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Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c571
1 files changed, 426 insertions, 145 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index 66070923153..ae896176b6d 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -32,6 +32,7 @@
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_kdtree.h"
+#include "BLI_string_utils.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
@@ -215,6 +216,7 @@ typedef struct ImgSeqFormatData {
/* adjacency data flags */
#define ADJ_ON_MESH_EDGE (1 << 0)
+#define ADJ_BORDER_PIXEL (1 << 1)
typedef struct PaintAdjData {
int *n_target; /* array of neighboring point indexes, for single sample use (n_index + neigh_num) */
@@ -222,6 +224,8 @@ typedef struct PaintAdjData {
int *n_num; /* num of neighs for each point */
int *flags; /* vertex adjacency flags */
int total_targets; /* size of n_target */
+ int *border; /* indices of border pixels (only for texture paint) */
+ int total_border; /* size of border */
} PaintAdjData;
/***************************** General Utils ******************************/
@@ -822,6 +826,8 @@ static void dynamicPaint_freeAdjData(PaintSurfaceData *data)
MEM_freeN(data->adj_data->n_target);
if (data->adj_data->flags)
MEM_freeN(data->adj_data->flags);
+ if (data->adj_data->border)
+ MEM_freeN(data->adj_data->border);
MEM_freeN(data->adj_data);
data->adj_data = NULL;
}
@@ -1298,6 +1304,8 @@ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, const b
ad->n_target = MEM_callocN(sizeof(int) * neigh_points, "Surface Adj Targets");
ad->flags = MEM_callocN(sizeof(int) * sData->total_points, "Surface Adj Flags");
ad->total_targets = neigh_points;
+ ad->border = NULL;
+ ad->total_border = 0;
/* in case of allocation error, free memory */
if (!ad->n_index || !ad->n_num || !ad->n_target || !temp_data) {
@@ -1889,8 +1897,8 @@ static DerivedMesh *dynamicPaint_Modifier_apply(
/* apply weights into a vertex group, if doesnt exists add a new layer */
if (defgrp_index != -1 && !dvert && (surface->output_name[0] != '\0')) {
- dvert = CustomData_add_layer_named(&result->vertData, CD_MDEFORMVERT, CD_CALLOC,
- NULL, sData->total_points, surface->output_name);
+ dvert = CustomData_add_layer(&result->vertData, CD_MDEFORMVERT, CD_CALLOC,
+ NULL, sData->total_points);
}
if (defgrp_index != -1 && dvert) {
int i;
@@ -2052,9 +2060,6 @@ DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scene *scen
if (pmd->canvas) {
DerivedMesh *ret;
- /* For now generate looptris in every case */
- DM_ensure_looptri(dm);
-
/* Update canvas data for a new frame */
dynamicPaint_frameUpdate(pmd, scene, ob, dm);
@@ -2064,9 +2069,6 @@ DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scene *scen
return ret;
}
else {
- /* For now generate looptris in every case */
- DM_ensure_looptri(dm);
-
/* Update canvas data for a new frame */
dynamicPaint_frameUpdate(pmd, scene, ob, dm);
@@ -2295,6 +2297,36 @@ static void dynamic_paint_create_uv_surface_neighbor_cb(void *userdata, const in
#undef JITTER_SAMPLES
+static float dist_squared_to_looptri_uv_edges(const MLoopTri *mlooptri, const MLoopUV *mloopuv, int tri_index, const float point[2])
+{
+ float min_distance = FLT_MAX;
+
+ for (int i = 0; i < 3; i++) {
+ const float dist_squared = dist_squared_to_line_segment_v2(
+ point,
+ mloopuv[mlooptri[tri_index].tri[(i + 0)]].uv,
+ mloopuv[mlooptri[tri_index].tri[(i + 1) % 3]].uv
+ );
+
+ if (dist_squared < min_distance)
+ min_distance = dist_squared;
+ }
+
+ return min_distance;
+}
+
+typedef struct DynamicPaintFindIslandBorderData {
+ const MeshElemMap *vert_to_looptri_map;
+ int w, h, px, py;
+
+ int best_index;
+ float best_weight;
+} DynamicPaintFindIslandBorderData;
+
+static void dynamic_paint_find_island_border(
+ const DynamicPaintCreateUVSurfaceData *data, DynamicPaintFindIslandBorderData *bdata,
+ int tri_index, const float pixel[2], int in_edge, int depth);
+
/* Tries to find the neighboring pixel in given (uv space) direction.
