_region_tag_redraw(CTX_wm_region(C));
|
|
}
|
|
}
|
|
|
|
void paint_proj_stroke_done(void *ps_handle_p)
|
|
{
|
|
ProjStrokeHandle *ps_handle = ps_handle_p;
|
|
Scene *scene = ps_handle->scene;
|
|
int i;
|
|
|
|
if (ps_handle->is_clone_cursor_pick) {
|
|
MEM_freeN(ps_handle);
|
|
return;
|
|
}
|
|
|
|
for (i = 1; i < ps_handle->ps_views_tot; i++) {
|
|
PROJ_PAINT_STATE_SHARED_CLEAR(ps_handle->ps_views[i]);
|
|
}
|
|
|
|
BKE_brush_size_set(scene, ps_handle->brush, ps_handle->orig_brush_size);
|
|
|
|
paint_brush_exit_tex(ps_handle->brush);
|
|
|
|
for (i = 0; i < ps_handle->ps_views_tot; i++) {
|
|
ProjPaintState *ps;
|
|
ps = ps_handle->ps_views[i];
|
|
project_paint_end(ps);
|
|
MEM_freeN(ps);
|
|
|
|
}
|
|
|
|
MEM_freeN(ps_handle);
|
|
}
|
|
/* use project paint to re-apply an image */
|
|
static int texture_paint_camera_project_exec(bContext *C, wmOperator *op)
|
|
{
|
|
Image *image = BLI_findlink(&CTX_data_main(C)->image, RNA_enum_get(op->ptr, "image"));
|
|
Scene *scene = CTX_data_scene(C);
|
|
ProjPaintState ps = {NULL};
|
|
int orig_brush_size;
|
|
IDProperty *idgroup;
|
|
IDProperty *view_data = NULL;
|
|
Object *ob = OBACT;
|
|
bool uvs, mat, tex;
|
|
|
|
if (ob == NULL || ob->type != OB_MESH) {
|
|
BKE_report(op->reports, RPT_ERROR, "No active mesh object");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
if (!BKE_paint_proj_mesh_data_check(scene, ob, &uvs, &mat, &tex, NULL)) {
|
|
BKE_paint_data_warning(op->reports, uvs, mat, tex, true);
|
|
WM_event_add_notifier(C, NC_SCENE | ND_TOOLSETTINGS, NULL);
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
project_state_init(C, ob, &ps, BRUSH_STROKE_NORMAL);
|
|
|
|
if (image == NULL) {
|
|
BKE_report(op->reports, RPT_ERROR, "Image could not be found");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
ps.reproject_image = image;
|
|
ps.reproject_ibuf = BKE_image_acquire_ibuf(image, NULL, NULL);
|
|
|
|
if (ps.reproject_ibuf == NULL || ps.reproject_ibuf->rect == NULL) {
|
|
BKE_report(op->reports, RPT_ERROR, "Image data could not be found");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
idgroup = IDP_GetProperties(&image->id, 0);
|
|
|
|
if (idgroup) {
|
|
view_data = IDP_GetPropertyTypeFromGroup(idgroup, PROJ_VIEW_DATA_ID, IDP_ARRAY);
|
|
|
|
/* type check to make sure its ok */
|
|
if (view_data->len != PROJ_VIEW_DATA_SIZE || view_data->subtype != IDP_FLOAT) {
|
|
BKE_report(op->reports, RPT_ERROR, "Image project data invalid");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
}
|
|
|
|
if (view_data) {
|
|
/* image has stored view projection info */
|
|
ps.source = PROJ_SRC_IMAGE_VIEW;
|
|
}
|
|
else {
|
|
ps.source = PROJ_SRC_IMAGE_CAM;
|
|
|
|
if (scene->camera == NULL) {
|
|
BKE_report(op->reports, RPT_ERROR, "No active camera set");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
}
|
|
|
|
/* override */
|
|
ps.is_texbrush = false;
|
|
ps.is_maskbrush = false;
|
|
ps.do_masking = false;
|
|
orig_brush_size = BKE_brush_size_get(scene, ps.brush);
|
|
BKE_brush_size_set(scene, ps.brush, 32 * U.pixelsize); /* cover the whole image */
