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authorCampbell Barton <ideasman42@gmail.com>2008-11-16 18:26:15 +0300
committerCampbell Barton <ideasman42@gmail.com>2008-11-16 18:26:15 +0300
commita0a7018363645c7819e62db410f4c0591548901c (patch)
tree04a51fb8f2dda22f7edde82fd558511b687dff66
parent63d38291440bf40771ca405638f9bfc6981e5e1a (diff)
* fix "dot drawing" problem - draw lines inbetween updates when redrawing the view like how existing painting works. (this means slow systems wont have the problems when they would only see dots as they dragged their mouse around)
* bucket resolution is now set from the brush size so there is around 9 buckets under the brush - (previously was fixed to 128x128). * brush sizes below 40 disable multithreading, since threads only speeds up cases where each bucket has enough pixels in it for each core to spend some time. * make smear use bicubic pixel lookups so a low Spacing value works as expected. * smear tool was darkening pixels a tiny bit. * fix for simple mistake causing ProjectPaintImage arrays not to be thread safe.
-rw-r--r--source/blender/src/imagepaint.c310
1 files changed, 182 insertions, 128 deletions
diff --git a/source/blender/src/imagepaint.c b/source/blender/src/imagepaint.c
index 347e4cfb471..87d3841c4ab 100644
--- a/source/blender/src/imagepaint.c
+++ b/source/blender/src/imagepaint.c
@@ -140,7 +140,19 @@ typedef struct ImagePaintPartialRedraw {
} ImagePaintPartialRedraw;
/* testing options */
-#define PROJ_BUCKET_DIV 128 /* TODO - test other values, this is a guess, seems ok */
+
+/* approx the number of buckets to have under the brush,
+ * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
+ *
+ * When 3 - a brush should have ~9 buckets under it at once
+ * ...this helps for threading while painting as well as
+ * avoiding initializing pixels that wont touch the brush */
+#define PROJ_BUCKET_BRUSH_DIV 3
+
+#define PROJ_BUCKET_RECT_MIN 4
+#define PROJ_BUCKET_RECT_MAX 256
+
+
#define PROJ_BOUNDBOX_DIV 6 /* TODO - test other values, this is a guess, seems ok */
#define PROJ_BOUNDBOX_SQUARED (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
@@ -741,8 +753,8 @@ static int project_paint_PickColor(ProjectPaintState *ps, float pt[2], float *rg
if (x < 0.0) x += 1.0;
if (y < 0.0) y += 1.0;
- x *= ibuf->x;
- y *= ibuf->y;
+ x = x * ibuf->x - 0.5;
+ y = y * ibuf->y - 0.5;
if (ibuf->rect_float) {
if (rgba_fp) {
@@ -762,8 +774,8 @@ static int project_paint_PickColor(ProjectPaintState *ps, float pt[2], float *rg
}
}
} else {
- xi = uv[0]*ibuf->x;
- yi = uv[1]*ibuf->y;
+ xi = (uv[0]*ibuf->x) + 0.5;
+ yi = (uv[1]*ibuf->y) + 0.5;
//if (xi<0 || xi>=ibuf->x || yi<0 || yi>=ibuf->y) return 0;
@@ -2134,15 +2146,89 @@ static void project_paint_begin( ProjectPaintState *ps, short mval[2])
ps->dm_totvert = ps->dm->getNumVerts( ps->dm );
ps->dm_totface = ps->dm->getNumFaces( ps->dm );
- ps->buckets_x = G.rt ? G.rt : PROJ_BUCKET_DIV;
- ps->buckets_y = G.rt ? G.rt : PROJ_BUCKET_DIV;
-
ps->viewDir[0] = 0.0;
ps->viewDir[1] = 0.0;
ps->viewDir[2] = 1.0;
view3d_get_object_project_mat(curarea, ps->ob, ps->projectMat, ps->viewMat);
+
+ /* calculate vert screen coords
+ * run this early so we can calculate the x/y resolution of our bucket rect */
+
+ /* since we now run this before the memarena is allocated, this will need its own memory */
+ /*ps->screenCoords = BLI_memarena_alloc( ps->arena, sizeof(float) * ps->dm_totvert * 4);*/
