/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Miika Hämäläinen * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/dynamicpaint.c * \ingroup bke */ #include "MEM_guardedalloc.h" #include #include #include "BLI_blenlib.h" #include "BLI_math.h" #include "BLI_kdtree.h" #include "BLI_threads.h" #include "BLI_utildefines.h" #include "BLF_translation.h" #include "DNA_anim_types.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_dynamicpaint_types.h" #include "DNA_group_types.h" /*GroupObject*/ #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_modifier_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" #include "BKE_animsys.h" #include "BKE_armature.h" #include "BKE_bvhutils.h" /* bvh tree */ #include "BKE_cdderivedmesh.h" #include "BKE_constraint.h" #include "BKE_customdata.h" #include "BKE_deform.h" #include "BKE_DerivedMesh.h" #include "BKE_dynamicpaint.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_image.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_pointcache.h" #include "BKE_scene.h" #include "BKE_texture.h" /* for image output */ #include "IMB_imbuf_types.h" #include "IMB_imbuf.h" /* to read material/texture color */ #include "RE_render_ext.h" #include "RE_shader_ext.h" #ifdef _OPENMP # include #endif /* could enable at some point but for now there are far too many conversions */ #ifdef __GNUC__ # pragma GCC diagnostic ignored "-Wdouble-promotion" #endif /* precalculated gaussian factors for 5x super sampling */ static const float gaussianFactors[5] = { 0.996849f, 0.596145f, 0.596145f, 0.596145f, 0.524141f}; static const float gaussianTotal = 3.309425f; /* UV Image neighboring pixel table x and y list */ static int neighX[8] = {1, 1, 0, -1, -1, -1, 0, 1}; static int neighY[8] = {0, 1, 1, 1, 0, -1, -1, -1}; /* subframe_updateObject() flags */ #define SUBFRAME_RECURSION 5 #define UPDATE_MESH (1 << 1) #define UPDATE_EVERYTHING (UPDATE_MESH) // | UPDATE_PARENTS /* surface_getBrushFlags() return vals */ #define BRUSH_USES_VELOCITY (1 << 0) /* brush mesh raycast status */ #define HIT_VOLUME 1 #define HIT_PROXIMITY 2 /* dynamicPaint_findNeighbourPixel() return codes */ #define NOT_FOUND -1 #define ON_MESH_EDGE -2 #define OUT_OF_TEXTURE -3 /* paint effect default movement per frame in global units */ #define EFF_MOVEMENT_PER_FRAME 0.05f /* initial wave time factor */ #define WAVE_TIME_FAC (1.0f / 24.f) #define CANVAS_REL_SIZE 5.0f /* drying limits */ #define MIN_WETNESS 0.001f #define MAX_WETNESS 5.0f /* dissolve inline function */ BLI_INLINE void value_dissolve(float *r_value, const float time, const float scale, const int is_log) { *r_value = (is_log) ? (*r_value) * (powf(MIN_WETNESS, 1.0f / (1.2f * time / scale))) : (*r_value) - 1.0f / time * scale; } /***************************** Internal Structs ***************************/ typedef struct Bounds2D { float min[2], max[2]; } Bounds2D; typedef struct Bounds3D { int valid; float min[3], max[3]; } Bounds3D; typedef struct VolumeGrid { int dim[3]; Bounds3D grid_bounds; /* whole grid bounds */ Bounds3D *bounds; /* (x*y*z) precalculated grid cell bounds */ int *s_pos; /* (x*y*z) t_index begin id */ int *s_num; /* (x*y*z) number of t_index points */ int *t_index; /* actual surface point index, * access: (s_pos+s_num) */ } VolumeGrid; typedef struct Vec3f { float v[3]; } Vec3f; typedef struct BakeAdjPoint { float dir[3]; /* vector pointing towards this neighbor */ float dist; /* distance to */ } BakeAdjPoint; /* Surface data used while processing a frame */ typedef struct PaintBakeNormal { float invNorm[3]; /* current pixel world-space inverted normal */ float normal_scale; /* normal directional scale for displace mapping */ } PaintBakeNormal; /* Temp surface data used to process a frame */ typedef struct PaintBakeData { /* point space data */ PaintBakeNormal *bNormal; int *s_pos; /* index to start reading point sample realCoord */ int *s_num; /* num of realCoord samples */ Vec3f *realCoord; /* current pixel center world-space coordinates for each sample * ordered as (s_pos+s_num)*/ Bounds3D mesh_bounds; /* adjacency info */ BakeAdjPoint *bNeighs; /* current global neighbor distances and directions, if required */ double average_dist; /* space partitioning */ VolumeGrid *grid; /* space partitioning grid to optimize brush checks */ /* velocity and movement */ Vec3f *velocity; /* speed vector in global space movement per frame, if required */ Vec3f *prev_velocity; float *brush_velocity; /* special temp data for post-p velocity based brushes like smudge * 3 float dir vec + 1 float str */ MVert *prev_verts; /* copy of previous frame vertices. used to observe surface movement */ float prev_obmat[4][4]; /* previous frame object matrix */ int clear; /* flag to check if surface was cleared/reset -> have to redo velocity etc. */ } PaintBakeData; /* UV Image sequence format point */ typedef struct PaintUVPoint { /* Pixel / mesh data */ unsigned int face_index, pixel_index; /* face index on domain derived mesh */ unsigned int v1, v2, v3; /* vertex indexes */ unsigned int neighbour_pixel; /* If this pixel isn't uv mapped to any face, * but it's neighboring pixel is */ short quad; } PaintUVPoint; typedef struct ImgSeqFormatData { PaintUVPoint *uv_p; Vec3f *barycentricWeights; /* b-weights for all pixel samples */ } ImgSeqFormatData; /* adjacency data flags */ #define ADJ_ON_MESH_EDGE (1 << 0) typedef struct PaintAdjData { int *n_target; /* array of neighboring point indexes, * for single sample use (n_index + neigh_num) */ int *n_index; /* index to start reading n_target for each point */ int *n_num; /* num of neighs for each point */ int *flags; /* vertex adjacency flags */ int total_targets; /* size of n_target */ } PaintAdjData; /***************************** General Utils ******************************/ /* Set canvas error string to display at the bake report */ static int setError(DynamicPaintCanvasSettings *canvas, const char *string) { /* Add error to canvas ui info label */ BLI_strncpy(canvas->error, string, sizeof(canvas->error)); return 0; } /* Get number of surface points for cached types */ static int dynamicPaint_surfaceNumOfPoints(DynamicPaintSurface *surface) { if (surface->format == MOD_DPAINT_SURFACE_F_PTEX) { return 0; /* not supported atm */ } else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { if (!surface->canvas->dm) return 0; /* invalid derived mesh */ return surface->canvas->dm->getNumVerts(surface->canvas->dm); } else return 0; } /* checks whether surface's format/type has realtime preview */ bool dynamicPaint_surfaceHasColorPreview(DynamicPaintSurface *surface) { if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { return false; } else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE || surface->type == MOD_DPAINT_SURFACE_T_WAVE) { return false; } else { return true; } } else { return true; } } /* get currently active surface (in user interface) */ DynamicPaintSurface *get_activeSurface(DynamicPaintCanvasSettings *canvas) { DynamicPaintSurface *surface = canvas->surfaces.first; int i; for (i = 0; surface; surface = surface->next) { if (i == canvas->active_sur) return surface; i++; } return NULL; } /* set preview to first previewable surface */ void dynamicPaint_resetPreview(DynamicPaintCanvasSettings *canvas) { DynamicPaintSurface *surface = canvas->surfaces.first; bool done = false; for (; surface; surface = surface->next) { if (!done && dynamicPaint_surfaceHasColorPreview(surface)) { surface->flags |= MOD_DPAINT_PREVIEW; done = true; } else surface->flags &= ~MOD_DPAINT_PREVIEW; } } /* set preview to defined surface */ static void dynamicPaint_setPreview(DynamicPaintSurface *t_surface) { DynamicPaintSurface *surface = t_surface->canvas->surfaces.first; for (; surface; surface = surface->next) { if (surface == t_surface) surface->flags |= MOD_DPAINT_PREVIEW; else surface->flags &= ~MOD_DPAINT_PREVIEW; } } bool dynamicPaint_outputLayerExists(struct DynamicPaintSurface *surface, Object *ob, int output) { const char *name; if (output == 0) name = surface->output_name; else if (output == 1) name = surface->output_name2; else return false; if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { Mesh *me = ob->data; return (CustomData_get_named_layer_index(&me->fdata, CD_MCOL, name) != -1); } else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) return (defgroup_name_index(ob, surface->output_name) != -1); } return false; } static bool surface_duplicateOutputExists(void *arg, const char *name) { DynamicPaintSurface *t_surface = (DynamicPaintSurface *)arg; DynamicPaintSurface *surface = t_surface->canvas->surfaces.first; for (; surface; surface = surface->next) { if (surface != t_surface && surface->type == t_surface->type && surface->format == t_surface->format) { if (surface->output_name[0] != '\0' && !BLI_path_cmp(name, surface->output_name)) return true; if (surface->output_name2[0] != '\0' && !BLI_path_cmp(name, surface->output_name2)) return true; } } return false; } static void surface_setUniqueOutputName(DynamicPaintSurface *surface, char *basename, int output) { char name[64]; BLI_strncpy(name, basename, sizeof(name)); /* in case basename is surface->name use a copy */ if (!output) BLI_uniquename_cb(surface_duplicateOutputExists, surface, name, '.', surface->output_name, sizeof(surface->output_name)); if (output) BLI_uniquename_cb(surface_duplicateOutputExists, surface, name, '.', surface->output_name2, sizeof(surface->output_name2)); } static bool surface_duplicateNameExists(void *arg, const char *name) { DynamicPaintSurface *t_surface = (DynamicPaintSurface *)arg; DynamicPaintSurface *surface = t_surface->canvas->surfaces.first; for (; surface; surface = surface->next) { if (surface != t_surface && STREQ(name, surface->name)) return true; } return false; } void dynamicPaintSurface_setUniqueName(DynamicPaintSurface *surface, const char *basename) { char name[64]; BLI_strncpy(name, basename, sizeof(name)); /* in case basename is surface->name use a copy */ BLI_uniquename_cb(surface_duplicateNameExists, surface, name, '.', surface->name, sizeof(surface->name)); } /* change surface data to defaults on new type */ void dynamicPaintSurface_updateType(struct DynamicPaintSurface *surface) { if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { surface->output_name[0] = '\0'; surface->output_name2[0] = '\0'; surface->flags |= MOD_DPAINT_ANTIALIAS; surface->depth_clamp = 1.0f; } else { strcpy(surface->output_name, "dp_"); BLI_strncpy(surface->output_name2, surface->output_name, sizeof(surface->output_name2)); surface->flags &= ~MOD_DPAINT_ANTIALIAS; surface->depth_clamp = 0.0f; } if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { strcat(surface->output_name, "paintmap"); strcat(surface->output_name2, "wetmap"); surface_setUniqueOutputName(surface, surface->output_name2, 1); } else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) { strcat(surface->output_name, "displace"); } else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) { strcat(surface->output_name, "weight"); } else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) { strcat(surface->output_name, "wave"); } surface_setUniqueOutputName(surface, surface->output_name, 