diff options
author | Campbell Barton <ideasman42@gmail.com> | 2008-12-12 21:59:17 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2008-12-12 21:59:17 +0300 |
commit | aa409532107e58ac74ac18f354e97637b797653d (patch) | |
tree | d1417a0dbe62d05c159da9c48ec06a15dbe2fb16 | |
parent | e94dae4c039438aa6d970996d68280c9f4933e52 (diff) | |
parent | 696ef1afd29ef31b7202a9f5589076fe1a05a00b (diff) |
Projection Painting, merge from branch
Additions/Features...
- Painting onto multiple images at once.
- Clone with an offset similar to the gimp, also an option to clone between UV layers, (not both offset and between layers atm)
- Stencil layer, similar to The Gimp's quickmask.
- Face mask mode - (painting onto only selected faces).
- Texture brushes (so image and texture-node brushes too)
- Seam bleed so you don't see gaps when painting over UV seams (new option set in the panit panel)
- Occlusion (only point onto the first face under the paintbrush, can also be used for masking out parts of the model to paint onto) - (new option set in the paint panel)
- Muti-threaded, each thread operates on its own bucket.
- Support partial updates to speedup OpenGL texture refreshing.
- Support tile based multiple undo's
- Support float image buffers.
- Backface culling (new option set in the paint panel)
- All color blending modes - Add/Multiply.. etc.
- Airbrush rate. (used to be broken)
- Improve the way paint is mixed when painting, so painting with 0.2 alpha will not accumulate above 0.2 alpha on the image as you paint.
- Option to use normals to fade out strokes on the edge of a surface to avoid ugly edges. (same as Vertex Paints "Normal" option)
Known Problems
- Not directly related to painting but changes in selection flags are not updated on the final derived mesh.
- Smear tool has some distortion when in perspective mode.
- While in perspective view any faces with 1 vert behind the viewpoint, will be completely ignored.
- Painting can be initially slow while buckets are being initialized, a number of solutions exist.
- Size 1 brushes don't work yet.
- When painting onto large faces its still possible to get artifacts.
- Spatial optimizations are needed to skip occluded faces and test pixel occlusion. (will look into using blenders BVH )
-rw-r--r-- | source/blender/blenkernel/BKE_blender.h | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_brush.h | 1 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_customdata.h | 8 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/brush.c | 17 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/customdata.c | 90 | ||||
-rw-r--r-- | source/blender/blenloader/intern/readfile.c | 11 | ||||
-rw-r--r-- | source/blender/include/BSE_view.h | 1 | ||||
-rw-r--r-- | source/blender/include/butspace.h | 2 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_customdata_types.h | 2 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_scene_types.h | 13 | ||||
-rw-r--r-- | source/blender/src/buttons_editing.c | 146 | ||||
-rw-r--r-- | source/blender/src/drawview.c | 7 | ||||
-rw-r--r-- | source/blender/src/imagepaint.c | 3830 | ||||
-rw-r--r-- | source/blender/src/space.c | 8 | ||||
-rw-r--r-- | source/blender/src/view.c | 26 |
15 files changed, 4058 insertions, 106 deletions
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h index f392d57521c..a6334e665d1 100644 --- a/source/blender/blenkernel/BKE_blender.h +++ b/source/blender/blenkernel/BKE_blender.h @@ -41,7 +41,7 @@ struct ListBase; struct MemFile; #define BLENDER_VERSION 248 -#define BLENDER_SUBVERSION 1 +#define BLENDER_SUBVERSION 2 #define BLENDER_MINVERSION 245 #define BLENDER_MINSUBVERSION 15 diff --git a/source/blender/blenkernel/BKE_brush.h b/source/blender/blenkernel/BKE_brush.h index f1f4653f092..398d203709f 100644 --- a/source/blender/blenkernel/BKE_brush.h +++ b/source/blender/blenkernel/BKE_brush.h @@ -53,6 +53,7 @@ int brush_clone_image_delete(struct Brush *brush); /* sampling */ float brush_sample_falloff(struct Brush *brush, float dist); +float brush_sample_falloff_noalpha(struct Brush *brush, float dist); void brush_sample_tex(struct Brush *brush, float *xy, float *rgba); void brush_imbuf_new(struct Brush *brush, short flt, short texfalloff, int size, struct ImBuf **imbuf); diff --git a/source/blender/blenkernel/BKE_customdata.h b/source/blender/blenkernel/BKE_customdata.h index c84b690bc49..10791968f79 100644 --- a/source/blender/blenkernel/BKE_customdata.h +++ b/source/blender/blenkernel/BKE_customdata.h @@ -198,8 +198,12 @@ int CustomData_get_layer_index(const struct CustomData *data, int type); int CustomData_get_named_layer_index(const struct CustomData *data, int type, char *name); int CustomData_get_active_layer_index(const struct CustomData *data, int type); int CustomData_get_render_layer_index(const struct CustomData *data, int type); +int CustomData_get_clone_layer_index(const struct CustomData *data, int type); +int CustomData_get_mask_layer_index(const struct CustomData *data, int type); int CustomData_get_active_layer(const struct CustomData *data, int type); int CustomData_get_render_layer(const struct CustomData *data, int type); +int CustomData_get_clone_layer(const struct CustomData *data, int type); +int CustomData_get_mask_layer(const struct CustomData *data, int type); /* copies the data from source to the data element at index in the first * layer of type @@ -227,10 +231,14 @@ void *CustomData_set_layer_n(const struct CustomData *data, int type, int n, voi /* sets the nth layer of type as active */ void CustomData_set_layer_active(struct CustomData *data, int type, int n); void CustomData_set_layer_render(struct CustomData *data, int type, int n); +void CustomData_set_layer_clone(struct CustomData *data, int type, int n); +void CustomData_set_layer_mask(struct CustomData *data, int type, int n); /* same as above but works with an index from CustomData_get_layer_index */ void CustomData_set_layer_active_index(struct CustomData *data, int type, int n); void CustomData_set_layer_render_index(struct CustomData *data, int type, int n); +void CustomData_set_layer_clone_index(struct CustomData *data, int type, int n); +void CustomData_set_layer_mask_index(struct CustomData *data, int type, int n); /* adds flag to the layer flags */ void CustomData_set_layer_flag(struct CustomData *data, int type, int flag); diff --git a/source/blender/blenkernel/intern/brush.c b/source/blender/blenkernel/intern/brush.c index 1c53af97dbb..021f76fd2f1 100644 --- a/source/blender/blenkernel/intern/brush.c +++ b/source/blender/blenkernel/intern/brush.c @@ -328,6 +328,23 @@ float brush_sample_falloff(Brush *brush, float dist) return 0.0f; } +float brush_sample_falloff_noalpha(Brush *brush, float dist) +{ + float outer, inner; + + outer = brush->size >> 1; + inner = outer*brush->innerradius; + + if (dist <= inner) { + return 1.0f; + } + else if ((dist < outer) && (inner < outer)) { + return 1.0f - sqrt((dist - inner)/(outer - inner)); + } + else + return 0.0f; +} + void brush_sample_tex(Brush *brush, float *xy, float *rgba) { MTex *mtex= brush->mtex[brush->texact]; diff --git a/source/blender/blenkernel/intern/customdata.c b/source/blender/blenkernel/intern/customdata.c index e93266c85f3..05271aa59a7 100644 --- a/source/blender/blenkernel/intern/customdata.c +++ b/source/blender/blenkernel/intern/customdata.c @@ -606,7 +606,7 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest, { const LayerTypeInfo *typeInfo; CustomDataLayer *layer, *newlayer; - int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0; + int i, type, number = 0, lasttype = -1, lastactive = 0, lastrender = 0, lastclone = 0, lastmask = 0; for(i = 0; i < source->totlayer; ++i) { layer = &source->layers[i]; @@ -618,6 +618,8 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest, number = 0; lastactive = layer->active; lastrender = layer->active_rnd; + lastclone = layer->active_clone; + lastmask = layer->active_mask; lasttype = type; } else @@ -637,6 +639,8 @@ void CustomData_merge(const struct CustomData *source, struct CustomData *dest, if(newlayer) { newlayer->active = lastactive; newlayer->active_rnd = lastrender; + newlayer->active_clone = lastclone; + newlayer->active_mask = lastmask; } } } @@ -736,6 +740,28 @@ int CustomData_get_render_layer_index(const CustomData *data, int type) return -1; } +int CustomData_get_clone_layer_index(const CustomData *data, int type) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + return i + data->layers[i].active_clone; + + return -1; +} + +int CustomData_get_mask_layer_index(const CustomData *data, int type) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + return i + data->layers[i].active_mask; + + return -1; +} + int CustomData_get_active_layer(const CustomData *data, int type) { int i; @@ -758,6 +784,27 @@ int CustomData_get_render_layer(const CustomData *data, int type) return -1; } +int CustomData_get_clone_layer(const CustomData *data, int type) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + return data->layers[i].active_clone; + + return -1; +} + +int CustomData_get_mask_layer(const CustomData *data, int type) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + return data->layers[i].active_mask; + + return -1; +} void CustomData_set_layer_active(CustomData *data, int type, int n) { @@ -777,6 +824,24 @@ void CustomData_set_layer_render(CustomData *data, int type, int n) data->layers[i].active_rnd = n; } +void CustomData_set_layer_clone(CustomData *data, int type, int n) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + data->layers[i].active_clone = n; +} + +void CustomData_set_layer_mask(CustomData *data, int type, int n) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + data->layers[i].active_mask = n; +} + /* for using with an index from CustomData_get_active_layer_index and CustomData_get_render_layer_index */ void CustomData_set_layer_active_index(CustomData *data, int type, int n) { @@ -796,6 +861,23 @@ void CustomData_set_layer_render_index(CustomData *data, int type, int n) data->layers[i].active_rnd = n-i; } +void CustomData_set_layer_clone_index(CustomData *data, int type, int n) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + data->layers[i].active_clone = n-i; +} + +void CustomData_set_layer_mask_index(CustomData *data, int type, int n) +{ + int i; + + for(i=0; i < data->totlayer; ++i) + if(data->layers[i].type == type) + data->layers[i].active_mask = n-i; +} void CustomData_set_layer_flag(struct CustomData *data, int type, int flag) { @@ -882,9 +964,13 @@ static CustomDataLayer *customData_add_layer__internal(CustomData *data, if(index > 0 && data->layers[index-1].type == type) { data->layers[index].active = data->layers[index-1].active; data->layers[index].active_rnd = data->layers[index-1].active_rnd; + data->layers[index].active_clone = data->layers[index-1].active_clone; + data->layers[index].active_mask = data->layers[index-1].active_mask; } else { data->layers[index].active = 0; data->layers[index].active_rnd = 0; + data->layers[index].active_clone = 0; + data->layers[index].active_mask = 0; } customData_update_offsets(data); @@ -944,6 +1030,8 @@ int CustomData_free_layer(CustomData *data, int type, int totelem, int index) for (; i < data->totlayer && data->layers[i].type == type; i++) { data->layers[i].active--; data->layers[i].active_rnd--; + data->layers[i].active_clone--; + data->layers[i].active_mask--; } } diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c index 423d050c862..91170563c11 100644 --- a/source/blender/blenloader/intern/readfile.c +++ b/source/blender/blenloader/intern/readfile.c @@ -8007,6 +8007,17 @@ static void do_versions(FileData *fd, Library *lib, Main *main) } } + if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 2)) { + Scene *sce; + + /* Note, these will need to be added for painting */ + for (sce= main->scene.first; sce; sce= sce->id.next) { + sce->toolsettings->imapaint.seam_bleed = 2; + sce->toolsettings->imapaint.normal_angle = 80; + } + } + + /* WATCH IT!!!: pointers from libdata have not been converted yet here! */ /* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */ diff --git a/source/blender/include/BSE_view.h b/source/blender/include/BSE_view.h index f7afce958f5..55363bcf1f4 100644 --- a/source/blender/include/BSE_view.h +++ b/source/blender/include/BSE_view.h @@ -80,6 +80,7 @@ void viewmove(int mode); void viewmoveNDOFfly(int mode); void viewmoveNDOF(int mode); void view_zoom_mouseloc(float dfac, short *mouseloc); +int view_mouse_depth( float mouse_worldloc[3], short mval[2], int dist); int get_view3d_viewplane(int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize); void setwinmatrixview3d(int winx, int winy, struct rctf *rect); diff --git a/source/blender/include/butspace.h b/source/blender/include/butspace.h index 7019a3f6959..868d0c3e6c0 100644 --- a/source/blender/include/butspace.h +++ b/source/blender/include/butspace.h @@ -453,6 +453,8 @@ void curvemap_buttons(struct uiBlock *block, struct CurveMapping *cumap, char la #define B_GEN_SKELETON 2085 #define B_RETARGET_SKELETON 2086 +#define B_SETTFACE_CLONE 2087 +#define B_SETTFACE_MASK 2088 /* *********************** */ #define B_VGROUPBUTS 2100 diff --git a/source/blender/makesdna/DNA_customdata_types.h b/source/blender/makesdna/DNA_customdata_types.h index 6c098e220bb..e6b18641d2a 100644 --- a/source/blender/makesdna/DNA_customdata_types.h +++ b/source/blender/makesdna/DNA_customdata_types.h @@ -37,6 +37,8 @@ typedef struct CustomDataLayer { int flag; /* general purpose flag */ int active; /* number of the active layer of this type */ int active_rnd; /* number of the layer to render*/ + int active_clone; /* number of the layer to render*/ + int active_mask; /* number of the layer to render*/ char pad[4]; char name[32]; /* layer name */ void *data; /* layer data */ diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index c1c164f136f..f92311312fa 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -345,7 +345,9 @@ typedef struct TimeMarker { typedef struct ImagePaintSettings { struct Brush *brush; short flag, tool; - int pad3; + + /* for projection painting only */ + short seam_bleed,normal_angle; } ImagePaintSettings; typedef struct ParticleBrushData { @@ -799,6 +801,15 @@ typedef struct Scene { #define IMAGEPAINT_DRAW_TOOL 2 #define IMAGEPAINT_DRAW_TOOL_DRAWING 4 +/* projection painting only */ +#define IMAGEPAINT_PROJECT_DISABLE 8 /* Non projection 3D painting */ +#define IMAGEPAINT_PROJECT_XRAY 16 +#define IMAGEPAINT_PROJECT_BACKFACE 32 +#define IMAGEPAINT_PROJECT_FLAT 64 +#define IMAGEPAINT_PROJECT_LAYER_CLONE 128 +#define IMAGEPAINT_PROJECT_LAYER_MASK 256 +#define IMAGEPAINT_PROJECT_LAYER_MASK_INV 512 + /* toolsettings->uvcalc_flag */ #define UVCALC_FILLHOLES 1 #define UVCALC_NO_ASPECT_CORRECT 2 /* would call this UVCALC_ASPECT_CORRECT, except it should be default with old file */ diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c index edf4660b71e..c1539a46c86 100644 --- a/source/blender/src/buttons_editing.c +++ b/source/blender/src/buttons_editing.c @@ -184,7 +184,7 @@ static float editbutweight= 1.0; float editbutvweight= 1; -static int actmcol= 0, acttface= 0, acttface_rnd = 0, actmcol_rnd = 0; +static int actmcol= 0, acttface= 0, acttface_rnd = 0, acttface_clone = 0, acttface_mask = 0, actmcol_rnd = 0; extern ListBase editNurb; @@ -722,10 +722,10 @@ static void delete_customdata_layer(void *data1, void *data2) Mesh *me= (Mesh*)data1; CustomData *data= (G.obedit)? &G.editMesh->fdata: &me->fdata; CustomDataLayer *layer= (CustomDataLayer*)data2; - void *actlayerdata, *rndlayerdata, *layerdata=layer->data; + void *actlayerdata, *rndlayerdata, *clonelayerdata, *masklayerdata, *layerdata=layer->data; int type= layer->type; int index= CustomData_get_layer_index(data, type); - int i, actindex, rndindex; + int i, actindex, rndindex, cloneindex, maskindex; /*ok, deleting a non-active layer needs to preserve the active layer indices. to do this, we store a pointer to the .data member of both layer and the active layer, @@ -736,6 +736,8 @@ static void delete_customdata_layer(void *data1, void *data2) layer. */ actlayerdata = data->layers[CustomData_get_active_layer_index(data, type)].data; rndlayerdata = data->layers[CustomData_get_render_layer_index(data, type)].data; + clonelayerdata = data->layers[CustomData_get_clone_layer_index(data, type)].data; + masklayerdata = data->layers[CustomData_get_mask_layer_index(data, type)].data; CustomData_set_layer_active(data, type, layer - &data->layers[index]); /* Multires is handled seperately because the display data is separate @@ -787,6 +789,33 @@ static void delete_customdata_layer(void *data1, void *data2) CustomData_set_layer_render(data, type, rndindex); } + if (clonelayerdata != layerdata) { + /*find index. . .*/ + cloneindex = CustomData_get_layer_index(data, type); + for (i=cloneindex; i<data->totlayer; i++) { + if (data->layers[i].data == clonelayerdata) { + cloneindex = i - cloneindex; + break; + } + } + + /*set index. . .*/ + CustomData_set_layer_clone(data, type, cloneindex); + } + + if (masklayerdata != layerdata) { + /*find index. . .*/ + maskindex = CustomData_get_layer_index(data, type); + for (i=maskindex; i<data->totlayer; i++) { + if (data->layers[i].data == masklayerdata) { + maskindex = i - maskindex; + break; + } + } + + /*set index. . .