+
+ ps->screenCoords = MEM_mallocN(sizeof(float) * ps->dm_totvert * 4, "ProjectPaint ScreenVerts");
+ projScreenCo = ps->screenCoords;
+
+ /* TODO - check cameras mode too */
+ if (G.vd->persp == V3D_ORTHO) {
+ ps->is_ortho = 1;
+ }
+
+ INIT_MINMAX2(ps->screen_min, ps->screen_max);
+
+ if (ps->is_ortho) {
+ for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
+ VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
+ Mat4MulVecfl(ps->projectMat, (*projScreenCo));
+
+ /* screen space, not clamped */
+ (*projScreenCo)[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*(*projScreenCo)[0];
+ (*projScreenCo)[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*(*projScreenCo)[1];
+ DO_MINMAX2((*projScreenCo), ps->screen_min, ps->screen_max);
+ }
+ } else {
+ for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
+ VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
+ (*projScreenCo)[3] = 1.0;
+
+ Mat4MulVec4fl(ps->projectMat, (*projScreenCo));
+
+ if( (*projScreenCo)[3] > 0.001 ) {
+ /* screen space, not clamped */
+ (*projScreenCo)[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*(*projScreenCo)[0]/(*projScreenCo)[3];
+ (*projScreenCo)[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*(*projScreenCo)[1]/(*projScreenCo)[3];
+ (*projScreenCo)[2] = (*projScreenCo)[2]/(*projScreenCo)[3]; /* Use the depth for bucket point occlusion */
+ DO_MINMAX2((*projScreenCo), ps->screen_min, ps->screen_max);
+ } else {
+ /* TODO - deal with cases where 1 side of a face goes behind the view ? */
+ (*projScreenCo)[0] = MAXFLOAT;
+ }
+ }
+ }
+
+ /* If this border is not added we get artifacts for faces that
+ * have a parallel edge and at the bounds of the the 2D projected verts eg
+ * - a single screen aligned quad */
+ projMargin = (ps->screen_max[0] - ps->screen_min[0]) * 0.000001;
+ ps->screen_max[0] += projMargin;
+ ps->screen_min[0] -= projMargin;
+ projMargin = (ps->screen_max[1] - ps->screen_min[1]) * 0.000001;
+ ps->screen_max[1] += projMargin;
+ ps->screen_min[1] -= projMargin;
+
+
+ /* only for convenience */
+ ps->screen_width = ps->screen_max[0] - ps->screen_min[0];
+ ps->screen_height = ps->screen_max[1] - ps->screen_min[1];
+
+ /* done with screen coords */
+
+ //ps->buckets_x = G.rt ? G.rt : PROJ_BUCKET_BRUSH_DIV;
+ //ps->buckets_y = G.rt ? G.rt : PROJ_BUCKET_BRUSH_DIV;
+
+ ps->buckets_x = (int)(ps->screen_width / (((float)ps->brush->size) / PROJ_BUCKET_BRUSH_DIV));
+ ps->buckets_y = (int)(ps->screen_height / (((float)ps->brush->size) / PROJ_BUCKET_BRUSH_DIV));
+
+ printf("\tscreenspace bucket division x:%d y:%d\n", ps->buckets_x, ps->buckets_y);
+
+ /* really high values could cause problems since it has to allocate a few
+ * (ps->buckets_x*ps->buckets_y) sized arrays */
+ CLAMP(ps->buckets_x, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
+ CLAMP(ps->buckets_y, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX);
+
tot_bucketMem = sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y;
tot_faceListMem = sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y;
@@ -2190,13 +2276,21 @@ static void project_paint_begin( ProjectPaintState *ps, short mval[2])
// calloced - }
#endif
- /* Thread stuff */
- if (G.scene->r.mode & R_FIXED_THREADS) {
- ps->thread_tot = G.scene->r.threads;
+ /* Thread stuff
+ *
+ * very small brushes run a lot slower multithreaded since the advantage with
+ * threads is being able to fill in multiple buckets at once.