* Result is used by effect system to move paint on the surface.
*
@@ -2345,167 +2377,160 @@ static int dynamic_paint_find_neighbour_pixel(
* TODO: Implement something more accurate / optimized?
*/
{
- const MLoop *mloop = data->mloop;
- const MLoopTri *mlooptri = data->mlooptri;
- const MLoopUV *mloopuv = data->mloopuv;
-
- /* Get closest edge to that subpixel on UV map */
+ DynamicPaintFindIslandBorderData bdata = {
+ .vert_to_looptri_map = vert_to_looptri_map,
+ .w = w, .h = h, .px = px, .py = py,
+ .best_index = NOT_FOUND, .best_weight = 1.0f
+ };
float pixel[2];
- /* distances only used for comparison */
- float dist_squared, t_dist_squared;
-
- int edge1_index, edge2_index;
- int e1_index, e2_index, target_tri;
- float closest_point[2], lambda, dir_vec[2];
- int target_uv1 = 0, target_uv2 = 0, final_pixel[2], final_index;
-
- const float *s_uv1, *s_uv2, *t_uv1, *t_uv2;
pixel[0] = ((float)(px + neighX[n_index]) + 0.5f) / (float)w;
pixel[1] = ((float)(py + neighY[n_index]) + 0.5f) / (float)h;
- /*
- * Find closest edge to that pixel
- */
+ /* Do a small recursive search for the best island edge. */
+ dynamic_paint_find_island_border(data, &bdata, cPoint->tri_index, pixel, -1, 5);
- /* Dist to first edge */
- e1_index = cPoint->v1;
- e2_index = cPoint->v2;
- edge1_index = 0;
- edge2_index = 1;
- dist_squared = dist_squared_to_line_segment_v2(
- pixel,
- mloopuv[mlooptri[cPoint->tri_index].tri[0]].uv,
- mloopuv[mlooptri[cPoint->tri_index].tri[1]].uv);
-
- /* Dist to second edge */
- t_dist_squared = dist_squared_to_line_segment_v2(
- pixel,
- mloopuv[mlooptri[cPoint->tri_index].tri[1]].uv,
- mloopuv[mlooptri[cPoint->tri_index].tri[2]].uv);
- if (t_dist_squared < dist_squared) {
- e1_index = cPoint->v2;
- e2_index = cPoint->v3;
- edge1_index = 1;
- edge2_index = 2;
- dist_squared = t_dist_squared;
- }
-
- /* Dist to third edge */
- t_dist_squared = dist_squared_to_line_segment_v2(
- pixel,
- mloopuv[mlooptri[cPoint->tri_index].tri[2]].uv,
- mloopuv[mlooptri[cPoint->tri_index].tri[0]].uv);
- if (t_dist_squared < dist_squared) {
- e1_index = cPoint->v3;
- e2_index = cPoint->v1;
- edge1_index = 2;
- edge2_index = 0;
- dist_squared = t_dist_squared;
- }
+ return bdata.best_index;
+ }
+}
- /*
- * Now find another face that is linked to that edge
- */
- target_tri = -1;
+static void dynamic_paint_find_island_border(
+ const DynamicPaintCreateUVSurfaceData *data, DynamicPaintFindIslandBorderData *bdata,
+ int tri_index, const float pixel[2], int in_edge, int depth)
+{
+ const MLoop *mloop = data->mloop;
+ const MLoopTri *mlooptri = data->mlooptri;
+ const MLoopUV *mloopuv = data->mloopuv;
+
+ const unsigned int *loop_idx = mlooptri[tri_index].tri;
+
+ /* Enumerate all edges of the triangle, rotating the vertex list accordingly. */
+ for (int edge_idx = 0; edge_idx < 3; edge_idx++) {
+ /* but not the edge we have just recursed through */
+ if (edge_idx == in_edge)
+ continue;
+
+ float uv0[2], uv1[2], uv2[2];
+
+ copy_v2_v2(uv0, mloopuv[loop_idx[(edge_idx + 0)]].uv);
+ copy_v2_v2(uv1, mloopuv[loop_idx[(edge_idx + 1) % 3]].uv);