*/ + CustomData_set_layer_mask(data, type, maskindex); + } DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA); @@ -802,9 +831,9 @@ static void delete_customdata_layer(void *data1, void *data2) static int customdata_buttons( uiBlock *block, Mesh *me, CustomData *data, - int type, int *activep, int *renderp, - int setevt, int setevt_rnd, int newevt, - char *label, char *shortlabel, char *browsetip, char *browsetip_rnd, + int type, int *activep, int *renderp, int *clonep, int *maskp, + int setevt, int setevt_rnd, int setevt_clone, int setevt_mask, int newevt, + char *label, char *shortlabel, char *browsetip, char *browsetip_rnd, char *browsetip_clone, char *browsetip_mask, char *newtip, char *deltip, int x, int y) { CustomDataLayer *layer; @@ -828,12 +857,27 @@ static int customdata_buttons( layer= &data->layers[i]; if(layer->type == type) { + int xi = 0; *activep= layer->active + 1; *renderp= layer->active_rnd + 1; + if (clonep) *clonep= layer->active_clone + 1; + if (maskp) *maskp= layer->active_mask + 1; + uiDefIconButI(block, ROW, setevt, ICON_VIEW3D, x,y,25,19, activep, 1.0, count, 0, 0, browsetip); uiDefIconButI(block, ROW, setevt_rnd, ICON_SCENE, x+25,y,25,19, renderp, 1.0, count, 0, 0, browsetip_rnd); - but=uiDefBut(block, TEX, setevt, "", x+50,y,145,19, layer->name, 0.0, 31.0, 0, 0, label); + + if (clonep) { + uiDefIconButI(block, ROW, setevt_clone, ICON_TEXTURE, x+50,y,25,19, clonep, 1.0, count, 0, 0, browsetip_clone); + xi += 25; + } + + if (maskp) { + uiDefIconButI(block, ROW, setevt_mask, ICON_PAINT, x+50+xi,y,25,19, maskp, 1.0, count, 0, 0, browsetip_mask); + xi += 25; + } + + but=uiDefBut(block, TEX, setevt, "", x+50+xi,y,145-xi,19, layer->name, 0.0, 31.0, 0, 0, label); uiButSetFunc(but, verify_customdata_name_func, data, layer); but= uiDefIconBut(block, BUT, B_NOP, VICON_X, x+195,y,25,19, NULL, 0.0, 0.0, 0.0, 0.0, deltip); uiButSetFunc(but, delete_customdata_layer, me, layer); @@ -902,14 +946,14 @@ static void editing_panel_mesh_type(Object *ob, Mesh *me) uiBlockEndAlign(block); fdata= (G.obedit)? &G.editMesh->fdata: &me->fdata; - yco= customdata_buttons(block, me, fdata, CD_MTFACE, &acttface, &acttface_rnd, - B_SETTFACE, B_SETTFACE_RND, B_NEWTFACE, "UV Texture", "UV Texture:", - "Set active UV texture", "Set rendering UV texture", "Creates a new UV texture layer", + yco= customdata_buttons(block, me, fdata, CD_MTFACE, &acttface, &acttface_rnd, (G.f & G_TEXTUREPAINT ? &acttface_clone : NULL), (G.f & G_TEXTUREPAINT ? &acttface_mask : NULL), + B_SETTFACE, B_SETTFACE_RND, B_SETTFACE_CLONE, B_SETTFACE_MASK, B_NEWTFACE, "UV Texture", "UV Texture:", + "Set active UV texture", "Set rendering UV texture", "Set the layer used for texturepaint cloning", "Set the texture paint stencil layer", "Creates a new UV texture layer", "Removes the current UV texture layer", 190, 130); - yco= customdata_buttons(block, me, fdata, CD_MCOL, &actmcol, &actmcol_rnd, - B_SETMCOL, B_SETMCOL_RND, B_NEWMCOL, "Vertex Color", "Vertex Color:", - "Sets active vertex color layer", "Sets rendering vertex color layer", "Creates a new vertex color layer", + yco= customdata_buttons(block, me, fdata, CD_MCOL, &actmcol, &actmcol_rnd, NULL, NULL, + B_SETMCOL, B_SETMCOL_RND, B_NOP, B_NOP, B_NEWMCOL, "Vertex Color", "Vertex Color:", + "Sets active vertex color layer", "Sets rendering vertex color layer", "", "", "Creates a new vertex color layer", "Removes the current vertex color layer", 190, yco-5); if(yco < 0) @@ -4964,7 +5008,22 @@ void do_meshbuts(unsigned short event) allqueue(REDRAWBUTSEDIT, 0); } break; - + case B_SETTFACE_CLONE: + if (G.obedit || me) { + CustomData *fdata= (G.obedit)? &em->fdata: &me->fdata; + CustomData_set_layer_clone(fdata, CD_MTFACE, acttface_clone-1); + BIF_undo_push("Set Clone UV Texture"); + allqueue(REDRAWBUTSEDIT, 0); + } + break; + case B_SETTFACE_MASK: + if (G.obedit || me) { + CustomData *fdata= (G.obedit)? &em->fdata: &me->fdata; + CustomData_set_layer_mask(fdata, CD_MTFACE, acttface_mask-1); + BIF_undo_push("Set Stencil UV Texture"); + allqueue(REDRAWBUTSEDIT, 0); + } + break; case B_FLIPNORM: if(G.obedit) { flip_editnormals(); @@ -6279,20 +6338,23 @@ void brush_buttons(uiBlock *block, short sima, ToolSettings *settings= G.scene->toolsettings; Brush *brush= settings->imapaint.brush; ID *id; - int yco, xco, butw; + int yco, xco, butw, but_idx; short *menupoin = sima ? &(G.sima->menunr) : &(G.buts->menunr); + short do_project = settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE ? 0:1; yco= 160; butw = sima ? 80 : 106; uiBlockBeginAlign(block); - uiDefButS(block, ROW, evt_change, "Draw", 0, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_DRAW, 0, 0, "Draw brush"); - uiDefButS(block, ROW, evt_change, "Soften", butw, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SOFTEN, 0, 0, "Soften brush"); - uiDefButS(block, ROW, evt_change, "Smear", butw*2, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SMEAR, 0, 0, "Smear brush"); - if (sima) - uiDefButS(block, ROW, evt_change, "Clone", butw*3, yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_CLONE, 0, 0, "Clone brush, use RMB to drag source image"); + but_idx = 0; + uiDefButS(block, ROW, evt_change, "Draw", butw*(but_idx++),yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_DRAW, 0, 0, "Draw brush"); + if (sima || do_project==0) + uiDefButS(block, ROW, evt_change, "Soften", butw*(but_idx++), yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SOFTEN, 0, 0, "Soften brush"); + uiDefButS(block, ROW, evt_change, "Smear", butw*(but_idx++), yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_SMEAR, 0, 0, "Smear brush"); + if (sima || do_project) + uiDefButS(block, ROW, evt_change, "Clone", butw*(but_idx++), yco,butw,19, &settings->imapaint.tool, 7.0, PAINT_TOOL_CLONE, 0, 0, "Clone brush, use RMB to drag source image"); uiBlockEndAlign(block); yco -= 30; @@ -6307,16 +6369,44 @@ void brush_buttons(uiBlock *block, short sima, butw= 320-(xco+10); uiDefButS(block, MENU, evt_nop, "Mix %x0|Add %x1|Subtract %x2|Multiply %x3|Lighten %x4|Darken %x5|Erase Alpha %x6|Add Alpha %x7", xco+10,yco,butw,19, &brush->blend, 0, 0, 0, 0, "Blending method for applying brushes"); - - uiDefButBitS(block, TOG|BIT, BRUSH_TORUS, evt_change, "Wrap", xco+10,yco-25,butw,19, &brush->flag, 0, 0, 0, 0, "Enables torus wrapping"); - + uiBlockBeginAlign(block); - uiDefButBitS(block, TOG|BIT, BRUSH_AIRBRUSH, evt_change, "Airbrush", xco+10,yco-50,butw,19, &brush->flag, 0, 0, 0, 0, "Keep applying paint effect while holding mouse (spray)"); - uiDefButF(block, NUM, evt_nop, "Rate ", xco+10,yco-70,butw,19, &brush->rate, 0.01, 1.0, 0, 0, "Number of paints per second for Airbrush"); + uiDefButBitS(block, TOG|BIT, BRUSH_AIRBRUSH, evt_change, "Airbrush", xco+10,yco-25,butw/2,19, &brush->flag, 0, 0, 0, 0, "Keep applying paint effect while holding mouse (spray)"); + uiDefButF(block, NUM, evt_nop, "", xco+10 + butw/2,yco-25,butw/2,19, &brush->rate, 0.01, 1.0, 0, 0, "Number of paints per second for Airbrush"); uiBlockEndAlign(block); - - yco -= 25; - + + if (sima) { + uiDefButBitS(block, TOG|BIT, BRUSH_TORUS, evt_change, "Wrap", xco+10,yco-45,butw,19, &brush->flag, 0, 0, 0, 0, "Enables torus wrapping"); + yco -= 25; + } + else { + yco -= 25; + uiBlockBeginAlign(block); + uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_DISABLE, B_REDR, "Project Paint", xco+10,yco-25,butw,19, &settings->imapaint.flag, 0, 0, 0, 0, "Use projection painting for improved consistency in the brush strokes"); + + if ((settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)==0) { + + + /* Projection Painting */ + + uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_XRAY, B_NOP, "Occlude", xco+10,yco-45,butw/2,19, &settings->imapaint.flag, 0, 0, 0, 0, "Only paint onto the faces directly under the brush (slower)"); + uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_BACKFACE, B_NOP, "Cull", xco+10+butw/2,yco-45,butw/2,19, &settings->imapaint.flag, 0, 0, 0, 0, "Ignore faces pointing away from the view (faster)"); + + uiDefButBitS(block, TOGN|BIT, IMAGEPAINT_PROJECT_FLAT, B_NOP, "Normal", xco+10,yco-65,butw/2,19, &settings->imapaint.flag, 0, 0, 0, 0, "Paint most on faces pointing towards the view"); + uiDefButS(block, NUM, B_NOP, "", xco+10 +(butw/2),yco-65,butw/2,19, &settings->imapaint.normal_angle, 10.0, 90.0, 0, 0, "Paint most on faces pointing towards the view acording to this angle"); + + uiDefButS(block, NUM, B_NOP, "Bleed: ", xco+10,yco-85,butw,19, &settings->imapaint.seam_bleed, 0.0, 8.0, 0, 0, "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)"); + uiBlockEndAlign(block); + + uiBlockBeginAlign(block); + uiDefButBitS(block, TOG|BIT, IMAGEPAINT_PROJECT_LAYER_MASK, B_NOP, "Stencil Layer", xco+10,yco-110,butw-30,19, &settings->imapaint.flag, 0, 0, 0, 0, "Set the mask layer from the UV layer buttons"); + uiDefButBitS(block, TOG|BIT, IMAGEPAINT_PROJECT_LAYER_MASK_INV, B_NOP, "Inv", xco+10 + butw-30,yco-110,30,19, &settings->imapaint.flag, 0, 0, 0, 0, "Invert the mask"); + uiBlockEndAlign(block); + + } + uiBlockEndAlign(block); + } + uiBlockBeginAlign(block); uiDefButF(block, COL, B_VPCOLSLI, "", 0,yco,200,19, brush->rgb, 0, 0, 0, 0, ""); uiDefButF(block, NUMSLI, evt_nop, "Opacity ", 0,yco-20,180,19, &brush->alpha, 0.0, 1.0, 0, 0, "The amount of pressure on the brush"); diff --git a/source/blender/src/drawview.c b/source/blender/src/drawview.c index de3e464060d..0942d5d1cdb 100644 --- a/source/blender/src/drawview.c +++ b/source/blender/src/drawview.c @@ -3309,7 +3309,12 @@ void drawview3dspace(ScrArea *sa, void *spacedata) fdrawXORcirc((float)c[0], (float)c[1], (float)pset->brush[pset->brushtype].size); } } - + if(!G.obedit && OBACT && G.f&G_TEXTUREPAINT && area_is_active_area(v3d->area) && G.scene->toolsettings->imapaint.brush){ + short c[2]; + getmouseco_areawin(c); + fdrawXORcirc((float)c[0], (float)c[1], (float)G.scene->toolsettings->imapaint.brush->size/2); + } + if(v3d->persp>1) drawviewborder(); if(v3d->flag2 & V3D_FLYMODE) drawviewborder_flymode(); diff --git a/source/blender/src/imagepaint.c b/source/blender/src/imagepaint.c index 149dbf1d026..96f10dbf933 100644 --- a/source/blender/src/imagepaint.c +++ b/source/blender/src/imagepaint.c @@ -23,9 +23,9 @@ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * - * The Original Code is: all of this file. + * The Original Code is: some of this file. * - * Contributor(s): Jens Ole Wund (bjornmose) + * Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42) * * ***** END GPL LICENSE BLOCK ***** */ @@ -46,7 +46,10 @@ #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "BLI_dynstr.h" +#include "BLI_linklist.h" +#include "BLI_memarena.h" #include "PIL_time.h" +#include "BLI_threads.h" #include "IMB_imbuf.h" #include "IMB_imbuf_types.h" @@ -70,6 +73,7 @@ #include "BKE_mesh.h" #include "BKE_node.h" #include "BKE_utildefines.h" +#include "BKE_DerivedMesh.h" #include "BIF_interface.h" #include "BIF_mywindow.h" @@ -77,14 +81,16 @@ #include "BIF_space.h" #include "BIF_toolbox.h" +#include "BIF_editview.h" /* only for mouse_cursor - could remove this later */ + #include "BSE_drawipo.h" #include "BSE_node.h" #include "BSE_trans_types.h" #include "BSE_view.h" +#include "BSE_drawview.h" /* view3d_test_clipping */ #include "BDR_imagepaint.h" #include "BDR_vpaint.h" - #include "GPU_draw.h" #include "GHOST_Types.h" @@ -95,12 +101,13 @@ /* Defines and Structs */ -#define IMAPAINT_CHAR_TO_FLOAT(c) (c/255.0f) +#define IMAPAINT_CHAR_TO_FLOAT(c) ((c)/255.0f) + +#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); } +#define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); (c)[3]=FTOCHAR((f)[3]); } -#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { c[0]=FTOCHAR(f[0]); \ - c[1]=FTOCHAR(f[1]); c[2]=FTOCHAR(f[2]); } -#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { f[0]=IMAPAINT_CHAR_TO_FLOAT(c[0]); \ - f[1]=IMAPAINT_CHAR_TO_FLOAT(c[1]); f[2]=IMAPAINT_CHAR_TO_FLOAT(c[2]); } +#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); } +#define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); (f)[3]=IMAPAINT_CHAR_TO_FLOAT((c)[3]); } #define IMAPAINT_FLOAT_RGB_COPY(a, b) VECCOPY(a, b) #define IMAPAINT_TILE_BITS 6 @@ -109,6 +116,9 @@ #define MAXUNDONAME 64 +static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint); + + typedef struct ImagePaintState { Brush *brush; short tool, blend; @@ -126,6 +136,194 @@ typedef struct ImagePaintState { float uv[2]; } ImagePaintState; +typedef struct ImagePaintPartialRedraw { + int x1, y1, x2, y2; + int enabled; +} ImagePaintPartialRedraw; + + +/* ProjectionPaint defines */ + +/* approx the number of buckets to have under the brush, + * used with the brush size to set the ps->buckets_x and ps->buckets_y value. + * + * When 3 - a brush should have ~9 buckets under it at once + * ...this helps for threading while painting as well as + * avoiding initializing pixels that wont touch the brush */ +#define PROJ_BUCKET_BRUSH_DIV 4 + +#define PROJ_BUCKET_RECT_MIN 4 +#define PROJ_BUCKET_RECT_MAX 256 + +#define PROJ_BOUNDBOX_DIV 8 +#define PROJ_BOUNDBOX_SQUARED (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV) + +//#define PROJ_DEBUG_PAINT 1 +//#define PROJ_DEBUG_NOSEAMBLEED 1 +//#define PROJ_DEBUG_PRINT_CLIP 1 +#define PROJ_DEBUG_WINCLIP 1 + +/* projectFaceSeamFlags options */ +//#define PROJ_FACE_IGNORE 1<<0 /* When the face is hidden, backfacing or occluded */ +//#define PROJ_FACE_INIT 1<<1 /* When we have initialized the faces data */ +#define PROJ_FACE_SEAM1 1<<0 /* If this face has a seam on any of its edges */ +#define PROJ_FACE_SEAM2 1<<1 +#define PROJ_FACE_SEAM3 1<<2 +#define PROJ_FACE_SEAM4 1<<3 + +#define PROJ_FACE_NOSEAM1 1<<4 +#define PROJ_FACE_NOSEAM2 1<<5 +#define PROJ_FACE_NOSEAM3 1<<6 +#define PROJ_FACE_NOSEAM4 1<<7 + +/* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams + * as this number approaches 1.0f the likelihood increases of float precision errors where + * it is occluded by an adjacent face */ +#define PROJ_FACE_SCALE_SEAM 0.99f + +#define PROJ_BUCKET_NULL 0 +#define PROJ_BUCKET_INIT 1<<0 +// #define PROJ_BUCKET_CLONE_INIT 1<<1 + +/* used for testing doubles, if a point is on a line etc */ +#define PROJ_GEOM_TOLERANCE 0.0002f + +/* vert flags */ +#define PROJ_VERT_CULL 1 + +#define PI_80_DEG ((M_PI_2 / 9) * 8) + +/* This is mainly a convenience struct used so we can keep an array of images we use + * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread + * because 'partRedrawRect' and 'touch' values would not be thread safe */ +typedef struct ProjPaintImage { + Image *ima; + ImBuf *ibuf; + ImagePaintPartialRedraw *partRedrawRect; + struct UndoTile **undoRect; /* only used to build undo tiles after painting */ + int touch; +} ProjPaintImage; + +/* Main projection painting struct passed to all projection painting functions */ +typedef struct ProjPaintState { + Brush *brush; + short tool, blend; + Object *ob; + /* end similarities with ImagePaintState */ + + DerivedMesh *dm; + int dm_totface; + int dm_totvert; + + MVert *dm_mvert; + MFace *dm_mface; + MTFace *dm_mtface; + MTFace *dm_mtface_clone; /* other UV layer, use for cloning between layers */ + MTFace *dm_mtface_mask; + + /* projection painting only */ + MemArena *arena_mt[BLENDER_MAX_THREADS];/* for multithreading, the first item is sometimes used for non threaded cases too */ + LinkNode **bucketRect; /* screen sized 2D array, each pixel has a linked list of ProjPixel's */ + LinkNode **bucketFaces; /* bucketRect aligned array linkList of faces overlapping each bucket */ + unsigned char *bucketFlags; /* store if the bucks have been initialized */ +#ifndef PROJ_DEBUG_NOSEAMBLEED + char *faceSeamFlags; /* store info about faces, if they are initialized etc*/ + float (*faceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */ + LinkNode **vertFaces; /* Only needed for when seam_bleed_px is enabled, use to find UV seams */ + char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */ +#endif + int buckets_x; /* The size of the bucket grid, the grid span's screenMin/screenMax so you can paint outsize the screen or with 2 brushes at once */ + int buckets_y; + + ProjPaintImage *projImages; + + int image_tot; /* size of projectImages array */ + + float (*screenCoords)[4]; /* verts projected into floating point screen space */ + + float screenMin[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */ + float screenMax[2]; + float screen_width; /* Calculated from screenMin & screenMax */ + float screen_height; + + /* options for projection painting */ + int do_layer_clone; + int do_layer_mask; + int do_layer_mask_inv; + + short do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/ + short do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */ + short do_mask_normal; /* mask out pixels based on their normals */ + float normal_angle; /* what angle to mask at*/ + float normal_angle_inner; + float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */ + + short is_ortho; + short is_airbrush; /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */ + short is_texbrush; /* only to avoid running */ +#ifndef PROJ_DEBUG_NOSEAMBLEED + float seam_bleed_px; +#endif + /* clone vars */ + float cloneOffset[2]; + + float projectMat[4][4]; /* Projection matrix, use for getting screen coords */ + float viewMat[4][4]; + float viewDir[3]; /* View vector, use for do_backfacecull and for ray casting with an ortho viewport */ + float viewPos[3]; /* View location in object relative 3D space, so can compare to verts */ + float clipsta, clipend; + + /* threads */ + int thread_tot; + int bucketMin[2]; + int bucketMax[2]; + int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */ +} ProjPaintState; + +typedef union pixelPointer +{ + float *f_pt; /* float buffer */ + unsigned int *uint_pt; /* 2 ways to access a char buffer */ + unsigned char *ch_pt; +} PixelPointer; + +typedef union pixelStore +{ + unsigned char ch[4]; + unsigned int uint; + float f[4]; +} PixelStore; + +typedef struct ProjPixel { + float projCoSS[2]; /* the floating point screen projection of this pixel */ + + /* Only used when the airbrush is disabled. + * Store the max mask value to avoid painting over an area with a lower opacity + * with an advantage that we can avoid touching the pixel at all, if the + * new mask value is lower then mask_max */ + unsigned short mask_max; + + /* for various reasons we may want to mask out painting onto this pixel */ + unsigned short mask; + + short x_px, y_px; + + PixelStore origColor; + PixelStore newColor; + PixelPointer pixel; + + short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */ + unsigned char bb_cell_index; +} ProjPixel; + +typedef struct ProjPixelClone { + struct ProjPixel __pp; + PixelStore clonepx; +} ProjPixelClone; + +/* Finish projection painting structs */ + + typedef struct UndoTile { struct UndoTile *next, *prev; ID id; @@ -142,11 +340,6 @@ typedef struct UndoElem { ListBase tiles; } UndoElem; -typedef struct ImagePaintPartialRedraw { - int x1, y1, x2, y2; - int enabled; -} ImagePaintPartialRedraw; - static ListBase undobase = {NULL, NULL}; static UndoElem *curundo = NULL; static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0}; @@ -161,14 +354,42 @@ static void undo_copy_tile(UndoTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int rest IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x*IMAPAINT_TILE_SIZE, tile->y*IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE); - if(ibuf->rect_float) SWAP(void*, tmpibuf->rect_float, tile->rect) - else SWAP(void*, tmpibuf->rect, tile->rect) + if(ibuf->rect_float) { + SWAP(void*, tmpibuf->rect_float, tile->rect); + } else { + SWAP(void*, tmpibuf->rect, tile->rect); + } if(restore) IMB_rectcpy(ibuf, tmpibuf, tile->x*IMAPAINT_TILE_SIZE, tile->y*IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE); } +static UndoTile *undo_init_tile(ID *id, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile) +{ + UndoTile *tile; + int allocsize; + + if (*tmpibuf==NULL) + *tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat|IB_rect, 0); + + tile= MEM_callocN(sizeof(UndoTile), "ImaUndoTile"); + tile->id= *id; + tile->x= x_tile; + tile->y= y_tile; + + allocsize= IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE*4; + allocsize *= (ibuf->rect_float)? sizeof(float): sizeof(char); + tile->rect= MEM_mapallocN(allocsize, "ImaUndoRect"); + + undo_copy_tile(tile, *tmpibuf, ibuf, 0); + curundo->undosize += allocsize; + + BLI_addtail(&curundo->tiles, tile); + + return tile; +} + static void undo_restore(UndoElem *undo) { Image *ima = NULL; @@ -281,9 +502,3399 @@ static void undo_imagepaint_push_end() } } -/* external