+ * Only use threads for bigger brushes. */
+
+ if (ps->brush->size < 40) {
+ ps->thread_tot = 1;
} else {
- ps->thread_tot = BLI_system_thread_count();
+ if (G.scene->r.mode & R_FIXED_THREADS) {
+ ps->thread_tot = G.scene->r.threads;
+ } else {
+ ps->thread_tot = BLI_system_thread_count();
+ }
}
-
for (a=0; a<ps->thread_tot; a++) {
ps->arena_mt[a] = BLI_memarena_new(1<<16);
}
@@ -2207,47 +2301,6 @@ static void project_paint_begin( ProjectPaintState *ps, short mval[2])
Mat3MulVecfl(mat, ps->viewDir);
Mat3CpyMat4(mat, ps->ob->imat);
Mat3MulVecfl(mat, ps->viewDir);
-
- /* calculate vert screen coords */
- ps->screenCoords = BLI_memarena_alloc( ps->arena, sizeof(float) * ps->dm_totvert * 4);
- projScreenCo = ps->screenCoords;
-
- /* TODO - check cameras mode too */
- if (G.vd->persp == V3D_ORTHO) {
- ps->is_ortho = 1;
- }
-
- INIT_MINMAX2(ps->screen_min, ps->screen_max);
-
- if (ps->is_ortho) {
- for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
- VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
- Mat4MulVecfl(ps->projectMat, (*projScreenCo));
-
- /* screen space, not clamped */
- (*projScreenCo)[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*(*projScreenCo)[0];
- (*projScreenCo)[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*(*projScreenCo)[1];
- DO_MINMAX2((*projScreenCo), ps->screen_min, ps->screen_max);
- }
- } else {
- for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
- VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
- (*projScreenCo)[3] = 1.0;
-
- Mat4MulVec4fl(ps->projectMat, (*projScreenCo));
-
- if( (*projScreenCo)[3] > 0.001 ) {
- /* screen space, not clamped */
- (*projScreenCo)[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*(*projScreenCo)[0]/(*projScreenCo)[3];
- (*projScreenCo)[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*(*projScreenCo)[1]/(*projScreenCo)[3];
- (*projScreenCo)[2] = (*projScreenCo)[2]/(*projScreenCo)[3]; /* Use the depth for bucket point occlusion */
- DO_MINMAX2((*projScreenCo), ps->screen_min, ps->screen_max);
- } else {
- /* TODO - deal with cases where 1 side of a face goes behind the view ? */
- (*projScreenCo)[0] = MAXFLOAT;
- }
- }
- }
/* setup clone offset */
if (ps->tool == PAINT_TOOL_CLONE) {
@@ -2265,21 +2318,6 @@ static void project_paint_begin( ProjectPaintState *ps, short mval[2])
}
- /* If this border is not added we get artifacts for faces that
- * have a paralelle edge and at the bounds of the the 2D projected verts eg
- * - a simgle screen aligned quad */
- projMargin = (ps->screen_max[0] - ps->screen_min[0]) * 0.000001;
- ps->screen_max[0] += projMargin;
- ps->screen_min[0] -= projMargin;
- projMargin = (ps->screen_max[1] - ps->screen_min[1]) * 0.000001;
- ps->screen_max[1] += projMargin;
- ps->screen_min[1] -= projMargin;
-
-
- /* only for convenience */
- ps->screen_width = ps->screen_max[0] - ps->screen_min[0];
- ps->screen_height = ps->screen_max[1] - ps->screen_min[1];
-
if (!ps->is_ortho) {
/* get the view direction relative to the objects matrix */
float imat[3][3];
@@ -2448,6 +2486,7 @@ static void project_paint_end( ProjectPaintState *ps )
}
/* done calculating undo data */
+ MEM_freeN(ps->screenCoords);
BLI_memarena_free(ps->arena);
@@ -3004,15 +3043,20 @@ static int imapaint_refresh_tagged(ProjectPaintState *ps)
return redraw;
}
+/* run this per painting onto each mouse location */
static int bucket_iter_init(ProjectPaintState *ps, float mval_f[2])
{
float min_brush[2], max_brush[2];
+ float size_half = ((float)ps->brush->size)/2.0;
- min_brush[0] = mval_f[0] - (ps->brush->size/2);
- min_brush[1] = mval_f[1] - (ps->brush->size/2);
+ /* so we dont have a bucket bounds that is way too small to paint into */
+ // if (size_half < 1.0) size_half = 1.0; // this dosnt work yet :/
- max_brush[0] = mval_f[0] + (ps->brush->size/2);
- max_brush[1] = mval_f[1] + (ps->brush->size/2);