|
|
|
|
ps.tool = PAINT_TOOL_DRAW; /* so pixels are initialized with minimal info */
|
|
|
|
scene->toolsettings->imapaint.flag |= IMAGEPAINT_DRAWING;
|
|
|
|
ED_undo_paint_push_begin(UNDO_PAINT_IMAGE, op->type->name,
|
|
ED_image_undo_restore, ED_image_undo_free, NULL);
|
|
|
|
/* allocate and initialize spatial data structures */
|
|
project_paint_begin(&ps, false, 0);
|
|
|
|
if (ps.dm == NULL) {
|
|
BKE_brush_size_set(scene, ps.brush, orig_brush_size);
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
else {
|
|
float pos[2] = {0.0, 0.0};
|
|
float lastpos[2] = {0.0, 0.0};
|
|
int a;
|
|
|
|
for (a = 0; a < ps.image_tot; a++)
|
|
partial_redraw_array_init(ps.projImages[a].partRedrawRect);
|
|
|
|
project_paint_op(&ps, lastpos, pos);
|
|
|
|
project_image_refresh_tagged(&ps);
|
|
|
|
for (a = 0; a < ps.image_tot; a++) {
|
|
GPU_free_image(ps.projImages[a].ima);
|
|
WM_event_add_notifier(C, NC_IMAGE | NA_EDITED, ps.projImages[a].ima);
|
|
}
|
|
}
|
|
|
|
project_paint_end(&ps);
|
|
|
|
scene->toolsettings->imapaint.flag &= ~IMAGEPAINT_DRAWING;
|
|
BKE_brush_size_set(scene, ps.brush, orig_brush_size);
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
void PAINT_OT_project_image(wmOperatorType *ot)
|
|
{
|
|
PropertyRNA *prop;
|
|
|
|
/* identifiers */
|
|
ot->name = "Project Image";
|
|
ot->idname = "PAINT_OT_project_image";
|
|
ot->description = "Project an edited render from the active camera back onto the object";
|
|
|
|
/* api callbacks */
|
|
ot->invoke = WM_enum_search_invoke;
|
|
ot->exec = texture_paint_camera_project_exec;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
|
|
prop = RNA_def_enum(ot->srna, "image", DummyRNA_NULL_items, 0, "Image", "");
|
|
RNA_def_enum_funcs(prop, RNA_image_itemf);
|
|
RNA_def_property_flag(prop, PROP_ENUM_NO_TRANSLATE);
|
|
ot->prop = prop;
|
|
}
|
|
|
|
static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op)
|
|
{
|
|
Image *image;
|
|
ImBuf *ibuf;
|
|
char filename[FILE_MAX];
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
ToolSettings *settings = scene->toolsettings;
|
|
int w = settings->imapaint.screen_grab_size[0];
|
|
int h = settings->imapaint.screen_grab_size[1];
|
|
int maxsize;
|
|
char err_out[256] = "unknown";
|
|
|
|
RNA_string_get(op->ptr, "filepath", filename);
|
|
|
|
maxsize = GPU_max_texture_size();
|
|
|
|
if (w > maxsize) w = maxsize;
|
|
if (h > maxsize) h = maxsize;
|
|
|
|
ibuf = ED_view3d_draw_offscreen_imbuf(scene, CTX_wm_view3d(C), CTX_wm_region(C), w, h, IB_rect, false, R_ALPHAPREMUL, NULL, err_out);
|
|
if (!ibuf) {
|
|
/* Mostly happens when OpenGL offscreen buffer was failed to create, */
|
|
/* but could be other reasons. Should be handled in the future. nazgul */
|
|
BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer: %s", err_out);
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
image = BKE_image_add_from_imbuf(ibuf, "image_view");
|
|
|
|
/* Drop reference to ibuf so that the image owns it */
|
|
IMB_freeImBuf(ibuf);
|
|
|
|
if (image) {
|
|
/* now for the trickyness. store the view projection here!