+ copy_v2_v2(uv2, mloopuv[loop_idx[(edge_idx + 2) % 3]].uv);
+
+ /* Verify the target point is on the opposite side of the edge from the third triangle
+ * vertex, to ensure that we always move closer to the goal point. */
+ const float sidep = line_point_side_v2(uv0, uv1, pixel);
+ const float side2 = line_point_side_v2(uv0, uv1, uv2);
+
+ if (side2 == 0.0f)
+ continue;
+
+ /* Hack: allow all edges of the original triangle */
+ const bool correct_side = (in_edge == -1) || (sidep < 0 && side2 > 0) || (sidep > 0 && side2 < 0);
+
+ /* Allow exactly on edge for the non-recursive case */
+ if (!correct_side && sidep != 0.0f)
+ continue;
+
+ /* Now find another face that is linked to that edge. */
+ const int vert0 = mloop[loop_idx[(edge_idx + 0)]].v;
+ const int vert1 = mloop[loop_idx[(edge_idx + 1) % 3]].v;
/* Use a pre-computed vert-to-looptri mapping, speeds up things a lot compared to looping over all loopti. */
- for (int i = 0; i < vert_to_looptri_map[e1_index].count; i++) {
- const int lt_index = vert_to_looptri_map[e1_index].indices[i];
- const int v0 = mloop[mlooptri[lt_index].tri[0]].v;
- const int v1 = mloop[mlooptri[lt_index].tri[1]].v;
- const int v2 = mloop[mlooptri[lt_index].tri[2]].v;
+ const MeshElemMap *map = &bdata->vert_to_looptri_map[vert0];
- BLI_assert(ELEM(e1_index, v0, v1, v2));
+ bool found_other = false;
+ int target_tri = -1;
+ int target_edge = -1;
- if (ELEM(e2_index, v0, v1, v2)) {
- if (lt_index == cPoint->tri_index)
- continue;
+ float ouv0[2], ouv1[2];
- target_tri = lt_index;
+ for (int i = 0; i < map->count && !found_other; i++) {
+ const int lt_index = map->indices[i];
- /* Get edge UV index */
- target_uv1 = (e1_index == v0) ? 0 : ((e1_index == v1) ? 1 : 2);
- target_uv2 = (e2_index == v0) ? 0 : ((e2_index == v1) ? 1 : 2);
- break;
- }
- }
+ if (lt_index == tri_index)
+ continue;
- /* If none found pixel is on mesh edge */
- if (target_tri == -1)
- return ON_MESH_EDGE;
+ const unsigned int *other_loop_idx = mlooptri[lt_index].tri;
- /*
- * If target face is connected in UV space as well, just use original index
- */
- s_uv1 = mloopuv[mlooptri[cPoint->tri_index].tri[edge1_index]].uv;
- s_uv2 = mloopuv[mlooptri[cPoint->tri_index].tri[edge2_index]].uv;
- t_uv1 = mloopuv[mlooptri[target_tri].tri[target_uv1]].uv;
- t_uv2 = mloopuv[mlooptri[target_tri].tri[target_uv2]].uv;
+ /* Check edges for match, looping in the same order as the outer loop. */
+ for (int j = 0; j < 3; j++) {
+ const int overt0 = mloop[other_loop_idx[(j + 0)]].v;
+ const int overt1 = mloop[other_loop_idx[(j + 1) % 3]].v;
- //printf("connected UV : %f,%f & %f,%f - %f,%f & %f,%f\n", s_uv1[0], s_uv1[1], s_uv2[0], s_uv2[1], t_uv1[0], t_uv1[1], t_uv2[0], t_uv2[1]);
+ /* Allow for swapped vertex order */
+ if (overt0 == vert0 && overt1 == vert1) {
+ found_other = true;
+ copy_v2_v2(ouv0, mloopuv[other_loop_idx[(j + 0)]].uv);
+ copy_v2_v2(ouv1, mloopuv[other_loop_idx[(j + 1) % 3]].uv);
+ }
+ else if (overt0 == vert1 && overt1 == vert0) {
+ found_other = true;