+ min_brush[0] = mval_f[0] - size_half;
+ min_brush[1] = mval_f[1] - size_half;
+
+ max_brush[0] = mval_f[0] + size_half;
+ max_brush[1] = mval_f[1] + size_half;
/* offset to make this a valid bucket index */
project_paint_rect(ps, min_brush, max_brush, ps->bucket_min, ps->bucket_max);
@@ -3030,7 +3074,7 @@ static int bucket_iter_init(ProjectPaintState *ps, float mval_f[2])
return 1;
}
-static int bucket_iter_next(ProjectPaintState *ps, int *bucket_index, float bucket_bounds[4], float mval_f[2])
+static int bucket_iter_next(ProjectPaintState *ps, int *bucket_index, float bucket_bounds[4], float mval[2])
{
if (ps->thread_tot > 1)
BLI_lock_thread(LOCK_CUSTOM1);
@@ -3043,7 +3087,7 @@ static int bucket_iter_next(ProjectPaintState *ps, int *bucket_index, float buck
/* use bucket_bounds for project_bucket_circle_isect and project_paint_bucket_init*/
project_bucket_bounds(ps, ps->context_bucket_x, ps->context_bucket_y, bucket_bounds);
- if (project_bucket_circle_isect(ps, ps->context_bucket_x, ps->context_bucket_y, mval_f, ps->brush->size * ps->brush->size, bucket_bounds)) {
+ if (project_bucket_circle_isect(ps, ps->context_bucket_x, ps->context_bucket_y, mval, ps->brush->size * ps->brush->size, bucket_bounds)) {
*bucket_index = ps->context_bucket_x + (ps->context_bucket_y * ps->buckets_x);
#ifdef PROJ_DEBUG_PRINT_THREADS
printf(" --- %d %d \n", ps->context_bucket_x, ps->context_bucket_y);
@@ -3064,24 +3108,21 @@ static int bucket_iter_next(ProjectPaintState *ps, int *bucket_index, float buck
return 0;
}
-static int imapaint_paint_sub_stroke_project(
+static void imapaint_paint_sub_stroke_project(
ProjectPaintState *ps,
BrushPainter *painter,
- short prevmval[2],
- short mval[2],
+ float prevmval[2],
+ float mval[2],
double time,
float pressure,
ProjectPaintImage *projImages,
int thread_index)
{
LinkNode *node;
- float mval_f[2];
ProjectPixel *projPixel;
- int redraw = 0;
int last_index = -1;
ProjectPaintImage *last_projIma;
- //ImagePaintPartialRedraw *last_partial_redraw;
ImagePaintPartialRedraw *last_partial_redraw_cell;
float rgba[4], alpha, dist, dist_nosqrt;
@@ -3106,12 +3147,9 @@ static int imapaint_paint_sub_stroke_project(
MemArena *smearArena = NULL; /* mem arena for this brush projection only */
-
- mval_f[0] = mval[0]; mval_f[1] = mval[1];
-
if (ps->tool==PAINT_TOOL_SMEAR) {
- mval_ofs[0] = (float)(mval[0] - prevmval[0]);
- mval_ofs[1] = (float)(mval[1] - prevmval[1]);
+ mval_ofs[0] = mval[0] - prevmval[0];
+ mval_ofs[1] = mval[1] - prevmval[1];
smearArena = BLI_memarena_new(1<<16);
}
@@ -3130,7 +3168,7 @@ static int imapaint_paint_sub_stroke_project(
#ifdef PROJ_DEBUG_PRINT_THREADS
printf("THREAD %d %d %d\n", ps->thread_tot, thread_index, (ps->bucket_max[0] - ps->bucket_min[0]) * (ps->bucket_max[1] - ps->bucket_min[1]) );
#endif
- while (bucket_iter_next(ps, &bucket_index, bucket_bounds, mval_f)) {
+ while (bucket_iter_next(ps, &bucket_index, bucket_bounds, mval)) {
#ifdef PROJ_DEBUG_PRINT_THREADS
printf("\t%d %d\n", thread_index, bucket_index);
@@ -3150,8 +3188,8 @@ static int imapaint_paint_sub_stroke_project(
do {
projPixel = (ProjectPixel *)node->link;
- /*dist = Vec2Lenf(projPixel->projCo2D, mval_f);*/ /* correct but uses a sqrt */
- dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCo2D, mval_f);
+ /*dist = Vec2Lenf(projPixel->projCo2D, mval);*/ /* correct but uses a sqrt */
+ dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCo2D, mval);
/*if (dist < s->brush->size) {*/ /* correct but uses a sqrt */
if (dist_nosqrt < brush_size_sqared) {
@@ -3205,7 +3243,7 @@ static int imapaint_paint_sub_stroke_project(
break;
case PAINT_TOOL_SMEAR:
Vec2Subf(co, projPixel->projCo2D, mval_ofs);
- if (project_paint_PickColor(ps, co, NULL, rgba_ub, 0)) { /* Note, no interpolation here, only needed for clone, nearest should be is OK */
