diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-01-08 02:28:20 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-01-08 02:37:43 +0300 |
commit | 91a155833e59275089641b63ae9271672ac17713 (patch) | |
tree | 8057253d80b84de168b96f45ae5e5063d6e8f0fa /source/blender/editors/sculpt_paint | |
parent | 3d2ff33c261593d5211456500e8a212fb6a2ce82 (diff) |
Cleanup: comments causing bad clang-format output
Diffstat (limited to 'source/blender/editors/sculpt_paint')
-rw-r--r-- | source/blender/editors/sculpt_paint/paint_image_proj.c | 427 |
1 files changed, 284 insertions, 143 deletions
diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c index e366246efbc..1285616e6a2 100644 --- a/source/blender/editors/sculpt_paint/paint_image_proj.c +++ b/source/blender/editors/sculpt_paint/paint_image_proj.c @@ -188,17 +188,20 @@ BLI_INLINE unsigned char f_to_char(const float val) /* to avoid locking in tile initialization */ #define TILE_PENDING POINTER_FROM_INT(-1) -/* This is mainly a convenience struct used so we can keep an array of images we use - +/** This is mainly a convenience struct used so we can keep an array of images we use - * their 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; - volatile void **undoRect; /* only used to build undo tiles during painting */ - unsigned short **maskRect; /* the mask accumulation must happen on canvas, not on space screen bucket. - * Here we store the mask rectangle */ - bool **valid; /* store flag to enforce validation of undo rectangle */ + /** Only used to build undo tiles during painting. */ + volatile void **undoRect; + /** The mask accumulation must happen on canvas, not on space screen bucket. + * Here we store the mask rectangle. */ + unsigned short **maskRect; + /** Store flag to enforce validation of undo rectangle. */ + bool **valid; bool touch; } ProjPaintImage; @@ -232,7 +235,8 @@ typedef struct ProjPaintState { ARegion *ar; Depsgraph *depsgraph; Scene *scene; - int source; /* PROJ_SRC_**** */ + /* PROJ_SRC_**** */ + int source; /* the paint color. It can change depending of inverted mode or not */ float paint_color[3]; @@ -255,25 +259,37 @@ typedef struct ProjPaintState { float stencil_value; /* 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 */ - - char *vertFlags; /* store options per vert, now only store if the vert is pointing away from the view */ - 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 */ + /** for multithreading, the first item is sometimes used for non threaded cases too. */ + MemArena *arena_mt[BLENDER_MAX_THREADS]; + /** screen sized 2D array, each pixel has a linked list of ProjPixel's */ + LinkNode **bucketRect; + /** bucketRect aligned array linkList of faces overlapping each bucket. */ + LinkNode **bucketFaces; + /** store if the bucks have been initialized. */ + unsigned char *bucketFlags; + + /** store options per vert, now only store if the vert is pointing away from the view. */ + char *vertFlags; + /** 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_x; int buckets_y; - int pixel_sizeof; /* result of project_paint_pixel_sizeof(), constant per stroke */ + /** result of project_paint_pixel_sizeof(), constant per stroke. */ + int pixel_sizeof; - int image_tot; /* size of projectImages array */ + /** size of projectImages array. */ + int image_tot; - float (*screenCoords)[4]; /* verts projected into floating point screen space */ - float screenMin[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */ + /** verts projected into floating point screen space. */ + float (*screenCoords)[4]; + /** 2D bounds for mesh verts on the screen's plane (screenspace). */ + float screenMin[2]; float screenMax[2]; - float screen_width; /* Calculated from screenMin & screenMax */ + /** Calculated from screenMin & screenMax. */ + float screen_width; float screen_height; - int winx, winy; /* from the carea or from the projection render */ + /** from the carea or from the projection render. */ + int winx, winy; /* options for projection painting */ bool do_layer_clone; @@ -282,32 +298,49 @@ typedef struct ProjPaintState { bool do_stencil_brush; bool do_material_slots; - bool do_occlude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/ - bool do_backfacecull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */ - bool do_mask_normal; /* mask out pixels based on their normals */ - bool do_mask_cavity; /* mask out pixels based on cavity */ - float normal_angle; /* what angle to mask at */ - float normal_angle__cos; /* cos(normal_angle), faster to compare */ + /** Use raytraced occlusion? - ortherwise will paint right through to the back. */ + bool do_occlude; + /** ignore faces with normals pointing away, + * skips a lot of raycasts if your normals are correctly flipped. */ + bool do_backfacecull; + /** mask out pixels based on their normals. */ + bool do_mask_normal; + /** mask out pixels based on cavity. */ + bool do_mask_cavity; + /** what angle to mask at. */ + float normal_angle; + /** cos(normal_angle), faster to compare. */ + float normal_angle__cos; float normal_angle_inner; float normal_angle_inner__cos; - float normal_angle_range; /* difference between normal_angle and normal_angle_inner, for easy access */ + /** difference between normal_angle and normal_angle_inner, for easy access. */ + float normal_angle_range; - bool do_face_sel; /* quick access to (me->editflag & ME_EDIT_PAINT_FACE_SEL) */ + /** quick access to (me->editflag & ME_EDIT_PAINT_FACE_SEL) */ + bool do_face_sel; bool is_ortho; - bool is_flip_object; /* the object is negative scaled */ - bool do_masking; /* use masking during painting. Some operations such as airbrush may disable */ - bool is_texbrush; /* only to avoid running */ - bool is_maskbrush; /* mask brush is applied before masking */ + /** the object is negative scaled. */ + bool is_flip_object; + /** use masking during painting. Some operations such as airbrush may disable. */ + bool do_masking; + /** only to avoid running. */ + bool is_texbrush; + /** mask brush is applied before masking. */ + bool is_maskbrush; #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 projectMatInv[4][4]; /* inverse of projectMat */ - 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 */ + /** Projection matrix, use for getting screen coords. */ + float projectMat[4][4]; + /** inverse of projectMat. */ + float projectMatInv[4][4]; + /** View vector, use for do_backfacecull and for ray casting with an ortho viewport. */ + float viewDir[3]; + /** View location in object relative 3D space, so can compare to verts. */ + float viewPos[3]; float clipsta, clipend; /* reproject vars */ @@ -320,7 +353,8 @@ typedef struct ProjPaintState { int thread_tot; int bucketMin[2]; int bucketMax[2]; - int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */ + /** must lock threads while accessing these. */ + int context_bucket_x, context_bucket_y; struct CurveMapping *cavity_curve; BlurKernel *blurkernel; @@ -343,13 +377,19 @@ typedef struct ProjPaintState { bool is_shared_user; ProjPaintImage *projImages; - float *cavities; /* cavity amount for vertices */ + /** cavity amount for vertices. */ + float *cavities; #ifndef PROJ_DEBUG_NOSEAMBLEED - char *faceSeamFlags; /* store info about faces, if they are initialized etc*/ - char *faceWindingFlags; /* save the winding of the face in uv space, helps as an extra validation step for seam detection */ - float (*faceSeamUVs)[3][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 */ + /** store info about faces, if they are initialized etc*/ + char *faceSeamFlags; + /** save the winding of the face in uv space, + * helps as an extra validation step for seam detection. */ + char *faceWindingFlags; + /** expanded UVs for faces to use as seams. */ + float (*faceSeamUVs)[3][2]; + /** Only needed for when seam_bleed_px is enabled, use to find UV seams. */ + LinkNode **vertFaces; #endif SpinLock *tile_lock; @@ -375,7 +415,8 @@ typedef struct ProjPaintState { * so a loop indirection is needed as well. */ const MLoopUV **poly_to_loop_uv; - const MLoopUV **poly_to_loop_uv_clone; /* other UV map, use for cloning between layers */ + /** other UV map, use for cloning between layers. */ + const MLoopUV **poly_to_loop_uv_clone; /* Actual material for each index, either from object or Mesh datablock... */ Material **mat_array; @@ -384,8 +425,10 @@ typedef struct ProjPaintState { } ProjPaintState; typedef union pixelPointer { - float *f_pt; /* float buffer */ - unsigned int *uint_pt; /* 2 ways to access a char buffer */ + /** float buffer. */ + float *f_pt; + /** 2 ways to access a char buffer. */ + unsigned int *uint_pt; unsigned char *ch_pt; } PixelPointer; @@ -396,12 +439,14 @@ typedef union pixelStore { } PixelStore; typedef struct ProjPixel { - float projCoSS[2]; /* the floating point screen projection of this pixel */ + /** the floating point screen projection of this pixel. */ + float projCoSS[2]; float worldCoSS[3]; short x_px, y_px; - unsigned short image_index; /* if anyone wants to paint onto more than 65535 images they can bite me */ + /** if anyone wants to paint onto more than 65535 images they can bite me. */ + unsigned short image_index; unsigned char bb_cell_index; /* for various reasons we may want to mask out painting onto this pixel */ @@ -624,7 +669,8 @@ static int project_paint_PickFace( } } - return best_tri_index; /* will be -1 or a valid face */ + /** will be -1 or a valid face. */ + return best_tri_index; } /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */ @@ -665,7 +711,8 @@ static bool project_paint_PickColor( interp_v2_v2v2v2(uv, UNPACK3(lt_tri_uv), w); ima = project_paint_face_paint_image(ps, tri_index); - ibuf = BKE_image_get_first_ibuf(ima); /* we must have got the imbuf before getting here */ + /** we must have got the imbuf before getting here. */ + ibuf = BKE_image_get_first_ibuf(ima); if (!ibuf) return 0; if (interp) { @@ -745,7 +792,7 @@ static int project_paint_occlude_ptv( /* do a 2D point in try intersection */ if (!isect_point_tri_v2(pt, v1, v2, v3)) - return 0; /* we know there is */ + return 0; /* From here on we know there IS an intersection */ @@ -859,16 +906,19 @@ static int line_isect_y(const float p1[2], const float p2[2], const float y_leve { float y_diff; - if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */ + /* are we touching the first point? - no interpolation needed */ + if (y_level == p1[1]) { *x_isect = p1[0]; return ISECT_TRUE_P1; } - if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */ + /* are we touching the second point? - no interpolation needed */ + if (y_level == p2[1]) { *x_isect = p2[0]; return ISECT_TRUE_P2; } - y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */ + /** yuck, horizontal line, we cant do much here. */ + y_diff = fabsf(p1[1] - p2[1]); if (y_diff < 0.000001f) { *x_isect = (p1[0] + p2[0]) * 0.5f; @@ -876,11 +926,13 @@ static int line_isect_y(const float p1[2], const float p2[2], const float y_leve } 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]); */ + /* (p1[1] - p2[1]); */ + *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff; 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]); */ + /* (p2[1] - p1[1]); */ + *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff; return ISECT_TRUE; } else { @@ -901,19 +953,23 @@ static int line_isect_x(const float p1[2], const float p2[2], const float x_leve return ISECT_TRUE_P2; } - x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */ + /* yuck, horizontal line, we cant do much here */ + x_diff = fabsf(p1[0] - p2[0]); - if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */ + /* yuck, vertical line, we cant do much here */ + if (x_diff < 0.000001f) { *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]); */ + /* (p1[0] - p2[0]); */ + *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; 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]); */ + /* (p2[0] - p1[0]); */ + *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; return ISECT_TRUE; } else { @@ -954,7 +1010,8 @@ static bool pixel_bounds_uv( const int ibuf_x, const int ibuf_y ) { - float