+ copy_v2_v2(ouv1, mloopuv[other_loop_idx[(j + 0)]].uv);
+ copy_v2_v2(ouv0, mloopuv[other_loop_idx[(j + 1) % 3]].uv);
+ }
- if (((s_uv1[0] == t_uv1[0] && s_uv1[1] == t_uv1[1]) &&
- (s_uv2[0] == t_uv2[0] && s_uv2[1] == t_uv2[1])) ||
- ((s_uv2[0] == t_uv1[0] && s_uv2[1] == t_uv1[1]) &&
- (s_uv1[0] == t_uv2[0] && s_uv1[1] == t_uv2[1])))
- {
- final_index = x + w * y;
+ if (found_other) {
+ target_tri = lt_index;
+ target_edge = j;
+ break;
+ }
+ }
+ }
- /* If not an active pixel, bail out */
- if (tempPoints[final_index].tri_index == -1)
- return NOT_FOUND;
+ if (!found_other) {
+ if (bdata->best_index < 0)
+ bdata->best_index = ON_MESH_EDGE;
- /* If final point is an "edge pixel", use it's "real" neighbor instead */
- if (tempPoints[final_index].neighbour_pixel != -1) {
- final_index = tempPoints[final_index].neighbour_pixel;
+ continue;
+ }
- /* If we ended up to our origin point */
- if (final_index == (px + w * py))
- return NOT_FOUND;
+ /* If this edge is connected in UV space too, recurse */
+ if (equals_v2v2(uv0, ouv0) && equals_v2v2(uv1, ouv1)) {
+ if (depth > 0 && correct_side) {
+ dynamic_paint_find_island_border(data, bdata, target_tri, pixel, target_edge, depth - 1);
}
- return final_index;
+ continue;
}
+ /* Otherwise try to map to the other side of the edge.
+ * First check if there already is a better solution. */
+ const float dist_squared = dist_squared_to_line_segment_v2(pixel, uv0, uv1);
+
+ if (bdata->best_index >= 0 && dist_squared >= bdata->best_weight)
+ continue;
+
/*
* Find a point that is relatively at same edge position
* on this other face UV
*/
- lambda = closest_to_line_v2(
- closest_point, pixel,
- mloopuv[mlooptri[cPoint->tri_index].tri[edge1_index]].uv,
- mloopuv[mlooptri[cPoint->tri_index].tri[edge2_index]].uv);
- CLAMP(lambda, 0.0f, 1.0f);
+ float closest_point[2], dir_vec[2], tgt_pixel[2];
- sub_v2_v2v2(
- dir_vec,
- mloopuv[mlooptri[target_tri].tri[target_uv2]].uv,
- mloopuv[mlooptri[target_tri].tri[target_uv1]].uv);
+ float lambda = closest_to_line_v2(closest_point, pixel, uv0, uv1);
+ CLAMP(lambda, 0.0f, 1.0f);
- mul_v2_fl(dir_vec, lambda);
+ sub_v2_v2v2(dir_vec, ouv1, ouv0);
+ madd_v2_v2v2fl(tgt_pixel, ouv0, dir_vec, lambda);
- copy_v2_v2(pixel, mloopuv[mlooptri[target_tri].tri[target_uv1]].uv);
- add_v2_v2(pixel, dir_vec);
- pixel[0] = (pixel[0] * (float)w);
- pixel[1] = (pixel[1] * (float)h);
+ int w = bdata->w, h = bdata->h, px = bdata->px, py = bdata->py;
- final_pixel[0] = (int)floorf(pixel[0]);
- final_pixel[1] = (int)floorf(pixel[1]);
+ int final_pixel[2] = { (int)floorf(tgt_pixel[0] * w), (int)floorf(tgt_pixel[1] * h) };
/* If current pixel uv is outside of texture */
- if (final_pixel[0] < 0 || final_pixel[0] >= w || final_pixel[1] < 0 || final_pixel[1] >= h)
- return OUT_OF_TEXTURE;
+ if (final_pixel[0] < 0 || final_pixel[0] >= w || final_pixel[1] < 0 || final_pixel[1] >= h) {
+ if (bdata->best_index == NOT_FOUND)
+ bdata->best_index = OUT_OF_TEXTURE;
+
+ continue;
+ }
- final_index = final_pixel[0] + w * final_pixel[1];
+ const PaintUVPoint *tempPoints = data->tempPoints;
