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authorBastien Montagne <montagne29@wanadoo.fr>2016-05-21 00:16:52 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2016-05-21 00:18:15 +0300
commita055395487a338ab5e4fe2b749df80cc87da97c5 (patch)
tree180612e85dfd9459b5877f8b1bbd4cdf1055f7e5
parentf5a4beffdd7aaf4669d4fc5f38ac5fb8691720fb (diff)
Dynapaint: Serious cleanup and optimization of dynamicPaint_createUVSurface (mostly).
Gives 3-4% speedup in pre-bake step (from 112 to 108 seconds with own heavy test file). Note that here we have a huge potential performance boost if we replace the flat `Bounds2D *faceBB` array of UV tris bounding boxes by a real 2D AABB tree (right now, we can loop over all UV triangles times the number of pixels of the surface times 5...).
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c278
1 files changed, 134 insertions, 144 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 9e384ebbc17..daf1e866e16 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -529,7 +529,7 @@ static int surface_getBrushFlags(DynamicPaintSurface *surface, const Scene *scen
return flags;
}
-static int brush_usesMaterial(DynamicPaintBrushSettings *brush, Scene *scene)
+static int brush_usesMaterial(const DynamicPaintBrushSettings *brush, const Scene *scene)
{
return ((brush->flags & MOD_DPAINT_USE_MATERIAL) && (!BKE_scene_use_new_shading_nodes(scene)));
}
@@ -2174,11 +2174,9 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
0.4f, -0.2f,
-0.4f, 0.3f,
};
- int ty;
- int w, h;
- int tottri;
+ const int aa_samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
char uvname[MAX_CUSTOMDATA_LAYER_NAME];
- int active_points = 0;
+ uint32_t active_points = 0;
bool error = false;
PaintSurfaceData *sData;
@@ -2193,7 +2191,6 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
Bounds2D *faceBB = NULL;
int *final_index;
- int aa_samples;
if (!dm)
return setError(canvas, N_("Canvas mesh not updated"));
@@ -2202,7 +2199,7 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
mloop = dm->getLoopArray(dm);
mlooptri = dm->getLoopTriArray(dm);
- tottri = dm->getNumLoopTri(dm);
+ const int tottri = dm->getNumLoopTri(dm);
/* get uv map */
if (CustomData_has_layer(&dm->loopData, CD_MLOOPUV)) {
@@ -2216,7 +2213,8 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
if (surface->image_resolution < 16 || surface->image_resolution > 8192)
return setError(canvas, N_("Invalid resolution"));
- w = h = surface->image_resolution;
+ const int w = surface->image_resolution;
+ const int h = w;
/*
* Start generating the surface
@@ -2230,16 +2228,15 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
if (!surface->data)
return setError(canvas, N_("Not enough free memory"));
- aa_samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1;
- tempPoints = (struct PaintUVPoint *) MEM_callocN(w * h * sizeof(struct PaintUVPoint), "Temp PaintUVPoint");
+ tempPoints = MEM_callocN(w * h * sizeof(*tempPoints), "Temp PaintUVPoint");
if (!tempPoints)
error = true;
- final_index = (int *) MEM_callocN(w * h * sizeof(int), "Temp UV Final Indexes");
+ final_index = MEM_callocN(w * h * sizeof(*final_index), "Temp UV Final Indexes");
if (!final_index)
error = true;
- tempWeights = (struct Vec3f *) MEM_mallocN(w * h * aa_samples * sizeof(struct Vec3f), "Temp bWeights");
+ tempWeights = MEM_mallocN(w * h * aa_samples * sizeof(*tempWeights), "Temp bWeights");
if (!tempWeights)
error = true;
@@ -2248,31 +2245,27 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
* the pixel-inside-a-face search.