min_uv[2], max_uv[2]; /* UV bounds */ + /* UV bounds */ + float min_uv[2], max_uv[2]; INIT_MINMAX2(min_uv, max_uv); @@ -978,7 +1035,8 @@ static bool pixel_bounds_uv( static bool pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot) { - float min_uv[2], max_uv[2]; /* UV bounds */ + /* UV bounds */ + float min_uv[2], max_uv[2]; if (tot == 0) { return 0; @@ -1031,7 +1089,8 @@ static bool check_seam( const unsigned int i1 = ps->mloop_eval[orig_lt->tri[orig_i1_fidx]].v; const unsigned int i2 = ps->mloop_eval[orig_lt->tri[orig_i2_fidx]].v; LinkNode *node; - int i1_fidx = -1, i2_fidx = -1; /* index in face */ + /* index in face */ + int i1_fidx = -1, i2_fidx = -1; for (node = ps->vertFaces[i1]; node; node = node->next) { const int tri_index = POINTER_AS_INT(node->link); @@ -1117,8 +1176,10 @@ static void uv_image_outset( const float scale_clamp = 5.0f; float a1, a2, a3; - float puv[3][2]; /* pixelspace uv's */ - float no1[2], no2[2], no3[2]; /* normals */ + /* pixelspace uv's */ + float puv[3][2]; + /* normals */ + float no1[2], no2[2], no3[2]; float dir1[2], dir2[2], dir3[2]; float ibuf_inv[2]; @@ -1190,9 +1251,11 @@ static void uv_image_outset( */ static void project_face_seams_init(const ProjPaintState *ps, const int tri_index) { - int other_face, other_fidx; /* vars for the other face, we also set its flag */ + /* vars for the other face, we also set its flag */ + int other_face, other_fidx; int fidx1 = 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 */ + /* next fidx in the face (0,1,2,3) -> (1,2,3,0) or (0,1,2) -> (1,2,0) for a tri */ + int fidx2 = 0; /* initialize face winding if needed */ if ((ps->faceWindingFlags[tri_index] & PROJ_FACE_WINDING_INIT) == 0) @@ -1207,8 +1270,10 @@ static void project_face_seams_init(const ProjPaintState *ps, const int tri_inde } else { ps->faceSeamFlags[tri_index] |= 16 << fidx1; - if (other_face != -1) - ps->faceSeamFlags[other_face] |= 16 << other_fidx; /* second 4 bits for disabled */ + if (other_face != -1) { + /* second 4 bits for disabled */ + ps->faceSeamFlags[other_face] |= 16 << other_fidx; + } } } @@ -1261,7 +1326,8 @@ static void screen_px_from_persp( } else { w[0] = w[1] = w[2] = - w_int[0] = w_int[1] = w_int[2] = 1.0f / 3.0f; /* dummy values for zero area face */ + /* dummy values for zero area face */ + w_int[0] = w_int[1] = w_int[2] = 1.0f / 3.0f; } /* done re-weighting */ @@ -1467,7 +1533,8 @@ static float project_paint_uvpixel_mask( } if (angle_cos <= ps->normal_angle__cos) { - return 0.0f; /* outsize the normal limit*/ + /* outsize the normal limit*/ + return 0.0f; } else if (angle_cos < ps->normal_angle_inner__cos) { mask *= (ps->normal_angle - acosf(angle_cos)) / ps->normal_angle_range; @@ -1686,12 +1753,14 @@ static ProjPixel *project_paint_uvpixel_init( * the faces are already initialized in project_paint_delayed_face_init(...) */ if (ibuf->rect_float) { if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) { - ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */ + /* zero alpha - ignore */ + ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; } } else { if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) { - ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */ + /* zero alpha - ignore */ + ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; } } } @@ -2249,22 +2318,25 @@ static void project_bucket_clip_face( else { /* The Complicated Case! * - * The 2 cases above are where the face is inside the bucket or the bucket is inside the face. + * 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 */ + * 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 */ + + /* The 3rd float is used to store angle for qsort(), NOT as a Z location */ + float isectVCosSS[8][3]; float v1_clipSS[2], v2_clipSS[2]; float w[3]; @@ -2332,7 +2404,8 @@ static void project_bucket_clip_face( } #endif - v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */ + /* Abuse this var for the loop below */ + v1_clipSS[0] = cent[0]; v1_clipSS[1] = cent[1] + 1.0f; for (i = 0; i < (*tot); i++) { @@ -2358,7 +2431,8 @@ static void project_bucket_clip_face( isectVCosSS[j][0] = isectVCosSS[j + 1][0]; isectVCosSS[j][1] = isectVCosSS[j + 1][1]; } - doubles = true; /* keep looking for more doubles */ + /* keep looking for more doubles */ + doubles = true; (*tot)--; } } @@ -2523,29 +2597,36 @@ static void project_paint_face_init( const float *lt_tri_uv[3] = { PS_LOOPTRI_AS_UV_3(ps->poly_to_loop_uv, lt) }; /* UV/pixel seeking data */ - int x; /* Image X-Pixel */ - int y; /* Image Y-Pixel */ + /* Image X/Y-Pixel */ + int x, y; float mask; - float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */ + /* Image floating point UV - same as x, y but from 0.0-1.0 */ + float uv[2]; - const float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to lt_vtri[0-2] */ + /* vert co screen-space, these will be assigned to lt_vtri[0-2] */ + const float *v1coSS, *v2coSS, *v3coSS; - const float *vCo[3]; /* vertex screenspace coords */ + /* vertex screenspace coords */ + const float *vCo[3]; float w[3], wco[3]; - float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to lt_tri_uv[0],1,2 or lt_tri_uv[0],2,3 */ + /* for convenience only, these will be assigned to lt_tri_uv[0],1,2 or lt_tri_uv[0],2,3 */ + float *uv1co, *uv2co, *uv3co; float pixelScreenCo[4]; bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D; - rcti bounds_px; /* ispace bounds */ + /* ispace bounds */ + rcti bounds_px; /* vars for getting uvspace bounds */ - float lt_uv_pxoffset[3][2]; /* bucket bounds in UV space so we can init pixels only for this face, */ + /* bucket bounds in UV space so we can init pixels only for this face, */ + float lt_uv_pxoffset[3][2]; float xhalfpx, yhalfpx; const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y; - int has_x_isect = 0, has_isect = 0; /* for early loop exit */ + /* for early loop exit */ + int has_x_isect = 0, has_isect = 0; float uv_clip[8][2]; int uv_clip_tot; @@ -2619,12 +2700,14 @@ static void project_paint_face_init( 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 */ + /* use pixel offset UV coords instead */ + uv[1] = (float)y / ibuf_yf; 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 */ + /* use pixel offset UV coords instead */ + uv[0] = (float)x / ibuf_xf; /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesn't work, * could check the poly direction but better to do this */ @@ -2646,7 +2729,8 @@ static void project_paint_face_init( ps->mvert_eval[lt_vtri[2]].co, w); if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, true)) { - continue; /* Watch out that no code below this needs to run */ + /* Watch out that no code below this needs to run */ + continue; } } @@ -2693,8 +2777,10 @@ static void project_paint_face_init( if (ps->seam_bleed_px > 0.0f) { int face_seam_flag; - if (threaded) - BLI_thread_lock(LOCK_CUSTOM1); /* Other threads could be modifying these vars */ + if (threaded) { + /* Other threads could be modifying these vars. */ + BLI_thread_lock(LOCK_CUSTOM1); + } face_seam_flag = ps->faceSeamFlags[tri_index]; @@ -2710,8 +2796,10 @@ static void project_paint_face_init( if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3)) == 0) { - if (threaded) - BLI_thread_unlock(LOCK_CUSTOM1); /* Other threads could be modifying these vars */ + if (threaded) { + /* Other threads could be modifying these vars. */ + BLI_thread_unlock(LOCK_CUSTOM1); + } } else { @@ -2719,13 +2807,19 @@ static void project_paint_face_init( /* Now create new UV's for the seam face */ float (*outset_uv)[2] = ps->faceSeamUVs[tri_index]; - float insetCos[3][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in perspective view */ + /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in perspective view */ + float insetCos[3][3]; - const float *vCoSS[3]; /* vertex screenspace coords */ + /* vertex screenspace coords */ + const float *vCoSS[3]; - float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */ + /* Store the screenspace coords of the face, + * clipped by the bucket's screen aligned rectangle. */ + float bucket_clip_edges[2][2]; 