functions */ +/* fast projection bucket array lookup, use the safe version for bound checking */ +static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2]) +{ + /* If we were not dealing with screenspace 2D coords we could simple do... + * ps->bucketRect[x + (y*ps->buckets_y)] */ + + /* please explain? + * projCoSS[0] - ps->screenMin[0] : zero origin + * ... / ps->screen_width : range from 0.0 to 1.0 + * ... * ps->buckets_x : use as a bucket index + * + * Second multiplication does similar but for vertical offset + */ + return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x)) + + ( ( (int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x); +} + +static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2]) +{ + int bucket_index = project_bucket_offset(ps, projCoSS); + + if (bucket_index < 0 || bucket_index >= ps->buckets_x*ps->buckets_y) { + return -1; + } + else { + return bucket_index; + } +} + +#define SIDE_OF_LINE(pa, pb, pp) ((pa[0]-pp[0])*(pb[1]-pp[1]))-((pb[0]-pp[0])*(pa[1]-pp[1])) + +static float AreaSignedF2Dfl(float *v1, float *v2, float *v3) +{ + return (float)(0.5f*((v1[0]-v2[0])*(v2[1]-v3[1]) + +(v1[1]-v2[1])*(v3[0]-v2[0]))); +} + +static void BarycentricWeights2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3]) +{ + float wtot_inv, wtot, wsign[3]; + + wsign[0] = AreaSignedF2Dfl(v2, v3, pt); + wsign[1] = AreaSignedF2Dfl(v3, v1, pt); + wsign[2] = AreaSignedF2Dfl(v1, v2, pt); + wtot = wsign[0]+wsign[1]+wsign[2]; + + if (fabs(wtot) > 0.0f) { + wtot_inv = 1.0f/wtot; + + w[0] = wsign[0]*wtot_inv; + w[1] = wsign[1]*wtot_inv; + w[2] = wsign[2]*wtot_inv; + } + else /* dummy values for zero area face */ + w[0] = w[1] = w[2] = 1.0f/3.0f; +} + +/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */ + +static void BarycentricWeightsPersp2f(float v1[4], float v2[4], float v3[4], float pt[2], float w[3]) +{ + float persp_tot, persp_tot_inv; + BarycentricWeights2f(v1, v2, v3, pt, w); + + w[0] /= v1[3]; + w[1] /= v2[3]; + w[2] /= v3[3]; + + persp_tot = w[0]+w[1]+w[2]; + if (persp_tot > 0.0f) { + persp_tot_inv = 1.0f / persp_tot; + w[0] *= persp_tot_inv; + w[1] *= persp_tot_inv; + w[2] *= persp_tot_inv; + } + else { + w[0] = w[1] = w[2] = 1.0f/3.0f; /* dummy values for zero area face */ + } +} + +static void VecWeightf(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3]) +{ + p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2]; + p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2]; + p[2] = v1[2]*w[0] + v2[2]*w[1] + v3[2]*w[2]; +} + +static void Vec2Weightf(float p[2], const float v1[2], const float v2[2], const float v3[2], const float w[3]) +{ + p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2]; + p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2]; +} + +static float tri_depth_2d(float v1[3], float v2[3], float v3[3], float pt[2], float w[3]) +{ + BarycentricWeights2f(v1, v2, v3, pt, w); + return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]); +} + + +/* Return the top-most face index that the screen space coord 'pt' touches (or -1) */ +static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side) +{ + LinkNode *node; + float w_tmp[3]; + float *v1, *v2, *v3, *v4; + int bucket_index; + int face_index; + int best_side = -1; + int best_face_index = -1; + float z_depth_best = MAXFLOAT, z_depth; + MFace *mf; + + bucket_index = project_bucket_offset_safe(ps, pt); + if (bucket_index==-1) + return -1; + + + + /* we could return 0 for 1 face buckets, as long as this function assumes + * that the point its testing is only every originated from an existing face */ + + for (node= ps->bucketFaces[bucket_index]; node; node= node->next) { + face_index = GET_INT_FROM_POINTER(node->link); + mf= ps->dm_mface + face_index; + + v1= ps->screenCoords[mf->v1]; + v2= ps->screenCoords[mf->v2]; + v3= ps->screenCoords[mf->v3]; + + if (IsectPT2Df(pt, v1, v2, v3)) { + z_depth= tri_depth_2d(v1, v2, v3, pt, w_tmp); + if (z_depth < z_depth_best) { + best_face_index = face_index; + best_side = 0; + z_depth_best = z_depth; + VECCOPY(w, w_tmp); + } + } + else if (mf->v4) { + v4= ps->screenCoords[mf->v4]; + + if (IsectPT2Df(pt, v1, v3, v4)) { + z_depth= tri_depth_2d(v1, v3, v4, pt, w_tmp); + if (z_depth < z_depth_best) { + best_face_index = face_index; + best_side= 1; + z_depth_best = z_depth; + VECCOPY(w, w_tmp); + } + } + } + } + + *side = best_side; + return best_face_index; /* will be -1 or a valid face */ +} + +/* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */ +static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y) +{ + /* use */ + *x = (float)fmod(uv[0], 1.0f); + *y = (float)fmod(uv[1], 1.0f); + + if (*x < 0.0f) *x += 1.0f; + if (*y < 0.0f) *y += 1.0f; + + *x = *x * ibuf_x - 0.5f; + *y = *y * ibuf_y - 0.5f; +} + +/* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */ +static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp) +{ + float w[3], uv[2]; + int side; + int face_index; + MTFace *tf; + ImBuf *ibuf; + int xi, yi; + + + face_index = project_paint_PickFace(ps, pt, w, &side); + + if (face_index == -1) + return 0; + + tf = ps->dm_mtface + face_index; + + if (side == 0) { + Vec2Weightf(uv, tf->uv[0], tf->uv[1], tf->uv[2], w); + } + else { /* QUAD */ + Vec2Weightf(uv, tf->uv[0], tf->uv[2], tf->uv[3], w); + } + + ibuf = BKE_image_get_ibuf((Image *)tf->tpage, NULL); /* TODO - this may be slow, the only way around it is to have an ibuf index per face */ + + + + if (interp) { + float x, y; + uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y); + + if (ibuf->rect_float) { + if (rgba_fp) { + bilinear_interpolation_color(ibuf, NULL, rgba_fp, x, y); + } + else { + float rgba_tmp_f[4]; + bilinear_interpolation_color(ibuf, NULL, rgba_tmp_f, x, y); + IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f); + } + } + else { + if (rgba) { + bilinear_interpolation_color(ibuf, rgba, NULL, x, y); + } + else { + unsigned char rgba_tmp[4]; + bilinear_interpolation_color(ibuf, rgba_tmp, NULL, x, y); + IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp); + } + } + } + else { + xi = (uv[0]*ibuf->x) + 0.5f; + yi = (uv[1]*ibuf->y) + 0.5f; + + //if (xi<0 || xi>=ibuf->x || yi<0 || yi>=ibuf->y) return 0; + + /* wrap */ + xi = ((int)(uv[0]*ibuf->x)) % ibuf->x; + if (xi<0) xi += ibuf->x; + yi = ((int)(uv[1]*ibuf->y)) % ibuf->y; + if (yi<0) yi += ibuf->y; + + + if (rgba) { + if (ibuf->rect_float) { + float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4); + IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp); + } + else { + *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4)); + } + } + + if (rgba_fp) { + if (ibuf->rect_float) { + QUATCOPY(rgba_fp, ((float *)ibuf->rect_float + ((xi + yi * ibuf->x) * 4))); + } + else { + char *tmp_ch= ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4); + IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch); + } + } + } + return 1; +} + +/* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test) + * return... + * 0 : no occlusion + * -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad) + * 1 : occluded */ + +static int project_paint_occlude_ptv(float pt[3], float v1[3], float v2[3], float v3[3]) +{ + /* if all are behind us, return false */ + if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2]) + return 0; + + /* do a 2D point in try intersection */ + if (!IsectPT2Df(pt, v1, v2, v3)) + return 0; /* we know there is */ + + + /* From here on we know there IS an intersection */ + /* if ALL of the verts are infront of us then we know it intersects ? */ + if(v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) { + return 1; + } + else { + float w[3]; + /* we intersect? - find the exact depth at the point of intersection */ + if (tri_depth_2d(v1, v2, v3, pt, w) < pt[2]) { + return 1; /* This point is occluded by another face */ + } + } + return -1; +} + + +static int project_paint_occlude_ptv_clip( + const ProjPaintState *ps, const MFace *mf, + float pt[3], float v1[3], float v2[3], float v3[3], + const int side ) +{ + float w[3], wco[3]; + + /* if all are behind us, return false */ + if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2]) + return 0; + + /* do a 2D point in try intersection */ + if (!IsectPT2Df(pt, v1, v2, v3)) + return 0; /* we know there is */ + + /* we intersect? - find the exact depth at the point of intersection */ + if (tri_depth_2d(v1, v2, v3, pt, w) > pt[2]) + return -1; + + if (side) VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w); + else VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w); + + Mat4MulVecfl(ps->ob->obmat, wco); + if(!view3d_test_clipping(G.vd, wco)) { + return 1; + } + + return -1; +} + + +/* Check if a screenspace location is occluded by any other faces + * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison + * and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */ +static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4]) +{ + MFace *mf; + int face_index; + int isect_ret; + + /* we could return 0 for 1 face buckets, as long as this function assumes + * that the point its testing is only every originated from an existing face */ + + if(G.vd->flag & V3D_CLIPPING) { + for (; bucketFace; bucketFace = bucketFace->next) { + face_index = (int)bucketFace->link; + + if (orig_face != face_index) { + mf = ps->dm_mface + face_index; + isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0); + + /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */ + if (isect_ret==0 && mf->v4) { + isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1); + } + if (isect_ret==1) { + /* TODO - we may want to cache the first hit, + * it is not possible to swap the face order in the list anymore */ + return 1; + } + } + } + } + else { + for (; bucketFace; bucketFace = bucketFace->next) { + face_index = (int)bucketFace->link; + + if (orig_face != face_index) { + mf = ps->dm_mface + face_index; + isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3]); + + /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */ + if (isect_ret==0 && mf->v4) { + isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4]); + } + if (isect_ret==1) { + /* TODO - we may want to cache the first hit, + * it is not possible to swap the face order in the list anymore */ + return 1; + } + } + } + } + return 0; +} + +/* basic line intersection, could move to arithb.c, 2 points with a horiz line + * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */ +#define ISECT_TRUE 1 +#define ISECT_TRUE_P1 2 +#define ISECT_TRUE_P2 3 +static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect) +{ + float y_diff; + + if (y_level==p1[1]) { /* are we touching the first point? - no interpolation needed */ + *x_isect = p1[0]; + return ISECT_TRUE_P1; + } + if (y_level==p2[1]) { /* are we touching the second point? - no interpolation needed */ + *x_isect = p2[0]; + return ISECT_TRUE_P2; + } + + y_diff= fabs(p1[1]-p2[1]); /* yuck, horizontal line, we cant do much here */ + + if (y_diff < 0.000001f) { + *x_isect = (p1[0]+p2[0]) * 0.5f; + return ISECT_TRUE; + } + + if (p1[1] > y_level && p2[1] < y_level) { + *x_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / y_diff; /*(p1[1]-p2[1]);*/ + return ISECT_TRUE; + } + else if (p1[1] < y_level && p2[1] > y_level) { + *x_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / y_diff; /*(p2[1]-p1[1]);*/ + return ISECT_TRUE; + } + else { + return 0; + } +} + +static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect) +{ + float x_diff; + + if (x_level==p1[0]) { /* are we touching the first point? - no interpolation needed */ + *y_isect = p1[1]; + return ISECT_TRUE_P1; + } + if (x_level==p2[0]) { /* are we touching the second point? - no interpolation needed */ + *y_isect = p2[1]; + return ISECT_TRUE_P2; + } + + x_diff= fabs(p1[0]-p2[0]); /* yuck, horizontal line, we cant do much here */ + + if (x_diff < 0.000001) { /* yuck, vertical line, we cant do much here */ + *y_isect = (p1[0]+p2[0]) * 0.5f; + return ISECT_TRUE; + } + + if (p1[0] > x_level && p2[0] < x_level) { + *y_isect = (p2[1]*(p1[0]-x_level) + p1[1]*(x_level-p2[0])) / x_diff; /*(p1[0]-p2[0]);*/ + return ISECT_TRUE; + } + else if (p1[0] < x_level && p2[0] > x_level) { + *y_isect = (p2[1]*(x_level-p1[0]) + p1[1]*(p2[0]-x_level)) / x_diff; /*(p2[0]-p1[0]);*/ + return ISECT_TRUE; + } + else { + return 0; + } +} + +/* simple func use for comparing UV locations to check if there are seams. + * Its possible this gives incorrect results, when the UVs for 1 face go into the next + * tile, but do not do this for the adjacent face, it could return a false positive. + * This is so unlikely that Id not worry about it. */ +static int cmp_uv(const float vec2a[2], const float vec2b[2]) +{ + /* if the UV's are not between 0.0 and 1.0 */ + float xa = (float)fmod(vec2a[0], 1.0f); + float ya = (float)fmod(vec2a[1], 1.0f); + + float xb = (float)fmod(vec2b[0], 1.0f); + float yb = (float)fmod(vec2b[1], 1.0f); + + if (xa < 0.0f) xa += 1.0f; + if (ya < 0.0f) ya += 1.0f; + + if (xb < 0.0f) xb += 1.0f; + if (yb < 0.0f) yb += 1.0f; + + return ((fabs(xa-xb) < PROJ_GEOM_TOLERANCE) && (fabs(ya-yb) < PROJ_GEOM_TOLERANCE)) ? 1:0; +} + + +/* set min_px and max_px to the image space bounds of the UV coords + * return zero if there is no area in the returned rectangle */ +static int pixel_bounds_uv( + const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2], + rcti *bounds_px, + const int ibuf_x, const int ibuf_y, + int is_quad +) { + float min_uv[2], max_uv[2]; /* UV bounds */ + + INIT_MINMAX2(min_uv, max_uv); + + DO_MINMAX2(uv1, min_uv, max_uv); + DO_MINMAX2(uv2, min_uv, max_uv); + DO_MINMAX2(uv3, min_uv, max_uv); + if (is_quad) + DO_MINMAX2(uv4, min_uv, max_uv); + + bounds_px->xmin = (int)(ibuf_x * min_uv[0]); + bounds_px->ymin = (int)(ibuf_y * min_uv[1]); + + bounds_px->xmax = (int)(ibuf_x * max_uv[0]) +1; + bounds_px->ymax = (int)(ibuf_y * max_uv[1]) +1; + + /*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/ + + /* face uses no UV area when quantized to pixels? */ + return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1; +} + +static int pixel_bounds_array(float (* uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot) +{ + float min_uv[2], max_uv[2]; /* UV bounds */ + + if (tot==0) { + return 0; + } + + INIT_MINMAX2(min_uv, max_uv); + + while (tot--) { + DO_MINMAX2((*uv), min_uv, max_uv); + uv++; + } + + bounds_px->xmin = (int)(ibuf_x * min_uv[0]); + bounds_px->ymin = (int)(ibuf_y * min_uv[1]); + + bounds_px->xmax = (int)(ibuf_x * max_uv[0]) +1; + bounds_px->ymax = (int)(ibuf_y * max_uv[1]) +1; + + /*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/ + + /* face uses no UV area when quantized to pixels? */ + return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1; +} + +#ifndef PROJ_DEBUG_NOSEAMBLEED + +/* This function returns 1 if this face has a seam along the 2 face-vert indicies + * 'orig_i1_fidx' and 'orig_i2_fidx' */ +static int check_seam(const ProjPaintState *ps, const int orig_face, const int orig_i1_fidx, const int orig_i2_fidx, int *other_face, int *orig_fidx) +{ + LinkNode *node; + int face_index; + int i1, i2; + int i1_fidx = -1, i2_fidx = -1; /* index in face */ + MFace *mf; + MTFace *tf; + const MFace *orig_mf = ps->dm_mface + orig_face; + const MTFace *orig_tf = ps->dm_mtface + orig_face; + + /* vert indicies from face vert order indicies */ + i1 = (*(&orig_mf->v1 + orig_i1_fidx)); + i2 = (*(&orig_mf->v1 + orig_i2_fidx)); + + for (node = ps->vertFaces[i1]; node; node = node->next) { + face_index = (int)node->link; + if (face_index != orig_face) { + mf = ps->dm_mface + face_index; + /* could check if the 2 faces images match here, + * but then there wouldn't be a way to return the opposite face's info */ + + + /* We need to know the order of the verts in the adjacent face + * set the i1_fidx and i2_fidx to (0,1,2,3) */ + if (mf->v1==i1) i1_fidx = 0; + else if (mf->v2==i1) i1_fidx = 1; + else if (mf->v3==i1) i1_fidx = 2; + else if (mf->v4 && mf->v4==i1) i1_fidx = 3; + + if (mf->v1==i2) i2_fidx = 0; + else if (mf->v2==i2) i2_fidx = 1; + else if (mf->v3==i2) i2_fidx = 2; + else if (mf->v4 && mf->v4==i2) i2_fidx = 3; + + /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */ + if (i2_fidx != -1) { + /* This IS an adjacent face!, now lets check if the UVs are ok */ + tf = ps->dm_mtface + face_index; + + /* set up the other face */ + *other_face = face_index; + *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx; + + /* first test if they have the same image */ + if ( (orig_tf->tpage == tf->tpage) && + cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) && + cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) ) + { + // printf("SEAM (NONE)\n"); + return 0; + + } + else { + // printf("SEAM (UV GAP)\n"); + return 1; + } + } + } + } + // printf("SEAM (NO FACE)\n"); + *other_face = -1; + return 1; +} + +/* TODO - move to arithb.c */ +/* Converts an angle to a length that can be used for maintaining an even margin around UV's */ +static float angleToLength(float angle) +{ + // already accounted for + if (angle < 0.000001f) { + return 1.0f; + } + else { + return fabs(1.0f / cos(angle * (M_PI/180.0f))); + } +} + +/* Calculate outset UV's, this is not the same as simply scaling the UVs, + * since the outset coords are a margin that keep an even distance from the original UV's, + * note that the image aspect is taken into account */ +static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler, const int ibuf_x, const int ibuf_y, const int is_quad) +{ + float a1, a2, a3, a4=0.0f; + float puv[4][2]; /* pixelspace uv's */ + float no1[2], no2[2], no3[2], no4[2]; /* normals */ + float dir1[2], dir2[2], dir3[2], dir4[2]; + float ibuf_x_inv = 1.0f / (float)ibuf_x; + float ibuf_y_inv = 1.0f / (float)ibuf_y; + + /* make UV's in pixel space so we can */ + puv[0][0] = orig_uv[0][0] * ibuf_x; + puv[0][1] = orig_uv[0][1] * ibuf_y; + + puv[1][0] = orig_uv[1][0] * ibuf_x; + puv[1][1] = orig_uv[1][1] * ibuf_y; + + puv[2][0] = orig_uv[2][0] * ibuf_x; + puv[2][1] = orig_uv[2][1] * ibuf_y; + + if (is_quad) { + puv[3][0] = orig_uv[3][0] * ibuf_x; + puv[3][1] = orig_uv[3][1] * ibuf_y; + } + + /* face edge directions */ + Vec2Subf(dir1, puv[1], puv[0]); + Vec2Subf(dir2, puv[2], puv[1]); + Normalize2(dir1); + Normalize2(dir2); + + if (is_quad) { + Vec2Subf(dir3, puv[3], puv[2]); + Vec2Subf(dir4, puv[0], puv[3]); + Normalize2(dir3); + Normalize2(dir4); + } + else { + Vec2Subf(dir3, puv[0], puv[2]); + Normalize2(dir3); + } + + if (is_quad) { + a1 = angleToLength(NormalizedVecAngle2_2D(dir4, dir1)); + a2 = angleToLength(NormalizedVecAngle2_2D(dir1, dir2)); + a3 = angleToLength(NormalizedVecAngle2_2D(dir2, dir3)); + a4 = angleToLength(NormalizedVecAngle2_2D(dir3, dir4)); + } + else { + a1 = angleToLength(NormalizedVecAngle2_2D(dir3, dir1)); + a2 = angleToLength(NormalizedVecAngle2_2D(dir1, dir2)); + a3 = angleToLength(NormalizedVecAngle2_2D(dir2, dir3)); + } + + if (is_quad) { + Vec2Subf(no1, dir4, dir1); + Vec2Subf(no2, dir1, dir2); + Vec2Subf(no3, dir2, dir3); + Vec2Subf(no4, dir3, dir4); + Normalize2(no1); + Normalize2(no2); + Normalize2(no3); + Normalize2(no4); + Vec2Mulf(no1, a1*scaler); + Vec2Mulf(no2, a2*scaler); + Vec2Mulf(no3, a3*scaler); + Vec2Mulf(no4, a4*scaler); + Vec2Addf(outset_uv[0], puv[0], no1); + Vec2Addf(outset_uv[1], puv[1], no2); + Vec2Addf(outset_uv[2], puv[2], no3); + Vec2Addf(outset_uv[3], puv[3], no4); + outset_uv[0][0] *= ibuf_x_inv; + outset_uv[0][1] *= ibuf_y_inv; + + outset_uv[1][0] *= ibuf_x_inv; + outset_uv[1][1] *= ibuf_y_inv; + + outset_uv[2][0] *= ibuf_x_inv; + outset_uv[2][1] *= ibuf_y_inv; + + outset_uv[3][0] *= ibuf_x_inv; + outset_uv[3][1] *= ibuf_y_inv; + } + else { + Vec2Subf(no1, dir3, dir1); + Vec2Subf(no2, dir1, dir2); + Vec2Subf(no3, dir2, dir3); + Normalize2(no1); + Normalize2(no2); + Normalize2(no3); + Vec2Mulf(no1, a1*scaler); + Vec2Mulf(no2, a2*scaler); + Vec2Mulf(no3, a3*scaler); + Vec2Addf(outset_uv[0], puv[0], no1); + Vec2Addf(outset_uv[1], puv[1], no2); + Vec2Addf(outset_uv[2], puv[2], no3); + outset_uv[0][0] *= ibuf_x_inv; + outset_uv[0][1] *= ibuf_y_inv; + + outset_uv[1][0] *= ibuf_x_inv; + outset_uv[1][1] *= ibuf_y_inv; + + outset_uv[2][0] *= ibuf_x_inv; + outset_uv[2][1] *= ibuf_y_inv; + } +} + +/* + * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4 + * 1<<i - where i is (0-3) + * + * If we're multithreadng, make sure threads are locked when this is called + */ +static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad) +{ + int other_face, other_fidx; /* vars for the other face, we also set its flag */ + int fidx1 = is_quad ? 