*/
if (!error) {
- faceBB = (struct Bounds2D *) MEM_mallocN(tottri * sizeof(struct Bounds2D), "MPCanvasFaceBB");
+ faceBB = MEM_mallocN(tottri * sizeof(*faceBB), "MPCanvasFaceBB");
if (!faceBB)
error = true;
}
if (!error) {
- for (ty = 0; ty < tottri; ty++) {
- int i;
-
- copy_v2_v2(faceBB[ty].min, mloopuv[mlooptri[ty].tri[0]].uv);
- copy_v2_v2(faceBB[ty].max, mloopuv[mlooptri[ty].tri[0]].uv);
+ for (int i = 0; i < tottri; i++) {
+ copy_v2_v2(faceBB[i].min, mloopuv[mlooptri[i].tri[0]].uv);
+ copy_v2_v2(faceBB[i].max, mloopuv[mlooptri[i].tri[0]].uv);
- for (i = 1; i < 3; i++) {
- minmax_v2v2_v2(faceBB[ty].min, faceBB[ty].max, mloopuv[mlooptri[ty].tri[i]].uv);
+ for (int j = 1; j < 3; j++) {
+ minmax_v2v2_v2(faceBB[i].min, faceBB[i].max, mloopuv[mlooptri[i].tri[j]].uv);
}
}
/* Loop through every pixel and check if pixel is uv-mapped on a canvas face. */
#pragma omp parallel for schedule(static)
- for (ty = 0; ty < h; ty++) {
- int tx;
- for (tx = 0; tx < w; tx++) {
- int i, sample;
- int index = tx + w * ty;
- PaintUVPoint *tPoint = (&tempPoints[index]);
+ for (int ty = 0; ty < h; ty++) {
+ for (int tx = 0; tx < w; tx++) {
+ const int index = tx + w * ty;
+ PaintUVPoint *tPoint = &tempPoints[index];
float point[5][2];
/* Init per pixel settings */
@@ -2302,14 +2295,15 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
/* Loop through samples, starting from middle point */
- for (sample = 0; sample < 5; sample++) {
+ for (int sample = 0; sample < 5; sample++) {
/* Loop through every face in the mesh */
- for (i = 0; i < tottri; i++) {
+ /* XXX TODO This is *horrible* with big meshes, should use a 2D BVHTree over UV tris here! */
+ for (int i = 0; i < tottri; i++) {
/* Check uv bb */
- if ((faceBB[i].min[0] > (point[sample][0])) ||
- (faceBB[i].min[1] > (point[sample][1])) ||
- (faceBB[i].max[0] < (point[sample][0])) ||
- (faceBB[i].max[1] < (point[sample][1])))
+ if ((faceBB[i].min[0] > point[sample][0]) ||
+ (faceBB[i].min[1] > point[sample][1]) ||
+ (faceBB[i].max[0] < point[sample][0]) ||
+ (faceBB[i].max[1] < point[sample][1]))
{
continue;
}
@@ -2353,42 +2347,51 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
* (To avoid seams on uv island edges)
*/
#pragma omp parallel for schedule(static)
- for (ty = 0; ty < h; ty++) {
- int tx;
- for (tx = 0; tx < w; tx++) {
- int index = tx + w * ty;
- PaintUVPoint *tPoint = (&tempPoints[index]);
+ for (int ty = 0; ty < h; ty++) {
+ for (int tx = 0; tx < w; tx++) {
+ const int index = tx + w * ty;
+ PaintUVPoint *tPoint = &tempPoints[index];
- /* If point isn't't on canvas mesh */
+ /* If point isn't on canvas mesh */
if (tPoint->tri_index == -1) {
- int u_min, u_max, v_min, v_max;
- int u, v, ind;
float point[2];
/* get loop area */
- u_min = (tx > 0) ? -1 : 0;
- u_max = (tx < (w - 1)) ? 1 : 0;
- v_min = (ty > 0) ? -1 : 0;
- v_max = (ty < (h - 1)) ? 1 : 0;
+ const int u_min = (tx > 0) ? -1 : 0;
+ const int u_max = (tx < (w - 1)) ? 1 : 0;
+ const int v_min = (ty > 0) ? -1 : 0;
+ const int v_max = (ty < (h - 1)) ? 1 : 0;
point[0] = ((float)tx + 0.5f) / w;
point[1] = ((float)ty + 0.5f) / h;
/* search through defined area for neighbor */