|
|
* re-projection will reuse this */
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
RegionView3D *rv3d = CTX_wm_region_view3d(C);
|
|
|
|
IDPropertyTemplate val;
|
|
IDProperty *idgroup = IDP_GetProperties(&image->id, 1);
|
|
IDProperty *view_data;
|
|
bool is_ortho;
|
|
float *array;
|
|
|
|
val.array.len = PROJ_VIEW_DATA_SIZE;
|
|
val.array.type = IDP_FLOAT;
|
|
view_data = IDP_New(IDP_ARRAY, &val, PROJ_VIEW_DATA_ID);
|
|
|
|
array = (float *)IDP_Array(view_data);
|
|
memcpy(array, rv3d->winmat, sizeof(rv3d->winmat)); array += sizeof(rv3d->winmat) / sizeof(float);
|
|
memcpy(array, rv3d->viewmat, sizeof(rv3d->viewmat)); array += sizeof(rv3d->viewmat) / sizeof(float);
|
|
is_ortho = ED_view3d_clip_range_get(v3d, rv3d, &array[0], &array[1], true);
|
|
/* using float for a bool is dodgy but since its an extra member in the array...
|
|
* easier then adding a single bool prop */
|
|
array[2] = is_ortho ? 1.0f : 0.0f;
|
|
|
|
IDP_AddToGroup(idgroup, view_data);
|
|
}
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
void PAINT_OT_image_from_view(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Image from View";
|
|
ot->idname = "PAINT_OT_image_from_view";
|
|
ot->description = "Make an image from the current 3D view for re-projection";
|
|
|
|
/* api callbacks */
|
|
ot->exec = texture_paint_image_from_view_exec;
|
|
ot->poll = ED_operator_region_view3d_active;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER;
|
|
|
|
RNA_def_string_file_name(ot->srna, "filepath", NULL, FILE_MAX, "File Path", "Name of the file");
|
|
}
|
|
|
|
/*********************************************
|
|
* Data generation for projective texturing *
|
|
* *******************************************/
|
|
|
|
void BKE_paint_data_warning(struct ReportList *reports, bool uvs, bool mat, bool tex, bool stencil)
|
|
{
|
|
BKE_reportf(reports, RPT_WARNING, "Missing%s%s%s%s detected!",
|
|
!uvs ? " UVs," : "",
|
|
!mat ? " Materials," : "",
|
|
!tex ? " Textures," : "",
|
|
!stencil ? " Stencil," : ""
|
|
);
|
|
}
|
|
|
|
/* Make sure that active object has a material, and assign UVs and image layers if they do not exist */
|
|
bool BKE_paint_proj_mesh_data_check(Scene *scene, Object *ob, bool *uvs, bool *mat, bool *tex, bool *stencil)
|
|
{
|
|
Mesh *me;
|
|
int layernum;
|
|
ImagePaintSettings *imapaint = &scene->toolsettings->imapaint;
|
|
Brush *br = BKE_paint_brush(&imapaint->paint);
|
|
bool hasmat = true;
|
|
bool hastex = true;
|
|
bool hasstencil = true;
|
|
bool hasuvs = true;
|
|
|
|
imapaint->missing_data = 0;
|
|
|
|
BLI_assert(ob->type == OB_MESH);
|
|
|
|
if (imapaint->mode == IMAGEPAINT_MODE_MATERIAL) {
|
|
/* no material, add one */
|
|
if (ob->totcol == 0) {
|
|
hasmat = false;
|
|
hastex = false;
|
|
}
|
|
else {
|
|
/* there may be material slots but they may be empty, check */
|
|
int i;
|
|
hasmat = false;
|
|
hastex = false;
|
|
|
|
for (i = 1; i < ob->totcol + 1; i++) {
|
|