3 : 2; + int fidx2 = 0; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) or (0,1,2) -> (1,2,0) for a tri */ + + do { + if ((ps->faceSeamFlags[face_index] & (1<<fidx1|16<<fidx1)) == 0) { + if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) { + ps->faceSeamFlags[face_index] |= 1<<fidx1; + if (other_face != -1) + ps->faceSeamFlags[other_face] |= 1<<other_fidx; + } + else { + ps->faceSeamFlags[face_index] |= 16<<fidx1; + if (other_face != -1) + ps->faceSeamFlags[other_face] |= 16<<other_fidx; /* second 4 bits for disabled */ + } + } + + fidx2 = fidx1; + } while (fidx1--); +} +#endif // PROJ_DEBUG_NOSEAMBLEED + + +/* TODO - move to arithb.c */ + +/* little sister we only need to know lambda */ +static float lambda_cp_line2(const float p[2], const float l1[2], const float l2[2]) +{ + float h[2], u[2]; + + u[0] = l2[0] - l1[0]; + u[1] = l2[1] - l1[1]; + + h[0] = p[0] - l1[0]; + h[1] = p[1] - l1[1]; + + return(Inp2f(u, h)/Inp2f(u, u)); +} + + +/* Converts a UV location to a 3D screenspace location + * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo + * + * This is used for finding a pixels location in screenspace for painting */ +static void screen_px_from_ortho( + float uv[2], + float v1co[3], float v2co[3], float v3co[3], /* Screenspace coords */ + float uv1co[2], float uv2co[2], float uv3co[2], + float pixelScreenCo[4], + float w[3]) +{ + BarycentricWeights2f(uv1co, uv2co, uv3co, uv, w); + VecWeightf(pixelScreenCo, v1co, v2co, v3co, w); +} + +/* same as screen_px_from_ortho except we need to take into account + * the perspective W coord for each vert */ +static void screen_px_from_persp( + float uv[2], + float v1co[3], float v2co[3], float v3co[3], /* screenspace coords */ + float uv1co[2], float uv2co[2], float uv3co[2], + float pixelScreenCo[4], + float w[3]) +{ + + float wtot_inv, wtot; + BarycentricWeights2f(uv1co, uv2co, uv3co, uv, w); + + /* re-weight from the 4th coord of each screen vert */ + w[0] *= v1co[3]; + w[1] *= v2co[3]; + w[2] *= v3co[3]; + + wtot = w[0]+w[1]+w[2]; + + if (wtot > 0.0f) { + wtot_inv = 1.0f / wtot; + w[0] *= wtot_inv; + w[1] *= wtot_inv; + w[2] *= wtot_inv; + } + else { + w[0] = w[1] = w[2] = 1.0/3.0; /* dummy values for zero area face */ + } + /* done re-weighting */ + + VecWeightf(pixelScreenCo, v1co, v2co, v3co, w); +} + +static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3], int side, unsigned char rgba_ub[4], float rgba_f[4]) +{ + float *uvCo1, *uvCo2, *uvCo3; + float uv_other[2], x, y; + + uvCo1 = (float *)tf_other->uv[0]; + if (side==1) { + uvCo2 = (float *)tf_other->uv[2]; + uvCo3 = (float *)tf_other->uv[3]; + } + else { + uvCo2 = (float *)tf_other->uv[1]; + uvCo3 = (float *)tf_other->uv[2]; + } + + Vec2Weightf(uv_other, uvCo1, uvCo2, uvCo3, w); + + /* use */ + uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y); + + + if (ibuf_other->rect_float) { /* from float to float */ + bilinear_interpolation_color(ibuf_other, NULL, rgba_f, x, y); + } + else { /* from char to float */ + bilinear_interpolation_color(ibuf_other, rgba_ub, NULL, x, y); + } + +} + +/* run this outside project_paint_uvpixel_init since pixels with mask 0 dont need init */ +float project_paint_uvpixel_mask( + const ProjPaintState *ps, + const int face_index, + const int side, + const float w[3]) +{ + float mask, mask_angle; + + /* Image Mask */ + if (ps->do_layer_mask) { + /* another UV layers image is masking this one's */ + ImBuf *ibuf_other; + const MTFace *tf_other = ps->dm_mtface_mask + face_index; + + if (tf_other->tpage && (ibuf_other = BKE_image_get_ibuf((Image *)tf_other->tpage, NULL))) { + /* BKE_image_get_ibuf - TODO - this may be slow */ + unsigned char rgba_ub[4]; + float rgba_f[4]; + + project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f); + + if (ibuf_other->rect_float) { /* from float to float */ + mask = ((rgba_f[0]+rgba_f[1]+rgba_f[2])/3.0f) * rgba_f[3]; + } + else { /* from char to float */ + mask = ((rgba_ub[0]+rgba_ub[1]+rgba_ub[2])/(256*3.0f)) * (rgba_ub[3]/256.0f); + } + + if (!ps->do_layer_mask_inv) /* matching the gimps layer mask black/white rules, white==full opacity */ + mask = (1.0f - mask); + + if (mask == 0.0f) { + return 0.0f; + } + } + else { + return 0.0f; + } + } else { + mask = 1.0f; + } + + /* calculate mask */ + if (ps->do_mask_normal) { + MFace *mf = ps->dm_mface + face_index; + short *no1, *no2, *no3; + float no[3], angle; + no1 = ps->dm_mvert[mf->v1].no; + if (side==1) { + no2 = ps->dm_mvert[mf->v3].no; + no3 = ps->dm_mvert[mf->v4].no; + } + else { + no2 = ps->dm_mvert[mf->v2].no; + no3 = ps->dm_mvert[mf->v3].no; + } + + no[0] = w[0]*no1[0] + w[1]*no2[0] + w[2]*no3[0]; + no[1] = w[0]*no1[1] + w[1]*no2[1] + w[2]*no3[1]; + no[2] = w[0]*no1[2] + w[1]*no2[2] + w[2]*no3[2]; + Normalize(no); + + /* now we can use the normal as a mask */ + if (ps->is_ortho) { + angle = NormalizedVecAngle2((float *)ps->viewDir, no); + } + else { + /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */ + float viewDirPersp[3]; + float *co1, *co2, *co3; + co1 = ps->dm_mvert[mf->v1].co; + if (side==1) { + co2 = ps->dm_mvert[mf->v3].co; + co3 = ps->dm_mvert[mf->v4].co; + } + else { + co2 = ps->dm_mvert[mf->v2].co; + co3 = ps->dm_mvert[mf->v3].co; + } + + /* Get the direction from the viewPoint to the pixel and normalize */ + viewDirPersp[0] = (ps->viewPos[0] - (w[0]*co1[0] + w[1]*co2[0] + w[2]*co3[0])); + viewDirPersp[1] = (ps->viewPos[1] - (w[0]*co1[1] + w[1]*co2[1] + w[2]*co3[1])); + viewDirPersp[2] = (ps->viewPos[2] - (w[0]*co1[2] + w[1]*co2[2] + w[2]*co3[2])); + Normalize(viewDirPersp); + + angle = NormalizedVecAngle2(viewDirPersp, no); + } + + if (angle >= ps->normal_angle) { + return 0.0f; /* outsize the normal limit*/ + } + else if (angle > ps->normal_angle_inner) { + mask *= (ps->normal_angle - angle) / ps->normal_angle_range; + } /* otherwise no mask normal is needed, were within the limit */ + } + + // This only works when the opacity dosnt change while painting, stylus pressure messes with this + // so dont use it. + // if (ps->is_airbrush==0) mask *= ps->brush->alpha; + + return mask; +} + +/* run this function when we know a bucket's, face's pixel can be initialized, + * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */ +static ProjPixel *project_paint_uvpixel_init( + const ProjPaintState *ps, + MemArena *arena, + const ImBuf *ibuf, + short x_px, short y_px, + const float mask, + const int face_index, + const int image_index, + const float pixelScreenCo[4], + const int side, + const float w[3]) +{ + ProjPixel *projPixel; + short size; + + /* wrap pixel location */ + x_px = x_px % ibuf->x; + if (x_px<0) x_px += ibuf->x; + y_px = y_px % ibuf->y; + if (y_px<0) y_px += ibuf->y; + + if (ps->tool==PAINT_TOOL_CLONE) { + size = sizeof(ProjPixelClone); + } + else if (ps->tool==PAINT_TOOL_SMEAR) { + size = sizeof(ProjPixelClone); + } + else { + size = sizeof(ProjPixel); + } + + projPixel = (ProjPixel *)BLI_memarena_alloc(arena, size); + //memset(projPixel, 0, size); + + if (ibuf->rect_float) { + projPixel->pixel.f_pt = (float *)ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4); + projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0]; + projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1]; + projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2]; + projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3]; + } + else { + projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4)); + projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt; + } + + /* screenspace unclamped, we could keep its z and w values but dont need them at the moment */ + VECCOPY2D(projPixel->projCoSS, pixelScreenCo); + + projPixel->x_px = x_px; + projPixel->y_px = y_px; + + projPixel->mask = (unsigned short)(mask * 65535); + projPixel->mask_max = 0; + + /* which bounding box cell are we in?, needed for undo */ + projPixel->bb_cell_index = ((int)(((float)x_px/(float)ibuf->x) * PROJ_BOUNDBOX_DIV)) + ((int)(((float)y_px/(float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV ; + + /* done with view3d_project_float inline */ + if (ps->tool==PAINT_TOOL_CLONE) { + if (ps->dm_mtface_clone) { + ImBuf *ibuf_other; + const MTFace *tf_other = ps->dm_mtface_clone + face_index; + + if (tf_other->tpage && (ibuf_other = BKE_image_get_ibuf((Image *)tf_other->tpage, NULL))) { + /* BKE_image_get_ibuf - TODO - this may be slow */ + + if (ibuf->rect_float) { + if (ibuf_other->rect_float) { /* from float to float */ + project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f); + } + else { /* from char to float */ + unsigned char rgba_ub[4]; + project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL); + IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub); + } + } + else { + if (ibuf_other->rect_float) { /* float to char */ + float rgba[4]; + project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba); + IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba) + } + else { /* char to char */ + project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL); + } + } + } + else { + if (ibuf->rect_float) { + ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; + } + else { + ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; + } + } + + } + else { + float co[2]; + Vec2Subf(co, projPixel->projCoSS, (float *)ps->cloneOffset); + + /* no need to initialize the bucket, we're only checking buckets faces and for this + * the faces are alredy initialized in project_paint_delayed_face_init(...) */ + if (ibuf->rect_float) { + if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) { + ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */ + } + } + else { + if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) { + ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */ + } + } + } + } + +#ifdef PROJ_DEBUG_PAINT + if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0; + else projPixel->pixel.ch_pt[0] = 0; +#endif + projPixel->image_index = image_index; + + return projPixel; +} + +static int line_clip_rect2f( + rctf *rect, + const float l1[2], const float l2[2], + float l1_clip[2], float l2_clip[2]) +{ + /* first account for horizontal, then vertical lines */ + /* horiz */ + if (fabs(l1[1]-l2[1]) < PROJ_GEOM_TOLERANCE) { + /* is the line out of range on its Y axis? */ + if (l1[1] < rect->ymin || l1[1] > rect->ymax) { + return 0; + } + /* line is out of range on its X axis */ + if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) { + return 0; + } + + + if (fabs(l1[0]-l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/ + if (BLI_in_rctf(rect, l1[0], l1[1])) { + VECCOPY2D(l1_clip, l1); + VECCOPY2D(l2_clip, l2); + return 1; + } + else { + return 0; + } + } + + VECCOPY2D(l1_clip, l1); + VECCOPY2D(l2_clip, l2); + CLAMP(l1_clip[0], rect->xmin, rect->xmax); + CLAMP(l2_clip[0], rect->xmin, rect->xmax); + return 1; + } + else if (fabs(l1[0]-l2[0]) < PROJ_GEOM_TOLERANCE) { + /* is the line out of range on its X axis? */ + if (l1[0] < rect->xmin || l1[0] > rect->xmax) { + return 0; + } + + /* line is out of range on its Y axis */ + if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) { + return 0; + } + + if (fabs(l1[1]-l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point (or close to)*/ + if (BLI_in_rctf(rect, l1[0], l1[1])) { + VECCOPY2D(l1_clip, l1); + VECCOPY2D(l2_clip, l2); + return 1; + } + else { + return 0; + } + } + + VECCOPY2D(l1_clip, l1); + VECCOPY2D(l2_clip, l2); + CLAMP(l1_clip[1], rect->ymin, rect->ymax); + CLAMP(l2_clip[1], rect->ymin, rect->ymax); + return 1; + } + else { + float isect; + short ok1 = 0; + short ok2 = 0; + + /* Done with vertical lines */ + + /* are either of the points inside the rectangle ? */ + if (BLI_in_rctf(rect, l1[0], l1[1])) { + VECCOPY2D(l1_clip, l1); + ok1 = 1; + } + + if (BLI_in_rctf(rect, l2[0], l2[1])) { + VECCOPY2D(l2_clip, l2); + ok2 = 1; + } + + /* line inside rect */ + if (ok1 && ok2) return 1; + + /* top/bottom */ + if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) { + if (l1[1] < l2[1]) { /* line 1 is outside */ + l1_clip[0] = isect; + l1_clip[1] = rect->ymin; + ok1 = 1; + } + else { + l2_clip[0] = isect; + l2_clip[1] = rect->ymin; + ok2 = 2; + } + } + + if (ok1 && ok2) return 1; + + if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) { + if (l1[1] > l2[1]) { /* line 1 is outside */ + l1_clip[0] = isect; + l1_clip[1] = rect->ymax; + ok1 = 1; + } + else { + l2_clip[0] = isect; + l2_clip[1] = rect->ymax; + ok2 = 2; + } + } + + if (ok1 && ok2) return 1; + + /* left/right */ + if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) { + if (l1[0] < l2[0]) { /* line 1 is outside */ + l1_clip[0] = rect->xmin; + l1_clip[1] = isect; + ok1 = 1; + } + else { + l2_clip[0] = rect->xmin; + l2_clip[1] = isect; + ok2 = 2; + } + } + + if (ok1 && ok2) return 1; + + if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) { + if (l1[0] > l2[0]) { /* line 1 is outside */ + l1_clip[0] = rect->xmax; + l1_clip[1] = isect; + ok1 = 1; + } + else { + l2_clip[0] = rect->xmax; + l2_clip[1] = isect; + ok2 = 2; + } + } + + if (ok1 && ok2) { + return 1; + } + else { + return 0; + } + } +} + + + +/* scale the quad & tri about its center + * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the + * edge of the face but slightly inside it occlusion tests dont return hits on adjacent faces */ +static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset) +{ + float cent[3]; + cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f; + cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f; + cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f; + + VecSubf(insetCos[0], origCos[0], cent); + VecSubf(insetCos[1], origCos[1], cent); + VecSubf(insetCos[2], origCos[2], cent); + VecSubf(insetCos[3], origCos[3], cent); + + VecMulf(insetCos[0], inset); + VecMulf(insetCos[1], inset); + VecMulf(insetCos[2], inset); + VecMulf(insetCos[3], inset); + + VecAddf(insetCos[0], insetCos[0], cent); + VecAddf(insetCos[1], insetCos[1], cent); + VecAddf(insetCos[2], insetCos[2], cent); + VecAddf(insetCos[3], insetCos[3], cent); +} + + +static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset) +{ + float cent[3]; + cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f; + cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f; + cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f; + + VecSubf(insetCos[0], origCos[0], cent); + VecSubf(insetCos[1], origCos[1], cent); + VecSubf(insetCos[2], origCos[2], cent); + + VecMulf(insetCos[0], inset); + VecMulf(insetCos[1], inset); + VecMulf(insetCos[2], inset); + + VecAddf(insetCos[0], insetCos[0], cent); + VecAddf(insetCos[1], insetCos[1], cent); + VecAddf(insetCos[2], insetCos[2], cent); +} + + +static float Vec2Lenf_nosqrt(const float *v1, const float *v2) +{ + float x, y; + + x = v1[0]-v2[0]; + y = v1[1]-v2[1]; + return x*x+y*y; +} + +static float Vec2Lenf_nosqrt_other(const float *v1, const float v2_1, const float v2_2) +{ + float x, y; + + x = v1[0]-v2_1; + y = v1[1]-v2_2; + return x*x+y*y; +} + +/* note, use a squared value so we can use Vec2Lenf_nosqrt + * be sure that you have done a bounds check first or this may fail */ +/* only give bucket_bounds as an arg because we need it elsewhere */ +static int project_bucket_isect_circle(const int bucket_x, const int bucket_y, const float cent[2], const float radius_squared, rctf *bucket_bounds) +{ + + /* Would normally to a simple intersection test, however we know the bounds of these 2 alredy intersect + * so we only need to test if the center is inside the vertical or horizontal bounds on either axis, + * this is even less work then an intersection test + * + if (BLI_in_rctf(bucket_bounds, cent[0], cent[1])) + return 1; + */ + + if((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) || (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]) ) { + return 1; + } + + /* out of bounds left */ + if (cent[0] < bucket_bounds->xmin) { + /* lower left out of radius test */ + if (cent[1] < bucket_bounds->ymin) { + return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0; + } + /* top left test */ + else if (cent[1] > bucket_bounds->ymax) { + return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0; + } + } + else if (cent[0] > bucket_bounds->xmax) { + /* lower right out of radius test */ + if (cent[1] < bucket_bounds->ymin) { + return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0; + } + /* top right test */ + else if (cent[1] > bucket_bounds->ymax) { + return (Vec2Lenf_nosqrt_other(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0; + } + } + + return 0; +} + + + +/* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp() + * in ortho view this function gives good results when bucket_bounds are outside the triangle + * however in some cases, perspective view will mess up with faces that have minimal screenspace area (viewed from the side) + * + * for this reason its not relyable in this case so we'll use the Simple Barycentric' funcs that only account for points inside the triangle. + * however switching back to this for ortho is always an option */ + +static void rect_to_uvspace_ortho( + rctf *bucket_bounds, + float *v1coSS, float *v2coSS, float *v3coSS, + float *uv1co, float *uv2co, float *uv3co, + float bucket_bounds_uv[4][2], + const int flip) +{ + float uv[2]; + float w[3]; + + /* get the UV space bounding box */ + uv[0] = bucket_bounds->xmax; + uv[1] = bucket_bounds->ymin; + BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w); + + //uv[0] = bucket_bounds->xmax; // set above + uv[1] = bucket_bounds->ymax; + BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w); + + uv[0] = bucket_bounds->xmin; + //uv[1] = bucket_bounds->ymax; // set above + BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w); + + //uv[0] = bucket_bounds->xmin; // set above + uv[1] = bucket_bounds->ymin; + BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w); +} + +/* same as above but use BarycentricWeightsPersp2f */ +static void rect_to_uvspace_persp( + rctf *bucket_bounds, + float *v1coSS, float *v2coSS, float *v3coSS, + float *uv1co, float *uv2co, float *uv3co, + float bucket_bounds_uv[4][2], + const int flip + ) +{ + float uv[2]; + float w[3]; + + /* get the UV space bounding box */ + uv[0] = bucket_bounds->xmax; + uv[1] = bucket_bounds->ymin; + BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?3:0], uv1co, uv2co, uv3co, w); + + //uv[0] = bucket_bounds->xmax; // set above + uv[1] = bucket_bounds->ymax; + BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?2:1], uv1co, uv2co, uv3co, w); + + uv[0] = bucket_bounds->xmin; + //uv[1] = bucket_bounds->ymax; // set above + BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?1:2], uv1co, uv2co, uv3co, w); + + //uv[0] = bucket_bounds->xmin; // set above + uv[1] = bucket_bounds->ymin; + BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w); + Vec2Weightf(bucket_bounds_uv[flip?0:3], uv1co, uv2co, uv3co, w); +} + +/* This works as we need it to but we can save a few steps and not use it */ + +static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2]) +{ + float v1[2], v2[2]; + + v1[0] = p1[0]-p2[0]; v1[1] = p1[1]-p2[1]; + v2[0] = p3[0]-p2[0]; v2[1] = p3[1]-p2[1]; + + return -atan2(v1[0]*v2[1] - v1[1]*v2[0], v1[0]*v2[0]+v1[1]*v2[1]); +} + +#define ISECT_1 (1) +#define ISECT_2 (1<<1) +#define ISECT_3 (1<<2) +#define ISECT_4 (1<<3) +#define ISECT_ALL3 ((1<<3)-1) +#define ISECT_ALL4 ((1<<4)-1) + +/* limit must be a fraction over 1.0f */ +static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit) +{ + return ((AreaF2Dfl(pt,v1,v2) + AreaF2Dfl(pt,v2,v3) + AreaF2Dfl(pt,v3,v1)) / (AreaF2Dfl(v1,v2,v3))) < limit; +} + +/* Clip the face by a bucket and set the uv-space bucket_bounds_uv + * so we have the clipped UV's to do pixel intersection tests with + * */ +static int float_z_sort_flip(const void *p1, const void *p2) { + return (((float *)p1)[2] < ((float *)p2)[2] ? 