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authorAntony Riakiotakis <kalast@gmail.com>2013-03-13 07:46:22 +0400
committerAntony Riakiotakis <kalast@gmail.com>2013-03-13 07:46:22 +0400
commitacd3bef34e6a6b30df694f931dc0c622ca083f59 (patch)
tree5ed6c71a9d92b3e8a21c44ee69ee59eb39566fff /source/blender/blenkernel/intern
parent153b63e0fde21730cd54f16a501c18c793256ae2 (diff)
Texture sampling function refactoring:
ALERT! POSSIBLE BREAKING COMMIT, ESPECIALLY FOR SCULPT! Separate the sculpt sampling function so that it can be reused from other paint systems. This includes updating of the relevant coordinates for anchored and rake style brushes, which are now being updated as part of the stroke system. I left only code for area-style brush texture mapping in sculpt code, since it requires a few data structures not present on other paint systems. This commit makes it almost as easy to support rake on other systems as exposing the python UI for it. Also it makes it totally possible to have texture painting capabilities in vertex paint too :) These commits will follow very soon. Also, even if I did my best to keep the code from breaking, (even fixed a leftover bug from coordinate changes) this is a big change. Please test!
Diffstat (limited to 'source/blender/blenkernel/intern')
-rw-r--r--source/blender/blenkernel/intern/brush.c96
-rw-r--r--source/blender/blenkernel/intern/paint.c20
2 files changed, 114 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/brush.c b/source/blender/blenkernel/intern/brush.c
index ab821ec37a1..4ec20d5fe04 100644
--- a/source/blender/blenkernel/intern/brush.c
+++ b/source/blender/blenkernel/intern/brush.c
@@ -513,8 +513,98 @@ void BKE_brush_sample_tex(const Scene *scene, Brush *brush, const float sampleco
}
}
+
+/* Return a multiplier for brush strength on a particular vertex. */
+float BKE_brush_sample_tex_3D(const Scene *scene, Brush *br,
+ const float point[3],
+ float rgba[3],
+ struct ImagePool *pool)
+{
+ UnifiedPaintSettings *ups = &scene->toolsettings->unified_paint_settings;
+ MTex *mtex = &br->mtex;
+ float intensity = 1.0;
+ bool hasrgb = false;
+
+ if (!mtex->tex) {
+ intensity = 1;
+ }
+ else if (mtex->brush_map_mode == MTEX_MAP_MODE_3D) {
+ /* Get strength by feeding the vertex
+ * location directly into a texture */
+ hasrgb = externtex(mtex, point, &intensity,
+ rgba, rgba + 1, rgba + 2, rgba + 3, 0, pool);
+ }
+ else {
+ float rotation = -mtex->rot;
+ float point_2d[2] = {point[0], point[1]};
+ float x = 0.0f, y = 0.0f; /* Quite warnings */
+ float radius = 1.0f; /* Quite warnings */
+ float co[2];
+
+ if (mtex->brush_map_mode == MTEX_MAP_MODE_VIEW) {
+ /* keep coordinates relative to mouse */
+
+ rotation += ups->brush_rotation;
+
+ point_2d[0] -= ups->tex_mouse[0];
+ point_2d[1] -= ups->tex_mouse[1];
+
+ /* use pressure adjusted size for fixed mode */
+ radius = ups->pixel_radius;
+
+ x = point_2d[0];
+ y = point_2d[1];
+ }
+ else if (mtex->brush_map_mode == MTEX_MAP_MODE_TILED) {
+ /* leave the coordinates relative to the screen */
+
+ /* use unadjusted size for tiled mode */
+ radius = BKE_brush_size_get(scene, br);
+
+ x = point_2d[0];
+ y = point_2d[1];
+ }
+
+ x /= radius;
+ y /= radius;
+
+ /* it is probably worth optimizing for those cases where
+ * the texture is not rotated by skipping the calls to
+ * atan2, sqrtf, sin, and cos. */
+ if (rotation > 0.001f || rotation < -0.001f) {
+ const float angle = atan2f(y, x) + rotation;
+ const float flen = sqrtf(x * x + y * y);
+
+ x = flen * cosf(angle);
+ y = flen * sinf(angle);
+ }
+
+ x *= br->mtex.size[0];
+ y *= br->mtex.size[1];
+
+ co[0] = x + br->mtex.ofs[0];
+ co[1] = y + br->mtex.ofs[1];
+ co[2] = 0.0f;
+
+ hasrgb = externtex(mtex, co, &intensity,
+ rgba, rgba + 1, rgba + 2, rgba + 3, 0, pool);
+ }
+
+ intensity += br->texture_sample_bias;
+
+ if (!hasrgb) {
+ rgba[0] = intensity;
+ rgba[1] = intensity;
+ rgba[2] = intensity;
+ rgba[3] = 1.0f;
+ }
+
+ return intensity;
+}
+
+
/* Brush Sampling for 2D brushes. when we unify the brush systems this will be necessarily a separate function */
-void BKE_brush_sample_tex_2D(const Scene *scene, Brush *brush, const float xy[2], float rgba[4], const int thread)
+float BKE_brush_sample_tex_2D(const Scene *scene, Brush *brush, const float xy[2], float rgba[4], struct ImagePool *pool)
{
MTex *mtex = &brush->mtex;
@@ -527,7 +617,7 @@ void BKE_brush_sample_tex_2D(const Scene *scene, Brush *brush, const float xy[2]
co[1] = xy[1] / radius;
co[2] = 0.0f;
- hasrgb = externtex(mtex, co, &tin, &tr, &tg, &tb, &ta, thread, NULL);
+ hasrgb = externtex(mtex, co, &tin, &tr, &tg, &tb, &ta, 0, pool);
if (hasrgb) {
rgba[0] = tr;
@@ -541,9 +631,11 @@ void BKE_brush_sample_tex_2D(const Scene *scene, Brush *brush, const float xy[2]
rgba[2] = tin;
rgba[3] = 1.0f;
}
+ return tin;
}
else {
rgba[0] = rgba[1] = rgba[2] = rgba[3] = 1.0f;
+ return 1.0;
}
}
diff --git a/source/blender/blenkernel/intern/paint.c b/source/blender/blenkernel/intern/paint.c
index a001a13d000..cc647a90c8f 100644
--- a/source/blender/blenkernel/intern/paint.c
+++ b/source/blender/blenkernel/intern/paint.c
@@ -40,6 +40,7 @@
#include "BLI_bitmap.h"
#include "BLI_utildefines.h"
+#include "BLI_math_vector.h"
#include "BKE_brush.h"
#include "BKE_context.h"
@@ -300,3 +301,22 @@ float paint_grid_paint_mask(const GridPaintMask *gpm, unsigned level,
return gpm->data[(y * factor) * gridsize + (x * factor)];
}
+
+/* threshhold to move before updating the brush rotation */
+#define RAKE_THRESHHOLD 20
+
+void paint_calculate_rake_rotation(UnifiedPaintSettings *ups, const float mouse_pos[2])
+{
+ const float u = 0.5f;
+ const float r = RAKE_THRESHHOLD;
+
+ float dpos[2];
+ sub_v2_v2v2(dpos, ups->last_rake, mouse_pos);
+
+ if (len_squared_v2(dpos) >= r * r) {
+ ups->brush_rotation = atan2(dpos[0], dpos[1]);
+
+ interp_v2_v2v2(ups->last_rake, ups->last_rake,
+ mouse_pos, u);
+ }
+}