+ int final_index = final_pixel[0] + w * final_pixel[1];
/* If we ended up to our origin point ( mesh has smaller than pixel sized faces) */
if (final_index == (px + w * py))
- return NOT_FOUND;
- /* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */
- if (tempPoints[final_index].tri_index != target_tri)
- return NOT_FOUND;
+ continue;
/* If final point is an "edge pixel", use it's "real" neighbor instead */
if (tempPoints[final_index].neighbour_pixel != -1) {
@@ -2513,11 +2538,125 @@ static int dynamic_paint_find_neighbour_pixel(
/* If we ended up to our origin point */
if (final_index == (px + w * py))
- return NOT_FOUND;
+ continue;
+ }
+
+ /* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */
+ if (tempPoints[final_index].tri_index != target_tri) {
+ /* Check if it's close enough to likely touch the intended triangle. Any triangle
+ * becomes thinner than a pixel at its vertices, so robustness requires some margin. */
+ const float final_pt[2] = { ((final_index % w) + 0.5f) / w, ((final_index / w) + 0.5f) / h };
+ const float threshold = SQUARE(0.7f) / (w * h);
+
+ if (dist_squared_to_looptri_uv_edges(mlooptri, mloopuv, tempPoints[final_index].tri_index, final_pt) > threshold)
+ continue;
}
- return final_index;
+ bdata->best_index = final_index;
+ bdata->best_weight = dist_squared;
+ }
+}
+
+static bool dynamicPaint_pointHasNeighbor(PaintAdjData *ed, int index, int neighbor)
+{
+ const int idx = ed->n_index[index];
+
+ for (int i = 0; i < ed->n_num[index]; i++) {
+ if (ed->n_target[idx + i] == neighbor) {
+ return true;
+ }
}
+
+ return false;
+}
+
+/* Makes the adjacency data symmetric, except for border pixels. I.e. if A is neighbor of B, B is neighbor of A. */
+static bool dynamicPaint_symmetrizeAdjData(PaintAdjData *ed, int active_points)
+{
+ int *new_n_index = MEM_callocN(sizeof(int) * active_points, "Surface Adj Index");
+ int *new_n_num = MEM_callocN(sizeof(int) * active_points, "Surface Adj Counts");
+
+ if (new_n_num && new_n_index) {
+ /* Count symmetrized neigbors */
+ int total_targets = 0;
+
+ for (int index = 0; index < active_points; index++) {
+ total_targets += ed->n_num[index];
+ new_n_num[index] = ed->n_num[index];
+ }
+
+ for (int index = 0; index < active_points; index++) {
+ if (ed->flags[index] & ADJ_BORDER_PIXEL) {
+ continue;
+ }
+
+ for (int i = 0, idx = ed->n_index[index]; i < ed->n_num[index]; i++) {
+ const int target = ed->n_target[idx + i];
+
+ assert(!(ed->flags[target] & ADJ_BORDER_PIXEL));
+
+ if (!dynamicPaint_pointHasNeighbor(ed, target, index)) {
+ new_n_num[target]++;
+ total_targets++;
+ }
+ }
+ }
+
+ /* Allocate a new target map */
+ int *new_n_target = MEM_callocN(sizeof(int) * total_targets, "Surface Adj Targets");
+
+ if (new_n_target) {
+ /* Copy existing neighbors to the new map */
+ int n_pos = 0;
+
+ for (int index = 0; index < active_points; index++) {
+ new_n_index[index] = n_pos;
+ memcpy(&new_n_target[n_pos], &ed->n_target[ed->n_index[index]], sizeof(int) * ed->n_num[index]);
+