Material *ma = give_current_material(ob, i);
|
|
|
|
if (ma) {
|
|
hasmat = true;
|
|
if (!ma->texpaintslot) {
|
|
/* refresh here just in case */
|
|
BKE_texpaint_slot_refresh_cache(scene, ma);
|
|
|
|
/* if still no slots, we have to add */
|
|
if (ma->texpaintslot) {
|
|
hastex = true;
|
|
break;
|
|
}
|
|
}
|
|
else {
|
|
hastex = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (imapaint->mode == IMAGEPAINT_MODE_IMAGE) {
|
|
if (imapaint->canvas == NULL) {
|
|
hastex = false;
|
|
}
|
|
}
|
|
|
|
me = BKE_mesh_from_object(ob);
|
|
layernum = CustomData_number_of_layers(&me->pdata, CD_MTEXPOLY);
|
|
|
|
if (layernum == 0) {
|
|
hasuvs = false;
|
|
}
|
|
|
|
/* Make sure we have a stencil to paint on! */
|
|
if (br && br->imagepaint_tool == PAINT_TOOL_MASK) {
|
|
imapaint->flag |= IMAGEPAINT_PROJECT_LAYER_STENCIL;
|
|
|
|
if (imapaint->stencil == NULL) {
|
|
hasstencil = false;
|
|
}
|
|
}
|
|
|
|
if (!hasuvs) imapaint->missing_data |= IMAGEPAINT_MISSING_UVS;
|
|
if (!hasmat) imapaint->missing_data |= IMAGEPAINT_MISSING_MATERIAL;
|
|
if (!hastex) imapaint->missing_data |= IMAGEPAINT_MISSING_TEX;
|
|
if (!hasstencil) imapaint->missing_data |= IMAGEPAINT_MISSING_STENCIL;
|
|
|
|
if (uvs) {
|
|
*uvs = hasuvs;
|
|
}
|
|
if (mat) {
|
|
*mat = hasmat;
|
|
}
|
|
if (tex) {
|
|
*tex = hastex;
|
|
}
|
|
if (stencil) {
|
|
*stencil = hasstencil;
|
|
}
|
|
|
|
return hasuvs && hasmat && hastex && hasstencil;
|
|
}
|
|
|
|
/* Add layer operator */
|
|
|
|
static EnumPropertyItem layer_type_items[] = {
|
|
{MAP_COL, "DIFFUSE_COLOR", 0, "Diffuse Color", ""},
|
|
{MAP_REF, "DIFFUSE_INTENSITY", 0, "Diffuse Intensity", ""},
|
|
{MAP_ALPHA, "ALPHA", 0, "Alpha", ""},
|
|
{MAP_TRANSLU, "TRANSLUCENCY", 0, "Translucency", ""},
|
|
{MAP_COLSPEC, "SPECULAR_COLOR", 0, "Specular Color", ""},
|
|
{MAP_SPEC, "SPECULAR_INTENSITY", 0, "Specular Intensity", ""},
|
|
{MAP_HAR, "SPECULAR_HARDNESS", 0, "Specular Hardness", ""},
|
|
{MAP_AMB, "AMBIENT", 0, "Ambient", ""},
|
|
{MAP_EMIT, "EMIT", 0, "Emit", ""},
|
|
{MAP_COLMIR, "MIRROR_COLOR", 0, "Mirror Color", ""},
|
|
{MAP_RAYMIRR, "RAYMIRROR", 0, "Ray Mirror", ""},
|
|
{MAP_NORM, "NORMAL", 0, "Normal", ""},
|
|
{MAP_WARP, "WARP", 0, "Warp", ""},
|
|
{MAP_DISPLACE, "DISPLACE", 0, "Displace", ""},
|
|
{0, NULL, 0, NULL, NULL}
|
|
};
|
|
|
|
static Image *proj_paint_image_create(wmOperator *op, Main *bmain)
|
|
{
|
|
Image *ima;
|
|
float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
char imagename[MAX_ID_NAME - 2] = "Material Diffuse Color";
|
|
int width = 1024;
|
|
int height = 1024;
|
|
bool use_float = false;
|
|
short gen_type = IMA_GENTYPE_BLANK;
|
|
bool alpha = false;
|
|
|
|
if (op) {
|
|
width = RNA_int_get(op->ptr, "width");
|
|
height = RNA_int_get(op->ptr, "height");
|
|
use_float = RNA_boolean_get(op->ptr, "float");
|
|
gen_type = RNA_enum_get(op->ptr, "generated_type");
|
|
RNA_float_get_array(op->ptr, "color", color);
|
|
alpha = RNA_boolean_get(op->ptr, "alpha");
|
|
