diff options
Diffstat (limited to 'source/blender/render/intern/texture_margin.cc')
-rw-r--r-- | source/blender/render/intern/texture_margin.cc | 45 |
1 files changed, 27 insertions, 18 deletions
diff --git a/source/blender/render/intern/texture_margin.cc b/source/blender/render/intern/texture_margin.cc index 5a9d9db5367..b864aa64709 100644 --- a/source/blender/render/intern/texture_margin.cc +++ b/source/blender/render/intern/texture_margin.cc @@ -48,16 +48,17 @@ namespace blender::render::texturemargin { -/* The map class contains both a pixel map which maps out polygon indices for all UV-polygons and +/** + * The map class contains both a pixel map which maps out polygon indices for all UV-polygons and * adjacency tables. */ class TextureMarginMap { static const int directions[8][2]; static const int distances[8]; - /* Maps UV-edges to their corresponding UV-edge. */ + /** Maps UV-edges to their corresponding UV-edge. */ Vector<int> loop_adjacency_map_; - /* Maps UV-edges to their corresponding polygon. */ + /** Maps UV-edges to their corresponding polygon. */ Vector<int> loop_to_poly_map_; int w_, h_; @@ -132,9 +133,7 @@ class TextureMarginMap { static void zscan_store_pixel( void *map, int x, int y, [[maybe_unused]] float u, [[maybe_unused]] float v) { - /* NOTE: Not thread safe, see comment above. - * - */ + /* NOTE: Not thread safe, see comment above. */ TextureMarginMap *m = static_cast<TextureMarginMap *>(map); m->set_pixel(x, y, m->value_to_store_); if (m->mask_) { @@ -153,7 +152,8 @@ class TextureMarginMap { #define IsDijkstraPixel(dp) ((dp)&0x80000000) #define DijkstraPixelIsUnset(dp) ((dp) == 0xFFFFFFFF) - /* Use dijkstra's algorithm to 'grow' a border around the polygons marked in the map. + /** + * Use dijkstra's algorithm to 'grow' a border around the polygons marked in the map. * For each pixel mark which direction is the shortest way to a polygon. */ void grow_dijkstra(int margin) @@ -188,8 +188,10 @@ class TextureMarginMap { } } - // std::make_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun); - // Not strictly needed because at this point it already is a heap. + /* Not strictly needed because at this point it already is a heap. */ +#if 0 + std::make_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun); +#endif while (active_pixels.size()) { std::pop_heap(active_pixels.begin(), active_pixels.end(), cmp_dijkstrapixel_fun); @@ -215,7 +217,8 @@ class TextureMarginMap { } } - /* Walk over the map and for margin pixels follow the direction stored in the bottom 3 + /** + * Walk over the map and for margin pixels follow the direction stored in the bottom 3 * bits back to the polygon. * Then look up the pixel from the next polygon. */ @@ -324,10 +327,12 @@ class TextureMarginMap { } } - /* Call lookup_pixel for the start_poly. If that fails, try the adjacent polygons as well. - * Because the Dijkstra is not vey exact in determining which polygon is the closest, the + /** + * Call lookup_pixel for the start_poly. If that fails, try the adjacent polygons as well. + * Because the Dijkstra is not very exact in determining which polygon is the closest, the * polygon we need can be the one next to the one the Dijkstra map provides. To prevent missing - * pixels also check the neighbouring polygons. */ + * pixels also check the neighboring polygons. + */ bool lookup_pixel_polygon_neighbourhood( float x, float y, uint32_t *r_start_poly, float *r_destx, float *r_desty, int *r_other_poly) { @@ -344,8 +349,8 @@ class TextureMarginMap { float mindist = -1.f; - /* Loop over all adjacent polyons and determine which edge is closest. - * This could be optimized by only inspecting neigbours which are on the edge of an island. + /* Loop over all adjacent polygons and determine which edge is closest. + * This could be optimized by only inspecting neighbors which are on the edge of an island. * But it seems fast enough for now and that would add a lot of complexity. */ for (int i = 0; i < totloop; i++) { int otherloop = loop_adjacency_map_[i + loopstart]; @@ -370,10 +375,12 @@ class TextureMarginMap { return mindist >= 0.f; } - /* Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon. + /** + * Find which edge of the src_poly is closest to x,y. Look up it's adjacent UV-edge and polygon. * Then return the location of the equivalent pixel in the other polygon. * Returns true if a new pixel location was found, false if it wasn't, which can happen if the - * margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon. */ + * margin pixel is on a corner, or the UV-edge doesn't have an adjacent polygon. + */ bool lookup_pixel(float x, float y, int src_poly, @@ -568,7 +575,9 @@ static void generate_margin(ImBuf *ibuf, vec[a][1] = uv[1] * (float)ibuf->y - (0.5f + 0.002f); } - BLI_assert(lt->poly < 0x80000000); // NOTE: we need the top bit for the dijkstra distance map + /* NOTE: we need the top bit for the dijkstra distance map. */ + BLI_assert(lt->poly < 0x80000000); + map.rasterize_tri(vec[0], vec[1], vec[2], lt->poly, draw_new_mask ? mask : nullptr); } |