+ /* Reset count to old, but advance position by new, leaving a gap to fill below. */
+ n_pos += new_n_num[index];
+ new_n_num[index] = ed->n_num[index];
+ }
+
+ assert(n_pos == total_targets);
+
+ /* Add symmetrized - this loop behavior must exactly match the count pass above */
+ for (int index = 0; index < active_points; index++) {
+ if (ed->flags[index] & ADJ_BORDER_PIXEL) {
+ continue;
+ }
+
+ for (int i = 0, idx = ed->n_index[index]; i < ed->n_num[index]; i++) {
+ const int target = ed->n_target[idx + i];
+
+ if (!dynamicPaint_pointHasNeighbor(ed, target, index)) {
+ const int num = new_n_num[target]++;
+ new_n_target[new_n_index[target] + num] = index;
+ }
+ }
+ }
+
+ /* Swap maps */
+ MEM_freeN(ed->n_target);
+ ed->n_target = new_n_target;
+
+ MEM_freeN(ed->n_index);
+ ed->n_index = new_n_index;
+
+ MEM_freeN(ed->n_num);
+ ed->n_num = new_n_num;
+
+ ed->total_targets = total_targets;
+ return true;
+ }
+ }
+
+ if (new_n_index)
+ MEM_freeN(new_n_index);
+ if (new_n_num)
+ MEM_freeN(new_n_num);
+
+ return false;
}
int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface, float *progress, short *do_update)
@@ -2668,30 +2807,28 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface, flo
&vert_to_looptri_map, &vert_to_looptri_map_mem,
dm->getVertArray(dm), dm->getNumVerts(dm), mlooptri, tottri, mloop, dm->getNumLoops(dm));
+ int total_border = 0;
+
for (int ty = 0; ty < h; ty++) {
for (int tx = 0; tx < w; tx++) {
const int index = tx + w * ty;
if (tempPoints[index].tri_index != -1) {
- int start_pos = n_pos;
ed->n_index[final_index[index]] = n_pos;
ed->n_num[final_index[index]] = 0;
+ if (tempPoints[index].neighbour_pixel != -1) {
+ ed->flags[final_index[index]] |= ADJ_BORDER_PIXEL;
+ total_border++;
+ }
+
for (int i = 0; i < 8; i++) {
/* Try to find a neighboring pixel in defined direction. If not found, -1 is returned */
const int n_target = dynamic_paint_find_neighbour_pixel(
&data, vert_to_looptri_map, w, h, tx, ty, i);
if (n_target >= 0 && n_target != index) {
- bool duplicate = false;
- for (int j = start_pos; j < n_pos; j++) {
- if (ed->n_target[j] == final_index[n_target]) {
- duplicate = true;
- break;
- }
- }
-
- if (!duplicate) {
+ if (!dynamicPaint_pointHasNeighbor(ed, final_index[index], final_index[n_target])) {
ed->n_target[n_pos] = final_index[n_target];
ed->n_num[final_index[index]]++;
n_pos++;
@@ -2707,6 +2844,57 @@ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface, flo
MEM_freeN(vert_to_looptri_map);
MEM_freeN(vert_to_looptri_map_mem);
+
+ /* Make neighbors symmetric */
+ if (!dynamicPaint_symmetrizeAdjData(ed, active_points)) {
+ error = true;
+ }
+
+ /* Create a list of border pixels */
+ ed->border = MEM_callocN(sizeof(int) * total_border, "Border Pixel Index");
+
+ if (ed->border) {
+ ed->total_border = total_border;
+
+ for (int i = 0, next = 0; i < active_points; i++) {
+ if (ed->flags[i] & ADJ_BORDER_PIXEL) {
+ ed->border[next++] = i;
+ }
+ }
+ }
+
+#if 0
+ /* -----------------------------------------------------------------
+ * For debug, write a dump of adjacency data to a file.