0); /* update preview */ if (dynamicPaint_surfaceHasColorPreview(surface)) dynamicPaint_setPreview(surface); else dynamicPaint_resetPreview(surface->canvas); } static int surface_totalSamples(DynamicPaintSurface *surface) { if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ && surface->flags & MOD_DPAINT_ANTIALIAS) { return (surface->data->total_points * 5); } if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX && surface->flags & MOD_DPAINT_ANTIALIAS && surface->data->adj_data) { return (surface->data->total_points + surface->data->adj_data->total_targets); } return surface->data->total_points; } static void blendColors(const float t_color[3], float t_alpha, const float s_color[3], float s_alpha, float result[4]) { int i; float i_alpha = 1.0f - s_alpha; float f_alpha = t_alpha * i_alpha + s_alpha; /* blend colors */ if (f_alpha) { for (i = 0; i < 3; i++) { result[i] = (t_color[i] * t_alpha * i_alpha + s_color[i] * s_alpha) / f_alpha; } } else { copy_v3_v3(result, t_color); } /* return final alpha */ result[3] = f_alpha; } /* Mix two alpha weighed colors by a defined ratio. output is saved at a_color */ static float mixColors(float a_color[3], float a_weight, float b_color[3], float b_weight, float ratio) { float weight_ratio, factor; if (b_weight) { /* if first value has no weight just use b_color */ if (!a_weight) { copy_v3_v3(a_color, b_color); return b_weight * ratio; } weight_ratio = b_weight / (a_weight + b_weight); } else { return a_weight * (1.0f - ratio); } /* calculate final interpolation factor */ if (ratio <= 0.5f) { factor = weight_ratio * (ratio * 2.0f); } else { ratio = (ratio * 2.0f - 1.0f); factor = weight_ratio * (1.0f - ratio) + ratio; } /* mix final color */ interp_v3_v3v3(a_color, a_color, b_color, factor); return (1.0f - factor) * a_weight + factor * b_weight; } /* set "ignore cache" flag for all caches on this object */ static void object_cacheIgnoreClear(Object *ob, int state) { ListBase pidlist; PTCacheID *pid; BKE_ptcache_ids_from_object(&pidlist, ob, NULL, 0); for (pid = pidlist.first; pid; pid = pid->next) { if (pid->cache) { if (state) pid->cache->flag |= PTCACHE_IGNORE_CLEAR; else pid->cache->flag &= ~PTCACHE_IGNORE_CLEAR; } } BLI_freelistN(&pidlist); } static int subframe_updateObject(Scene *scene, Object *ob, int flags, int parent_recursion, float frame) { DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)modifiers_findByType(ob, eModifierType_DynamicPaint); bConstraint *con; /* if other is dynamic paint canvas, don't update */ if (pmd && pmd->canvas) return 1; /* if object has parents, update them too */ if (parent_recursion) { int recursion = parent_recursion - 1; int is_canvas = 0; if (ob->parent) is_canvas += subframe_updateObject(scene, ob->parent, 0, recursion, frame); if (ob->track) is_canvas += subframe_updateObject(scene, ob->track, 0, recursion, frame); /* skip subframe if object is parented * to vertex of a dynamic paint canvas */ if (is_canvas && (ob->partype == PARVERT1 || ob->partype == PARVERT3)) return 0; /* also update constraint targets */ for (con = ob->constraints.first; con; con = con->next) { const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con); ListBase targets = {NULL, NULL}; if (cti && cti->get_constraint_targets) { bConstraintTarget *ct; cti->get_constraint_targets(con, &targets); for (ct = targets.first; ct; ct = ct->next) { if (ct->tar) subframe_updateObject(scene, ct->tar, 0, recursion, frame); } /* free temp targets */ if (cti->flush_constraint_targets) cti->flush_constraint_targets(con, &targets, 0); } } } /* was originally OB_RECALC_ALL - TODO - which flags are really needed??? */ ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME; BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, frame, ADT_RECALC_ANIM); if (flags & UPDATE_MESH) { /* ignore cache clear during subframe updates * to not mess up cache validity */ object_cacheIgnoreClear(ob, 1); BKE_object_handle_update(G.main->eval_ctx, scene, ob); object_cacheIgnoreClear(ob, 0); } else BKE_object_where_is_calc_time(scene, ob, frame); /* for curve following objects, parented curve has to be updated too */ if (ob->type == OB_CURVE) { Curve *cu = ob->data; BKE_animsys_evaluate_animdata(scene, &cu->id, cu->adt, frame, ADT_RECALC_ANIM); } /* and armatures... */ if (ob->type == OB_ARMATURE) { bArmature *arm = ob->data; BKE_animsys_evaluate_animdata(scene, &arm->id, arm->adt, frame, ADT_RECALC_ANIM); BKE_pose_where_is(scene, ob); } return 0; } static void scene_setSubframe(Scene *scene, float subframe) { /* dynamic paint subframes must be done on previous frame */ scene->r.cfra -= 1; scene->r.subframe = subframe; } static int surface_getBrushFlags(DynamicPaintSurface *surface, const Scene *scene) { Base *base = NULL; GroupObject *go = NULL; Object *brushObj = NULL; ModifierData *md = NULL; int flags = 0; if (surface->brush_group) go = surface->brush_group->gobject.first; else base = scene->base.first; while (base || go) { brushObj = NULL; /* select object */ if (surface->brush_group) { if (go->ob) brushObj = go->ob; } else brushObj = base->object; if (!brushObj) { if (surface->brush_group) go = go->next; else base = base->next; continue; } if (surface->brush_group) go = go->next; else base = base->next; md = modifiers_findByType(brushObj, eModifierType_DynamicPaint); if (md && md->mode & (eModifierMode_Realtime | eModifierMode_Render)) { DynamicPaintModifierData *pmd2 = (DynamicPaintModifierData *)md; if (pmd2->brush) { DynamicPaintBrushSettings *brush = pmd2->brush; if (brush->flags & MOD_DPAINT_USES_VELOCITY) flags |= BRUSH_USES_VELOCITY; } } } return flags; } static int brush_usesMaterial(DynamicPaintBrushSettings *brush, Scene *scene) { return ((brush->flags & MOD_DPAINT_USE_MATERIAL) && (!BKE_scene_use_new_shading_nodes(scene))); } /* check whether two bounds intersect */ static int boundsIntersect(Bounds3D *b1, Bounds3D *b2) { int i = 2; if (!b1->valid || !b2->valid) return 0; for (; i >= 0; i -= 1) if (!(b1->min[i] <= b2->max[i] && b1->max[i] >= b2->min[i])) return 0; return 1; } /* check whether two bounds intersect inside defined proximity */ static int boundsIntersectDist(Bounds3D *b1, Bounds3D *b2, float dist) { int i = 2; if (!b1->valid || !b2->valid) return 0; for (; i >= 0; i -= 1) if (!(b1->min[i] <= (b2->max[i] + dist) && b1->max[i] >= (b2->min[i] - dist))) return 0; return 1; } /* check whether bounds intersects a point with given radius */ static int boundIntersectPoint(Bounds3D *b, float point[3], float radius) { int i = 2; if (!b->valid) return 0; for (; i >= 0; i -= 1) if (!(b->min[i] <= (point[i] + radius) && b->max[i] >= (point[i] - radius))) return 0; return 1; } /* expand bounds by a new point */ static void boundInsert(Bounds3D *b, float point[3]) { int i = 2; if (!b->valid) { copy_v3_v3(b->min, point); copy_v3_v3(b->max, point); b->valid = 1; } else { for (; i >= 0; i -= 1) { if (point[i] < b->min[i]) b->min[i] = point[i]; if (point[i] > b->max[i]) b->max[i] = point[i]; } } } static float getSurfaceDimension(PaintSurfaceData *sData) { Bounds3D *mb = &sData->bData->mesh_bounds; return max_fff((mb->max[0] - mb->min[0]), (mb->max[1] - mb->min[1]), (mb->max[2] - mb->min[2])); } static void freeGrid(PaintSurfaceData *data) { PaintBakeData *bData = data->bData; VolumeGrid *grid = bData->grid; if (grid->bounds) MEM_freeN(grid->bounds); if (grid->s_pos) MEM_freeN(grid->s_pos); if (grid->s_num) MEM_freeN(grid->s_num); if (grid->t_index) MEM_freeN(grid->t_index); MEM_freeN(bData->grid); bData->grid = NULL; } static void surfaceGenerateGrid(struct DynamicPaintSurface *surface) { PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; Bounds3D *grid_bounds; VolumeGrid *grid; int grid_cells, axis = 3; int *temp_t_index = NULL; int *temp_s_num = NULL; #ifdef _OPENMP int num_of_threads = omp_get_max_threads(); #else int num_of_threads = 1; #endif if (bData->grid) freeGrid(sData); /* allocate separate bounds for each thread */ grid_bounds = MEM_callocN(sizeof(Bounds3D) * num_of_threads, "Grid Bounds"); bData->grid = MEM_callocN(sizeof(VolumeGrid), "Surface Grid"); grid = bData->grid; if (grid && grid_bounds) { int i, error = 0; float dim_factor, volume, dim[3]; float td[3]; float min_dim; /* calculate canvas dimensions */ #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { #ifdef _OPENMP int id = omp_get_thread_num(); boundInsert(&grid_bounds[id], (bData->realCoord[bData->s_pos[i]].v)); #else boundInsert(&grid_bounds[0], (bData->realCoord[bData->s_pos[i]].v)); #endif } /* get final dimensions */ for (i = 0; i < num_of_threads; i++) { boundInsert(&grid->grid_bounds, grid_bounds[i].min); boundInsert(&grid->grid_bounds, grid_bounds[i].max); } /* get dimensions */ sub_v3_v3v3(dim, grid->grid_bounds.max, grid->grid_bounds.min); copy_v3_v3(td, dim); min_dim = max_fff(td[0], td[1], td[2]) / 1000.f; /* deactivate zero axises */ for (i = 0; i < 3; i++) { if (td[i] < min_dim) { td[i] = 1.0f; axis -= 1; } } if (axis == 0 || max_fff(td[0], td[1], td[2]) < 0.0001f) { MEM_freeN(grid_bounds); MEM_freeN(bData->grid); bData->grid = NULL; return; } /* now calculate grid volume/area/width depending on num of active axis */ volume = td[0] * td[1] * td[2]; /* determine final grid size by trying to fit average 10.000 points per grid cell */ dim_factor = (float)pow((double)volume / ((double)sData->total_points / 10000.0), 1.0 / (double)axis); /* define final grid size using dim_factor, use min 3 for active axises */ for (i = 0; i < 3; i++) { grid->dim[i] = (int)floor(td[i] / dim_factor); CLAMP(grid->dim[i], (dim[i] >= min_dim) ? 