RNA_string_get(op->ptr, "name", imagename);
|
|
}
|
|
ima = BKE_image_add_generated(bmain, width, height, imagename, alpha ? 32 : 24, use_float,
|
|
gen_type, color, false);
|
|
|
|
return ima;
|
|
}
|
|
|
|
static bool proj_paint_add_slot(bContext *C, wmOperator *op)
|
|
{
|
|
Object *ob = CTX_data_active_object(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
Material *ma;
|
|
bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
|
|
Image *ima = NULL;
|
|
|
|
if (!ob)
|
|
return false;
|
|
|
|
ma = give_current_material(ob, ob->actcol);
|
|
|
|
if (ma) {
|
|
Main *bmain = CTX_data_main(C);
|
|
|
|
if (!is_bi && BKE_scene_use_new_shading_nodes(scene)) {
|
|
bNode *imanode;
|
|
bNodeTree *ntree = ma->nodetree;
|
|
|
|
if (!ntree) {
|
|
ED_node_shader_default(C, &ma->id);
|
|
ntree = ma->nodetree;
|
|
}
|
|
|
|
ma->use_nodes = true;
|
|
|
|
/* try to add an image node */
|
|
imanode = nodeAddStaticNode(C, ntree, SH_NODE_TEX_IMAGE);
|
|
|
|
ima = proj_paint_image_create(op, bmain);
|
|
imanode->id = &ima->id;
|
|
|
|
nodeSetActive(ntree, imanode);
|
|
|
|
ntreeUpdateTree(CTX_data_main(C), ntree);
|
|
}
|
|
else {
|
|
MTex *mtex = BKE_texture_mtex_add_id(&ma->id, -1);
|
|
|
|
/* successful creation of mtex layer, now create set */
|
|
if (mtex) {
|
|
int type = MAP_COL;
|
|
int type_id = 0;
|
|
|
|
if (op) {
|
|
int i;
|
|
type = RNA_enum_get(op->ptr, "type");
|
|
|
|
for (i = 0; i < ARRAY_SIZE(layer_type_items); i++) {
|
|
if (layer_type_items[i].value == type) {
|
|
type_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
mtex->tex = BKE_texture_add(bmain, DATA_(layer_type_items[type_id].name));
|
|
mtex->mapto = type;
|
|
|
|
if (mtex->tex) {
|
|
ima = mtex->tex->ima = proj_paint_image_create(op, bmain);
|
|
}
|
|
|
|
WM_event_add_notifier(C, NC_TEXTURE | NA_ADDED, mtex->tex);
|
|
}
|
|
}
|
|
|
|
if (ima) {
|
|
BKE_texpaint_slot_refresh_cache(scene, ma);
|
|
BKE_image_signal(ima, NULL, IMA_SIGNAL_USER_NEW_IMAGE);
|
|
WM_event_add_notifier(C, NC_IMAGE | NA_ADDED, ima);
|
|
DAG_id_tag_update(&ma->id, 0);
|
|
ED_area_tag_redraw(CTX_wm_area(C));
|
|
|
|
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static int texture_paint_add_texture_paint_slot_exec(bContext *C, wmOperator *op)
|
|
{
|
|
if (proj_paint_add_slot(C, op)) {
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
else {
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
}
|
|
|
|
|
|
static int texture_paint_add_texture_paint_slot_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
|
|
{
|
|
char imagename[MAX_ID_NAME - 2];
|
|
Object *ob = CTX_data_active_object(C);
|
|
Material *ma = give_current_material(ob, ob->actcol);
|
|
int type = RNA_enum_get(op->ptr, "type");
|
|
|
|
if (!ma) {
|
|
ma = BKE_material_add(CTX_data_main(C), "Material");
|
|
/* no material found, just assign to first slot */
|
|
assign_material(ob, ma, ob->actcol, BKE_MAT_ASSIGN_USERPREF);
|
|
}
|
|
|
|
type = RNA_enum_from_value(layer_type_items, type);