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 */ + /* face edge pairs - loop throuh these: + * ((0,1), (1,2), (2,3), (3,0)) or ((0,1), (1,2), (2,0)) for a tri */ + int fidx1, fidx2; float seam_subsection[4][2]; float fac1, fac2; @@ -2735,9 +2829,11 @@ static void project_paint_face_init( lt_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, (ps->faceWindingFlags[tri_index] & PROJ_FACE_WINDING_CW) == 0); - /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */ - if (threaded) - BLI_thread_unlock(LOCK_CUSTOM1); /* Other threads could be modifying these vars */ + /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock. */ + if (threaded) { + /* Other threads could be modifying these vars */ + BLI_thread_unlock(LOCK_CUSTOM1); + } vCoSS[0] = ps->screenCoords[lt_vtri[0]]; vCoSS[1] = ps->screenCoords[lt_vtri[1]]; @@ -2752,12 +2848,14 @@ static void project_paint_face_init( } for (fidx1 = 0; fidx1 < 3; fidx1++) { - fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1; /* next fidx in the face (0,1,2) -> (1,2,0) */ + /* next fidx in the face (0,1,2) -> (1,2,0) */ + fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1; if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */ line_clip_rect2f(clip_rect, bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1])) { - if (len_squared_v2v2(vCoSS[fidx1], vCoSS[fidx2]) > FLT_EPSILON) { /* avoid div by zero */ + /* Avoid div by zero. */ + if (len_squared_v2v2(vCoSS[fidx1], vCoSS[fidx2]) > FLT_EPSILON) { if (is_ortho) { fac1 = line_point_factor_v2(bucket_clip_edges[0], vCoSS[fidx1], vCoSS[fidx2]); @@ -2786,12 +2884,14 @@ static void project_paint_face_init( 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 */ + /* use offset uvs instead */ + uv[1] = (float)y / ibuf_yf; 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 */ + /* use offset uvs instead */ + uv[0] = (float)x / ibuf_xf; /* test we're inside uvspace bucket and triangle bounds */ if (isect_point_quad_v2(uv, UNPACK4(seam_subsection))) { @@ -2813,10 +2913,12 @@ static void project_paint_face_init( if (!is_ortho) { pixelScreenCo[3] = 1.0f; - mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */ + /* cast because of const */ + mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); pixelScreenCo[0] = (float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * pixelScreenCo[0] / pixelScreenCo[3]; pixelScreenCo[1] = (float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * pixelScreenCo[1] / pixelScreenCo[3]; - pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */ + /* Use the depth for bucket point occlusion */ + pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; } if ((ps->do_occlude == false) || @@ -2844,7 +2946,8 @@ static void project_paint_face_init( interp_v3_v3v3v3(wco, vCo[0], vCo[1], vCo[2], w); if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, true)) { - continue; /* Watch out that no code below this needs to run */ + /* Watch out that no code below this needs to run */ + continue; } } @@ -2886,12 +2989,16 @@ static void project_paint_face_init( } -/* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */ +/** + * Takes floating point screenspace min/max and + * returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags + */ static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2]) { /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */ /* XXX: the offset of 0.5 is always truncated to zero and the offset of 1.5f is always truncated to 1, is this really correct?? - jwilkins */ - bucketMin[0] = (int)((int)(((float)(min[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 0.5f); /* these offsets of 0.5 and 1.5 seem odd but they are correct */ + /* these offsets of 0.5 and 1.5 seem odd but they are correct */ + bucketMin[0] = (int)((int)(((float)(min[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 0.5f); bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f); bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f); @@ -2906,13 +3013,22 @@ static void