- for (u = u_min; u <= u_max; u++)
- for (v = v_min; v <= v_max; v++) {
+ for (int u = u_min; u <= u_max; u++) {
+ for (int v = v_min; v <= v_max; v++) {
/* if not this pixel itself */
if (u != 0 || v != 0) {
- ind = (tx + u) + w * (ty + v);
+ const int ind = (tx + u) + w * (ty + v);
- /* if neighbor has index */
- if (tempPoints[ind].tri_index != -1) {
+ /* if neighbor has index */
+ if (tempPoints[ind].neighbour_pixel == -1 && tempPoints[ind].tri_index != -1) {
float uv[2];
const int i = tempPoints[ind].tri_index;
const float *uv1 = mloopuv[mlooptri[i].tri[0]].uv;
const float *uv2 = mloopuv[mlooptri[i].tri[1]].uv;
const float *uv3 = mloopuv[mlooptri[i].tri[2]].uv;
+ /* tri index */
+ /* There is a low possibility of actually having a neighbor point which tri is
+ * already set from another neighbor in a separate thread here.
+ * Cheking for both tri_index and neighbour_pixel above reduces that probability
+ * but it remains possible.
+ * That atomic op (and its memory fence) ensures tPoint->neighbour_pixel is set
+ * to non--1 *before* its tri_index is set (i.e. that it cannot be used a neighbour).
+ */
+ tPoint->neighbour_pixel = ind - 1;
+ atomic_add_uint32(&tPoint->neighbour_pixel, 1);
+ tPoint->tri_index = i;
+
/* Now calculate pixel data for this pixel as it was on polygon surface */
/* Add b-weights per anti-aliasing sample */
for (int j = 0; j < aa_samples; j++) {
@@ -2397,9 +2400,6 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
barycentric_weights_v2(uv1, uv2, uv3, uv, tempWeights[index * aa_samples + j].v);
}
- /* Set values */
- tPoint->neighbour_pixel = ind; /* tri index */
-
/* save vertex indexes */
tPoint->v1 = mloop[mlooptri[i].tri[0]].v;
tPoint->v2 = mloop[mlooptri[i].tri[1]].v;
@@ -2410,24 +2410,12 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
}
}
}
+ }
}
- }
- }
- /*
- * When base loop is over convert found neighbor indexes to real ones
- * Also count the final number of active surface points
- */
- for (ty = 0; ty < h; ty++) {
- int tx;
- for (tx = 0; tx < w; tx++) {
- int index = tx + w * ty;
- PaintUVPoint *tPoint = &tempPoints[index];
-
- if (tPoint->tri_index == -1 && tPoint->neighbour_pixel != -1)
- tPoint->tri_index = tempPoints[tPoint->neighbour_pixel].tri_index;
+ /* Increase the final number of active surface points if relevant. */
if (tPoint->tri_index != -1)
- active_points++;
+ atomic_add_uint32(&active_points, 1);
}
}
@@ -2450,20 +2438,17 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
if (sData->adj_data) {
PaintAdjData *ed = sData->adj_data;
unsigned int n_pos = 0;
- for (ty = 0; ty < h; ty++) {
- int tx;
- for (tx = 0; tx < w; tx++) {
- int index = tx + w * ty;
+ for (int ty = 0; ty < h; ty++) {
+ for (int tx = 0; tx < w; tx++) {
+ const int index = tx + w * ty;
if (tempPoints[index].tri_index != -1) {
ed->n_index[final_index[index]] = n_pos;
ed->n_num[final_index[index]] = 0;
for (int i = 0; i < 8; i++) {
-
- /* Try to find a neighboring pixel in defined direction
- * If not found, -1 is returned */
- int n_target = dynamicPaint_findNeighbourPixel(tempPoints, dm, uvname, w, h, tx, ty, i);