+ * -----------------------------------------------------------------*/
+ FILE *dump_file = fopen("dynpaint-adj-data.txt", "w");
+ int *tmp = MEM_callocN(sizeof(int) * active_points, "tmp");
+ for (int ty = 0; ty < h; ty++) {
+ for (int tx = 0; tx < w; tx++) {
+ const int index = tx + w * ty;
+ if (tempPoints[index].tri_index != -1)
+ tmp[final_index[index]] = index;
+ }
+ }
+ for (int ty = 0; ty < h; ty++) {
+ for (int tx = 0; tx < w; tx++) {
+ const int index = tx + w * ty;
+ const int fidx = final_index[index];
+
+ if (tempPoints[index].tri_index != -1) {
+ int nidx = tempPoints[index].neighbour_pixel;
+ fprintf(dump_file, "%d\t%d,%d\t%u\t%d,%d\t%d\t", fidx, tx, h-1-ty, tempPoints[index].tri_index, nidx<0?-1:(nidx%w), nidx<0?-1:h-1-(nidx/w), ed->flags[fidx]);
+ for (int i = 0; i < ed->n_num[fidx]; i++) {
+ int tgt = tmp[ed->n_target[ed->n_index[fidx]+i]];
+ fprintf(dump_file, "%s%d,%d", i?" ":"", tgt%w, h-1-tgt/w);
+ }
+ fprintf(dump_file, "\n");
+ }
+ }
+ }
+ MEM_freeN(tmp);
+ fclose(dump_file);
+#endif
}
}
@@ -3739,7 +3927,7 @@ static void dynamic_paint_paint_mesh_cell_point_cb_ex(
/* velocity brush, only do on main sample */
if (brush->flags & MOD_DPAINT_USES_VELOCITY && ss == 0 && brushVelocity) {
- float weights[4];
+ float weights[3];
float brushPointVelocity[3];
float velocity[3];
@@ -3748,7 +3936,7 @@ static void dynamic_paint_paint_mesh_cell_point_cb_ex(
const int v3 = mloop[mlooptri[hitTri].tri[2]].v;
/* calculate barycentric weights for hit point */
- interp_weights_face_v3(weights, mvert[v1].co, mvert[v2].co, mvert[v3].co, NULL, hitCoord);
+ interp_weights_tri_v3(weights, mvert[v1].co, mvert[v2].co, mvert[v3].co, hitCoord);
/* simple check based on brush surface velocity,
* todo: perhaps implement something that handles volume movement as well */
@@ -4529,6 +4717,10 @@ static void dynamicPaint_doSmudge(DynamicPaintSurface *surface, DynamicPaintBrus
for (step = 0; step < steps; step++) {
for (index = 0; index < sData->total_points; index++) {
int i;
+
+ if (sData->adj_data->flags[index] & ADJ_BORDER_PIXEL)
+ continue;
+
PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
float smudge_str = bData->brush_velocity[index * 4 + 3];
@@ -4708,6 +4900,9 @@ static void dynamic_paint_effect_spread_cb(void *userdata, const int index)
const DynamicPaintSurface *surface = data->surface;
const PaintSurfaceData *sData = surface->data;
+ if (sData->adj_data->flags[index] & ADJ_BORDER_PIXEL)
+ return;
+
const int numOfNeighs = sData->adj_data->n_num[index];
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
@@ -4737,7 +4932,7 @@ static void dynamic_paint_effect_spread_cb(void *userdata, const int index)
CLAMP(w_factor, 0.0f, 1.0f);
/* mix new wetness and color */
- pPoint->wetness = (1.0f - w_factor) * pPoint->wetness + w_factor * pPoint_prev->wetness;
+ pPoint->wetness = pPoint->wetness + w_factor * (pPoint_prev->wetness - pPoint->wetness);
pPoint->e_color[3] = mixColors(pPoint->e_color, pPoint->e_color[3],
pPoint_prev->e_color, pPoint_prev->e_color[3], w_factor);
}
@@ -4750,6 +4945,9 @@ static void dynamic_paint_effect_shrink_cb(void *userdata, const int index)
const DynamicPaintSurface *surface = data->surface;
const PaintSurfaceData *sData = surface->data;