+ if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1)) { /* Note, no interpolation here, only needed for clone, nearest should be is OK??? - c */
brush_sample_tex(ps->brush, projPixel->projCo2D, rgba);
alpha = rgba[3]*brush_sample_falloff(ps->brush, dist);
/* drat! - this could almost be very simple if we ignore
@@ -3213,18 +3251,19 @@ static int imapaint_paint_sub_stroke_project(
* instead, collect the colors and apply after :/ */
#if 0 /* looks OK but not correct - also would need float buffer */
- *((unsigned int *)projPixel->pixel) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+ *((unsigned int *)projPixel->pixel) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*256), blend);
#endif
/* add to memarena instead */
if (is_floatbuf) {
/* TODO FLOAT */ /* Smear wont do float properly yet */
+ /* Note, alpha*255 makes pixels darker */
char rgba_smear[4];
IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba_smear, (float *)projPixel->pixel);
- *((unsigned int *) &((ProjectPixelClone *)projPixel)->clonepx) = IMB_blend_color( *((unsigned int *)rgba_smear), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+ *((unsigned int *) &((ProjectPixelClone *)projPixel)->clonepx) = IMB_blend_color( *((unsigned int *)rgba_smear), *((unsigned int *)rgba_ub), (int)(alpha*256), blend);
BLI_linklist_prepend_arena( &smearPixels_float, (void *)projPixel, smearArena );
} else {
- *((unsigned int *) &((ProjectPixelClone *)projPixel)->clonepx) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+ *((unsigned int *) &((ProjectPixelClone *)projPixel)->clonepx) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*256), blend);
BLI_linklist_prepend_arena( &smearPixels, (void *)projPixel, smearArena );
}
}
@@ -3280,12 +3319,6 @@ static int imapaint_paint_sub_stroke_project(
BLI_memarena_free(smearArena);
}
-
- /* Loop over all images on this mesh and update any we have touched */
- if (ps->thread_tot < 2) { /* only run this if we have no threads */
- redraw = imapaint_refresh_tagged(ps);
- }
- return redraw;
}
@@ -3294,8 +3327,8 @@ typedef struct ProjectHandle {
/* args */
ProjectPaintState *ps;
BrushPainter *painter;
- short prevmval[2];
- short mval[2];
+ float prevmval[2];
+ float mval[2];
double time;
float pressure;
@@ -3330,17 +3363,12 @@ static void *do_projectpaint_thread(void *ph_v)
return NULL;
}
-static int imapaint_paint_sub_stroke_project_mt(ProjectPaintState *ps, BrushPainter *painter, short prevmval[2], short mval[2], double time, float pressure)
+static void imapaint_paint_sub_stroke_project_mt(ProjectPaintState *ps, BrushPainter *painter, float prevmval[2], float mval[2], double time, float pressure)
{
ProjectHandle handles[BLENDER_MAX_THREADS];
ListBase threads;
int a,i;
- float mval_f[2];
- mval_f[0] = mval[0]; mval_f[1] = mval[1];
-
- if (bucket_iter_init(ps, mval_f)==0)
- return 0;
#ifdef PROJ_DEBUG_PRINT_THREADS
printf("Begin Threads %d\n", ps->thread_tot);
#endif
@@ -3374,7 +3402,7 @@ static int imapaint_paint_sub_stroke_project_mt(ProjectPaintState *ps, BrushPain
memcpy(handles[a].projImages, ps->projImages, ps->image_tot * sizeof(ProjectPaintImage) );
/* image bounds */
- for (i=1; i< ps->image_tot; i++) {
+ for (i=0; i< ps->image_tot; i++) {
handles[a].projImages[i].partRedrawRect = (ImagePaintPartialRedraw *)BLI_memarena_alloc(ps->arena, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED);
memcpy(handles[a].projImages[i].partRedrawRect, ps->projImages[i].partRedrawRect, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED );
}
@@ -3405,8 +3433,6 @@ static int imapaint_paint_sub_stroke_project_mt(ProjectPaintState *ps, BrushPain
}
}
-
- return imapaint_refresh_tagged(ps);
}
@@ -3491,30 +3517,52 @@ static void imapaint_paint_stroke(ImagePaintState *s, BrushPainter *painter, sho
}
}
-static void imapaint_paint_stroke_project(ProjectPaintState *ps, BrushPainter *painter, short *prevmval, short *mval, short redraw, double time, float pressure)