+ /* Try to find a neighboring pixel in defined direction. If not found, -1 is returned */
+ const int n_target = dynamicPaint_findNeighbourPixel(tempPoints, dm, uvname, w, h, tx, ty, i);
if (n_target >= 0) {
ed->n_target[n_pos] = final_index[n_target];
@@ -2481,43 +2466,40 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
}
/* Create final surface data without inactive points */
- {
- ImgSeqFormatData *f_data = MEM_callocN(sizeof(struct ImgSeqFormatData), "ImgSeqFormatData");
- if (f_data) {
- f_data->uv_p = MEM_callocN(active_points * sizeof(struct PaintUVPoint), "PaintUVPoint");
- f_data->barycentricWeights = MEM_callocN(active_points * aa_samples * sizeof(struct Vec3f), "PaintUVPoint");
+ ImgSeqFormatData *f_data = MEM_callocN(sizeof(*f_data), "ImgSeqFormatData");
+ if (f_data) {
+ f_data->uv_p = MEM_callocN(active_points * sizeof(*f_data->uv_p), "PaintUVPoint");
+ f_data->barycentricWeights = MEM_callocN(active_points * aa_samples * sizeof(*f_data->barycentricWeights),
+ "PaintUVPoint");
- if (!f_data->uv_p || !f_data->barycentricWeights)
- error = 1;
- }
- else {
+ if (!f_data->uv_p || !f_data->barycentricWeights)
error = 1;
- }
+ }
+ else {
+ error = 1;
+ }
- sData->total_points = active_points;
-
- /* in case of allocation error, free everything */
- if (error) {
- if (f_data) {
- if (f_data->uv_p)
- MEM_freeN(f_data->uv_p);
- if (f_data->barycentricWeights)
- MEM_freeN(f_data->barycentricWeights);
- MEM_freeN(f_data);
- }
+ /* in case of allocation error, free everything */
+ if (error) {
+ if (f_data) {
+ if (f_data->uv_p)
+ MEM_freeN(f_data->uv_p);
+ if (f_data->barycentricWeights)
+ MEM_freeN(f_data->barycentricWeights);
+ MEM_freeN(f_data);
}
- else {
- int index, cursor = 0;
- sData->total_points = active_points;
- sData->format_data = f_data;
-
- for (index = 0; index < (w * h); index++) {
- if (tempPoints[index].tri_index != -1) {
- memcpy(&f_data->uv_p[cursor], &tempPoints[index], sizeof(PaintUVPoint));
- memcpy(&f_data->barycentricWeights[cursor * aa_samples], &tempWeights[index * aa_samples],
- sizeof(Vec3f) * aa_samples);
- cursor++;
- }
+ sData->total_points = 0;
+ }
+ else {
+ sData->total_points = (int)active_points;
+ sData->format_data = f_data;
+
+ for (int index = 0, cursor = 0; index < (w * h); index++) {
+ if (tempPoints[index].tri_index != -1) {
+ memcpy(&f_data->uv_p[cursor], &tempPoints[index], sizeof(PaintUVPoint));
+ memcpy(&f_data->barycentricWeights[cursor * aa_samples], &tempWeights[index * aa_samples],
+ sizeof(*tempWeights) * aa_samples);
+ cursor++;
}
}
}
@@ -2542,7 +2524,6 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
/* -----------------------------------------------------------------
* For debug, output pixel statuses to the color map
* -----------------------------------------------------------------*/
-#pragma omp parallel for schedule(static)
for (index = 0; index < sData->total_points; index++) {
ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data;
PaintUVPoint *uvPoint = &((PaintUVPoint *)f_data->uv_p)[index];
@@ -2553,14 +2534,14 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface)
if (uvPoint->neighbour_pixel != -1)