+ if (sData->adj_data->flags[index] & ADJ_BORDER_PIXEL)
+ return;
+
const int numOfNeighs = sData->adj_data->n_num[index];
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
@@ -4796,6 +4994,10 @@ static void dynamic_paint_effect_drip_cb(void *userdata, const int index)
const DynamicPaintSurface *surface = data->surface;
const PaintSurfaceData *sData = surface->data;
+
+ if (sData->adj_data->flags[index] & ADJ_BORDER_PIXEL)
+ return;
+
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
const PaintPoint *prevPoint = data->prevPoint;
@@ -4964,6 +5166,80 @@ static void dynamicPaint_doEffectStep(
}
}
+static void dynamic_paint_border_cb(void *userdata, const int b_index)
+{
+ const DynamicPaintEffectData *data = userdata;
+
+ const DynamicPaintSurface *surface = data->surface;
+ const PaintSurfaceData *sData = surface->data;
+
+ const int index = sData->adj_data->border[b_index];
+
+ const int numOfNeighs = sData->adj_data->n_num[index];
+ PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
+
+ const int *n_index = sData->adj_data->n_index;
+ const int *n_target = sData->adj_data->n_target;
+
+ /* Average neighboring points. Intermediaries use premultiplied alpha. */
+ float mix_color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float mix_e_color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ float mix_wetness = 0.0f;
+
+ for (int i = 0; i < numOfNeighs; i++) {
+ const int n_idx = n_index[index] + i;
+ const int target = n_target[n_idx];
+
+ PaintPoint *pPoint2 = &((PaintPoint *)sData->type_data)[target];
+
+ assert(!(sData->adj_data->flags[target] & ADJ_BORDER_PIXEL));
+
+ madd_v3_v3fl(mix_color, pPoint2->color, pPoint2->color[3]);
+ mix_color[3] += pPoint2->color[3];
+
+ madd_v3_v3fl(mix_e_color, pPoint2->e_color, pPoint2->e_color[3]);
+ mix_e_color[3] += pPoint2->e_color[3];
+
+ mix_wetness += pPoint2->wetness;
+ }
+
+ const float divisor = 1.0f / numOfNeighs;
+
+ if (mix_color[3]) {
+ pPoint->color[3] = mix_color[3] * divisor;
+ mul_v3_v3fl(pPoint->color, mix_color, divisor / pPoint->color[3]);
+ }
+ else {
+ pPoint->color[3] = 0.0f;
+ }
+
+ if (mix_e_color[3]) {
+ pPoint->e_color[3] = mix_e_color[3] * divisor;
+ mul_v3_v3fl(pPoint->e_color, mix_e_color, divisor / pPoint->e_color[3]);
+ }
+ else {
+ pPoint->e_color[3] = 0.0f;
+ }
+
+ pPoint->wetness = mix_wetness / numOfNeighs;
+}
+
+static void dynamicPaint_doBorderStep(DynamicPaintSurface *surface)
+{
+ PaintSurfaceData *sData = surface->data;
+
+ if (!sData->adj_data || !sData->adj_data->border)
+ return;
+
+ /* Don't use prevPoint, relying on the condition that neighbors are never border pixels. */
+ DynamicPaintEffectData data = {
+ .surface = surface
+ };
+
+ BLI_task_parallel_range(
+ 0, sData->adj_data->total_border, &data, dynamic_paint_border_cb, sData->adj_data->total_border > 1000);
+}
+
static void dynamic_paint_wave_step_cb(void *userdata, const int index)
{
const DynamicPaintEffectData *data = userdata;
@@ -5636,6 +5912,11 @@ static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *su
if (force)
MEM_freeN(force);
}
+
+ /* paint island border pixels */
+ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) {
+ dynamicPaint_doBorderStep(surface);
+ }
}
return ret;