3 : 1, 100); } grid_cells = grid->dim[0] * grid->dim[1] * grid->dim[2]; /* allocate memory for grids */ grid->bounds = MEM_callocN(sizeof(Bounds3D) * grid_cells, "Surface Grid Bounds"); grid->s_pos = MEM_callocN(sizeof(int) * grid_cells, "Surface Grid Position"); grid->s_num = MEM_callocN(sizeof(int) * grid_cells * num_of_threads, "Surface Grid Points"); temp_s_num = MEM_callocN(sizeof(int) * grid_cells, "Temp Surface Grid Points"); grid->t_index = MEM_callocN(sizeof(int) * sData->total_points, "Surface Grid Target Ids"); temp_t_index = MEM_callocN(sizeof(int) * sData->total_points, "Temp Surface Grid Target Ids"); /* in case of an allocation failure abort here */ if (!grid->bounds || !grid->s_pos || !grid->s_num || !grid->t_index || !temp_s_num || !temp_t_index) error = 1; if (!error) { /* calculate number of points withing each cell */ #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { int co[3], j; for (j = 0; j < 3; j++) { co[j] = (int)floor((bData->realCoord[bData->s_pos[i]].v[j] - grid->grid_bounds.min[j]) / dim[j] * grid->dim[j]); CLAMP(co[j], 0, grid->dim[j] - 1); } temp_t_index[i] = co[0] + co[1] * grid->dim[0] + co[2] * grid->dim[0] * grid->dim[1]; #ifdef _OPENMP grid->s_num[temp_t_index[i] + omp_get_thread_num() * grid_cells]++; #else grid->s_num[temp_t_index[i]]++; #endif } /* for first cell only calc s_num */ for (i = 1; i < num_of_threads; i++) { grid->s_num[0] += grid->s_num[i * grid_cells]; } /* calculate grid indexes */ for (i = 1; i < grid_cells; i++) { int id; for (id = 1; id < num_of_threads; id++) { grid->s_num[i] += grid->s_num[i + id * grid_cells]; } grid->s_pos[i] = grid->s_pos[i - 1] + grid->s_num[i - 1]; } /* save point indexes to final array */ for (i = 0; i < sData->total_points; i++) { int pos = grid->s_pos[temp_t_index[i]] + temp_s_num[temp_t_index[i]]; grid->t_index[pos] = i; temp_s_num[temp_t_index[i]]++; } /* calculate cell bounds */ { int x; #pragma omp parallel for schedule(static) for (x = 0; x < grid->dim[0]; x++) { int y; for (y = 0; y < grid->dim[1]; y++) { int z; for (z = 0; z < grid->dim[2]; z++) { int j, b_index = x + y * grid->dim[0] + z * grid->dim[0] * grid->dim[1]; /* set bounds */ for (j = 0; j < 3; j++) { int s = (j == 0) ? x : ((j == 1) ? y : z); grid->bounds[b_index].min[j] = grid->grid_bounds.min[j] + dim[j] / grid->dim[j] * s; grid->bounds[b_index].max[j] = grid->grid_bounds.min[j] + dim[j] / grid->dim[j] * (s + 1); } grid->bounds[b_index].valid = 1; } } } } } if (temp_s_num) MEM_freeN(temp_s_num); if (temp_t_index) MEM_freeN(temp_t_index); /* free per thread s_num values */ grid->s_num = MEM_reallocN(grid->s_num, sizeof(int) * grid_cells); if (error || !grid->s_num) { setError(surface->canvas, N_("Not enough free memory")); freeGrid(sData); } } if (grid_bounds) MEM_freeN(grid_bounds); } /***************************** Freeing data ******************************/ /* Free brush data */ void dynamicPaint_freeBrush(struct DynamicPaintModifierData *pmd) { if (pmd->brush) { if (pmd->brush->dm) pmd->brush->dm->release(pmd->brush->dm); pmd->brush->dm = NULL; if (pmd->brush->paint_ramp) MEM_freeN(pmd->brush->paint_ramp); pmd->brush->paint_ramp = NULL; if (pmd->brush->vel_ramp) MEM_freeN(pmd->brush->vel_ramp); pmd->brush->vel_ramp = NULL; MEM_freeN(pmd->brush); pmd->brush = NULL; } } static void dynamicPaint_freeAdjData(PaintSurfaceData *data) { if (data->adj_data) { if (data->adj_data->n_index) MEM_freeN(data->adj_data->n_index); if (data->adj_data->n_num) MEM_freeN(data->adj_data->n_num); if (data->adj_data->n_target) MEM_freeN(data->adj_data->n_target); if (data->adj_data->flags) MEM_freeN(data->adj_data->flags); MEM_freeN(data->adj_data); data->adj_data = NULL; } } static void free_bakeData(PaintSurfaceData *data) { PaintBakeData *bData = data->bData; if (bData) { if (bData->bNormal) MEM_freeN(bData->bNormal); if (bData->s_pos) MEM_freeN(bData->s_pos); if (bData->s_num) MEM_freeN(bData->s_num); if (bData->realCoord) MEM_freeN(bData->realCoord); if (bData->bNeighs) MEM_freeN(bData->bNeighs); if (bData->grid) freeGrid(data); if (bData->prev_verts) MEM_freeN(bData->prev_verts); if (bData->velocity) MEM_freeN(bData->velocity); if (bData->prev_velocity) MEM_freeN(bData->prev_velocity); MEM_freeN(data->bData); data->bData = NULL; } } /* free surface data if it's not used anymore */ static void surface_freeUnusedData(DynamicPaintSurface *surface) { if (!surface->data) return; /* free bakedata if not active or surface is baked */ if (!(surface->flags & MOD_DPAINT_ACTIVE) || (surface->pointcache && surface->pointcache->flag & PTCACHE_BAKED)) { free_bakeData(surface->data); } } void dynamicPaint_freeSurfaceData(DynamicPaintSurface *surface) { PaintSurfaceData *data = surface->data; if (!data) return; if (data->format_data) { /* format specific free */ if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { ImgSeqFormatData *format_data = (ImgSeqFormatData *)data->format_data; if (format_data->uv_p) MEM_freeN(format_data->uv_p); if (format_data->barycentricWeights) MEM_freeN(format_data->barycentricWeights); } MEM_freeN(data->format_data); } /* type data */ if (data->type_data) MEM_freeN(data->type_data); dynamicPaint_freeAdjData(data); /* bake data */ free_bakeData(data); MEM_freeN(surface->data); surface->data = NULL; } void dynamicPaint_freeSurface(DynamicPaintSurface *surface) { /* point cache */ BKE_ptcache_free_list(&(surface->ptcaches)); surface->pointcache = NULL; if (surface->effector_weights) MEM_freeN(surface->effector_weights); surface->effector_weights = NULL; BLI_remlink(&(surface->canvas->surfaces), surface); dynamicPaint_freeSurfaceData(surface); MEM_freeN(surface); } /* Free canvas data */ void dynamicPaint_freeCanvas(DynamicPaintModifierData *pmd) { if (pmd->canvas) { /* Free surface data */ DynamicPaintSurface *surface = pmd->canvas->surfaces.first; DynamicPaintSurface *next_surface = NULL; while (surface) { next_surface = surface->next; dynamicPaint_freeSurface(surface); surface = next_surface; } /* free dm copy */ if (pmd->canvas->dm) pmd->canvas->dm->release(pmd->canvas->dm); pmd->canvas->dm = NULL; MEM_freeN(pmd->canvas); pmd->canvas = NULL; } } /* Free whole dp modifier */ void dynamicPaint_Modifier_free(struct DynamicPaintModifierData *pmd) { if (pmd) { dynamicPaint_freeCanvas(pmd); dynamicPaint_freeBrush(pmd); } } /***************************** Initialize and reset ******************************/ /* * Creates a new surface and adds it to the list * If scene is null, frame range of 1-250 is used * A pointer to this surface is returned */ DynamicPaintSurface *dynamicPaint_createNewSurface(DynamicPaintCanvasSettings *canvas, Scene *scene) { DynamicPaintSurface *surface = MEM_callocN(sizeof(DynamicPaintSurface), "DynamicPaintSurface"); if (!surface) return NULL; surface->canvas = canvas; surface->format = MOD_DPAINT_SURFACE_F_VERTEX; surface->type = MOD_DPAINT_SURFACE_T_PAINT; /* cache */ surface->pointcache = BKE_ptcache_add(&(surface->ptcaches)); surface->pointcache->flag |= PTCACHE_DISK_CACHE; surface->pointcache->step = 1; /* Set initial values */ surface->flags = MOD_DPAINT_ANTIALIAS | MOD_DPAINT_MULALPHA | MOD_DPAINT_DRY_LOG | MOD_DPAINT_DISSOLVE_LOG | MOD_DPAINT_ACTIVE | MOD_DPAINT_PREVIEW | MOD_DPAINT_OUT1 | MOD_DPAINT_USE_DRYING; surface->effect = 0; surface->effect_ui = 1; surface->diss_speed = 250; surface->dry_speed = 500; surface->color_dry_threshold = 1.0f; surface->depth_clamp = 0.0f; surface->disp_factor = 1.0f; surface->disp_type = MOD_DPAINT_DISP_DISPLACE; surface->image_fileformat = MOD_DPAINT_IMGFORMAT_PNG; surface->influence_scale = 1.0f; surface->radius_scale = 1.0f; surface->init_color[0] = 1.0f; surface->init_color[1] = 1.0f; surface->init_color[2] = 1.0f; surface->init_color[3] = 1.0f; surface->image_resolution = 256; surface->substeps = 0; if (scene) { surface->start_frame = scene->r.sfra; surface->end_frame = scene->r.efra; } else { surface->start_frame = 1; surface->end_frame = 250; } surface->spread_speed = 1.0f; surface->color_spread_speed = 1.0f; surface->shrink_speed = 1.0f; surface->wave_damping = 0.04f; surface->wave_speed = 1.0f; surface->wave_timescale = 1.0f; surface->wave_spring = 0.20f; surface->wave_smoothness = 1.0f; modifier_path_init(surface->image_output_path, sizeof(surface->image_output_path), "cache_dynamicpaint"); /* Using ID_BRUSH i18n context, as we have no physics/dpaint one for now... */ dynamicPaintSurface_setUniqueName(surface, CTX_DATA_(BLF_I18NCONTEXT_ID_BRUSH, "Surface")); surface->effector_weights = BKE_add_effector_weights(NULL); dynamicPaintSurface_updateType(surface); BLI_addtail(&canvas->surfaces, surface); return surface; } /* * Initialize modifier data */ bool dynamicPaint_createType(struct DynamicPaintModifierData *pmd, int type, struct Scene *scene) { if (pmd) { if (type == MOD_DYNAMICPAINT_TYPE_CANVAS) { DynamicPaintCanvasSettings *canvas; if (pmd->canvas) dynamicPaint_freeCanvas(pmd); canvas = pmd->canvas = MEM_callocN(sizeof(DynamicPaintCanvasSettings), "DynamicPaint Canvas"); if (!canvas) return false; canvas->pmd = pmd; canvas->dm = NULL; /* Create one surface */ if (!dynamicPaint_createNewSurface(canvas, scene)) return false; } else if (type == MOD_DYNAMICPAINT_TYPE_BRUSH) { DynamicPaintBrushSettings *brush; if (pmd->brush) dynamicPaint_freeBrush(pmd); brush = pmd->brush = MEM_callocN(sizeof(DynamicPaintBrushSettings), "DynamicPaint Paint"); if (!brush) return false; brush->pmd = pmd; brush->psys = NULL; brush->flags = MOD_DPAINT_ABS_ALPHA | MOD_DPAINT_RAMP_ALPHA; brush->collision = MOD_DPAINT_COL_VOLUME; brush->mat = NULL; brush->r = 0.15f; brush->g = 0.4f; brush->b = 0.8f; brush->alpha = 1.0f; brush->wetness = 1.0f; brush->paint_distance = 1.0f; brush->proximity_falloff = MOD_DPAINT_PRFALL_SMOOTH; brush->particle_radius = 0.2f; brush->particle_smooth = 0.05f; brush->wave_type = MOD_DPAINT_WAVEB_CHANGE; brush->wave_factor = 1.0f; brush->wave_clamp = 0.0f; brush->smudge_strength = 0.3f; brush->max_velocity = 1.0f; brush->dm = NULL; /* Paint proximity falloff colorramp. */ { CBData *ramp; brush->paint_ramp = add_colorband(false); if (!brush->paint_ramp) return false; ramp = brush->paint_ramp->data; /* Add default smooth-falloff ramp. */ ramp[0].r = ramp[0].g = ramp[0].b = ramp[0].a = 1.0f; ramp[0].pos = 0.0f; ramp[1].r = ramp[1].g = ramp[1].b = ramp[1].pos = 1.0f; ramp[1].a = 0.0f; pmd->brush->paint_ramp->tot = 2; } /* Brush velocity ramp. */ { CBData *ramp; brush->vel_ramp = add_colorband(false); if (!brush->vel_ramp) return false; ramp = brush->vel_ramp->data; ramp[0].r = ramp[0].g = ramp[0].b = ramp[0].a = ramp[0].pos = 0.0f; ramp[1].r = ramp[1].g = ramp[1].b = ramp[1].a = ramp[1].pos = 1.0f; brush->paint_ramp->tot = 2; } } } else { return false; } return true; } void dynamicPaint_Modifier_copy(struct DynamicPaintModifierData *pmd, struct DynamicPaintModifierData *tpmd) { /* Init modifier */ tpmd->type = pmd->type; if (pmd->canvas) dynamicPaint_createType(tpmd, MOD_DYNAMICPAINT_TYPE_CANVAS, NULL); if (pmd->brush) dynamicPaint_createType(tpmd, MOD_DYNAMICPAINT_TYPE_BRUSH, NULL); /* Copy data */ if (tpmd->canvas) { DynamicPaintSurface *surface; tpmd->canvas->pmd = tpmd; /* free default surface */ if (tpmd->canvas->surfaces.first) dynamicPaint_freeSurface(tpmd->canvas->surfaces.first); /* copy existing surfaces */ for (surface = pmd->canvas->surfaces.first; surface; surface = surface->next) { DynamicPaintSurface *t_surface = dynamicPaint_createNewSurface(tpmd->canvas, NULL); /* surface settings */ t_surface->brush_group = surface->brush_group; MEM_freeN(t_surface->effector_weights); t_surface->effector_weights = MEM_dupallocN(surface->effector_weights); BLI_strncpy(t_surface->name, surface->name, sizeof(t_surface->name)); t_surface->format = surface->format; t_surface->type = surface->type; t_surface->disp_type = surface->disp_type; t_surface->image_fileformat = surface->image_fileformat; t_surface->effect_ui = surface->effect_ui; t_surface->preview_id = surface->preview_id; t_surface->init_color_type = surface->init_color_type; t_surface->flags = surface->flags; t_surface->effect = surface->effect; t_surface->image_resolution = surface->image_resolution; t_surface->substeps = surface->substeps; t_surface->start_frame = surface->start_frame; t_surface->end_frame = surface->end_frame; copy_v4_v4(t_surface->init_color, surface->init_color); t_surface->init_texture = surface->init_texture; BLI_strncpy(t_surface->init_layername, surface->init_layername, sizeof(t_surface->init_layername)); t_surface->dry_speed = surface->dry_speed; t_surface->diss_speed = surface->diss_speed; t_surface->color_dry_threshold = surface->color_dry_threshold; t_surface->depth_clamp = surface->depth_clamp; t_surface->disp_factor = surface->disp_factor; t_surface->spread_speed = surface->spread_speed; t_surface->color_spread_speed = surface->color_spread_speed; t_surface->shrink_speed = surface->shrink_speed; t_surface->drip_vel = surface->drip_vel; t_surface->drip_acc = surface->drip_acc; t_surface->influence_scale = surface->influence_scale; t_surface->radius_scale = surface->radius_scale; t_surface->wave_damping = surface->wave_damping; t_surface->wave_speed = surface->wave_speed; t_surface->wave_timescale = surface->wave_timescale; t_surface->wave_spring = surface->wave_spring; t_surface->wave_smoothness = surface->wave_smoothness; BLI_strncpy(t_surface->uvlayer_name, surface->uvlayer_name, sizeof(t_surface->uvlayer_name)); BLI_strncpy(t_surface->image_output_path, surface->image_output_path, sizeof(t_surface->image_output_path)); BLI_strncpy(t_surface->output_name, surface->output_name, sizeof(t_surface->output_name)); BLI_strncpy(t_surface->output_name2, surface->output_name2, sizeof(t_surface->output_name2)); } dynamicPaint_resetPreview(tpmd->canvas); } else if (tpmd->brush) { DynamicPaintBrushSettings *brush = pmd->brush, *t_brush = tpmd->brush; t_brush->pmd = tpmd; t_brush->flags = brush->flags; t_brush->collision = brush->collision; t_brush->mat = brush->mat; t_brush->r = brush->r; t_brush->g = brush->g; t_brush->b = brush->b; t_brush->alpha = brush->alpha; t_brush->wetness = brush->wetness; t_brush->particle_radius = brush->particle_radius; t_brush->particle_smooth = brush->particle_smooth; t_brush->paint_distance = brush->paint_distance; t_brush->psys = brush->psys; if (brush->paint_ramp) memcpy(t_brush->paint_ramp, brush->paint_ramp, sizeof(ColorBand)); if (brush->vel_ramp) memcpy(t_brush->vel_ramp, brush->vel_ramp, sizeof(ColorBand)); t_brush->proximity_falloff = brush->proximity_falloff; t_brush->wave_type = brush->wave_type; t_brush->ray_dir = brush->ray_dir; t_brush->wave_factor = brush->wave_factor; t_brush->wave_clamp = brush->wave_clamp; t_brush->max_velocity = brush->max_velocity; t_brush->smudge_strength = brush->smudge_strength; } } /* allocates surface data depending on surface type */ static void dynamicPaint_allocateSurfaceType(DynamicPaintSurface *surface) { PaintSurfaceData *sData = surface->data; switch (surface->type) { case MOD_DPAINT_SURFACE_T_PAINT: sData->type_data = MEM_callocN(sizeof(PaintPoint) * sData->total_points, "DynamicPaintSurface Data"); break; case MOD_DPAINT_SURFACE_T_DISPLACE: sData->type_data = MEM_callocN(sizeof(float) * sData->total_points, "DynamicPaintSurface DepthData"); break; case MOD_DPAINT_SURFACE_T_WEIGHT: sData->type_data = MEM_callocN(sizeof(float) * sData->total_points, "DynamicPaintSurface WeightData"); break; case MOD_DPAINT_SURFACE_T_WAVE: sData->type_data = MEM_callocN(sizeof(PaintWavePoint) * sData->total_points, "DynamicPaintSurface WaveData"); break; } if (sData->type_data == NULL) setError(surface->canvas, N_("Not enough free memory")); } static int surface_usesAdjDistance(DynamicPaintSurface *surface) { if (surface->type == MOD_DPAINT_SURFACE_T_PAINT && surface->effect) return 1; if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) return 1; return 0; } static int surface_usesAdjData(DynamicPaintSurface *surface) { if (surface_usesAdjDistance(surface)) return 1; if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX && surface->flags & MOD_DPAINT_ANTIALIAS) { return 1; } else { return 0; } } /* initialize surface adjacency data */ static void dynamicPaint_initAdjacencyData(DynamicPaintSurface *surface, int force_init) { PaintSurfaceData *sData = surface->data; DerivedMesh *dm = surface->canvas->dm; PaintAdjData *ad; int *temp_data; int neigh_points = 0; if (!surface_usesAdjData(surface) && !force_init) return; if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { /* For vertex format, neighbors are connected by edges */ neigh_points = 2 * dm->getNumEdges(dm); } else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) neigh_points = sData->total_points * 8; if (!neigh_points) return; /* allocate memory */ ad = sData->adj_data = MEM_callocN(sizeof(PaintAdjData), "Surface Adj Data"); if (!ad) return; ad->n_index = MEM_callocN(sizeof(int) * sData->total_points, "Surface Adj Index"); ad->n_num = MEM_callocN(sizeof(int) * sData->total_points, "Surface Adj Counts"); temp_data = MEM_callocN(sizeof(int) * sData->total_points, "Temp Adj Data"); 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; /* in case of allocation error, free memory */ if (!ad->n_index || !ad->n_num || !ad->n_target || !temp_data) { dynamicPaint_freeAdjData(sData); if (temp_data) MEM_freeN(temp_data); setError(surface->canvas, N_("Not enough free memory")); return; } if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { int i; int n_pos; /* For vertex format, count every vertex that is connected by an edge */ int numOfEdges = dm->getNumEdges(dm); int numOfPolys = dm->getNumPolys(dm); struct MEdge *edge = dm->getEdgeArray(dm); struct MPoly *mpoly = dm->getPolyArray(dm); struct MLoop *mloop = dm->getLoopArray(dm); /* count number of edges per vertex */ for (i = 0; i < numOfEdges; i++) { ad->n_num[edge[i].v1]++; ad->n_num[edge[i].v2]++; temp_data[edge[i].v1]++; temp_data[edge[i].v2]++; } /* also add number of vertices to temp_data * to locate points on "mesh edge" */ for (i = 0; i < numOfPolys; i++) { int j = 0; for (; j < mpoly[i].totloop; j++) { temp_data[mloop[mpoly[i].loopstart + j].v]++; } } /* now check if total number of edges+faces for * each vertex is even, if not -> vertex is on mesh edge */ for (i = 0; i < sData->total_points; i++) { if ((temp_data[i] % 2) || (temp_data[i] < 4)) { ad->flags[i] |= ADJ_ON_MESH_EDGE; } /* reset temp data */ temp_data[i] = 0; } /* order n_index array */ n_pos = 0; for (i = 0; i < sData->total_points; i++) { ad->n_index[i] = n_pos; n_pos += ad->n_num[i]; } /* and now add neighbor data using that info */ for (i = 0; i < numOfEdges; i++) { /* first vertex */ int index = edge[i].v1; n_pos = ad->n_index[index] + temp_data[index]; ad->n_target[n_pos] = edge[i].v2; temp_data[index]++; /* second vertex */ index = edge[i].v2; n_pos = ad->n_index[index] + temp_data[index]; ad->n_target[n_pos] = edge[i].v1; temp_data[index]++; } } else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { /* for image sequences, only allocate memory. * bake initialization takes care of rest */ } MEM_freeN(temp_data); } static void dynamicPaint_setInitialColor(const Scene *scene, DynamicPaintSurface *surface) { PaintSurfaceData *sData = surface->data; PaintPoint *pPoint = (PaintPoint *)sData->type_data; DerivedMesh *dm = surface->canvas->dm; int i; const bool scene_color_manage = BKE_scene_check_color_management_enabled(scene); if (surface->type != MOD_DPAINT_SURFACE_T_PAINT) return; if (surface->init_color_type == MOD_DPAINT_INITIAL_NONE) return; /* Single color */ else if (surface->init_color_type == MOD_DPAINT_INITIAL_COLOR) { /* apply color to every surface point */ #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { copy_v3_v3(pPoint[i].color, surface->init_color); pPoint[i].alpha = surface->init_color[3]; } } /* UV mapped texture */ else if (surface->init_color_type == MOD_DPAINT_INITIAL_TEXTURE) { Tex *tex = surface->init_texture; MTFace *tface; MFace *mface = dm->getTessFaceArray(dm); int numOfFaces = dm->getNumTessFaces(dm); char uvname[MAX_CUSTOMDATA_LAYER_NAME]; if (!tex) return; /* get uv map */ CustomData_validate_layer_name(&dm->faceData, CD_MTFACE, surface->init_layername, uvname); tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname); if (!tface) return; /* for vertex surface loop through tfaces and find uv color * that provides highest alpha */ if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { struct ImagePool *pool = BKE_image_pool_new(); #pragma omp parallel for schedule(static) shared(pool) for (i = 0; i < numOfFaces; i++) { int numOfVert = (mface[i].v4) ? 4 : 3; float uv[3] = {0.0f}; int j; for (j = 0; j < numOfVert; j++) { TexResult texres = {0}; unsigned int *vert = (&mface[i].v1) + j; /* remap to -1.0 to 1.0 */ uv[0] = tface[i].uv[j][0] * 2.0f - 1.0f; uv[1] = tface[i].uv[j][1] * 2.0f - 1.0f; multitex_ext_safe(tex, uv, &texres, pool, scene_color_manage, false); if (texres.tin > pPoint[*vert].alpha) { copy_v3_v3(pPoint[*vert].color, &texres.tr); pPoint[*vert].alpha = texres.tin; } } } BKE_image_pool_free(pool); } else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data; int samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1; #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { float uv[9] = {0.0f}; float uv_final[3] = {0.0f}; int j; TexResult texres = {0}; /* collect all uvs */ for (j = 0; j < 3; j++) { int v = (f_data->uv_p[i].quad && j > 0) ? j + 1 : j; copy_v2_v2(&uv[j * 3], tface[f_data->uv_p[i].face_index].uv[v]); } /* interpolate final uv pos */ interp_v3_v3v3v3(uv_final, &uv[0], &uv[3], &uv[6], f_data->barycentricWeights[i * samples].v); /* remap to -1.0 to 1.0 */ uv_final[0] = uv_final[0] * 2.0f - 1.0f; uv_final[1] = uv_final[1] * 2.0f - 1.0f; multitex_ext_safe(tex, uv_final, &texres, NULL, scene_color_manage, false); /* apply color */ copy_v3_v3(pPoint[i].color, &texres.tr); pPoint[i].alpha = texres.tin; } } } /* vertex color layer */ else if (surface->init_color_type == MOD_DPAINT_INITIAL_VERTEXCOLOR) { /* for vertex surface, just copy colors from mcol */ if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { MLoop *mloop = dm->getLoopArray(dm); int numOfLoops = dm->getNumLoops(dm); MCol *col = CustomData_get_layer_named(&dm->loopData, CD_MLOOPCOL, surface->init_layername); if (!col) return; #pragma omp parallel for schedule(static) for (i = 0; i < numOfLoops; i++) { pPoint[mloop[i].v].color[0] = 1.0f / 255.f * (float)col[i].b; pPoint[mloop[i].v].color[1] = 1.0f / 255.f * (float)col[i].g; pPoint[mloop[i].v].color[2] = 1.0f / 255.f * (float)col[i].r; pPoint[mloop[i].v].alpha = 1.0f / 255.f * (float)col[i].a; } } else if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data; int samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1; MCol *col = CustomData_get_layer_named(&dm->faceData, CD_MCOL, surface->init_layername); if (!col) return; #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { int face_ind = f_data->uv_p[i].face_index; float colors[3][4] = {{0.0f, 0.0f, 0.0f, 0.0f}}; float final_color[4]; int j; /* collect color values */ for (j = 0; j < 3; j++) { int v = (f_data->uv_p[i].quad && j > 0) ? j + 1 : j; colors[j][0] = 1.0f / 255.f * (float)col[face_ind * 4 + v].b; colors[j][1] = 1.0f / 255.f * (float)col[face_ind * 4 + v].g; colors[j][2] = 1.0f / 255.f * (float)col[face_ind * 4 + v].r; colors[j][3] = 1.0f / 255.f * (float)col[face_ind * 4 + v].a; } /* interpolate final color */ interp_v4_v4v4v4(final_color, colors[0], colors[1], colors[2], f_data->barycentricWeights[i * samples].v); copy_v3_v3(pPoint[i].color, final_color); pPoint[i].alpha = final_color[3]; } } } } /* clears surface data back to zero */ void dynamicPaint_clearSurface(const Scene *scene, DynamicPaintSurface *surface) { PaintSurfaceData *sData = surface->data; if (sData && sData->type_data) { unsigned int data_size; if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) data_size = sizeof(PaintPoint); else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) data_size = sizeof(PaintWavePoint); else data_size = sizeof(float); memset(sData->type_data, 0, data_size * sData->total_points); /* set initial color */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) dynamicPaint_setInitialColor(scene, surface); if (sData->bData) sData->bData->clear = 1; } } /* completely (re)initializes surface (only for point cache types)*/ bool dynamicPaint_resetSurface(const Scene *scene, DynamicPaintSurface *surface) { int numOfPoints = dynamicPaint_surfaceNumOfPoints(surface); /* free existing data */ if (surface->data) dynamicPaint_freeSurfaceData(surface); /* don't reallocate for image sequence types. they get handled only on bake */ if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) return true; if (numOfPoints < 1) return false; /* allocate memory */ surface->data = MEM_callocN(sizeof(PaintSurfaceData), "PaintSurfaceData"); if (!surface->data) return false; /* allocate data depending on surface type and format */ surface->data->total_points = numOfPoints; dynamicPaint_allocateSurfaceType(surface); dynamicPaint_initAdjacencyData(surface, 0); /* set initial color */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) dynamicPaint_setInitialColor(scene, surface); return true; } /* make sure allocated surface size matches current requirements */ static bool dynamicPaint_checkSurfaceData(const Scene *scene, DynamicPaintSurface *surface) { if (!surface->data || ((dynamicPaint_surfaceNumOfPoints(surface) != surface->data->total_points))) { return dynamicPaint_resetSurface(scene, surface); } return true; } /***************************** Modifier processing ******************************/ /* apply displacing vertex surface to the derived mesh */ static void dynamicPaint_applySurfaceDisplace(DynamicPaintSurface *surface, DerivedMesh *result) { PaintSurfaceData *sData = surface->data; if (!sData || surface->format != MOD_DPAINT_SURFACE_F_VERTEX) return; /* displace paint */ if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) { MVert *mvert = result->getVertArray(result); int i; const float *value = (float *)sData->type_data; #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { float normal[3], val = value[i] * surface->disp_factor; normal_short_to_float_v3(normal, mvert[i].no); normalize_v3(normal); mvert[i].co[0] -= normal[0] * val; mvert[i].co[1] -= normal[1] * val; mvert[i].co[2] -= normal[2] * val; } } } /* * Apply canvas data to the object derived mesh */ static DerivedMesh *dynamicPaint_Modifier_apply(DynamicPaintModifierData *pmd, Object *ob, DerivedMesh *dm) { DerivedMesh *result = CDDM_copy(dm); if (pmd->canvas && !(pmd->canvas->flags & MOD_DPAINT_BAKING)) { DynamicPaintSurface *surface; bool update_normals = false; /* loop through surfaces */ for (surface = pmd->canvas->surfaces.first; surface; surface = surface->next) { PaintSurfaceData *sData = surface->data; if (surface->format != MOD_DPAINT_SURFACE_F_IMAGESEQ && sData) { if (!(surface->flags & (MOD_DPAINT_ACTIVE))) continue; /* process vertex surface previews */ if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { /* vertex color paint */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { int i; PaintPoint *pPoint = (PaintPoint *)sData->type_data; MLoopCol *col = NULL; MLoop *mloop = CDDM_get_loops(result); int totloop = result->numLoopData; /* paint is stored on dry and wet layers, so mix final color first */ float *fcolor = MEM_callocN(sizeof(float) * sData->total_points * 4, "Temp paint color"); #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { /* blend dry and wet layer */ blendColors(pPoint[i].color, pPoint[i].alpha, pPoint[i].e_color, pPoint[i].e_alpha, &fcolor[i * 4]); } /* viewport preview */ if (surface->flags & MOD_DPAINT_PREVIEW) { MPoly *mp = CDDM_get_polys(result); int totpoly = result->numPolyData; #if 0 /* XXX We have to create a CD_PREVIEW_MCOL, else it might sigsev * (after a SubSurf mod, eg)... */ if (!result->getTessFaceDataArray(result, CD_PREVIEW_MCOL)) { int numFaces = result->getNumTessFaces(result); CustomData_add_layer(&result->faceData, CD_PREVIEW_MCOL, CD_CALLOC, NULL, numFaces); } #endif /* Save preview results to weight layer to be * able to share same drawing methods */ col = CustomData_get_layer(&result->loopData, CD_PREVIEW_MLOOPCOL); if (!col) col = CustomData_add_layer(&result->loopData, CD_PREVIEW_MLOOPCOL, CD_CALLOC, NULL, totloop); if (col) { #pragma omp parallel for schedule(static) for (i = 0; i < totpoly; i++) { int j = 0; Material *material = give_current_material(ob, mp[i].mat_nr + 1); for (; j < mp[i].totloop; j++) { int l_index = mp[i].loopstart + j; int v_index = mloop[l_index].v; if (surface->preview_id == MOD_DPAINT_SURFACE_PREV_PAINT) { float c[3]; v_index *= 4; /* Apply material color as base vertex color for preview */ col[l_index].a = 255; if (material) { c[0] = material->r; c[1] = material->g; c[2] = material->b; } else { /* default gray */ c[0] = 0.65f; c[1] = 0.65f; c[2] = 0.65f; } /* mix surface color */ interp_v3_v3v3(c, c, &fcolor[v_index], fcolor[v_index + 3]); rgb_float_to_uchar((unsigned char *)&col[l_index].r, c); } else { col[l_index].r = col[l_index].g = col[l_index].b = FTOCHAR(pPoint[v_index].wetness); col[l_index].a = 255; } } } } } /* save layer data to output layer */ /* paint layer */ col = CustomData_get_layer_named(&result->loopData, CD_MLOOPCOL, surface->output_name); /* if output layer is lost from a constructive modifier, re-add it */ if (!col && dynamicPaint_outputLayerExists(surface, ob, 0)) col = CustomData_add_layer_named(&result->loopData, CD_MLOOPCOL, CD_CALLOC, NULL, totloop, surface->output_name); /* apply color */ if (col) { #pragma omp parallel for schedule(static) for (i = 0; i < totloop; i++) { int index = mloop[i].v * 4; rgb_float_to_uchar((unsigned char *)&col[i].r, &fcolor[index]); col[i].a = FTOCHAR(fcolor[index + 3]); /* IS THIS NEEDED? */ } } MEM_freeN(fcolor); /* wet layer */ col = CustomData_get_layer_named(&result->loopData, CD_MLOOPCOL, surface->output_name2); /* if output layer is lost from a constructive modifier, re-add it */ if (!col && dynamicPaint_outputLayerExists(surface, ob, 1)) col = CustomData_add_layer_named(&result->loopData, CD_MLOOPCOL, CD_CALLOC, NULL, totloop, surface->output_name2); /* apply color */ if (col) { #pragma omp parallel for schedule(static) for (i = 0; i < totloop; i++) { int index = mloop[i].v; col[i].r = col[i].g = col[i].b = FTOCHAR(pPoint[index].wetness); col[i].a = 255; } } /* Mark tessellated CD layers as dirty. */ result->dirty |= DM_DIRTY_TESS_CDLAYERS; } /* vertex group paint */ else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) { int defgrp_index = defgroup_name_index(ob, surface->output_name); MDeformVert *dvert = result->getVertDataArray(result, CD_MDEFORMVERT); float *weight = (float *)sData->type_data; /* viewport preview */ if (surface->flags & MOD_DPAINT_PREVIEW) { /* Save preview results to weight layer to be * able to share same drawing methods. * Note this func also sets DM_DIRTY_TESS_CDLAYERS flag! */ DM_update_weight_mcol(ob, result, 0, weight, 0, NULL); } /* 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); if (defgrp_index != -1 && dvert) { int i; for (i = 0; i < sData->total_points; i++) { MDeformVert *dv = &dvert[i]; MDeformWeight *def_weight = defvert_find_index(dv, defgrp_index); /* skip if weight value is 0 and no existing weight is found */ if ((def_weight != NULL) || (weight[i] != 0.0f)) { /* if not found, add a weight for it */ if (def_weight == NULL) { def_weight = defvert_verify_index(dv, defgrp_index); } /* set weight value */ def_weight->weight = weight[i]; } } } } /* wave simulation */ else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) { MVert *mvert = result->getVertArray(result); int i; PaintWavePoint *wPoint = (PaintWavePoint *)sData->type_data; #pragma omp parallel for schedule(static) for (i = 0; i < sData->total_points; i++) { float normal[3]; normal_short_to_float_v3(normal, mvert[i].no); madd_v3_v3fl(mvert[i].co, normal, wPoint[i].height); } update_normals = true; } /* displace */ if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) { dynamicPaint_applySurfaceDisplace(surface, result); update_normals = true; } } } } if (update_normals) { result->dirty |= DM_DIRTY_NORMALS; } } /* make a copy of dm to use as brush data */ if (pmd->brush) { if (pmd->brush->dm) pmd->brush->dm->release(pmd->brush->dm); pmd->brush->dm = CDDM_copy(result); } return result; } /* update cache frame range */ void dynamicPaint_cacheUpdateFrames(DynamicPaintSurface *surface) { if (surface->pointcache) { surface->pointcache->startframe = surface->start_frame; surface->pointcache->endframe = surface->end_frame; } } static void canvas_copyDerivedMesh(DynamicPaintCanvasSettings *canvas, DerivedMesh *dm) { if (canvas->dm) { canvas->dm->release(canvas->dm); } canvas->dm = CDDM_copy(dm); } /* * Updates derived mesh copy and processes dynamic paint step / caches. */ static void dynamicPaint_frameUpdate(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm) { if (pmd->canvas) { DynamicPaintCanvasSettings *canvas = pmd->canvas; DynamicPaintSurface *surface = canvas->surfaces.first; /* update derived mesh copy */ canvas_copyDerivedMesh(canvas, dm); /* in case image sequence baking, stop here */ if (canvas->flags & MOD_DPAINT_BAKING) return; /* loop through surfaces */ for (; surface; surface = surface->next) { int current_frame = (int)scene->r.cfra; bool no_surface_data; /* free bake data if not required anymore */ surface_freeUnusedData(surface); /* image sequences are handled by bake operator */ if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) continue; if (!(surface->flags & MOD_DPAINT_ACTIVE)) continue; /* make sure surface is valid */ no_surface_data = surface->data == NULL; if (!dynamicPaint_checkSurfaceData(scene, surface)) continue; /* limit frame range */ CLAMP(current_frame, surface->start_frame, surface->end_frame); if (no_surface_data || current_frame != surface->current_frame || (int)scene->r.cfra == surface->start_frame) { PointCache *cache = surface->pointcache; PTCacheID pid; surface->current_frame = current_frame; /* read point cache */ BKE_ptcache_id_from_dynamicpaint(&pid, ob, surface); pid.cache->startframe = surface->start_frame; pid.cache->endframe = surface->end_frame; BKE_ptcache_id_time(&pid, scene, (float)scene->r.cfra, NULL, NULL, NULL); /* reset non-baked cache at first frame */ if ((int)scene->r.cfra == surface->start_frame && !(cache->flag & PTCACHE_BAKED)) { cache->flag |= PTCACHE_REDO_NEEDED; BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED); cache->flag &= ~PTCACHE_REDO_NEEDED; } /* try to read from cache */ if (BKE_ptcache_read(&pid, (float)scene->r.cfra)) { BKE_ptcache_validate(cache, (int)scene->r.cfra); } /* if read failed and we're on surface range do recalculate */ else if ((int)scene->r.cfra == current_frame && !