project_paint_bucket_bounds(const ProjPaintState *ps, const float mi } /* 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) +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 */ + /* left */ + bucket_bounds->xmin = ( + ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x))); + /* right */ + bucket_bounds->xmax = ( + ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x))); + + /* bottom */ + bucket_bounds->ymin = ( + ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y))); + /* top */ + bucket_bounds->ymax = ( + ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height / ps->buckets_y))); } /* Fill this bucket with pixels from the faces that intersect it. @@ -3024,15 +3140,19 @@ static bool project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int buck } /* Add faces to the bucket but don't initialize its pixels - * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */ + * 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 MLoopTri *lt, const int tri_index) { const int lt_vtri[3] = { PS_LOOPTRI_AS_VERT_INDEX_3(ps, lt) }; float min[2], max[2], *vCoSS; - int bucketMin[2], bucketMax[2]; /* for ps->bucketRect indexing */ + /* for ps->bucketRect indexing */ + int bucketMin[2], bucketMax[2]; int fidx, bucket_x, bucket_y; - int has_x_isect = -1, has_isect = 0; /* for early loop exit */ - MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */ + /* for early loop exit */ + int has_x_isect = -1, has_isect = 0; + /* just use the first thread arena since threading has not started yet */ + MemArena *arena = ps->arena_mt[0]; INIT_MINMAX2(min, max); @@ -3051,7 +3171,8 @@ static void project_paint_delayed_face_init(ProjPaintState *ps, const MLoopTri * int bucket_index = bucket_x + (bucket_y * ps->buckets_x); BLI_linklist_prepend_arena( &ps->bucketFaces[bucket_index], - POINTER_FROM_INT(tri_index), /* cast to a pointer to shut up the compiler */ + /* cast to a pointer to shut up the compiler */ + POINTER_FROM_INT(tri_index), arena ); @@ -3071,7 +3192,8 @@ static void project_paint_delayed_face_init(ProjPaintState *ps, const MLoopTri * #ifndef PROJ_DEBUG_NOSEAMBLEED if (ps->seam_bleed_px > 0.0f) { - **ps->faceSeamUVs[tri_index] = FLT_MAX; /* set as uninitialized */ + /* set as uninitialized */ + **ps->faceSeamUVs[tri_index] = FLT_MAX; } #endif } @@ -3218,7 +3340,8 @@ static void proj_paint_state_screen_coords_init(ProjPaintState *ps, const int di /* screen space, not clamped */ projScreenCo[0] = (float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * projScreenCo[0] / projScreenCo[3]; projScreenCo[1] = (float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * projScreenCo[1] / projScreenCo[3]; - projScreenCo[2] = projScreenCo[2] / projScreenCo[3]; /* Use the depth for bucket point occlusion */ + /* Use the depth for bucket point occlusion */ + projScreenCo[2] = projScreenCo[2] / projScreenCo[3]; minmax_v2v2_v2(ps->screenMin, ps->screenMax, projScreenCo); } else { @@ -3434,7 +3557,8 @@ static bool proj_paint_state_mesh_eval_init(const bContext *C, ProjPaintState *p } /* Build final material array, we use this a lot here. */ - const int totmat = ob->totcol + 1; /* materials start from 1, default material is 0 */ + /* materials start from 1, default material is 0 */ + const int totmat = ob->totcol + 1; ps->mat_array = MEM_malloc_arrayN(totmat, sizeof(*ps->mat_array), __func__); /* We leave last material as empty - rationale here is being able to index * the materials by using the mf->mat_nr directly and leaving the last @@ -3814,7 +3938,8 @@ static void project_paint_begin( ProjPaintFaceLookup face_lookup; const MLoopUV *mloopuv_base = NULL; - MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */ + /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */ + MemArena *arena; const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush); @@ -3822,8 +3947,10 @@ static void project_paint_begin( /* ---- end defines ---- */ - if (ps->source == PROJ_SRC_VIEW) - ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat); /* faster clipping lookups */ + if (ps->source == PROJ_SRC_VIEW) { + /* faster clipping lookups */ + ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat); + } ps->do_face_sel = ((((Mesh *)ps->ob->data)->editflag & ME_EDIT_PAINT_FACE_SEL) != 0); ps->is_flip_object = (ps->ob->transflag & OB_NEG_SCALE) != 0; @@ -4057,7 +4184,8 @@ static bool project_image_refresh_tagged(ProjPaintState *ps) partial_redraw_single_init(pr); } - projIma->touch = 0; /* clear for reuse */ + /* clear for reuse */ + projIma->touch = 0; } } @@ -4149,8 +4277,11 @@ typedef struct ProjectHandle { 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 */ + /* Annoying but we need to have image bounds per thread, + * then merge into ps->projectPartialRedraws. */ + + /* array of partial redraws */ + ProjPaintImage *projImages; /* thread settings */ int thread_index; @@ -4292,7 +4423,8 @@ static void do_projectpaint_soften( float accum_tot = 0; int xk, yk; BlurKernel *kernel = ps->blurkernel; - float rgba[4]; /* convert to byte after */ + /* convert to byte after */ + float rgba[4]; /* rather then painting, accumulate surrounding colors */ zero_v4(rgba); @@ -4479,18 +4611,21 @@ static void *do_projectpaint_thread(void *ph_v) unsigned short mask_short; const float brush_alpha = BKE_brush_alpha_get(ps->scene, brush); const float brush_radius = ps->brush_size; - const float brush_radius_sq = brush_radius * brush_radius; /* avoid a square root with every dist comparison */ + /* avoid a square root with every dist comparison */ + const float brush_radius_sq = brush_radius * brush_radius; const bool lock_alpha = ELEM(brush->blend, IMB_BLEND_ERASE_ALPHA, IMB_BLEND_ADD_ALPHA) ? 0 : (brush->flag & BRUSH_LOCK_ALPHA) != 0; LinkNode *smearPixels = NULL; LinkNode *smearPixels_f = NULL; - MemArena *smearArena = NULL; /* mem arena for this brush projection only */ + /* mem arena for this brush projection only */ + MemArena *smearArena = NULL; LinkNode *softenPixels = NULL; LinkNode *softenPixels_f = NULL; - MemArena *softenArena = NULL; /* mem arena for this brush projection only */ + /* mem arena for this brush projection only */ + MemArena *softenArena = NULL; if (tool == PAINT_TOOL_SMEAR) { pos_ofs[0] = pos[0] - lastpos[0]; @@ -5082,7 +5217,8 @@ static void project_state_init(bContext *C, Object *ob, ProjPaintState *ps, int ps->depsgraph = CTX_data_depsgraph(C); ps->scene = scene; - ps->ob = ob; /* allow override of active object */ + /* allow override of active object */ + ps->ob = ob; ps->do_material_slots = (settings->imapaint.mode == IMAGEPAINT_MODE_MATERIAL); ps->stencil_ima = settings->imapaint.stencil; @@ -5116,7 +5252,8 @@ static void project_state_init(bContext *C, Object *ob, ProjPaintState *ps, int #ifndef PROJ_DEBUG_NOSEAMBLEED - ps->seam_bleed_px = settings->imapaint.seam_bleed; /* pixel num to bleed */ + /* pixel num to bleed */ + ps->seam_bleed_px = settings->imapaint.seam_bleed; #endif if (ps->do_mask_normal) { @@ -5131,8 +5268,10 @@ static void project_state_init(bContext *C, Object *ob, ProjPaintState *ps, int ps->normal_angle *= (float)(M_PI_2 / 90); ps->normal_angle_range = ps->normal_angle - ps->normal_angle_inner; - if (ps->normal_angle_range <= 0.0f) - ps->do_mask_normal = false; /* no need to do blending */ + if (ps->normal_angle_range <= 0.0f) { + /* no need to do blending */ + ps->do_mask_normal = false; + } ps->normal_angle__cos = cosf(ps->normal_angle); ps->normal_angle_inner__cos = cosf(ps->normal_angle_inner); @@ -5368,9 +5507,11 @@ static int texture_paint_camera_project_exec(bContext *C, wmOperator *op) ps.is_maskbrush = false; ps.do_masking = false; orig_brush_size = BKE_brush_size_get(scene, ps.brush); - BKE_brush_size_set(scene, ps.brush, 32 * U.pixelsize); /* cover the whole image */ + /* cover the whole image */ + BKE_brush_size_set(scene, ps.brush, 32 * U.pixelsize); - ps.tool = PAINT_TOOL_DRAW; /* so pixels are initialized with minimal info */ + /* so pixels are initialized with minimal info */ + ps.tool = PAINT_TOOL_DRAW; scene->toolsettings->imapaint.flag |= IMAGEPAINT_DRAWING; |