pPoint->color[2] = 1.0f;
/* and every pixel that finally got an polygon gets red color */
- if (uvPoint->tri_index != -1)
- pPoint->color[0] = 1.0f;
/* green color shows pixel face index hash */
- if (uvPoint->tri_index != -1)
+ if (uvPoint->tri_index != -1) {
+ pPoint->color[0] = 1.0f;
pPoint->color[1] = (float)(uvPoint->tri_index % 255) / 256.0f;
+ }
}
-
#endif
+
dynamicPaint_setInitialColor(scene, surface);
}
@@ -2736,7 +2717,7 @@ static void dynamicPaint_freeBrushMaterials(BrushMaterials *bMats)
* Get material diffuse color and alpha (including linked textures) in given coordinates
*/
static void dynamicPaint_doMaterialTex(
- BrushMaterials *bMats, float color[3], float *alpha, Object *brushOb,
+ const BrushMaterials *bMats, float color[3], float *alpha, Object *brushOb,
const float volume_co[3], const float surface_co[3],
int triIndex, DerivedMesh *orcoDm)
{
@@ -2837,15 +2818,15 @@ static void mesh_tris_nearest_point_dp(void *userdata, int index, const float co
* operations when using substeps
*/
static void dynamicPaint_mixPaintColors(
- DynamicPaintSurface *surface, int index, int paintFlags,
- const float paintColor[3], float *paintAlpha, float *paintWetness, float *timescale)
+ const DynamicPaintSurface *surface, const int index, const int paintFlags,
+ const float paintColor[3], const float paintAlpha, const float paintWetness, const float timescale)
{
PaintPoint *pPoint = &((PaintPoint *)surface->data->type_data)[index];
/* Add paint */
if (!(paintFlags & MOD_DPAINT_ERASE)) {
float mix[4];
- float temp_alpha = (*paintAlpha) * ((paintFlags & MOD_DPAINT_ABS_ALPHA) ? 1.0f : (*timescale));
+ float temp_alpha = paintAlpha * ((paintFlags & MOD_DPAINT_ABS_ALPHA) ? 1.0f : timescale);
/* mix brush color with wet layer color */
blendColors(pPoint->e_color, pPoint->e_color[3], paintColor, temp_alpha, mix);
@@ -2854,11 +2835,11 @@ static void dynamicPaint_mixPaintColors(
/* mix wetness and alpha depending on selected alpha mode */
if (paintFlags & MOD_DPAINT_ABS_ALPHA) {
/* update values to the brush level unless theyre higher already */
- CLAMP_MIN(pPoint->e_color[3], *paintAlpha);
- CLAMP_MIN(pPoint->wetness, *paintWetness);
+ CLAMP_MIN(pPoint->e_color[3], paintAlpha);
+ CLAMP_MIN(pPoint->wetness, paintWetness);
}
else {
- float wetness = (*paintWetness);
+ float wetness = paintWetness;
CLAMP(wetness, 0.0f, 1.0f);
pPoint->e_color[3] = mix[3];
pPoint->wetness = pPoint->wetness * (1.0f - wetness) + wetness;
@@ -2872,7 +2853,7 @@ static void dynamicPaint_mixPaintColors(
else {
float a_ratio, a_highest;
float wetness;
- float invFact = 1.0f - (*paintAlpha);
+ float invFact = 1.0f - paintAlpha;
/*
* Make highest alpha to match erased value
@@ -2888,48 +2869,57 @@ static void dynamicPaint_mixPaintColors(
}
}
else {
- pPoint->e_color[3] -= (*paintAlpha) * (*timescale);
+ pPoint->e_color[3] -= paintAlpha * timescale;
CLAMP_MIN(pPoint->e_color[3], 0.0f);
- pPoint->color[3] -= (*paintAlpha) * (*timescale);
+ pPoint->color[3] -= paintAlpha * timescale;
CLAMP_MIN(pPoint->color[3], 0.0f);
}
- wetness = (1.0f - (*paintWetness)) * pPoint->e_color[3];
+ wetness = (1.0f - paintWetness) * pPoint->e_color[3];