(cache->flag & PTCACHE_BAKED)) { /* calculate surface frame */ canvas->flags |= MOD_DPAINT_BAKING; dynamicPaint_calculateFrame(surface, scene, ob, current_frame); canvas->flags &= ~MOD_DPAINT_BAKING; /* restore canvas derivedmesh if required */ if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE && surface->flags & MOD_DPAINT_DISP_INCREMENTAL && surface->next) { canvas_copyDerivedMesh(canvas, dm); } BKE_ptcache_validate(cache, surface->current_frame); BKE_ptcache_write(&pid, surface->current_frame); } } } } } /* Modifier call. Processes dynamic paint modifier step. */ DerivedMesh *dynamicPaint_Modifier_do(DynamicPaintModifierData *pmd, Scene *scene, Object *ob, DerivedMesh *dm) { /* For now generate tessfaces in every case * XXX - move/remove when most of dpaint functions are converted to use bmesh types */ DM_ensure_tessface(dm); /* Update canvas data for a new frame */ dynamicPaint_frameUpdate(pmd, scene, ob, dm); /* Return output mesh */ return dynamicPaint_Modifier_apply(pmd, ob, dm); } /***************************** Image Sequence / UV Image Surface Calls ******************************/ /* * Tries to find the neighboring pixel in given (uv space) direction. * Result is used by effect system to move paint on the surface. * * px, py : origin pixel x and y * n_index : lookup direction index (use neighX, neighY to get final index) */ static int dynamicPaint_findNeighbourPixel(PaintUVPoint *tempPoints, DerivedMesh *dm, const char *uvname, int w, int h, int px, int py, int n_index) { /* Note: Current method only uses polygon edges to detect neighboring pixels. * -> It doesn't always lead to the optimum pixel but is accurate enough * and faster/simpler than including possible face tip point links) */ int x, y; PaintUVPoint *tPoint = NULL; PaintUVPoint *cPoint = NULL; /* shift position by given n_index */ x = px + neighX[n_index]; y = py + neighY[n_index]; if (x < 0 || x >= w) return OUT_OF_TEXTURE; if (y < 0 || y >= h) return OUT_OF_TEXTURE; tPoint = &tempPoints[x + w * y]; /* UV neighbor */ cPoint = &tempPoints[px + w * py]; /* Origin point */ /* * Check if shifted point is on same face -> it's a correct neighbor * (and if it isn't marked as an "edge pixel") */ if ((tPoint->face_index == cPoint->face_index) && (tPoint->neighbour_pixel == -1)) return (x + w * y); /* * Even if shifted point is on another face * -> use this point. * * !! Replace with "is uv faces linked" check !! * This should work fine as long as uv island * margin is > 1 pixel. */ if ((tPoint->face_index != -1) && (tPoint->neighbour_pixel == -1)) { return (x + w * y); } /* * If we get here, the actual neighboring pixel * is located on a non-linked uv face, and we have to find * it's "real" position. * * Simple neighboring face finding algorithm: * - find closest uv edge to shifted pixel and get * the another face that shares that edge * - find corresponding position of that new face edge * in uv space * * TODO: Implement something more accurate / optimized? */ { int numOfFaces = dm->getNumTessFaces(dm); MFace *mface = dm->getTessFaceArray(dm); MTFace *tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname); /* Get closest edge to that subpixel on UV map */ { float pixel[2]; /* distances only used for comparison */ float dist_squared, t_dist_squared; int i, uindex[3], edge1_index, edge2_index, e1_index, e2_index, target_face; float closest_point[2], lambda, dir_vec[2]; int target_uv1, target_uv2, 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; /* Get uv indexes for current face part */ if (cPoint->quad) { uindex[0] = 0; uindex[1] = 2; uindex[2] = 3; } else { uindex[0] = 0; uindex[1] = 1; uindex[2] = 2; } /* * Find closest edge to that pixel */ /* Dist to first edge */ e1_index = cPoint->v1; e2_index = cPoint->v2; edge1_index = uindex[0]; edge2_index = uindex[1]; dist_squared = dist_squared_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[edge1_index], tface[cPoint->face_index].uv[edge2_index]); /* Dist to second edge */ t_dist_squared = dist_squared_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[uindex[1]], tface[cPoint->face_index].uv[uindex[2]]); if (t_dist_squared < dist_squared) { e1_index = cPoint->v2; e2_index = cPoint->v3; edge1_index = uindex[1]; edge2_index = uindex[2]; dist_squared = t_dist_squared; } /* Dist to third edge */ t_dist_squared = dist_squared_to_line_segment_v2(pixel, tface[cPoint->face_index].uv[uindex[2]], tface[cPoint->face_index].uv[uindex[0]]); if (t_dist_squared < dist_squared) { e1_index = cPoint->v3; e2_index = cPoint->v1; edge1_index = uindex[2]; edge2_index = uindex[0]; dist_squared = t_dist_squared; } /* * Now find another face that is linked to that edge */ target_face = -1; for (i = 0; i < numOfFaces; i++) { /* * Check if both edge vertices share this face */ int v4 = (mface[i].v4) ? mface[i].v4 : -1; if ((e1_index == mface[i].v1 || e1_index == mface[i].v2 || e1_index == mface[i].v3 || e1_index == v4) && (e2_index == mface[i].v1 || e2_index == mface[i].v2 || e2_index == mface[i].v3 || e2_index == v4)) { if (i == cPoint->face_index) continue; target_face = i; /* * Get edge UV index */ if (e1_index == mface[i].v1) target_uv1 = 0; else if (e1_index == mface[i].v2) target_uv1 = 1; else if (e1_index == mface[i].v3) target_uv1 = 2; else target_uv1 = 3; if (e2_index == mface[i].v1) target_uv2 = 0; else if (e2_index == mface[i].v2) target_uv2 = 1; else if (e2_index == mface[i].v3) target_uv2 = 2; else target_uv2 = 3; break; } } /* If none found pixel is on mesh edge */ if (target_face == -1) return ON_MESH_EDGE; /* * If target face is connected in UV space as well, just use original index */ s_uv1 = (float *)tface[cPoint->face_index].uv[edge1_index]; s_uv2 = (float *)tface[cPoint->face_index].uv[edge2_index]; t_uv1 = (float *)tface[target_face].uv[target_uv1]; t_uv2 = (float *)tface[target_face].uv[target_uv2]; //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]); 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]) )) { return ((px + neighX[n_index]) + w * (py + neighY[n_index])); } /* * Find a point that is relatively at same edge position * on this other face UV */ lambda = closest_to_line_v2(closest_point, pixel, tface[cPoint->face_index].uv[edge1_index], tface[cPoint->face_index].uv[edge2_index]); if (lambda < 0.0f) lambda = 0.0f; if (lambda > 1.0f) lambda = 1.0f; sub_v2_v2v2(dir_vec, tface[target_face].uv[target_uv2], tface[target_face].uv[target_uv1]); mul_v2_fl(dir_vec, lambda); copy_v2_v2(pixel, tface[target_face].uv[target_uv1]); add_v2_v2(pixel, dir_vec); pixel[0] = (pixel[0] * (float)w) - 0.5f; pixel[1] = (pixel[1] * (float)h) - 0.5f; final_pixel[0] = (int)floor(pixel[0]); final_pixel[1] = (int)floor(pixel[1]); /* If current pixel uv is outside of texture */ if (final_pixel[0] < 0 || final_pixel[0] >= w) return OUT_OF_TEXTURE; if (final_pixel[1] < 0 || final_pixel[1] >= h) return OUT_OF_TEXTURE; 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].face_index != target_face) return NOT_FOUND; /* * If final point is an "edge pixel", use it's "real" neighbor instead */ if (tempPoints[final_index].neighbour_pixel != -1) final_index = cPoint->neighbour_pixel; return final_index; } } } /* * Create a surface for uv image sequence format */ int dynamicPaint_createUVSurface(Scene *scene, DynamicPaintSurface *surface) { /* Antialias jitter point relative coords */ const float jitter5sample[10] = { 0.0f, 0.0f, -0.2f, -0.4f, 0.2f, 0.4f, 0.4f, -0.2f, -0.4f, 0.3f, }; int ty; int w, h; int numOfFaces; char uvname[MAX_CUSTOMDATA_LAYER_NAME]; int active_points = 0; int error = 0; PaintSurfaceData *sData; DynamicPaintCanvasSettings *canvas = surface->canvas; DerivedMesh *dm = canvas->dm; PaintUVPoint *tempPoints = NULL; Vec3f *tempWeights = NULL; MFace *mface = NULL; MTFace *tface = NULL; Bounds2D *faceBB = NULL; int *final_index; int aa_samples; if (!dm) return setError(canvas, N_("Canvas mesh not updated")); if (surface->format != MOD_DPAINT_SURFACE_F_IMAGESEQ) return setError(canvas, N_("Cannot bake non-'image sequence' formats")); numOfFaces = dm->getNumTessFaces(dm); mface = dm->getTessFaceArray(dm); /* get uv map */ CustomData_validate_layer_name(&dm->faceData, CD_MTFACE, surface->uvlayer_name, uvname); tface = CustomData_get_layer_named(&dm->faceData, CD_MTFACE, uvname); /* Check for validity */ if (!tface) return setError(canvas, N_("No UV data on canvas")); if (surface->image_resolution < 16 || surface->image_resolution > 8192) return setError(canvas, N_("Invalid resolution")); w = h = surface->image_resolution; /* * Start generating the surface */ printf("DynamicPaint: Preparing UV surface of %ix%i pixels and %i faces.\n", w, h, numOfFaces); /* Init data struct */ if (surface->data) dynamicPaint_freeSurfaceData(surface); sData = surface->data = MEM_callocN(sizeof(PaintSurfaceData), "PaintSurfaceData"); if (!surface->data) return setError(canvas, N_("Not enough free memory")); aa_samples = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1; tempPoints = (struct PaintUVPoint *) MEM_callocN(w * h * sizeof(struct PaintUVPoint), "Temp PaintUVPoint"); if (!tempPoints) error = 1; final_index = (int *) MEM_callocN(w * h * sizeof(int), "Temp UV Final Indexes"); if (!final_index) error = 1; tempWeights = (struct Vec3f *) MEM_mallocN(w * h * aa_samples * sizeof(struct Vec3f), "Temp bWeights"); if (!tempWeights) error = 1; /* * Generate a temporary bounding box array for UV faces to optimize * the pixel-inside-a-face search. */ if (!error) { faceBB = (struct Bounds2D *) MEM_mallocN(numOfFaces * sizeof(struct Bounds2D), "MPCanvasFaceBB"); if (!faceBB) error = 1; } if (!error) for (ty = 0; ty < numOfFaces; ty++) { int numOfVert = (mface[ty].v4) ? 4 : 3; int i; copy_v2_v2(faceBB[ty].min, tface[ty].uv[0]); copy_v2_v2(faceBB[ty].max, tface[ty].uv[0]); for (i = 1; i < numOfVert; i++) { if (tface[ty].uv[i][0] < faceBB[ty].min[0]) faceBB[ty].min[0] = tface[ty].uv[i][0]; if (tface[ty].uv[i][1] < faceBB[ty].min[1]) faceBB[ty].min[1] = tface[ty].uv[i][1]; if (tface[ty].uv[i][0] > faceBB[ty].max[0]) faceBB[ty].max[0] = tface[ty].uv[i][0]; if (tface[ty].uv[i][1] > faceBB[ty].max[1]) faceBB[ty].max[1] = tface[ty].uv[i][1]; } } /* * Loop through every pixel and check * if pixel is uv-mapped on a canvas face. */ if (!error) { #pragma omp parallel for schedule(static) for (ty = 0; ty < h; ty++) { int tx; for (tx = 0; tx < w; tx++) { int i, sample; int index = tx + w * ty; PaintUVPoint *tPoint = (&tempPoints[index]); short isInside = 0; /* if point is inside a uv face */ float d1[2], d2[2], d3[2], point[5][2]; float dot00, dot01, dot02, dot11, dot12, invDenom, u, v; /* Init per pixel settings */ tPoint->face_index = -1; tPoint->neighbour_pixel = -1; tPoint->pixel_index = index; /* Actual pixel center, used when collision is found */ point[0][0] = ((float)tx + 0.5f) / w; point[0][1] = ((float)ty + 0.5f) / h; /* * A pixel middle sample isn't enough to find very narrow polygons * So using 4 samples of each corner too */ point[1][0] = ((float)tx) / w; point[1][1] = ((float)ty) / h; point[2][0] = ((float)tx + 1) / w; point[2][1] = ((float)ty) / h; point[3][0] = ((float)tx) / w; point[3][1] = ((float)ty + 1) / h; point[4][0] = ((float)tx + 1) / w; point[4][1] = ((float)ty + 1) / h; /* Loop through samples, starting from middle point */ for (sample = 0; sample < 5; sample++) { /* Loop through every face in the mesh */ for (i = 0; i < numOfFaces; i++) { /* Check uv bb */ if (faceBB[i].min[0] > (point[sample][0])) continue; if (faceBB[i].min[1] > (point[sample][1])) continue; if (faceBB[i].max[0] < (point[sample][0])) continue; if (faceBB[i].max[1] < (point[sample][1])) continue; /* Calculate point inside a triangle check * for uv0, 1, 2 */ sub_v2_v2v2(d1, tface[i].uv[2], tface[i].uv[0]); // uv2 - uv0 sub_v2_v2v2(d2, tface[i].uv[1], tface[i].uv[0]); // uv1 - uv0 sub_v2_v2v2(d3, point[sample], tface[i].uv[0]); // point - uv0 dot00 = d1[0] * d1[0] + d1[1] * d1[1]; dot01 = d1[0] * d2[0] + d1[1] * d2[1]; dot02 = d1[0] * d3[0] + d1[1] * d3[1]; dot11 = d2[0] * d2[0] + d2[1] * d2[1]; dot12 = d2[0] * d3[0] + d2[1] * d3[1]; invDenom = (dot00 * dot11 - dot01 * dot01); invDenom = invDenom ? 