1:-1); +} + +static int float_z_sort(const void *p1, const void *p2) { + return (((float *)p1)[2] < ((float *)p2)[2] ?-1:1); +} + +static void project_bucket_clip_face( + const int is_ortho, + rctf *bucket_bounds, + float *v1coSS, float *v2coSS, float *v3coSS, + float *uv1co, float *uv2co, float *uv3co, + float bucket_bounds_uv[8][2], + int *tot) +{ + int inside_bucket_flag = 0; + int inside_face_flag = 0; + const int flip = ((SIDE_OF_LINE(v1coSS, v2coSS, v3coSS) > 0.0f) != (SIDE_OF_LINE(uv1co, uv2co, uv3co) > 0.0f)); + + float bucket_bounds_ss[4][2]; + float w[3]; + + /* get the UV space bounding box */ + inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v1coSS[0], v1coSS[1]); + inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v2coSS[0], v2coSS[1]) << 1; + inside_bucket_flag |= BLI_in_rctf(bucket_bounds, v3coSS[0], v3coSS[1]) << 2; + + if (inside_bucket_flag == ISECT_ALL3) { + /* all screenspace points are inside the bucket bounding box, this means we dont need to clip and can simply return the UVs */ + if (flip) { /* facing the back? */ + VECCOPY2D(bucket_bounds_uv[0], uv3co); + VECCOPY2D(bucket_bounds_uv[1], uv2co); + VECCOPY2D(bucket_bounds_uv[2], uv1co); + } + else { + VECCOPY2D(bucket_bounds_uv[0], uv1co); + VECCOPY2D(bucket_bounds_uv[1], uv2co); + VECCOPY2D(bucket_bounds_uv[2], uv3co); + } + + *tot = 3; + return; + } + + /* get the UV space bounding box */ + /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */ + bucket_bounds_ss[0][0] = bucket_bounds->xmax; + bucket_bounds_ss[0][1] = bucket_bounds->ymin; + inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0); + + bucket_bounds_ss[1][0] = bucket_bounds->xmax; + bucket_bounds_ss[1][1] = bucket_bounds->ymax; + inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0); + + bucket_bounds_ss[2][0] = bucket_bounds->xmin; + bucket_bounds_ss[2][1] = bucket_bounds->ymax; + inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0); + + bucket_bounds_ss[3][0] = bucket_bounds->xmin; + bucket_bounds_ss[3][1] = bucket_bounds->ymin; + inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1+PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0); + + if (inside_face_flag == ISECT_ALL4) { + /* bucket is totally inside the screenspace face, we can safely use weights */ + + if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip); + else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip); + + *tot = 4; + return; + } + else { + /* The Complicated Case! + * + * The 2 cases above are where the face is inside the bucket or the bucket is inside the face. + * + * we need to make a convex polyline from the intersection between the screenspace face + * and the bucket bounds. + * + * There are a number of ways this could be done, currently it just collects all intersecting verts, + * and line intersections, then sorts them clockwise, this is a lot easier then evaluating the geometry to + * do a correct clipping on both shapes. */ + + + /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */ + + + + /* Maximum possible 6 intersections when using a rectangle and triangle */ + float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */ + float v1_clipSS[2], v2_clipSS[2]; + + /* calc center*/ + float cent[2] = {0.0f, 0.0f}; + /*float up[2] = {0.0f, 1.0f};*/ + int i; + short doubles; + + (*tot) = 0; + + if (inside_face_flag & ISECT_1) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; } + if (inside_face_flag & ISECT_2) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; } + if (inside_face_flag & ISECT_3) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; } + if (inside_face_flag & ISECT_4) { VECCOPY2D(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; } + + if (inside_bucket_flag & ISECT_1) { VECCOPY2D(isectVCosSS[*tot], v1coSS); (*tot)++; } + if (inside_bucket_flag & ISECT_2) { VECCOPY2D(isectVCosSS[*tot], v2coSS); (*tot)++; } + if (inside_bucket_flag & ISECT_3) { VECCOPY2D(isectVCosSS[*tot], v3coSS); (*tot)++; } + + if ((inside_bucket_flag & (ISECT_1|ISECT_2)) != (ISECT_1|ISECT_2)) { + if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) { + if ((inside_bucket_flag & ISECT_1)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; } + if ((inside_bucket_flag & ISECT_2)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; } + } + } + + if ((inside_bucket_flag & (ISECT_2|ISECT_3)) != (ISECT_2|ISECT_3)) { + if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) { + if ((inside_bucket_flag & ISECT_2)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; } + if ((inside_bucket_flag & ISECT_3)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; } + } + } + + if ((inside_bucket_flag & (ISECT_3|ISECT_1)) != (ISECT_3|ISECT_1)) { + if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) { + if ((inside_bucket_flag & ISECT_3)==0) { VECCOPY2D(isectVCosSS[*tot], v1_clipSS); (*tot)++; } + if ((inside_bucket_flag & ISECT_1)==0) { VECCOPY2D(isectVCosSS[*tot], v2_clipSS); (*tot)++; } + } + } + + + if ((*tot) < 3) { /* no intersections to speak of */ + *tot = 0; + } + + /* now we have all points we need, collect their angles and sort them clockwise */ + + for(i=0; i<(*tot); i++) { + cent[0] += isectVCosSS[i][0]; + cent[1] += isectVCosSS[i][1]; + } + cent[0] = cent[0] / (float)(*tot); + cent[1] = cent[1] / (float)(*tot); + + + + /* Collect angles for every point around the center point */ + + +#if 0 /* uses a few more cycles then the above loop */ + for(i=0; i<(*tot); i++) { + isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]); + } +#endif + + v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */ + v1_clipSS[1] = cent[1] + 1.0f; + + for(i=0; i<(*tot); i++) { + v2_clipSS[0] = isectVCosSS[i][0] - cent[0]; + v2_clipSS[1] = isectVCosSS[i][1] - cent[1]; + isectVCosSS[i][2] = atan2(v1_clipSS[0]*v2_clipSS[1] - v1_clipSS[1]*v2_clipSS[0], v1_clipSS[0]*v2_clipSS[0]+v1_clipSS[1]*v2_clipSS[1]); + } + + if (flip) qsort(isectVCosSS, *tot, sizeof(float)*3, float_z_sort_flip); + else qsort(isectVCosSS, *tot, sizeof(float)*3, float_z_sort); + + + /* remove doubles */ + /* first/last check */ + if (fabs(isectVCosSS[0][0]-isectVCosSS[(*tot)-1][0]) < PROJ_GEOM_TOLERANCE && fabs(isectVCosSS[0][1]-isectVCosSS[(*tot)-1][1]) < PROJ_GEOM_TOLERANCE) { + (*tot)--; + } + + /* its possible there is only a few left after remove doubles */ + if ((*tot) < 3) { + // printf("removed too many doubles A\n"); + *tot = 0; + return; + } + + doubles = TRUE; + while (doubles==TRUE) { + doubles = FALSE; + for(i=1; i<(*tot); i++) { + if (fabs(isectVCosSS[i-1][0]-isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE && + fabs(isectVCosSS[i-1][1]-isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE) + { + int j; + for(j=i+1; j<(*tot); j++) { + isectVCosSS[j-1][0] = isectVCosSS[j][0]; + isectVCosSS[j-1][1] = isectVCosSS[j][1]; + } + doubles = TRUE; /* keep looking for more doubles */ + (*tot)--; + } + } + } + + /* its possible there is only a few left after remove doubles */ + if ((*tot) < 3) { + // printf("removed too many doubles B\n"); + *tot = 0; + return; + } + + + if (is_ortho) { + for(i=0; i<(*tot); i++) { + BarycentricWeights2f(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w); + Vec2Weightf(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w); + } + } + else { + for(i=0; i<(*tot); i++) { + BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w); + Vec2Weightf(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w); + } + } + } + +#ifdef PROJ_DEBUG_PRINT_CLIP + /* include this at the bottom of the above function to debug the output */ + + { + /* If there are ever any problems, */ + float test_uv[4][2]; + int i; + if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip); + else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip); + printf("( [(%f,%f), (%f,%f), (%f,%f), (%f,%f)], ", test_uv[0][0], test_uv[0][1], test_uv[1][0], test_uv[1][1], test_uv[2][0], test_uv[2][1], test_uv[3][0], test_uv[3][1]); + + printf(" [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1], uv2co[0], uv2co[1], uv3co[0], uv3co[1]); + + printf("["); + for (i=0; i < (*tot); i++) { + printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]); + } + printf("]),\\\n"); + } +#endif +} + + /* +# This script creates faces in a blender scene from printed data above. + +project_ls = [ +...(output from above block)... +] + +from Blender import Scene, Mesh, Window, sys, Mathutils + +import bpy + +V = Mathutils.Vector + +def main(): + sce = bpy.data.scenes.active + + for item in project_ls: + bb = item[0] + uv = item[1] + poly = item[2] + + me = bpy.data.meshes.new() + ob = sce.objects.new(me) + + me.verts.extend([V(bb[0]).resize3D(), V(bb[1]).resize3D(), V(bb[2]).resize3D(), V(bb[3]).resize3D()]) + me.faces.extend([(0,1,2,3),]) + me.verts.extend([V(uv[0]).resize3D(), V(uv[1]).resize3D(), V(uv[2]).resize3D()]) + me.faces.extend([(4,5,6),]) + + vs = [V(p).resize3D() for p in poly] + print len(vs) + l = len(me.verts) + me.verts.extend(vs) + + i = l + while i < len(me.verts): + ii = i+1 + if ii==len(me.verts): + ii = l + me.edges.extend([i, ii]) + i+=1 + +if __name__ == '__main__': + main() + */ + + +#undef ISECT_1 +#undef ISECT_2 +#undef ISECT_3 +#undef ISECT_4 +#undef ISECT_ALL3 +#undef ISECT_ALL4 + + +/* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise + * otherwise it would have to test for mixed (SIDE_OF_LINE > 0.0f) cases */ +int IsectPoly2Df(const float pt[2], float uv[][2], const int tot) +{ + int i; + if (SIDE_OF_LINE(uv[tot-1], uv[0], pt) < 0.0f) + return 0; + + for (i=1; i<tot; i++) { + if (SIDE_OF_LINE(uv[i-1], uv[i], pt) < 0.0f) + return 0; + + } + + return 1; +} + +/* One of the most important function for projectiopn painting, since it selects the pixels to be added into each bucket. + * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */ +static void project_paint_face_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, const int face_index, const int image_index, rctf *bucket_bounds, const ImBuf *ibuf) +{ + /* Projection vars, to get the 3D locations into screen space */ + MemArena *arena = ps->arena_mt[thread_index]; + LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index; + LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index]; + + const MFace *mf = ps->dm_mface + face_index; + const MTFace *tf = ps->dm_mtface + face_index; + + /* UV/pixel seeking data */ + int x; /* Image X-Pixel */ + int y;/* Image Y-Pixel */ + float mask; + float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */ + + int side; + float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */ + + float *vCo[4]; /* vertex screenspace coords */ + + float w[3], wco[3]; + + float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */ + float pixelScreenCo[4]; + + rcti bounds_px; /* ispace bounds */ + /* vars for getting uvspace bounds */ + + float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face, */ + float xhalfpx, yhalfpx; + const float ibuf_xf = ibuf->x, ibuf_yf = ibuf->y; + + int has_x_isect = 0, has_isect = 0; /* for early loop exit */ + + int i1, i2, i3; + + float uv_clip[8][2]; + int uv_clip_tot; + const short is_ortho = ps->is_ortho; + + vCo[0] = ps->dm_mvert[mf->v1].co; + vCo[1] = ps->dm_mvert[mf->v2].co; + vCo[2] = ps->dm_mvert[mf->v3].co; + + + /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel + * this is done so we can avoid offseting all the pixels by 0.5 which causes + * problems when wrapping negative coords */ + xhalfpx = 0.5f / ibuf_xf; + yhalfpx = 0.5f / ibuf_yf; + + tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx; + tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx; + + tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx; + tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx; + + tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx; + tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx; + + if (mf->v4) { + vCo[3] = ps->dm_mvert[ mf->v4 ].co; + + tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx; + tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx; + side = 1; + } + else { + side = 0; + } + + do { + if (side==1) { + i1=0; i2=2; i3=3; + } + else { + i1=0; i2=1; i3=2; + } + + uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1]; + uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2]; + uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3]; + + v1coSS = ps->screenCoords[ (*(&mf->v1 + i1)) ]; + v2coSS = ps->screenCoords[ (*(&mf->v1 + i2)) ]; + v3coSS = ps->screenCoords[ (*(&mf->v1 + i3)) ]; + + + /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/ + project_bucket_clip_face( + is_ortho, bucket_bounds, + v1coSS, v2coSS, v3coSS, + uv1co, uv2co, uv3co, + uv_clip, &uv_clip_tot + ); + + + /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */ + /* + if (uv_clip_tot>6) { + printf("this should never happen! %d\n", uv_clip_tot); + }*/ + + + if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) { + + /* clip face and */ + + has_isect = 0; + for (y = bounds_px.ymin; y < bounds_px.ymax; y++) { + //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y; + uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */ + + has_x_isect = 0; + for (x = bounds_px.xmin; x < bounds_px.xmax; x++) { + //uv[0] = (((float)x) + 0.5f) / ibuf->x; + uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */ + + if (IsectPoly2Df(uv, uv_clip, uv_clip_tot)) { + + has_x_isect = has_isect = 1; + + if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w); + else screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w); + + /* a pitty we need to get the worldspace pixel location here */ + if(G.vd->flag & V3D_CLIPPING) { + VecWeightf(wco, ps->dm_mvert[ (*(&mf->v1 + i1)) ].co, ps->dm_mvert[ (*(&mf->v1 + i2)) ].co, ps->dm_mvert[ (*(&mf->v1 + i3)) ].co, w); + Mat4MulVecfl(ps->ob->obmat, wco); + if(view3d_test_clipping(G.vd, wco)) { + continue; /* Watch out that no code below this needs to run */ + } + } + + /* Is this UV visible from the view? - raytrace */ + /* project_paint_PickFace is less complex, use for testing */ + //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) { + if (ps->do_occlude==0 || !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo)) { + + mask = project_paint_uvpixel_mask(ps, face_index, side, w); + + if (mask > 0.0f) { + BLI_linklist_prepend_arena( + bucketPixelNodes, + project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w), + arena + ); + } + } + + } +//#if 0 + else if (has_x_isect) { + /* assuming the face is not a bow-tie - we know we cant intersect again on the X */ + break; + } +//#endif + } + + +#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */ + /* no intersection for this entire row, after some intersection above means we can quit now */ + if (has_x_isect==0 && has_isect) { + break; + } +#endif + } + } + } while(side--); + + + +#ifndef PROJ_DEBUG_NOSEAMBLEED + if (ps->seam_bleed_px > 0.0f) { + int face_seam_flag; + + if (ps->thread_tot > 1) + BLI_lock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */ + + face_seam_flag = ps->faceSeamFlags[face_index]; + + /* are any of our edges un-initialized? */ + if ((face_seam_flag & (PROJ_FACE_SEAM1|PROJ_FACE_NOSEAM1))==0 || + (face_seam_flag & (PROJ_FACE_SEAM2|PROJ_FACE_NOSEAM2))==0 || + (face_seam_flag & (PROJ_FACE_SEAM3|PROJ_FACE_NOSEAM3))==0 || + (face_seam_flag & (PROJ_FACE_SEAM4|PROJ_FACE_NOSEAM4))==0 + ) { + project_face_seams_init(ps, face_index, mf->v4); + face_seam_flag = ps->faceSeamFlags[face_index]; + //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4); + } + + if ((face_seam_flag & (PROJ_FACE_SEAM1|PROJ_FACE_SEAM2|PROJ_FACE_SEAM3|PROJ_FACE_SEAM4))==0) { + + if (ps->thread_tot > 1) + BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */ + + } + else { + /* we have a seam - deal with it! */ + + /* Now create new UV's for the seam face */ + float (*outset_uv)[2] = ps->faceSeamUVs[face_index]; + float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */ + + float *uv_seam_quad[4]; + float fac; + float *vCoSS[4]; /* vertex screenspace coords */ + + float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */ + float edge_verts_inset_clip[2][3]; + int fidx1, fidx2; /* face edge pairs - loop throuh these ((0,1), (1,2), (2,3), (3,0)) or ((0,1), (1,2), (2,0)) for a tri */ + + float seam_subsection[4][2]; + float fac1, fac2, ftot; + + + if (outset_uv[0][0]==MAXFLOAT) /* first time initialize */ + uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4); + + /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */ + if (ps->thread_tot > 1) + BLI_unlock_thread(LOCK_CUSTOM1); /* Other threads could be modifying these vars */ + + vCoSS[0] = ps->screenCoords[mf->v1]; + vCoSS[1] = ps->screenCoords[mf->v2]; + vCoSS[2] = ps->screenCoords[mf->v3]; + if (mf->v4) + vCoSS[3] = ps->screenCoords[ mf->v4 ]; + + /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */ + if (is_ortho) { + if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM); + else scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM); + } + else { + if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM); + else scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM); + } + + side = 0; /* for triangles this wont need to change */ + + for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) { + if (mf->v4) fidx2 = (fidx1==3) ? 