+static void imapaint_paint_stroke_project(ProjectPaintState *ps, BrushPainter *painter, short *prevmval_i, short *mval_i, short redraw, double time, float pressure, float stepdist)
{
- int redraw_flag = 0;
- int a;
+ int a, step_tot;
+ float dist;
+
+ /* Use mouse coords as floats for projection painting */
+ float mval[2], prevmval[2];
+ float mval_step[2], prevmval_step[2]; /* in cases where multiple steps need to be done between brush points */
+
- for (a=0; a<ps->image_tot; a++) {
+ mval[0] = mval_i[0]; mval[1] = mval_i[1];
+ prevmval[0] = prevmval_step[0] = prevmval_i[0];
+ prevmval[1] = prevmval_step[1] = prevmval_i[1];
+
+
+ for (a=0; a < ps->image_tot; a++) {
partial_redraw_array_init(ps->projImages[a].partRedrawRect);
}
- /* TODO - support more brush operations, airbrush etc */
- if (ps->thread_tot > 1) {
- redraw_flag |= imapaint_paint_sub_stroke_project_mt(ps, painter, prevmval, mval, time, pressure);
- } else {
- float mval_f[2];
- mval_f[0] = mval[0]; mval_f[1] = mval[1];
- if (bucket_iter_init(ps, mval_f)) {
- redraw_flag |= imapaint_paint_sub_stroke_project(ps, painter, prevmval, mval, time, pressure, ps->projImages, 0); /* no threads */
+ dist = Vec2Lenf(prevmval, mval);
+
+ /* set the number of steps based on the distance between mouse positions */
+ if (dist > stepdist) step_tot = (int)(dist / stepdist);
+ else step_tot = 1;
+
+ for (a = 1; a <= step_tot; a++) {
+ /* TODO - interpolate pressure, time etc */
+ Vec2Lerpf(mval_step, prevmval, mval, ((float)a) / ((float)step_tot));
+
+ /* paint a single brush */
+ if (bucket_iter_init(ps, mval_step)) {
+ if (ps->thread_tot > 1) imapaint_paint_sub_stroke_project_mt(ps, painter, prevmval_step, mval_step, time, pressure);
+ else imapaint_paint_sub_stroke_project(ps, painter, prevmval_step, mval_step, time, pressure, ps->projImages, 0); /* no threads */
}
+
+ VECCOPY2D(prevmval_step, mval_step);
}
- if (redraw && redraw_flag) {
- force_draw(0); /* imapaint_redraw just calls this in viewport paint anyway */
- /* imapaint_redraw(0, 1, NULL); */
- /* imapaint_clear_partial_redraw(); */ /* not needed since we use our own array */
+ /* Loop over all images on this mesh and update any we have touched */
+ if (imapaint_refresh_tagged(ps)) { /* did anything change? */
+
+ if (redraw) {
+ force_draw(0); /* imapaint_redraw just calls this in viewport paint anyway */
+ /* imapaint_redraw(0, 1, NULL); */
+ /* imapaint_clear_partial_redraw(); */ /* not needed since we use our own array */
+ }
}
}
@@ -3611,6 +3659,9 @@ void imagepaint_paint(short mousebutton, short texpaint)
float pressure;
int init = 1;
+ /* only used for projection paint now */
+ float spacing;
+
/* optional grease pencil stroke path */
float *points_gp = NULL;
float *vec_gp;
@@ -3704,6 +3755,9 @@ void imagepaint_paint(short mousebutton, short texpaint)
tot_gp = imapaint_paint_gp_to_stroke(&points_gp);
vec_gp = points_gp;
}
+
+ spacing = ((float)ps.brush->size)/100.0 * ps.brush->spacing;
+
} else {
if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE|
BRUSH_SPACING_PRESSURE|BRUSH_RAD_PRESSURE)) && (get_activedevice() != 0) && (pressure >= 0.99f)))
@@ -3728,8 +3782,8 @@ void imagepaint_paint(short mousebutton, short texpaint)
time= PIL_check_seconds_timer();
if (project) { /* Projection Painting */
- if ( ((s.brush->flag & BRUSH_AIRBRUSH) || init) || (cmp_brush_spacing(mval, prevmval, ps.brush->size/100.0 * ps.brush->spacing )) ) {
- imapaint_paint_stroke_project(&ps, painter, prevmval, mval, stroke_gp ? 0 : 1, time, pressure);
+ if ( ((s.brush->flag & BRUSH_AIRBRUSH) || init) || (cmp_brush_spacing(mval, prevmval, spacing )) ) {
+ imapaint_paint_stroke_project(&ps, painter, prevmval, mval, stroke_gp ? 0 : 1, time, pressure, spacing);
prevmval[0]= mval[0];
prevmval[1]= mval[1];
} else {