1.0f / invDenom : 1.0f; u = (dot11 * dot02 - dot01 * dot12) * invDenom; v = (dot00 * dot12 - dot01 * dot02) * invDenom; if ((u > 0) && (v > 0) && (u + v < 1)) { isInside = 1; } /* is inside a triangle */ /* If collision wasn't found but the face is a quad * do another check for the second half */ if ((!isInside) && mface[i].v4) { /* change d2 to test the other half */ sub_v2_v2v2(d2, tface[i].uv[3], tface[i].uv[0]); // uv3 - uv0 /* test again */ dot00 = d1[0] * d1[0] + d1[1] * d1[1]; dot01 = d1[0] * d2[0] + d1[1] * d2[1]; dot02 = d1[0] * d3[0] + d1[1] * d3[1]; dot11 = d2[0] * d2[0] + d2[1] * d2[1]; dot12 = d2[0] * d3[0] + d2[1] * d3[1]; invDenom = (dot00 * dot11 - dot01 * dot01); invDenom = invDenom ? 1.0f / invDenom : 1.0f; u = (dot11 * dot02 - dot01 * dot12) * invDenom; v = (dot00 * dot12 - dot01 * dot02) * invDenom; if ((u > 0) && (v > 0) && (u + v < 1)) { isInside = 2; } /* is inside the second half of the quad */ } /* * If point was inside the face */ if (isInside != 0) { float uv1co[2], uv2co[2], uv3co[2], uv[2]; int j; /* Get triagnle uvs */ if (isInside == 1) { copy_v2_v2(uv1co, tface[i].uv[0]); copy_v2_v2(uv2co, tface[i].uv[1]); copy_v2_v2(uv3co, tface[i].uv[2]); } else { copy_v2_v2(uv1co, tface[i].uv[0]); copy_v2_v2(uv2co, tface[i].uv[2]); copy_v2_v2(uv3co, tface[i].uv[3]); } /* Add b-weights per anti-aliasing sample */ for (j = 0; j < aa_samples; j++) { uv[0] = point[0][0] + jitter5sample[j * 2] / w; uv[1] = point[0][1] + jitter5sample[j * 2 + 1] / h; barycentric_weights_v2(uv1co, uv2co, uv3co, uv, tempWeights[index * aa_samples + j].v); } /* Set surface point face values */ tPoint->face_index = i; /* face index */ tPoint->quad = (isInside == 2) ? 1 : 0; /* quad or tri part*/ /* save vertex indexes */ tPoint->v1 = mface[i].v1; tPoint->v2 = (isInside == 2) ? mface[i].v3 : mface[i].v2; tPoint->v3 = (isInside == 2) ? mface[i].v4 : mface[i].v3; sample = 5; /* make sure we exit sample loop as well */ break; } } } /* sample loop */ } } /* * Now loop through every pixel that was left without index * and find if they have neighboring pixels that have an index. * If so use that polygon as pixel surface. * (To avoid seams on uv island edges) */ #pragma omp parallel for schedule(static) for (ty = 0; ty < h; ty++) { int tx; for (tx = 0; tx < w; tx++) { int index = tx + w * ty; PaintUVPoint *tPoint = (&tempPoints[index]); /* If point isn't't on canvas mesh */ if (tPoint->face_index == -1) { int u_min, u_max, v_min, v_max; int u, v, ind; float point[2]; /* get loop area */ u_min = (tx > 0) ? -1 : 0; u_max = (tx < (w - 1)) ? 1 : 0; v_min = (ty > 0) ? -1 : 0; v_max = (ty < (h - 1)) ? 1 : 0; point[0] = ((float)tx + 0.5f) / w; point[1] = ((float)ty + 0.5f) / h; /* search through defined area for neighbor */ for (u = u_min; u <= u_max; u++) for (v = v_min; v <= v_max; v++) { /* if not this pixel itself */ if (u != 0 || v != 0) { ind = (tx + u) + w * (ty + v); /* if neighbor has index */ if (tempPoints[ind].face_index != -1) { float uv1co[2], uv2co[2], uv3co[2], uv[2]; int i = tempPoints[ind].face_index, j; /* Now calculate pixel data for this pixel as it was on polygon surface */ if (!tempPoints[ind].quad) { copy_v2_v2(uv1co, tface[i].uv[0]); copy_v2_v2(uv2co, tface[i].uv[1]); copy_v2_v2(uv3co, tface[i].uv[2]); } else { copy_v2_v2(uv1co, tface[i].uv[0]); copy_v2_v2(uv2co, tface[i].uv[2]); copy_v2_v2(uv3co, tface[i].uv[3]); } /* Add b-weights per anti-aliasing sample */ for (j = 0; j < aa_samples; j++) { uv[0] = point[0] + jitter5sample[j * 2] / w; uv[1] = point[1] + jitter5sample[j * 2 + 1] / h; barycentric_weights_v2(uv1co, uv2co, uv3co, uv, tempWeights[index * aa_samples + j].v); } /* Set values */ tPoint->neighbour_pixel = ind; // face index tPoint->quad = tempPoints[ind].quad; // quad or tri /* save vertex indexes */ tPoint->v1 = mface[i].v1; tPoint->v2 = (tPoint->quad) ? mface[i].v3 : mface[i].v2; tPoint->v3 = (tPoint->quad) ? mface[i].v4 : mface[i].v3; u = u_max + 1; /* make sure we exit outer loop as well */ break; } } } } } } /* * When base loop is over convert found neighbor indexes to real ones * Also count the final number of active surface points */ for (ty = 0; ty < h; ty++) { int tx; for (tx = 0; tx < w; tx++) { int index = tx + w * ty; PaintUVPoint *tPoint = (&tempPoints[index]); if (tPoint->face_index == -1 && tPoint->neighbour_pixel != -1) tPoint->face_index = tempPoints[tPoint->neighbour_pixel].face_index; if (tPoint->face_index != -1) active_points++; } } /* Generate surface adjacency data. */ { int i, cursor = 0; /* Create a temporary array of final indexes (before unassigned * pixels have been dropped) */ for (i = 0; i < w * h; i++) { if (tempPoints[i].face_index != -1) { final_index[i] = cursor; cursor++; } } /* allocate memory */ sData->total_points = w * h; dynamicPaint_initAdjacencyData(surface, 1); if (sData->adj_data) { PaintAdjData *ed = sData->adj_data; unsigned int n_pos = 0; for (ty = 0; ty < h; ty++) { int tx; for (tx = 0; tx < w; tx++) { int i, index = tx + w * ty; if (tempPoints[index].face_index != -1) { ed->n_index[final_index[index]] = n_pos; ed->n_num[final_index[index]] = 0; for (i = 0; i < 8; i++) { /* Try to find a neighboring pixel in defined direction * If not found, -1 is returned */ int n_target = dynamicPaint_findNeighbourPixel(tempPoints, dm, uvname, w, h, tx, ty, i); if (n_target >= 0) { ed->n_target[n_pos] = final_index[n_target]; ed->n_num[final_index[index]]++; n_pos++; } else if (n_target == ON_MESH_EDGE || n_target == OUT_OF_TEXTURE) { ed->flags[final_index[index]] |= ADJ_ON_MESH_EDGE; } } } } } } } /* Create final surface data without inactive points */ { ImgSeqFormatData *f_data = MEM_callocN(sizeof(struct ImgSeqFormatData), "ImgSeqFormatData"); if (f_data) { f_data->uv_p = MEM_callocN(active_points * sizeof(struct PaintUVPoint), "PaintUVPoint"); f_data->barycentricWeights = MEM_callocN(active_points * aa_samples * sizeof(struct Vec3f), "PaintUVPoint"); if (!f_data->uv_p || !f_data->barycentricWeights) error = 1; } else { error = 1; } sData->total_points = active_points; /* in case of allocation error, free everything */ if (error) { if (f_data) { if (f_data->uv_p) MEM_freeN(f_data->uv_p); if (f_data->barycentricWeights) MEM_freeN(f_data->barycentricWeights); MEM_freeN(f_data); } } else { int index, cursor = 0; sData->total_points = active_points; sData->format_data = f_data; for (index = 0; index < (w * h); index++) { if (tempPoints[index].face_index != -1) { memcpy(&f_data->uv_p[cursor], &tempPoints[index], sizeof(PaintUVPoint)); memcpy(&f_data->barycentricWeights[cursor * aa_samples], &tempWeights[index * aa_samples], sizeof(Vec3f) * aa_samples); cursor++; } } } } } if (error == 1) setError(canvas, N_("Not enough free memory")); if (faceBB) MEM_freeN(faceBB); if (tempPoints) MEM_freeN(tempPoints); if (tempWeights) MEM_freeN(tempWeights); if (final_index) MEM_freeN(final_index); /* Init surface type data */ if (!error) { dynamicPaint_allocateSurfaceType(surface); #if 0 /* ----------------------------------------------------------------- * For debug, output pixel statuses to the color map * -----------------------------------------------------------------*/ #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data; PaintUVPoint *uvPoint = &((PaintUVPoint *)f_data->uv_p)[index]; PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index]; pPoint->alpha = 1.0f; /* Every pixel that is assigned as "edge pixel" gets blue color */ if (uvPoint->neighbour_pixel != -1) pPoint->color[2] = 1.0f; /* and every pixel that finally got an polygon gets red color */ if (uvPoint->face_index != -1) pPoint->color[0] = 1.0f; /* green color shows pixel face index hash */ if (uvPoint->face_index != -1) pPoint->color[1] = (float)(uvPoint->face_index % 255) / 256.0f; } #endif dynamicPaint_setInitialColor(scene, surface); } return (error == 0); } /* * Outputs an image file from uv surface data. */ void dynamicPaint_outputSurfaceImage(DynamicPaintSurface *surface, char *filename, short output_layer) { int index; ImBuf *ibuf = NULL; PaintSurfaceData *sData = surface->data; ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data; /* OpenEXR or PNG */ int format = (surface->image_fileformat & MOD_DPAINT_IMGFORMAT_OPENEXR) ? R_IMF_IMTYPE_OPENEXR : R_IMF_IMTYPE_PNG; char output_file[FILE_MAX]; if (!sData->type_data) { setError(surface->canvas, N_("Image save failed: invalid surface")); return; } /* if selected format is openexr, but current build doesnt support one */ #ifndef WITH_OPENEXR if (format == R_IMF_IMTYPE_OPENEXR) format = R_IMF_IMTYPE_PNG; #endif BLI_strncpy(output_file, filename, sizeof(output_file)); BKE_image_path_ensure_ext_from_imtype(output_file, format); /* Validate output file path */ BLI_path_abs(output_file, G.main->name); BLI_make_existing_file(output_file); /* Init image buffer */ ibuf = IMB_allocImBuf(surface->image_resolution, surface->image_resolution, 32, IB_rectfloat); if (ibuf == NULL) { setError(surface->canvas, N_("Image save failed: not enough free memory")); return; } #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { int pos = f_data->uv_p[index].pixel_index * 4; /* image buffer position */ /* Set values of preferred type */ if (output_layer == 1) { /* wetmap */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { PaintPoint *point = &((PaintPoint *)sData->type_data)[index]; float value = (point->wetness > 1.0f) ? 