0 : fidx1+1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */ + else fidx2 = (fidx1==2) ? 0 : fidx1+1; /* next fidx in the face (0,1,2) -> (1,2,0) */ + + if ( (face_seam_flag & (1<<fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */ + line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]) + ) { + + ftot = Vec2Lenf(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */ + + if (ftot > 0.0f) { /* avoid div by zero */ + if (mf->v4) { + if (fidx1==2 || fidx2==2) side= 1; + else side= 0; + } + + fac1 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[0]) / ftot; + fac2 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[1]) / ftot; + + uv_seam_quad[0] = tf_uv_pxoffset[fidx1]; + uv_seam_quad[1] = tf_uv_pxoffset[fidx2]; + uv_seam_quad[2] = outset_uv[fidx2]; + uv_seam_quad[3] = outset_uv[fidx1]; + + Vec2Lerpf(seam_subsection[0], uv_seam_quad[0], uv_seam_quad[1], fac1); + Vec2Lerpf(seam_subsection[1], uv_seam_quad[0], uv_seam_quad[1], fac2); + + Vec2Lerpf(seam_subsection[2], uv_seam_quad[3], uv_seam_quad[2], fac2); + Vec2Lerpf(seam_subsection[3], uv_seam_quad[3], uv_seam_quad[2], fac1); + + /* if the bucket_clip_edges values Z values was kept we could avoid this + * Inset needs to be added so occlusion tests wont hit adjacent faces */ + VecLerpf(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1); + VecLerpf(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2); + + + if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) { + /* bounds between the seam rect and the uvspace bucket pixels */ + + has_isect = 0; + for (y = bounds_px.ymin; y < bounds_px.ymax; y++) { + // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y; + uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */ + + has_x_isect = 0; + for (x = bounds_px.xmin; x < bounds_px.xmax; x++) { + //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x; + uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */ + + /* test we're inside uvspace bucket and triangle bounds */ + if (IsectPQ2Df(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) { + + /* We need to find the closest point along the face edge, + * getting the screen_px_from_*** wont work because our actual location + * is not relevent, since we are outside the face, Use VecLerpf to find + * our location on the side of the face's UV */ + /* + if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo); + else screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo); + */ + + /* Since this is a seam we need to work out where on the line this pixel is */ + //fac = lambda_cp_line2(uv, uv_seam_quad[0], uv_seam_quad[1]); + + fac = lambda_cp_line2(uv, seam_subsection[0], seam_subsection[1]); + if (fac < 0.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[0]); } + else if (fac > 1.0f) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[1]); } + else { VecLerpf(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); } + + if (!is_ortho) { + pixelScreenCo[3] = 1.0f; + Mat4MulVec4fl(ps->projectMat, pixelScreenCo); + pixelScreenCo[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*pixelScreenCo[0]/pixelScreenCo[3]; + pixelScreenCo[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*pixelScreenCo[1]/pixelScreenCo[3]; + pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */ + } + + if (ps->do_occlude==0 || !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo)) { + + /* Only bother calculating the weights if we intersect */ + if (ps->do_mask_normal || ps->dm_mtface_clone) { + /* TODO, this is not QUITE correct since UV is not inside the UV's but good enough for seams */ + if (side) { + BarycentricWeights2f(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv, w); + } + else { + BarycentricWeights2f(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv, w); + } + + } + + /* a pitty we need to get the worldspace pixel location here */ + if(G.vd->flag & V3D_CLIPPING) { + if (side) VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w); + else VecWeightf(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w); + + Mat4MulVecfl(ps->ob->obmat, wco); + if(view3d_test_clipping(G.vd, wco)) { + continue; /* Watch out that no code below this needs to run */ + } + } + + mask = project_paint_uvpixel_mask(ps, face_index, side, w); + + if (mask > 0.0f) { + BLI_linklist_prepend_arena( + bucketPixelNodes, + project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w), + arena + ); + } + + } + } + else if (has_x_isect) { + /* assuming the face is not a bow-tie - we know we cant intersect again on the X */ + break; + } + } + +#if 0 /* TODO - investigate why this dosnt work sometimes! it should! */ + /* no intersection for this entire row, after some intersection above means we can quit now */ + if (has_x_isect==0 && has_isect) { + break; + } +#endif + } + } + } + } + } + } + } +#endif // PROJ_DEBUG_NOSEAMBLEED +} + + +/* takes floating point screenspace min/max and returns int min/max to be used as indicies for ps->bucketRect, ps->bucketFlags */ +static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2]) +{ + /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */ + bucketMin[0] = (int)(((float)(min[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 0.5f; /* these offsets of 0.5 and 1.5 seem odd but they are correct */ + bucketMin[1] = (int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f; + + bucketMax[0] = (int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f; + bucketMax[1] = (int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f; + + /* incase the rect is outside the mesh 2d bounds */ + CLAMP(bucketMin[0], 0, ps->buckets_x); + CLAMP(bucketMin[1], 0, ps->buckets_y); + + CLAMP(bucketMax[0], 0, ps->buckets_x); + CLAMP(bucketMax[1], 0, ps->buckets_y); +} + +/* set bucket_bounds to a screen space-aligned floating point bound-box */ +static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds) +{ + bucket_bounds->xmin = ps->screenMin[0]+((bucket_x)*(ps->screen_width / ps->buckets_x)); /* left */ + bucket_bounds->xmax = ps->screenMin[0]+((bucket_x+1)*(ps->screen_width / ps->buckets_x)); /* right */ + + bucket_bounds->ymin = ps->screenMin[1]+((bucket_y)*(ps->screen_height / ps->buckets_y)); /* bottom */ + bucket_bounds->ymax = ps->screenMin[1]+((bucket_y+1)*(ps->screen_height / ps->buckets_y)); /* top */ +} + +/* Fill this bucket with pixels from the faces that intersect it. + * + * have bucket_bounds as an argument so we don;t need to give bucket_x/y the rect function needs */ +static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds) +{ + LinkNode *node; + int face_index, image_index; + ImBuf *ibuf = NULL; + MTFace *tf; + + Image *tpage_last = NULL; + + + if (ps->image_tot==1) { + /* Simple loop, no context switching */ + ibuf = ps->projImages[0].ibuf; + + for (node = ps->bucketFaces[bucket_index]; node; node= node->next) { + project_paint_face_init(ps, thread_index, bucket_index, (int)node->link, 0, bucket_bounds, ibuf); + } + } + else { + + /* More complicated loop, switch between images */ + for (node = ps->bucketFaces[bucket_index]; node; node= node->next) { + face_index = (int)node->link; + + /* Image context switching */ + tf = ps->dm_mtface+face_index; + if (tpage_last != tf->tpage) { + tpage_last = tf->tpage; + + image_index = -1; /* sanity check */ + + for (image_index=0; image_index < ps->image_tot; image_index++) { + if (ps->projImages[image_index].ima == tpage_last) { + ibuf = ps->projImages[image_index].ibuf; + break; + } + } + } + /* context switching done */ + + project_paint_face_init(ps, thread_index, bucket_index, face_index, image_index, bucket_bounds, ibuf); + + } + } + + ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT; +} + + +/* We want to know if a bucket and a face overlap in screen-space + * + * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels + * calculated when it might not be needed later, (at the moment at least) + * obviously it shouldn't have bugs though */ + +static int project_bucket_face_isect(ProjPaintState *ps, float min[2], float max[2], int bucket_x, int bucket_y, int bucket_index, const MFace *mf) +{ + /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */ + rctf bucket_bounds; + float p1[2], p2[2], p3[2], p4[2]; + float *v, *v1,*v2,*v3,*v4; + int fidx; + + project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds); + + /* Is one of the faces verts in the bucket bounds? */ + + fidx = mf->v4 ? 3:2; + do { + v = ps->screenCoords[ (*(&mf->v1 + fidx)) ]; + if (BLI_in_rctf(&bucket_bounds, v[0], v[1])) { + return 1; + } + } while (fidx--); + + v1 = ps->screenCoords[mf->v1]; + v2 = ps->screenCoords[mf->v2]; + v3 = ps->screenCoords[mf->v3]; + if (mf->v4) { + v4 = ps->screenCoords[mf->v4]; + } + + p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin; + p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax; + p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax; + p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin; + + if (mf->v4) { + if( IsectPQ2Df(p1, v1, v2, v3, v4) || IsectPQ2Df(p2, v1, v2, v3, v4) || IsectPQ2Df(p3, v1, v2, v3, v4) || IsectPQ2Df(p4, v1, v2, v3, v4) || + /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */ + (IsectLL2Df(p1, p2, v1, v2) || IsectLL2Df(p1, p2, v2, v3) || IsectLL2Df(p1, p2, v3, v4)) || + (IsectLL2Df(p2, p3, v1, v2) || IsectLL2Df(p2, p3, v2, v3) || IsectLL2Df(p2, p3, v3, v4)) || + (IsectLL2Df(p3, p4, v1, v2) || IsectLL2Df(p3, p4, v2, v3) || IsectLL2Df(p3, p4, v3, v4)) || + (IsectLL2Df(p4, p1, v1, v2) || IsectLL2Df(p4, p1, v2, v3) || IsectLL2Df(p4, p1, v3, v4)) + ) { + return 1; + } + } + else { + if( IsectPT2Df(p1, v1, v2, v3) || IsectPT2Df(p2, v1, v2, v3) || IsectPT2Df(p3, v1, v2, v3) || IsectPT2Df(p4, v1, v2, v3) || + /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */ + (IsectLL2Df(p1, p2, v1, v2) || IsectLL2Df(p1, p2, v2, v3)) || + (IsectLL2Df(p2, p3, v1, v2) || IsectLL2Df(p2, p3, v2, v3)) || + (IsectLL2Df(p3, p4, v1, v2) || IsectLL2Df(p3, p4, v2, v3)) || + (IsectLL2Df(p4, p1, v1, v2) || IsectLL2Df(p4, p1, v2, v3)) + ) { + return 1; + } + } + + return 0; +} + +/* Add faces to the bucket but dont initialize its pixels + * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */ +static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const MTFace *tf, const int face_index) +{ + float min[2], max[2], *vCoSS; + int bucketMin[2], bucketMax[2]; /* for ps->bucketRect indexing */ + int fidx, bucket_x, bucket_y, bucket_index; + int has_x_isect = -1, has_isect = 0; /* for early loop exit */ + MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */ + + INIT_MINMAX2(min, max); + + fidx = mf->v4 ? 3:2; + do { + vCoSS = ps->screenCoords[ *(&mf->v1 + fidx) ]; + DO_MINMAX2(vCoSS, min, max); + } while (fidx--); + + project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax); + + for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) { + has_x_isect = 0; + for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) { + + bucket_index = bucket_x + (bucket_y * ps->buckets_x); + + if (project_bucket_face_isect(ps, min, max, bucket_x, bucket_y, bucket_index, mf)) { + BLI_linklist_prepend_arena( + &ps->bucketFaces[ bucket_index ], + SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */ + arena + ); + + has_x_isect = has_isect = 1; + } + else if (has_x_isect) { + /* assuming the face is not a bow-tie - we know we cant intersect again on the X */ + break; + } + } + + /* no intersection for this entire row, after some intersection above means we can quit now */ + if (has_x_isect==0 && has_isect) { + break; + } + } + +#ifndef PROJ_DEBUG_NOSEAMBLEED + if (ps->seam_bleed_px > 0.0f) { + if (!mf->v4) { + ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */ + } + **ps->faceSeamUVs[face_index] = MAXFLOAT; /* set as uninitialized */ + } +#endif +} + +/* run once per stroke before projection painting */ +static void project_paint_begin(ProjPaintState *ps, short mval[2]) +{ + /* Viewport vars */ + float mat[3][3]; + + float no[3]; + + float (*projScreenCo)[4]; /* Note, we could have 4D vectors are only needed for */ + float projMargin; + /* Image Vars - keep track of images we have used */ + LinkNode *image_LinkList = NULL; + LinkNode *node; + + ProjPaintImage *projIma; + Image *tpage_last = NULL; + + /* Face vars */ + MFace *mf; + MTFace *tf; + + int a, i; /* generic looping vars */ + int image_index = -1, face_index; + + MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */ + + /* ---- end defines ---- */ + + /* paint onto the derived mesh */ + ps->dm = mesh_get_derived_final(ps->ob, get_viewedit_datamask()); + + if ( !CustomData_has_layer( &ps->dm->faceData, CD_MTFACE) ) { + ps->dm = NULL; + return; + } + ps->dm_mvert = ps->dm->getVertArray(ps->dm); + ps->dm_mface = ps->dm->getFaceArray(ps->dm); + ps->dm_mtface= ps->dm->getFaceDataArray(ps->dm, CD_MTFACE); + + ps->dm_totvert = ps->dm->getNumVerts(ps->dm); + ps->dm_totface = ps->dm->getNumFaces(ps->dm); + + /* use clone mtface? */ + + + /* Note, use the original mesh for getting the clone and mask layer index + * this avoids re-generating the derived mesh just to get the new index */ + if (ps->do_layer_clone) { + //int layer_num = CustomData_get_clone_layer(&ps->dm->faceData, CD_MTFACE); + int layer_num = CustomData_get_clone_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE); + if (layer_num != -1) + ps->dm_mtface_clone = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num); + + if (ps->dm_mtface_clone==NULL || ps->dm_mtface_clone==ps->dm_mtface) { + ps->do_layer_clone = 0; + ps->dm_mtface_clone= NULL; + } + } + + if (ps->do_layer_mask) { + //int layer_num = CustomData_get_mask_layer(&ps->dm->faceData, CD_MTFACE); + int layer_num = CustomData_get_mask_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE); + if (layer_num != -1) + ps->dm_mtface_mask = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num); + + if (ps->dm_mtface_mask==NULL || ps->dm_mtface_mask==ps->dm_mtface) { + ps->do_layer_mask = 0; + ps->dm_mtface_mask = NULL; + } + } + + + + ps->viewDir[0] = 0.0f; + ps->viewDir[1] = 0.0f; + ps->viewDir[2] = 1.0f; + + view3d_get_object_project_mat(curarea, ps->ob, ps->projectMat, ps->viewMat); + + /* viewDir - object relative */ + Mat4Invert(ps->ob->imat, ps->ob->obmat); + Mat3CpyMat4(mat, G.vd->viewinv); + Mat3MulVecfl(mat, ps->viewDir); + Mat3CpyMat4(mat, ps->ob->imat); + Mat3MulVecfl(mat, ps->viewDir); + Normalize(ps->viewDir); + + /* viewPos - object relative */ + VECCOPY(ps->viewPos, G.vd->viewinv[3]); + Mat3CpyMat4(mat, ps->ob->imat); + Mat3MulVecfl(mat, ps->viewPos); + VecAddf(ps->viewPos, ps->viewPos, ps->ob->imat[3]); + + { /* only use these for running 'get_view3d_viewplane' */ + rctf viewplane; + + ps->is_ortho = get_view3d_viewplane(curarea->winx, curarea->winy, &viewplane, &ps->clipsta, &ps->clipend, NULL); + + //printf("%f %f\n", ps->clipsta, ps->clipend); + if (ps->is_ortho) { /* only needed for ortho */ + float fac = 2.0f / (ps->clipend - ps->clipsta); + ps->clipsta *= fac; + ps->clipend *= fac; + } + else { + /* TODO - can we even adjust for clip start/end? */ + } + + } + + ps->is_airbrush = (ps->brush->flag & BRUSH_AIRBRUSH) ? 1 : 0; + + ps->is_texbrush = (ps->brush->mtex[ps->brush->texact] && ps->brush->mtex[ps->brush->texact]->tex) ? 1 : 0; + + + /* calculate vert screen coords + * run this early so we can calculate the x/y resolution of our bucket rect */ + INIT_MINMAX2(ps->screenMin, ps->screenMax); + + ps->screenCoords = MEM_mallocN(sizeof(float) * ps->dm_totvert * 4, "ProjectPaint ScreenVerts"); + projScreenCo = ps->screenCoords; + + if (ps->is_ortho) { + for(a=0; a < ps->dm_totvert; a++, projScreenCo++) { + VECCOPY((*projScreenCo), ps->dm_mvert[a].co); + Mat4MulVecfl(ps->projectMat, (*projScreenCo)); + + /* screen space, not clamped */ + (*projScreenCo)[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*(*projScreenCo)[0]; + (*projScreenCo)[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*(*projScreenCo)[1]; + DO_MINMAX2((*projScreenCo), ps->screenMin, ps->screenMax); + } + } + else { + for(a=0; a < ps->dm_totvert; a++, projScreenCo++) { + VECCOPY((*projScreenCo), ps->dm_mvert[a].co); + (*projScreenCo)[3] = 1.0f; + + Mat4MulVec4fl(ps->projectMat, (*projScreenCo)); + + + if ((*projScreenCo)[3] > ps->clipsta) { + /* screen space, not clamped */ + (*projScreenCo)[0] = (float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*(*projScreenCo)[0]/(*projScreenCo)[3]; + (*projScreenCo)[1] = (float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*(*projScreenCo)[1]/(*projScreenCo)[3]; + (*projScreenCo)[2] = (*projScreenCo)[2]/(*projScreenCo)[3]; /* Use the depth for bucket point occlusion */ + DO_MINMAX2((*projScreenCo), ps->screenMin, ps->screenMax); + } + else { + /* TODO - deal with cases where 1 side of a face goes behind the view ? + * + * After some research this is actually very tricky, only option is to + * clip the derived mesh before painting, which is a Pain */ + (*projScreenCo)[0] = MAXFLOAT; + } + } + } + + /* If this border is not added we get artifacts for faces that + * have a parallel edge and at the bounds of the the 2D projected verts eg + * - a single screen aligned quad */ + projMargin = (ps->screenMax[0] - ps->screenMin[0]) * 0.000001f; + ps->screenMax[0] += projMargin; + ps->screenMin[0] -= projMargin; + projMargin = (ps->screenMax[1] - ps->screenMin[1]) * 0.000001f; + ps->screenMax[1] += projMargin; + ps->screenMin[1] -= projMargin; + +#ifdef PROJ_DEBUG_WINCLIP + CLAMP(ps->screenMin[0], -ps->brush->size, curarea->winx + ps->brush->size); + CLAMP(ps->screenMax[0], -ps->brush->size, curarea->winx + ps->brush->size); + + CLAMP(ps->screenMin[1], -ps->brush->size, curarea->winy + ps->brush->size); + CLAMP(ps->screenMax[1], -ps->brush->size, curarea->winy + ps->brush->size); +#endif + + /* only for convenience */ + ps->screen_width = ps->screenMax[0] - ps->screenMin[0]; + ps->screen_height = ps->screenMax[1] - ps->screenMin[1]; + + ps->buckets_x = (int)(ps->screen_width / (((float)ps->brush->size) / PROJ_BUCKET_BRUSH_DIV)); + ps->buckets_y = (int)(ps->screen_height / (((float)ps->brush->size) / PROJ_BUCKET_BRUSH_DIV)); + + printf("\tscreenspace bucket division x:%d y:%d\n", ps->buckets_x, ps->buckets_y); + + /* really high values could cause problems since it has to allocate a few + * (ps->buckets_x*ps->buckets_y) sized arrays */ + CLAMP(ps->buckets_x, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX); + CLAMP(ps->buckets_y, PROJ_BUCKET_RECT_MIN, PROJ_BUCKET_RECT_MAX); + + ps->bucketRect = (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketRect"); + ps->bucketFaces= (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces"); + + ps->bucketFlags= (unsigned char *)MEM_callocN(sizeof(char) * ps->buckets_x * ps->buckets_y, "paint-bucketFaces"); +#ifndef PROJ_DEBUG_NOSEAMBLEED + if (ps->seam_bleed_px > 0.0f) { + ps->vertFaces= (LinkNode **)MEM_callocN(sizeof(LinkNode *) * ps->dm_totvert, "paint-vertFaces"); + ps->faceSeamFlags = (char *)MEM_callocN(sizeof(char) * ps->dm_totface, "paint-faceSeamFlags"); + ps->faceSeamUVs= MEM_mallocN(sizeof(float) * ps->dm_totface * 8, "paint-faceSeamUVs"); + } +#endif + + /* Thread stuff + * + * very small brushes run a lot slower multithreaded since the advantage with + * threads is being able to fill in multiple buckets at once. + * Only use threads for bigger brushes. */ + + if (G.scene->r.mode & R_FIXED_THREADS) { + ps->thread_tot = G.scene->r.threads; + } + else { + ps->thread_tot = BLI_system_thread_count(); + } + for (a=0; a<ps->thread_tot; a++) { + ps->arena_mt[a] = BLI_memarena_new(1<<16); + } + + arena = ps->arena_mt[0]; + + if (ps->do_backfacecull && ps->do_mask_normal) { + MVert *v = ps->dm_mvert; + float viewDirPersp[3]; + + ps->vertFlags = MEM_callocN(sizeof(char) * ps->dm_totvert, "paint-vertFlags"); + + for(a=0; a < ps->dm_totvert; a++, v++) { + no[0] = (float)(v->no[0] / 32767.0f); + no[1] = (float)(v->no[1] / 32767.0f); + no[2] = (float)(v->no[2] / 32767.0f); + + if (ps->is_ortho) { + if (NormalizedVecAngle2(ps->viewDir, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */ + ps->vertFlags[a] |= PROJ_VERT_CULL; + } + } + else { + VecSubf(viewDirPersp, ps->viewPos, v->co); + Normalize(viewDirPersp); + if (NormalizedVecAngle2(viewDirPersp, no) >= ps->normal_angle) { /* 1 vert of this face is towards us */ + ps->vertFlags[a] |= PROJ_VERT_CULL; + } + } + } + } + + /* setup clone offset */ + if (ps->tool == PAINT_TOOL_CLONE) { + float projCo[4]; + float *curs= give_cursor(); + VECCOPY(projCo, curs); + Mat4MulVecfl(ps->ob->imat, projCo); + + projCo[3] = 1.0f; + Mat4MulVec4fl(ps->projectMat, projCo); + ps->cloneOffset[0] = mval[0] - ((float)(curarea->winx/2.0f)+(curarea->winx/2.0f)*projCo[0]/projCo[3]); + ps->cloneOffset[1] = mval[1] - ((float)(curarea->winy/2.0f)+(curarea->winy/2.0f)*projCo[1]/projCo[3]); + + // printf("%f %f %f %f %f\n", ps->cloneOffset[0], ps->cloneOffset[1], curs[0], curs[1], curs[2]); + + } + + + + for(face_index = 0, tf = ps->dm_mtface, mf = ps->dm_mface; face_index < ps->dm_totface; mf++, tf++, face_index++) { + +#ifndef PROJ_DEBUG_NOSEAMBLEED + /* add face user if we have bleed enabled, set the UV seam flags later */ + /* annoying but we need to add all faces even ones we never use elsewhere */ + if (ps->seam_bleed_px > 0.0f) { + BLI_linklist_prepend_arena(&ps->vertFaces[mf->v1], (void *)face_index, arena); + BLI_linklist_prepend_arena(&ps->vertFaces[mf->v2], (void *)face_index, arena); + BLI_linklist_prepend_arena(&ps->vertFaces[mf->v3], (void *)face_index, arena); + if (mf->v4) { + BLI_linklist_prepend_arena(&ps->vertFaces[ mf->v4 ], (void *)face_index, arena); + } + } +#endif + + if (tf->tpage && ((G.f & G_FACESELECT)==0 || mf->flag & ME_FACE_SEL)) { + + float *v1coSS, *v2coSS, *v3coSS, *v4coSS; + + v1coSS = ps->screenCoords[mf->v1]; + v2coSS = ps->screenCoords[mf->v2]; + v3coSS = ps->screenCoords[mf->v3]; + if (mf->v4) { + v4coSS = ps->screenCoords[mf->v4]; + } + + + if (!ps->is_ortho) { + if ( v1coSS[0]==MAXFLOAT || + v2coSS[0]==MAXFLOAT || + v3coSS[0]==MAXFLOAT || + (mf->v4 && v4coSS[0]==MAXFLOAT) + ) { + continue; + } + } + +#ifdef PROJ_DEBUG_WINCLIP + /* ignore faces outside the view */ + if ( + (v1coSS[0] < ps->screenMin[0] && + v2coSS[0] < ps->screenMin[0] && + v3coSS[0] < ps->screenMin[0] && + (mf->v4 && v4coSS[0] < ps->screenMin[0])) || + + (v1coSS[0] > ps->screenMax[0] && + v2coSS[0] > ps->screenMax[0] && + v3coSS[0] > ps->screenMax[0] && + (mf->v4 && v4coSS[0] > ps->screenMax[0])) || + + (v1coSS[1] < ps->screenMin[1] && + v2coSS[1] < ps->screenMin[1] && + v3coSS[1] < ps->screenMin[1] && + (mf->v4 && v4coSS[1] < ps->screenMin[1])) || + + (v1coSS[1] > ps->screenMax[1] && + v2coSS[1] > ps->screenMax[1] && + v3coSS[1] > ps->screenMax[1] && + (mf->v4 && v4coSS[1] > ps->screenMax[1])) + ) { + continue; + } + +#endif //PROJ_DEBUG_WINCLIP + + + if (ps->do_backfacecull) { + if (ps->do_mask_normal) { + /* Since we are interpolating the normals of faces, we want to make + * sure all the verts are pointing away from the view, + * not just the face */ + if ( (ps->vertFlags[mf->v1] & PROJ_VERT_CULL) && + (ps->vertFlags[mf->v2] & PROJ_VERT_CULL) && + (ps->vertFlags[mf->v3] & PROJ_VERT_CULL) && + (mf->v4==0 || ps->vertFlags[mf->v4] & PROJ_VERT_CULL) + + ) { + continue; + } + } + else { + if (SIDE_OF_LINE(v1coSS, v2coSS, v3coSS) < 0.0f) { + continue; + } + + } + } + + if (tpage_last != tf->tpage) { + + image_index = BLI_linklist_index(image_LinkList, tf->tpage); + + if (image_index==-1 && BKE_image_get_ibuf((Image *)tf->tpage, NULL)) { /* MemArena dosnt have an append func */ + BLI_linklist_append(&image_LinkList, tf->tpage); + image_index = ps->image_tot; + ps->image_tot++; + } + + tpage_last = tf->tpage; + } + + if (image_index != -1) { + /* Initialize the faces screen pixels */ + /* Add this to a list to initialize later */ + project_paint_delayed_face_init(ps, mf, tf, face_index); + } + } + } + + /* build an array of images we use*/ + projIma = ps->projImages = (ProjPaintImage *)BLI_memarena_alloc(arena, sizeof(ProjPaintImage) * ps->image_tot); + + for (node= image_LinkList, i=0; node; node= node->next, i++, projIma++) { + projIma->ima = node->link; + // calloced - projIma->touch = 0; + projIma->ibuf = BKE_image_get_ibuf(projIma->ima, NULL); + projIma->partRedrawRect = BLI_memarena_alloc(arena, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED); + // calloced - memset(projIma->partRedrawRect, 0, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED); + } + + /* we have built the array, discard the linked list */ + BLI_linklist_free(image_LinkList, NULL); +} + +static void project_paint_end(ProjPaintState *ps) +{ + int a; + + /* build undo data from original pixel colors */ + if(U.uiflag & USER_GLOBALUNDO) { + ProjPixel *projPixel; + ImBuf *tmpibuf = NULL, *tmpibuf_float = NULL; + LinkNode *pixel_node; + UndoTile *tile; + MemArena *arena = ps->arena_mt[0]; /* threaded arena re-used for non threaded case */ + + int bucket_tot = (ps->buckets_x * ps->buckets_y); /* we could get an X/Y but easier to loop through all possible buckets */ + int bucket_index; + int tile_index; + int x_round, y_round; + int x_tile, y_tile; + int is_float = -1; + + /* context */ + ProjPaintImage *last_projIma; + int last_image_index = -1; + int last_tile_width; + + for(a=0, last_projIma=ps->projImages; a < ps->image_tot; a++, last_projIma++) { + int size = sizeof(UndoTile **) * IMAPAINT_TILE_NUMBER(last_projIma->ibuf->x) * IMAPAINT_TILE_NUMBER(last_projIma->ibuf->y); + last_projIma->undoRect = (UndoTile **) BLI_memarena_alloc(arena, size); + memset(last_projIma->undoRect, 0, size); + } + + for (bucket_index = 0; bucket_index < bucket_tot; bucket_index++) { + /* loop through all pixels */ + for(pixel_node= ps->bucketRect[bucket_index]; pixel_node; pixel_node= pixel_node->next) { + + /* ok we have a pixel, was it modified? */ + projPixel = (ProjPixel *)pixel_node->link; + + if (last_image_index != projPixel->image_index) { + /* set the context */ + last_image_index = projPixel->image_index; + last_projIma = ps->projImages + last_image_index; + last_tile_width = IMAPAINT_TILE_NUMBER(last_projIma->ibuf->x); + is_float = last_projIma->ibuf->rect_float ? 1 : 0; + } + + + if ( (is_float == 0 && projPixel->origColor.uint != *projPixel->pixel.uint_pt) || + + (is_float == 1 && + ( projPixel->origColor.f[0] != projPixel->pixel.f_pt[0] || + projPixel->origColor.f[1] != projPixel->pixel.f_pt[1] || + projPixel->origColor.f[2] != projPixel->pixel.f_pt[2] || + projPixel->origColor.f[3] != projPixel->pixel.f_pt[3] )) + ) { + + x_tile = projPixel->x_px >> IMAPAINT_TILE_BITS; + y_tile = projPixel->y_px >> IMAPAINT_TILE_BITS; + + x_round = x_tile * IMAPAINT_TILE_SIZE; + y_round = y_tile * IMAPAINT_TILE_SIZE; + + tile_index = x_tile + y_tile * last_tile_width; + + if (last_projIma->undoRect[tile_index]==NULL) { + /* add the undo tile from the modified image, then write the original colors back into it */ + tile = last_projIma->undoRect[tile_index] = undo_init_tile(&last_projIma->ima->id, last_projIma->ibuf, is_float ? (&tmpibuf_float):(&tmpibuf) , x_tile, y_tile); + } + else { + tile = last_projIma->undoRect[tile_index]; + } + + /* This is a BIT ODD, but overwrite the undo tiles image info with this pixels original color + * because allocating the tiles allong the way slows down painting */ + + if (is_float) { + float *rgba_fp = (float *)tile->rect + (((projPixel->x_px - x_round) + (projPixel->y_px - y_round) * IMAPAINT_TILE_SIZE)) * 4; + QUATCOPY(rgba_fp, projPixel->origColor.f); + } + else { + ((unsigned int *)tile->rect)[ (projPixel->x_px - x_round) + (projPixel->y_px - y_round) * IMAPAINT_TILE_SIZE ] = projPixel->origColor.uint; + } + } + } + } + + if (tmpibuf) IMB_freeImBuf(tmpibuf); + if (tmpibuf_float) IMB_freeImBuf(tmpibuf_float); + } + /* done calculating undo data */ + + MEM_freeN(ps->screenCoords); + MEM_freeN(ps->bucketRect); + MEM_freeN(ps->bucketFaces); + MEM_freeN(ps->bucketFlags); + + if (ps->seam_bleed_px > 0.0f) { + MEM_freeN(ps->vertFaces); + MEM_freeN(ps->faceSeamFlags); + MEM_freeN(ps->faceSeamUVs); + } + + if (ps->vertFlags) MEM_freeN(ps->vertFlags); + + + for (a=0; a<ps->thread_tot; a++) { + BLI_memarena_free(ps->arena_mt[a]); + } + + ps->dm->release(ps->dm); +} + +/* Use this rather then mouse_cursor() + * so rotating the view leaves the 3D Cursor on the clone source surface. + */ +static void project_paint_setCursor(void) { + float *curs = give_cursor(); + short mval[2]; + + mouse_cursor(); /* set the cursor location on the view X/Y */ + getmouseco_areawin(mval); + view_mouse_depth(curs, mval, 1); +} /* 1= an undo, -1 is a redo. */ +static void partial_redraw_array_init(ImagePaintPartialRedraw *pr) +{ + int tot = PROJ_BOUNDBOX_SQUARED; + while (tot--) { + pr->x1 = 10000000; + pr->y1 = 10000000; + + pr->x2 = -1; + pr->y2 = -1; + + pr->enabled = 1; + + pr++; + } +} + + +static int partial_redraw_array_merge(ImagePaintPartialRedraw *pr, ImagePaintPartialRedraw *pr_other, int tot) +{ + int touch; + while (tot--) { + pr->x1 = MIN2(pr->x1, pr_other->x1); + pr->y1 = MIN2(pr->y1, pr_other->y1); + + pr->x2 = MAX2(pr->x2, pr_other->x2); + pr->y2 = MAX2(pr->y2, pr_other->y2); + + if (pr->x2 != -1) + touch = 1; + + pr++; pr_other++; + } + + return touch; +} + +/* Loop over all images on this mesh and update any we have touched */ +static int project_image_refresh_tagged(ProjPaintState *ps) +{ + ImagePaintPartialRedraw *pr; + ProjPaintImage *projIma; + int a,i; + int redraw = 0; + + + for (a=0, projIma=ps->projImages; a < ps->image_tot; a++, projIma++) { + if (projIma->touch) { + /* look over each bound cell */ + for (i=0; i<PROJ_BOUNDBOX_SQUARED; i++) { + pr = &(projIma->partRedrawRect[i]); + if (pr->x2 != -1) { /* TODO - use 'enabled' ? */ + imapaintpartial = *pr; + imapaint_image_update(projIma->ima, projIma->ibuf, 1); /*last 1 is for texpaint*/ + redraw = 1; + } + } + + projIma->touch = 0; /* clear for reuse */ + } + } + + return redraw; +} + +/* run this per painting onto each mouse location */ +static int project_bucket_iter_init(ProjPaintState *ps, const float mval_f[2]) +{ + float min_brush[2], max_brush[2]; + float size_half = ((float)ps->brush->size) * 0.5f; + + /* so we dont have a bucket bounds that is way too small to paint into */ + // if (size_half < 1.0f) size_half = 1.0f; // this dosnt work yet :/ + + min_brush[0] = mval_f[0] - size_half; + min_brush[1] = mval_f[1] - size_half; + + max_brush[0] = mval_f[0] + size_half; + max_brush[1] = mval_f[1] + size_half; + + /* offset to make this a valid bucket index */ + project_paint_bucket_bounds(ps, min_brush, max_brush, ps->bucketMin, ps->bucketMax); + + /* mouse outside the model areas? */ + if (ps->bucketMin[0]==ps->bucketMax[0] || ps->bucketMin[1]==ps->bucketMax[1]) { + return 0; + } + + ps->context_bucket_x = ps->bucketMin[0]; + ps->context_bucket_y = ps->bucketMin[1]; + return 1; +} + +static int project_bucket_iter_next(ProjPaintState *ps, int *bucket_index, rctf *bucket_bounds, const float mval[2]) +{ + if (ps->thread_tot > 1) + BLI_lock_thread(LOCK_CUSTOM1); + + //printf("%d %d \n", ps->context_bucket_x, ps->context_bucket_y); + + for ( ; ps->context_bucket_y < ps->bucketMax[1]; ps->context_bucket_y++) { + for ( ; ps->context_bucket_x < ps->bucketMax[0]; ps->context_bucket_x++) { + + /* use bucket_bounds for project_bucket_isect_circle and project_bucket_init*/ + project_bucket_bounds(ps, ps->context_bucket_x, ps->context_bucket_y, bucket_bounds); + + if (project_bucket_isect_circle(ps->context_bucket_x, ps->context_bucket_y, mval, ps->brush->size * ps->brush->size, bucket_bounds)) { + *bucket_index = ps->context_bucket_x + (ps->context_bucket_y * ps->buckets_x); + ps->context_bucket_x++; + + if (ps->thread_tot > 1) + BLI_unlock_thread(LOCK_CUSTOM1); + + return 1; + } + } + ps->context_bucket_x = ps->bucketMin[0]; + } + + if (ps->thread_tot > 1) + BLI_unlock_thread(LOCK_CUSTOM1); + return 0; +} + +/* Each thread gets one of these, also used as an argument to pass to project_paint_op */ +typedef struct ProjectHandle { + /* args */ + ProjPaintState *ps; + float prevmval[2]; + float mval[2]; + + /* annoying but we need to have image bounds per thread, then merge into ps->projectPartialRedraws */ + ProjPaintImage *projImages; /* array of partial redraws */ + + /* thread settings */ + int thread_index; +} ProjectHandle; + +static void blend_color_mix(unsigned char *cp, const unsigned char *cp1, const unsigned char *cp2, const int fac) +{ + /* this and other blending modes previously used >>8 instead of /255. both + are not equivalent (>>8 is /256), and the former results in rounding + errors that can turn colors black fast after repeated blending */ + const int mfac= 255-fac; + + cp[0]= (mfac*cp1[0]+fac*cp2[0])/255; + cp[1]= (mfac*cp1[1]+fac*cp2[1])/255; + cp[2]= (mfac*cp1[2]+fac*cp2[2])/255; +} + +static void blend_color_mix_float(float *cp, const float *cp1, const float *cp2, const float fac) +{ + const float mfac= 1.0-fac; + cp[0]= mfac*cp1[0] + fac*cp2[0]; + cp[1]= mfac*cp1[1] + fac*cp2[1]; + cp[2]= mfac*cp1[2] + fac*cp2[2]; +} + +static void do_projectpaint_clone(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask) +{ + if (ps->is_airbrush==0 && mask < 1.0f) { + projPixel->newColor.uint = IMB_blend_color(projPixel->newColor.uint, ((ProjPixelClone*)projPixel)->clonepx.uint, (int)(alpha*255), ps->blend); + blend_color_mix(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask*255)); + } + else { + *projPixel->pixel.uint_pt = IMB_blend_color(*projPixel->pixel.uint_pt, ((ProjPixelClone*)projPixel)->clonepx.uint, (int)(alpha*mask*255), ps->blend); + } +} + +static void do_projectpaint_clone_f(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask) +{ + if (ps->is_airbrush==0 && mask < 1.0f) { + IMB_blend_color_float(projPixel->newColor.f, projPixel->newColor.f, ((ProjPixelClone *)projPixel)->clonepx.f, alpha, ps->blend); + blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f, projPixel->newColor.f, mask); + } + else { + IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.f, alpha*mask, ps->blend); + } +} + +/* do_projectpaint_smear* + * + * note, mask is used to modify the alpha here, this is not correct since it allows + * accumulation of color greater then 'projPixel->mask' however in the case of smear its not + * really that important to be correct as it is with clone and painting + */ +static void do_projectpaint_smear(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask, MemArena *smearArena, LinkNode **smearPixels, float co[2]) +{ + unsigned char rgba_ub[4]; + + if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1)==0) + return; + + ((ProjPixelClone *)projPixel)->clonepx.uint = IMB_blend_color(*projPixel->pixel.uint_pt, *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend); + BLI_linklist_prepend_arena(smearPixels, (void *)projPixel, smearArena); +} + +static void do_projectpaint_smear_f(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask, MemArena *smearArena, LinkNode **smearPixels_f, float co[2]) +{ + unsigned char rgba_ub[4]; + unsigned char rgba_smear[4]; + + if (project_paint_PickColor(ps, co, NULL, rgba_ub, 1)==0) + return; + + IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba_smear, projPixel->pixel.f_pt); + ((ProjPixelClone *)projPixel)->clonepx.uint = IMB_blend_color(*((unsigned int *)rgba_smear), *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend); + BLI_linklist_prepend_arena(smearPixels_f, (void *)projPixel, smearArena); +} + +static void do_projectpaint_draw(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask) +{ + unsigned char rgba_ub[4]; + + if (ps->is_texbrush) { + rgba_ub[0] = FTOCHAR(rgba[0] * ps->brush->rgb[0]); + rgba_ub[1] = FTOCHAR(rgba[1] * ps->brush->rgb[1]); + rgba_ub[2] = FTOCHAR(rgba[2] * ps->brush->rgb[2]); + rgba_ub[3] = FTOCHAR(rgba[3]); + } + else { + IMAPAINT_FLOAT_RGB_TO_CHAR(rgba_ub, ps->brush->rgb); + rgba_ub[3] = 255; + } + + if (ps->is_airbrush==0 && mask < 1.0f) { + projPixel->newColor.uint = IMB_blend_color(projPixel->newColor.uint, *((unsigned int *)rgba_ub), (int)(alpha*255), ps->blend); + blend_color_mix(projPixel->pixel.ch_pt, projPixel->origColor.ch, projPixel->newColor.ch, (int)(mask*255)); + } + else { + *projPixel->pixel.uint_pt = IMB_blend_color(*projPixel->pixel.uint_pt, *((unsigned int *)rgba_ub), (int)(alpha*mask*255), ps->blend); + } +} + +static void do_projectpaint_draw_f(ProjPaintState *ps, ProjPixel *projPixel, float *rgba, float alpha, float mask) { + if (ps->is_texbrush) { + rgba[0] *= ps->brush->rgb[0]; + rgba[1] *= ps->brush->rgb[1]; + rgba[2] *= ps->brush->rgb[2]; + } + else { + VECCOPY(rgba, ps->brush->rgb); + } + + if (ps->is_airbrush==0 && mask < 1.0f) { + IMB_blend_color_float(projPixel->newColor.f, projPixel->newColor.f, rgba, alpha, ps->blend); + blend_color_mix_float(projPixel->pixel.f_pt, projPixel->origColor.f, projPixel->newColor.f, mask); + } + else { + IMB_blend_color_float(projPixel->pixel.f_pt, projPixel->pixel.f_pt, rgba, alpha*mask, ps->blend); + } +} + + + +/* run this for single and multithreaded painting */ +static void *do_projectpaint_thread(void *ph_v) +{ + /* First unpack args from the struct */ + ProjPaintState *ps = ((ProjectHandle *)ph_v)->ps; + ProjPaintImage *projImages = ((ProjectHandle *)ph_v)->projImages; + const float *lastpos = ((ProjectHandle *)ph_v)->prevmval; + const float *pos = ((ProjectHandle *)ph_v)->mval; + const int thread_index = ((ProjectHandle *)ph_v)->thread_index; + /* Done with args from ProjectHandle */ + + LinkNode *node; + ProjPixel *projPixel; + + int last_index = -1; + ProjPaintImage *last_projIma; + ImagePaintPartialRedraw *last_partial_redraw_cell; + + float rgba[4], alpha, dist_nosqrt; + + float brush_size_sqared; + float falloff; + int bucket_index; + int is_floatbuf = 0; + const short tool = ps->tool; + rctf bucket_bounds; + + /* for smear only */ + float pos_ofs[2]; + float co[2]; + float mask = 1.0f; /* airbrush wont use mask */ + unsigned short mask_short; + + LinkNode *smearPixels = NULL; + LinkNode *smearPixels_f = NULL; + MemArena *smearArena = NULL; /* mem arena for this brush projection only */ + + + if (tool==PAINT_TOOL_SMEAR) { + pos_ofs[0] = pos[0] - lastpos[0]; + pos_ofs[1] = pos[1] - lastpos[1]; + + smearArena = BLI_memarena_new(1<<16); + } + + /* avoid a square root with every dist comparison */ + brush_size_sqared = ps->brush->size * ps->brush->size; + + /* printf("brush bounds %d %d %d %d\n", bucketMin[0], bucketMin[1], bucketMax[0], bucketMax[1]); */ + + while (project_bucket_iter_next(ps, &bucket_index, &bucket_bounds, pos)) { + + /* Check this bucket and its faces are initialized */ + if (ps->bucketFlags[bucket_index] == PROJ_BUCKET_NULL) { + /* No pixels initialized */ + project_bucket_init(ps, thread_index, bucket_index, &bucket_bounds); + } + + for (node = ps->bucketRect[bucket_index]; node; node = node->next) { + + projPixel = (ProjPixel *)node->link; + + /*dist = Vec2Lenf(projPixel->projCoSS, pos);*/ /* correct but uses a sqrt */ + dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCoSS, pos); + + /*if (dist < s->brush->size) {*/ /* correct but uses a sqrt */ + if (dist_nosqrt < brush_size_sqared) { + falloff = brush_sample_falloff_noalpha(ps->brush, sqrt(dist_nosqrt)); + if (falloff > 0.0f) { + if (ps->is_texbrush) { + brush_sample_tex(ps->brush, projPixel->projCoSS, rgba); + alpha = rgba[3]; + } else { + alpha = 1.0f; + } + + if (ps->is_airbrush) { + /* for an aurbrush there is no real mask, so just multiply the alpha by it */ + alpha *= falloff * ps->brush->alpha; + mask = ((float)projPixel->mask)/65535.0f; + } + else { + /* This brush dosnt accumulate so add some curve to the brushes falloff */ + falloff = 1.0f - falloff; + falloff = 1.0f - (falloff * falloff); + + mask_short = projPixel->mask * (ps->brush->alpha * falloff); + if (mask_short > projPixel->mask_max) { + mask = ((float)mask_short)/65535.0f; + projPixel->mask_max = mask_short; + } + else { + /*mask = ((float)projPixel->mask_max)/65535.0f;*/ + + /* Go onto the next pixel */ + continue; + } + } + + if (alpha > 0.0f) { + + if (last_index != projPixel->image_index) { + last_index = projPixel->image_index; + last_projIma = projImages + last_index; + + last_projIma->touch = 1; + is_floatbuf = last_projIma->ibuf->rect_float ? 1 : 0; + } + + last_partial_redraw_cell = last_projIma->partRedrawRect + projPixel->bb_cell_index; + last_partial_redraw_cell->x1 = MIN2(last_partial_redraw_cell->x1, projPixel->x_px); + last_partial_redraw_cell->y1 = MIN2(last_partial_redraw_cell->y1, projPixel->y_px); + + last_partial_redraw_cell->x2 = MAX2(last_partial_redraw_cell->x2, projPixel->x_px+1); + last_partial_redraw_cell->y2 = MAX2(last_partial_redraw_cell->y2, projPixel->y_px+1); + + + switch(tool) { + case PAINT_TOOL_CLONE: + if (is_floatbuf) { + if (((ProjPixelClone *)projPixel)->clonepx.f[3]) { + do_projectpaint_clone_f(ps, projPixel, rgba, alpha, mask); + } + } + else { + if (((ProjPixelClone*)projPixel)->clonepx.ch[3]) { + do_projectpaint_clone(ps, projPixel, rgba, alpha, mask); + } + } + break; + case PAINT_TOOL_SMEAR: + Vec2Subf(co, projPixel->projCoSS, pos_ofs); + + if (is_floatbuf) do_projectpaint_smear_f(ps, projPixel, rgba, alpha, mask, smearArena, &smearPixels_f, co); + else do_projectpaint_smear(ps, projPixel, rgba, alpha, mask, smearArena, &smearPixels, co); + break; + default: + if (is_floatbuf) do_projectpaint_draw_f(ps, projPixel, rgba, alpha, mask); + else do_projectpaint_draw(ps, projPixel, rgba, alpha, mask); + break; + } + } + /* done painting */ + } + } + } + } + + + if (tool==PAINT_TOOL_SMEAR) { + + for (node= smearPixels; node; node= node->next) { /* this wont run for a float image */ + projPixel = node->link; + *projPixel->pixel.uint_pt = ((ProjPixelClone *)projPixel)->clonepx.uint; + } + + for (node= smearPixels_f; node; node= node->next) { /* this wont run for a float image */ + projPixel = node->link; + IMAPAINT_CHAR_RGBA_TO_FLOAT(projPixel->pixel.f_pt, ((ProjPixelClone *)projPixel)->clonepx.ch); + node = node->next; + } + + BLI_memarena_free(smearArena); + } + + return NULL; +} + +static int project_paint_op(void *state, ImBuf *ibufb, float *lastpos, float *pos) +{ + /* First unpack args from the struct */ + ProjPaintState *ps = (ProjPaintState *)state; + int touch_any = 0; + + ProjectHandle handles[BLENDER_MAX_THREADS]; + ListBase threads; + int a,i; + + if (!project_bucket_iter_init(ps, pos)) { + return 0; + } + + if (ps->thread_tot > 1) + BLI_init_threads(&threads, do_projectpaint_thread, ps->thread_tot); + + /* get the threads running */ + for(a=0; a < ps->thread_tot; a++) { + + /* set defaults in handles */ + //memset(&handles[a], 0, sizeof(BakeShade)); + + handles[a].ps = ps; + VECCOPY2D(handles[a].mval, pos); + VECCOPY2D(handles[a].prevmval, lastpos); + + /* thread spesific */ + handles[a].thread_index = a; + + handles[a].projImages = (ProjPaintImage *)BLI_memarena_alloc(ps->arena_mt[a], ps->image_tot * sizeof(ProjPaintImage)); + + memcpy(handles[a].projImages, ps->projImages, ps->image_tot * sizeof(ProjPaintImage)); + + /* image bounds */ + for (i=0; i< ps->image_tot; i++) { + handles[a].projImages[i].partRedrawRect = (ImagePaintPartialRedraw *)BLI_memarena_alloc(ps->arena_mt[a], sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED); + memcpy(handles[a].projImages[i].partRedrawRect, ps->projImages[i].partRedrawRect, sizeof(ImagePaintPartialRedraw) * PROJ_BOUNDBOX_SQUARED); + } + + if (ps->thread_tot > 1) + BLI_insert_thread(&threads, &handles[a]); + } + + if (ps->thread_tot > 1) /* wait for everything to be done */ + BLI_end_threads(&threads); + else + do_projectpaint_thread(&handles[0]); + + + /* move threaded bounds back into ps->projectPartialRedraws */ + for(i=0; i < ps->image_tot; i++) { + int touch = 0; + for(a=0; a < ps->thread_tot; a++) { + touch |= partial_redraw_array_merge(ps->projImages[i].partRedrawRect, handles[a].projImages[i].partRedrawRect, PROJ_BOUNDBOX_SQUARED); + } + + if (touch) { + ps->projImages[i].touch = 1; + touch_any = 1; + } + } + + return touch_any; +} + + +static int project_paint_sub_stroke(ProjPaintState *ps, BrushPainter *painter, short *prevmval_i, short *mval_i, double time, float pressure) +{ + + /* Use mouse coords as floats for projection painting */ + float pos[2]; + + pos[0] = mval_i[0]; + pos[1] = mval_i[1]; + + // we may want to use this later + // brush_painter_require_imbuf(painter, ((ibuf->rect_float)? 1: 0), 0, 0); + + if (brush_painter_paint(painter, project_paint_op, pos, time, pressure, ps)) { + return 1; + } + else return 0; +} + + +static int project_paint_stroke(ProjPaintState *ps, BrushPainter *painter, short *prevmval_i, short *mval_i, double time, int update, float pressure) +{ + int a, redraw = 0; + + for (a=0; a < ps->image_tot; a++) { + partial_redraw_array_init(ps->projImages[a].partRedrawRect); + } + + redraw |= project_paint_sub_stroke(ps, painter, prevmval_i, mval_i, time, pressure); + + if (update) { + if (project_image_refresh_tagged(ps)) { + if (redraw) { + force_draw(0); /* imapaint_redraw just calls this in viewport paint anyway */ + /* imapaint_redraw(0, 1, NULL); */ + /* imapaint_clear_partial_redraw(); */ /* not needed since we use our own array */ + } + } + } + + return redraw; +} + void undo_imagepaint_step(int step) { UndoElem *undo; @@ -333,9 +3944,9 @@ static void imapaint_clear_partial_redraw() static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w, int h) { - ImBuf *tmpibuf; + ImBuf *tmpibuf = NULL; UndoTile *tile; - int srcx= 0, srcy= 0, origx, allocsize; + int srcx= 0, srcy= 0, origx; IMB_rectclip(ibuf, NULL, &x, &y, &srcx, &srcy, &w, &h); @@ -360,9 +3971,6 @@ static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w, h = ((y + h - 1) >> IMAPAINT_TILE_BITS); origx = (x >> IMAPAINT_TILE_BITS); y = (y >> IMAPAINT_TILE_BITS); - - tmpibuf= IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, - IB_rectfloat|IB_rect, 0); for (; y <= h; y++) { for (x=origx; x <= w; x++) { @@ -371,32 +3979,21 @@ static void imapaint_dirty_region(Image *ima, ImBuf *ibuf, int x, int y, int w, break; if(!tile) { - tile= MEM_callocN(sizeof(UndoTile), "ImaUndoTile"); - tile->id= ima->id; - tile->x= x; - tile->y= y; - - allocsize= IMAPAINT_TILE_SIZE*IMAPAINT_TILE_SIZE*4; - allocsize *= (ibuf->rect_float)? sizeof(float): sizeof(char); - tile->rect= MEM_mapallocN(allocsize, "ImaUndoRect"); - - undo_copy_tile(tile, tmpibuf, ibuf, 0); - curundo->undosize += allocsize; - - BLI_addtail(&curundo->tiles, tile); + undo_init_tile(&ima->id, ibuf, &tmpibuf, x, y); } } } ibuf->userflags |= IB_BITMAPDIRTY; - - IMB_freeImBuf(tmpibuf); + + if (tmpibuf) + IMB_freeImBuf(tmpibuf); } static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint) { if(ibuf->rect_float) - imb_freerectImBuf(ibuf); /* force recreate of char rect */ + imb_freerectImBuf(ibuf); /* force recreate of char rect */ /* TODO - should just update a portion from imapaintpartial! */ if(ibuf->mipmap[0]) imb_freemipmapImBuf(ibuf); @@ -404,6 +4001,7 @@ static void imapaint_image_update(Image *image, ImBuf *ibuf, short texpaint) if(texpaint || G.sima->lock) { int w = imapaintpartial.x2 - imapaintpartial.x1; int h = imapaintpartial.y2 - imapaintpartial.y1; + // printf("%d, %d, \n", w, h); GPU_paint_update_image(image, imapaintpartial.x1, imapaintpartial.y1, w, h); } } @@ -461,14 +4059,20 @@ static void imapaint_ibuf_get_set_rgb(ImBuf *ibuf, int x, int y, short torus, sh if (ibuf->rect_float) { float *rrgbf = ibuf->rect_float + (ibuf->x*y + x)*4; - if (set) IMAPAINT_FLOAT_RGB_COPY(rrgbf, rgb) - else IMAPAINT_FLOAT_RGB_COPY(rgb, rrgbf) + if (set) { + IMAPAINT_FLOAT_RGB_COPY(rrgbf, rgb); + } else { + IMAPAINT_FLOAT_RGB_COPY(rgb, rrgbf); + } } else { char *rrgb = (char*)ibuf->rect + (ibuf->x*y + x)*4; - if (set) IMAPAINT_FLOAT_RGB_TO_CHAR(rrgb, rgb) - else IMAPAINT_CHAR_RGB_TO_FLOAT(rgb, rrgb) + if (set) { + IMAPAINT_FLOAT_RGB_TO_CHAR(rrgb, rgb) + } else { + IMAPAINT_CHAR_RGB_TO_FLOAT(rgb, rrgb) + } } } @@ -569,6 +4173,8 @@ static void imapaint_convert_brushco(ImBuf *ibufb, float *pos, int *ipos) ipos[1]= (int)(pos[1] - ibufb->y/2); } +/* dosnt run for projection painting + * only the old style painting in the 3d view */ static int imapaint_paint_op(void *state, ImBuf *ibufb, float *lastpos, float *pos) { ImagePaintState *s= ((ImagePaintState*)state); @@ -793,30 +4399,53 @@ static void imapaint_paint_stroke(ImagePaintState *s, BrushPainter *painter, sho void imagepaint_paint(short mousebutton, short texpaint) { ImagePaintState s; + ProjPaintState ps; BrushPainter *painter; ToolSettings *settings= G.scene->toolsettings; - short prevmval[2], mval[2]; + short prevmval[2], mval[2], project = 0; double time; float pressure; - + int init = 1; + if(!settings->imapaint.brush) return; - + + if (texpaint) { /* are we painting in the 3D view ? */ + if ((settings->imapaint.flag & IMAGEPAINT_PROJECT_DISABLE)==0) { + project= 1; + } + } + + if (G.qual & LR_CTRLKEY) { + persp(PERSP_VIEW); + project_paint_setCursor(); + persp(PERSP_WIN); + return; + } + /* initialize state */ memset(&s, 0, sizeof(s)); + memset(&ps, 0, sizeof(ps)); + s.brush = settings->imapaint.brush; s.tool = settings->imapaint.tool; - if(texpaint && (s.tool == PAINT_TOOL_CLONE)) + if(texpaint && (project==0) && (s.tool == PAINT_TOOL_CLONE)) s.tool = PAINT_TOOL_DRAW; s.blend = s.brush->blend; - + + if (project) { + ps.brush = s.brush; + ps.tool = s.tool; + ps.blend = s.blend; + } + if(texpaint) { - s.ob = OBACT; + ps.ob = s.ob = OBACT; if (!s.ob || !(s.ob->lay & G.vd->lay)) return; s.me = get_mesh(s.ob); if (!s.me) return; - persp(PERSP_VIEW); + persp(PERSP_VIEW); /* set back to PERSP_WIN before returning */ } else { s.image = G.sima->image; @@ -829,28 +4458,76 @@ void imagepaint_paint(short mousebutton, short texpaint) return; } } + + getmouseco_areawin(mval); /* make sure this runs before project_paint_begin() */ + + /* note, if we have no UVs on the derived mesh, then we must return here */ + if (project) { + /* setup projection painting data */ + ps.do_backfacecull = (settings->imapaint.flag & IMAGEPAINT_PROJECT_BACKFACE) ? 0 : 1; + ps.do_occlude = (settings->imapaint.flag & IMAGEPAINT_PROJECT_XRAY) ? 0 : 1; + ps.do_mask_normal = (settings->imapaint.flag & IMAGEPAINT_PROJECT_FLAT) ? 0 : 1;; + + if (ps.tool == PAINT_TOOL_CLONE) + ps.do_layer_clone = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE); + + ps.do_layer_mask = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_MASK) ? 1 : 0; + ps.do_layer_mask_inv = (settings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_MASK_INV) ? 1 : 0; + + +#ifndef PROJ_DEBUG_NOSEAMBLEED + ps.seam_bleed_px = settings->imapaint.seam_bleed; /* pixel num to bleed */ +#endif + if (ps.do_mask_normal) { + ps.normal_angle_inner = settings->imapaint.normal_angle; + ps.normal_angle = (ps.normal_angle_inner + 90.0f) * 0.5f; + } + else { + ps.normal_angle_inner= ps.normal_angle= settings->imapaint.normal_angle; + } + + ps.normal_angle_inner *= M_PI_2 / 90; + ps.normal_angle *= M_PI_2 / 90; + ps.normal_angle_range = ps.normal_angle - ps.normal_angle_inner; + + if (ps.normal_angle_range <= 0.0f) + ps.do_mask_normal = 0; /* no need to do blending */ + + project_paint_begin(&ps, mval); + + if (ps.dm==NULL) { + persp(PERSP_WIN); + return; + } + } + settings->imapaint.flag |= IMAGEPAINT_DRAWING; undo_imagepaint_push_begin("Image Paint"); /* create painter and paint once */ painter= brush_painter_new(s.brush); - getmouseco_areawin(mval); - pressure = get_pressure(); s.blend = (get_activedevice() == 2)? BRUSH_BLEND_ERASE_ALPHA: s.brush->blend; time= PIL_check_seconds_timer(); prevmval[0]= mval[0]; prevmval[1]= mval[1]; - + /* special exception here for too high pressure values on first touch in - windows for some tablets */ - if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE| + windows for some tablets */ + if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE| BRUSH_SPACING_PRESSURE|BRUSH_RAD_PRESSURE)) && (get_activedevice() != 0) && (pressure >= 0.99f))) - imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure); - + { + if (project) { + project_paint_stroke(&ps, painter, prevmval, mval, time, 1, pressure); + } + else { + imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure); + } + } + /* paint loop */ do { getmouseco_areawin(mval); @@ -860,16 +4537,37 @@ void imagepaint_paint(short mousebutton, short texpaint) time= PIL_check_seconds_timer(); - if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) { - imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure); - prevmval[0]= mval[0]; - prevmval[1]= mval[1]; - } - else if (s.brush->flag & BRUSH_AIRBRUSH) - imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure); - else - BIF_wait_for_statechange(); + if (project) { /* Projection Painting */ + int redraw = 1; + + if (((s.brush->flag & BRUSH_AIRBRUSH) || init) || ((mval[0] != prevmval[0]) || (mval[1] != prevmval[1]))) { + redraw = project_paint_stroke(&ps, painter, prevmval, mval, time, 1, pressure); + prevmval[0]= mval[0]; + prevmval[1]= mval[1]; + } + else { + BIF_wait_for_statechange(); + if (redraw==0) { + /* Only so the brush outline is redrawn, pitty we need to do this + * however it wont run when the mouse is still so not too bad */ + force_draw(0); + } + } + + init = 0; + } + else { + if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) { + imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure); + prevmval[0]= mval[0]; + prevmval[1]= mval[1]; + } + else if (s.brush->flag & BRUSH_AIRBRUSH) + imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure); + else + BIF_wait_for_statechange(); + } /* do mouse checking at the end, so don't check twice, and potentially miss a short tap */ } while(get_mbut() & mousebutton); @@ -879,6 +4577,10 @@ void imagepaint_paint(short mousebutton, short texpaint) imapaint_canvas_free(&s); brush_painter_free(painter); + if (project) { + project_paint_end(&ps); + } + imapaint_redraw(1, texpaint, s.image); undo_imagepaint_push_end(); diff --git a/source/blender/src/space.c b/source/blender/src/space.c index e34624a25fe..4267159baee 100644 --- a/source/blender/src/space.c +++ b/source/blender/src/space.c @@ -1307,6 +1307,14 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt) } } } + else if (!G.obedit && OBACT && G.f&G_TEXTUREPAINT){ + if(G.scene->toolsettings->imapaint.brush && + event!=LEFTMOUSE && event!=RIGHTMOUSE && event!=MIDDLEMOUSE && + (event==MOUSEY || event==MOUSEX) && bwin_qtest(sa->win)==0) { + allqueue(REDRAWVIEW3D, 0); + } + } + /* Handle retopo painting */ if(retopo_mesh_paint_check()) { diff --git a/source/blender/src/view.c b/source/blender/src/view.c index 258e4fd99e0..8c16cfe705d 100644 --- a/source/blender/src/view.c +++ b/source/blender/src/view.c @@ -796,12 +796,15 @@ void viewmoveNDOFfly(int mode) BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); } -int view_autodist( float mouse_worldloc[3] ) //, float *autodist ) +/* Be sure to run persp(PERSP_VIEW) if this isnt set, + * + * mouse_worldloc - worldspace vector that is set + * mval - screenspace location, or from getmouseco_areawin(mval) + * dist - the size of the square to use when averaging the Z depth. + */ +int view_mouse_depth( float mouse_worldloc[3], short mval[2], int dist) { View3D *v3d = G.vd; - - /* Zooms in on a border drawn by the user */ - short mval[2]; rcti rect; /* ZBuffer depth vars */ @@ -813,13 +816,13 @@ int view_autodist( float mouse_worldloc[3] ) //, float *autodist ) getmouseco_areawin(mval); - persp(PERSP_VIEW); + /* persp(PERSP_VIEW); */ - rect.xmax = mval[0] + 4; - rect.ymax = mval[1] + 4; + rect.xmax = mval[0] + dist; + rect.ymax = mval[1] + dist; - rect.xmin = mval[0] - 4; - rect.ymin = mval[1] - 4; + rect.xmin = mval[0] - dist; + rect.ymin = mval[1] - dist; /* Get Z Depths, needed for perspective, nice for ortho */ bgl_get_mats(&mats); @@ -943,7 +946,8 @@ void viewmove(int mode) VecMulf(obofs, -1.0f); } else if (U.uiflag & USER_ORBIT_ZBUF) { - if ((use_sel=view_autodist(obofs))) { + persp(PERSP_VIEW); + if ((use_sel=view_mouse_depth(obofs, mval_area, 4))) { if (G.vd->persp==V3D_PERSP) { float my_origin[3]; /* original G.vd->ofs */ float my_pivot[3]; /* view */ @@ -974,6 +978,8 @@ void viewmove(int mode) } else { ofs[0] = ofs[1] = ofs[2] = 0.0f; } + + persp(PERSP_WIN); } else ofs[0] = ofs[1] = ofs[2] = 0.0f; |