CLAMP_MAX(pPoint->wetness, wetness);
}
}
/* applies given brush intersection value for wave surface */
-static void dynamicPaint_mixWaveHeight(PaintWavePoint *wPoint, DynamicPaintBrushSettings *brush, float isect_height)
+static void dynamicPaint_mixWaveHeight(
+ PaintWavePoint *wPoint, const DynamicPaintBrushSettings *brush, float isect_height)
{
- float isect_change = isect_height - wPoint->brush_isect;
+ const float isect_change = isect_height - wPoint->brush_isect;
+ const float wave_factor = brush->wave_factor;
bool hit = false;
/* intersection marked regardless of brush type or hit */
wPoint->brush_isect = isect_height;
wPoint->state = DPAINT_WAVE_ISECT_CHANGED;
- isect_height *= brush->wave_factor;
+ isect_height *= wave_factor;
/* determine hit depending on wave_factor */
- if (brush->wave_factor > 0.0f && wPoint->height > isect_height)
+ if (wave_factor > 0.0f && wPoint->height > isect_height)
hit = true;
- else if (brush->wave_factor < 0.0f && wPoint->height < isect_height)
+ else if (wave_factor < 0.0f && wPoint->height < isect_height)
hit = true;
if (hit) {
- if (brush->wave_type == MOD_DPAINT_WAVEB_DEPTH) {
- wPoint->height = isect_height;
- wPoint->state = DPAINT_WAVE_OBSTACLE;
- wPoint->velocity = 0.0f;
- }
- else if (brush->wave_type == MOD_DPAINT_WAVEB_FORCE)
- wPoint->velocity = isect_height;
- else if (brush->wave_type == MOD_DPAINT_WAVEB_REFLECT)
- wPoint->state = DPAINT_WAVE_REFLECT_ONLY;
- else if (brush->wave_type == MOD_DPAINT_WAVEB_CHANGE) {
- if (isect_change < 0.0f)
- wPoint->height += isect_change * brush->wave_factor;
+ switch (brush->wave_type) {
+ case MOD_DPAINT_WAVEB_DEPTH:
+ wPoint->height = isect_height;
+ wPoint->state = DPAINT_WAVE_OBSTACLE;
+ wPoint->velocity = 0.0f;
+ break;
+ case MOD_DPAINT_WAVEB_FORCE:
+ wPoint->velocity = isect_height;
+ break;
+ case MOD_DPAINT_WAVEB_REFLECT:
+ wPoint->state = DPAINT_WAVE_REFLECT_ONLY;
+ break;
+ case MOD_DPAINT_WAVEB_CHANGE:
+ if (isect_change < 0.0f)
+ wPoint->height += isect_change * wave_factor;
+ break;
+ default:
+ BLI_assert(0);
+ break;
}
}
}
@@ -2938,8 +2928,8 @@ static void dynamicPaint_mixWaveHeight(PaintWavePoint *wPoint, DynamicPaintBrush
* add brush results to the surface data depending on surface type
*/
static void dynamicPaint_updatePointData(
- DynamicPaintSurface *surface, unsigned int index, DynamicPaintBrushSettings *brush,
- float paint[3], float influence, float depth, float vel_factor, float timescale)
+ const DynamicPaintSurface *surface, const int index, const DynamicPaintBrushSettings *brush,
+ float paint[3], float influence, float depth, float vel_factor, const float timescale)
{
PaintSurfaceData *sData = surface->data;
float strength;
@@ -2973,7 +2963,7 @@ static void dynamicPaint_updatePointData(
float paintWetness = brush->wetness * strength;
float paintAlpha = strength;
- dynamicPaint_mixPaintColors(surface, index, brush->flags, paint, &paintAlpha, &paintWetness, &timescale);
+ dynamicPaint_mixPaintColors(surface, index, brush->flags, paint, paintAlpha, paintWetness, timescale);
}
/* displace surface */
else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) {