|
|
|
|
/* get the name of the texture layer type */
|
|
BLI_assert(type != -1);
|
|
|
|
/* take the second letter to avoid the ID identifier */
|
|
BLI_snprintf(imagename, FILE_MAX, "%s %s", &ma->id.name[2], layer_type_items[type].name);
|
|
|
|
RNA_string_set(op->ptr, "name", imagename);
|
|
return WM_operator_props_dialog_popup(C, op, 15 * UI_UNIT_X, 5 * UI_UNIT_Y);
|
|
}
|
|
|
|
#define IMA_DEF_NAME N_("Untitled")
|
|
|
|
|
|
void PAINT_OT_add_texture_paint_slot(wmOperatorType *ot)
|
|
{
|
|
PropertyRNA *prop;
|
|
static float default_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
|
|
|
|
/* identifiers */
|
|
ot->name = "Add Texture Paint Slot";
|
|
ot->description = "Add a texture paint slot";
|
|
ot->idname = "PAINT_OT_add_texture_paint_slot";
|
|
|
|
/* api callbacks */
|
|
ot->invoke = texture_paint_add_texture_paint_slot_invoke;
|
|
ot->exec = texture_paint_add_texture_paint_slot_exec;
|
|
ot->poll = ED_operator_region_view3d_active;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_UNDO;
|
|
|
|
/* properties */
|
|
prop = RNA_def_enum(ot->srna, "type", layer_type_items, 0, "Type", "Merge method to use");
|
|
RNA_def_property_flag(prop, PROP_HIDDEN);
|
|
RNA_def_string(ot->srna, "name", IMA_DEF_NAME, MAX_ID_NAME - 2, "Name", "Image datablock name");
|
|
prop = RNA_def_int(ot->srna, "width", 1024, 1, INT_MAX, "Width", "Image width", 1, 16384);
|
|
RNA_def_property_subtype(prop, PROP_PIXEL);
|
|
prop = RNA_def_int(ot->srna, "height", 1024, 1, INT_MAX, "Height", "Image height", 1, 16384);
|
|
RNA_def_property_subtype(prop, PROP_PIXEL);
|
|
prop = RNA_def_float_color(ot->srna, "color", 4, NULL, 0.0f, FLT_MAX, "Color", "Default fill color", 0.0f, 1.0f);
|
|
RNA_def_property_subtype(prop, PROP_COLOR_GAMMA);
|
|
RNA_def_property_float_array_default(prop, default_color);
|
|
RNA_def_boolean(ot->srna, "alpha", 1, "Alpha", "Create an image with an alpha channel");
|
|
RNA_def_enum(ot->srna, "generated_type", image_generated_type_items, IMA_GENTYPE_BLANK,
|
|
"Generated Type", "Fill the image with a grid for UV map testing");
|
|
RNA_def_boolean(ot->srna, "float", 0, "32 bit Float", "Create image with 32 bit floating point bit depth");
|
|
}
|
|
|
|
static int texture_paint_delete_texture_paint_slot_exec(bContext *C, wmOperator *UNUSED(op))
|
|
{
|
|
Object *ob = CTX_data_active_object(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
Material *ma;
|
|
bool is_bi = BKE_scene_uses_blender_internal(scene) || BKE_scene_uses_blender_game(scene);
|
|
TexPaintSlot *slot;
|
|
|
|
/* not supported for node-based engines */
|
|
if (!ob || !is_bi)
|
|
return OPERATOR_CANCELLED;
|
|
|
|
ma = give_current_material(ob, ob->actcol);
|
|
|
|
if (!ma->texpaintslot || ma->use_nodes)
|
|
return OPERATOR_CANCELLED;
|
|
|
|
slot = ma->texpaintslot + ma->paint_active_slot;
|
|
|
|
if (ma->mtex[slot->index]->tex) {
|
|
id_us_min(&ma->mtex[slot->index]->tex->id);
|
|
|
|
if (ma->mtex[slot->index]->tex->ima) {
|
|
id_us_min(&ma->mtex[slot->index]->tex->ima->id);
|
|
}
|
|
}
|
|
MEM_freeN(ma->mtex[slot->index]);
|
|
ma->mtex[slot->index] = NULL;
|
|
|
|
BKE_texpaint_slot_refresh_cache(scene, ma);
|
|
DAG_id_tag_update(&ma->id, 0);
|
|
WM_event_add_notifier(C, NC_MATERIAL, ma);
|
|
/* we need a notifier for data change since we change the displayed modifier uvs */
|
|
WM_event_add_notifier(C, NC_GEOM | ND_DATA, ob->data);
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
|
|
void PAINT_OT_delete_texture_paint_slot(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Delete Texture Paint Slot";
|
|
ot->description = "Delete selected texture paint slot";
|
|
ot->idname = "PAINT_OT_delete_texture_paint_slot";
|
|
|
|
/* api callbacks */
|
|
ot->exec = texture_paint_delete_texture_paint_slot_exec;
|
|
ot->poll = ED_operator_region_view3d_active;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
}
|
|
|
|
static int add_simple_uvs_exec(bContext *C, wmOperator *UNUSED(op))
|
|
{
|
|
/* no checks here, poll function does them for us */
|
|
Object *ob = CTX_data_active_object(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
Mesh *me = ob->data;
|
|
bool synch_selection = (scene->toolsettings->uv_flag & UV_SYNC_SELECTION) != 0;
|
|
|
|
BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default);
|
|
|
|
/* turn synch selection off, since we are not in edit mode we need to ensure only the uv flags are tested */
|
|
scene->toolsettings->uv_flag &= ~UV_SYNC_SELECTION;
|
|
|
|
ED_mesh_uv_texture_ensure(me, NULL);
|
|
|
|
BM_mesh_bm_from_me(bm, me, true, false, 0);
|
|
|
|
/* select all uv loops first - pack parameters needs this to make sure charts are registered */
|
|
ED_uvedit_select_all(bm);
|
|
ED_uvedit_unwrap_cube_project(ob, bm, 1.0, false);
|
|
/* set the margin really quickly before the packing operation*/
|
|
scene->toolsettings->uvcalc_margin = 0.001f;
|
|
ED_uvedit_pack_islands(scene, ob, bm, false, false, true);
|
|
BM_mesh_bm_to_me(bm, me, false);
|
|
BM_mesh_free(bm);
|
|
|
|
if (synch_selection)
|
|
scene->toolsettings->uv_flag |= UV_SYNC_SELECTION;
|
|
|
|
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
|
|
|
|
DAG_id_tag_update(ob->data, 0);
|
|
WM_event_add_notifier(C, NC_GEOM | ND_DATA, ob->data);
|
|
WM_event_add_notifier(C, NC_SCENE | ND_TOOLSETTINGS, scene);
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
static int add_simple_uvs_poll(bContext *C)
|
|
{
|
|
Object *ob = CTX_data_active_object(C);
|
|
|
|
if (!ob || ob->type != OB_MESH || ob->mode != OB_MODE_TEXTURE_PAINT)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void PAINT_OT_add_simple_uvs(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Add simple UVs";
|
|
ot->description = "Add cube map uvs on mesh";
|
|
ot->idname = "PAINT_OT_add_simple_uvs";
|
|
|
|
/* api callbacks */
|
|
ot->exec = add_simple_uvs_exec;
|
|
ot->poll = add_simple_uvs_poll;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
}
|
|
|