1.0f : point->wetness; ibuf->rect_float[pos] = value; ibuf->rect_float[pos + 1] = value; ibuf->rect_float[pos + 2] = value; ibuf->rect_float[pos + 3] = 1.0f; } } else if (output_layer == 0) { /* Paintmap */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { PaintPoint *point = &((PaintPoint *)sData->type_data)[index]; /* blend wet and dry layers */ blendColors(point->color, point->alpha, point->e_color, point->e_alpha, &ibuf->rect_float[pos]); /* Multiply color by alpha if enabled */ if (surface->flags & MOD_DPAINT_MULALPHA) { ibuf->rect_float[pos] *= ibuf->rect_float[pos + 3]; ibuf->rect_float[pos + 1] *= ibuf->rect_float[pos + 3]; ibuf->rect_float[pos + 2] *= ibuf->rect_float[pos + 3]; } } /* displace */ else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) { float depth = ((float *)sData->type_data)[index]; if (surface->depth_clamp) depth /= surface->depth_clamp; if (surface->disp_type == MOD_DPAINT_DISP_DISPLACE) { depth = (0.5f - depth / 2.0f); } CLAMP(depth, 0.0f, 1.0f); ibuf->rect_float[pos] = depth; ibuf->rect_float[pos + 1] = depth; ibuf->rect_float[pos + 2] = depth; ibuf->rect_float[pos + 3] = 1.0f; } /* waves */ else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) { PaintWavePoint *wPoint = &((PaintWavePoint *)sData->type_data)[index]; float depth = wPoint->height; if (surface->depth_clamp) depth /= surface->depth_clamp; depth = (0.5f + depth / 2.0f); CLAMP(depth, 0.0f, 1.0f); ibuf->rect_float[pos] = depth; ibuf->rect_float[pos + 1] = depth; ibuf->rect_float[pos + 2] = depth; ibuf->rect_float[pos + 3] = 1.0f; } } } /* Set output format, png in case exr isn't supported */ ibuf->ftype = PNG | 95; #ifdef WITH_OPENEXR if (format == R_IMF_IMTYPE_OPENEXR) { /* OpenEXR 32-bit float */ ibuf->ftype = OPENEXR | OPENEXR_COMPRESS; } #endif /* Save image */ IMB_saveiff(ibuf, output_file, IB_rectfloat); IMB_freeImBuf(ibuf); } /***************************** Material / Texture Sampling ******************************/ /* stores a copy of required materials to allow doing adjustments * without interfering the render/preview */ typedef struct BrushMaterials { Material *mat; Material **ob_mats; int tot; } BrushMaterials; /* Initialize materials for brush object: * Calculates inverse matrices for linked objects, updates * volume caches etc. */ static void dynamicPaint_updateBrushMaterials(Object *brushOb, Material *ui_mat, Scene *scene, BrushMaterials *bMats) { /* Calculate inverse transformation matrix * for this object */ invert_m4_m4(brushOb->imat, brushOb->obmat); copy_m4_m4(brushOb->imat_ren, brushOb->imat); /* Now process every material linked to this brush object */ if ((ui_mat == NULL) && brushOb->mat && brushOb->totcol) { int i, tot = (*give_totcolp(brushOb)); /* allocate material pointer array */ if (tot) { bMats->ob_mats = MEM_callocN(sizeof(Material *) * (tot), "BrushMaterials"); for (i = 0; i < tot; i++) { bMats->ob_mats[i] = RE_init_sample_material(give_current_material(brushOb, (i + 1)), scene); } } bMats->tot = tot; } else { bMats->mat = RE_init_sample_material(ui_mat, scene); } } /* free all data allocated by dynamicPaint_updateBrushMaterials() */ static void dynamicPaint_freeBrushMaterials(BrushMaterials *bMats) { /* Now process every material linked to this brush object */ if (bMats->ob_mats) { int i; for (i = 0; i < bMats->tot; i++) { RE_free_sample_material(bMats->ob_mats[i]); } MEM_freeN(bMats->ob_mats); } else if (bMats->mat) { RE_free_sample_material(bMats->mat); } } /* * Get material diffuse color and alpha (including linked textures) in given coordinates */ static void dynamicPaint_doMaterialTex(BrushMaterials *bMats, float color[3], float *alpha, Object *brushOb, const float volume_co[3], const float surface_co[3], int faceIndex, short isQuad, DerivedMesh *orcoDm) { Material *mat = bMats->mat; MFace *mface = orcoDm->getTessFaceArray(orcoDm); /* If no material defined, use the one assigned to the mesh face */ if (mat == NULL) { if (bMats->ob_mats) { int mat_nr = mface[faceIndex].mat_nr; if (mat_nr >= (*give_totcolp(brushOb))) return; mat = bMats->ob_mats[mat_nr]; if (mat == NULL) return; /* No material assigned */ } else { return; } } RE_sample_material_color(mat, color, alpha, volume_co, surface_co, faceIndex, isQuad, orcoDm, brushOb); } /***************************** Ray / Nearest Point Utils ******************************/ /* A modified callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces. * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. * * To optimize brush detection speed this doesn't calculate hit coordinates or normal. * If ray hit the second half of a quad, no[0] is set to 1.0f. */ static void mesh_faces_spherecast_dp(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit) { const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata; MVert *vert = data->vert; MFace *face = data->face + index; short quad = 0; const float *t0, *t1, *t2, *t3; t0 = vert[face->v1].co; t1 = vert[face->v2].co; t2 = vert[face->v3].co; t3 = face->v4 ? vert[face->v4].co : NULL; do { float dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2); if (dist >= 0 && dist < hit->dist) { hit->index = index; hit->dist = dist; hit->no[0] = (quad) ? 1.0f : 0.0f; } t1 = t2; t2 = t3; t3 = NULL; quad = 1; } while (t2); } /* A modified callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces. * userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. * * To optimize brush detection speed this doesn't calculate hit normal. * If ray hit the second half of a quad, no[0] is set to 1.0f, else 0.0f */ static void mesh_faces_nearest_point_dp(void *userdata, int index, const float co[3], BVHTreeNearest *nearest) { const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata; MVert *vert = data->vert; MFace *face = data->face + index; short quad = 0; const float *t0, *t1, *t2, *t3; t0 = vert[face->v1].co; t1 = vert[face->v2].co; t2 = vert[face->v3].co; t3 = face->v4 ? vert[face->v4].co : NULL; do { float nearest_tmp[3], dist_sq; closest_on_tri_to_point_v3(nearest_tmp, co, t0, t1, t2); dist_sq = len_squared_v3v3(co, nearest_tmp); if (dist_sq < nearest->dist_sq) { nearest->index = index; nearest->dist_sq = dist_sq; copy_v3_v3(nearest->co, nearest_tmp); nearest->no[0] = (quad) ? 1.0f : 0.0f; } t1 = t2; t2 = t3; t3 = NULL; quad = 1; } while (t2); } /***************************** Brush Painting Calls ******************************/ /** * Mix color values to canvas point. * * \param surface: Canvas surface * \param index: Surface point index * \param paintFlags: paint object flags * \param paintColor,paintAlpha,paintWetness: To be mixed paint values * \param timescale: Value used to adjust time dependent * operations when using substeps */ static void dynamicPaint_mixPaintColors( DynamicPaintSurface *surface, int index, int paintFlags, const float paintColor[3], float *paintAlpha, float *paintWetness, float *timescale) { PaintPoint *pPoint = &((PaintPoint *)surface->data->type_data)[index]; /* Add paint */ if (!(paintFlags & MOD_DPAINT_ERASE)) { float mix[4]; float temp_alpha = (*paintAlpha) * ((paintFlags & MOD_DPAINT_ABS_ALPHA) ? 1.0f : (*timescale)); /* mix brush color with wet layer color */ blendColors(pPoint->e_color, pPoint->e_alpha, paintColor, temp_alpha, mix); copy_v3_v3(pPoint->e_color, mix); /* mix wetness and alpha depending on selected alpha mode */ if (paintFlags & MOD_DPAINT_ABS_ALPHA) { /* update values to the brush level unless theyre higher already */ if (pPoint->e_alpha < (*paintAlpha)) pPoint->e_alpha = (*paintAlpha); if (pPoint->wetness < (*paintWetness)) pPoint->wetness = (*paintWetness); } else { float wetness = (*paintWetness); CLAMP(wetness, 0.0f, 1.0f); pPoint->e_alpha = mix[3]; pPoint->wetness = pPoint->wetness * (1.0f - wetness) + wetness; } if (pPoint->wetness < MIN_WETNESS) pPoint->wetness = MIN_WETNESS; pPoint->state = DPAINT_PAINT_NEW; } /* Erase paint */ else { float a_ratio, a_highest; float wetness; float invFact = 1.0f - (*paintAlpha); /* * Make highest alpha to match erased value * but maintain alpha ratio */ if (paintFlags & MOD_DPAINT_ABS_ALPHA) { a_highest = (pPoint->e_alpha > pPoint->alpha) ? pPoint->e_alpha : pPoint->alpha; if (a_highest > invFact) { a_ratio = invFact / a_highest; pPoint->e_alpha *= a_ratio; pPoint->alpha *= a_ratio; } } else { pPoint->e_alpha -= (*paintAlpha) * (*timescale); if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f; pPoint->alpha -= (*paintAlpha) * (*timescale); if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f; } wetness = (1.0f - (*paintWetness)) * pPoint->e_alpha; if (pPoint->wetness > wetness) pPoint->wetness = wetness; } } /* applies given brush intersection value for wave surface */ static void dynamicPaint_mixWaveHeight(PaintWavePoint *wPoint, DynamicPaintBrushSettings *brush, float isect_height) { float isect_change = isect_height - wPoint->brush_isect; int hit = 0; /* intersection marked regardless of brush type or hit */ wPoint->brush_isect = isect_height; wPoint->state = DPAINT_WAVE_ISECT_CHANGED; isect_height *= brush->wave_factor; /* determine hit depending on wave_factor */ if (brush->wave_factor > 0.0f && wPoint->height > isect_height) hit = 1; else if (brush->wave_factor < 0.0f && wPoint->height < isect_height) hit = 1; if (hit) { if (brush->wave_type == MOD_DPAINT_WAVEB_DEPTH) { wPoint->height = isect_height; wPoint->state = DPAINT_WAVE_OBSTACLE; wPoint->velocity = 0.0f; } else if (brush->wave_type == MOD_DPAINT_WAVEB_FORCE) wPoint->velocity = isect_height; else if (brush->wave_type == MOD_DPAINT_WAVEB_REFLECT) wPoint->state = DPAINT_WAVE_REFLECT_ONLY; else if (brush->wave_type == MOD_DPAINT_WAVEB_CHANGE) { if (isect_change < 0.0f) wPoint->height += isect_change * brush->wave_factor; } } } /* * add brush results to the surface data depending on surface type */ static void dynamicPaint_updatePointData(DynamicPaintSurface *surface, unsigned int index, DynamicPaintBrushSettings *brush, float paint[3], float influence, float depth, float vel_factor, float timescale) { PaintSurfaceData *sData = surface->data; float strength; /* apply influence scale */ influence *= surface->influence_scale; depth *= surface->influence_scale; strength = influence * brush->alpha; CLAMP(strength, 0.0f, 1.0f); /* Sample velocity colorband if required */ if (brush->flags & (MOD_DPAINT_VELOCITY_ALPHA | MOD_DPAINT_VELOCITY_COLOR | MOD_DPAINT_VELOCITY_DEPTH)) { float coba_res[4]; vel_factor /= brush->max_velocity; CLAMP(vel_factor, 0.0f, 1.0f); if (do_colorband(brush->vel_ramp, vel_factor, coba_res)) { if (brush->flags & MOD_DPAINT_VELOCITY_COLOR) { paint[0] = coba_res[0]; paint[1] = coba_res[1]; paint[2] = coba_res[2]; } if (brush->flags & MOD_DPAINT_VELOCITY_ALPHA) strength *= coba_res[3]; if (brush->flags & MOD_DPAINT_VELOCITY_DEPTH) depth *= coba_res[3]; } } /* mix paint surface */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { float paintWetness = brush->wetness * strength; float paintAlpha = strength; dynamicPaint_mixPaintColors(surface, index, brush->flags, paint, &paintAlpha, &paintWetness, ×cale); } /* displace surface */ else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) { float *value = (float *)sData->type_data; if (surface->flags & MOD_DPAINT_DISP_INCREMENTAL) depth = value[index] + depth; if (surface->depth_clamp) { CLAMP(depth, 0.0f - surface->depth_clamp, surface->depth_clamp); } if (brush->flags & MOD_DPAINT_ERASE) { value[index] *= (1.0f - strength); if (value[index] < 0.0f) value[index] = 0.0f; } else { if (value[index] < depth) value[index] = depth; } } /* vertex weight group surface */ else if (surface->type == MOD_DPAINT_SURFACE_T_WEIGHT) { float *value = (float *)sData->type_data; if (brush->flags & MOD_DPAINT_ERASE) { value[index] *= (1.0f - strength); if (value[index] < 0.0f) value[index] = 0.0f; } else { if (value[index] < strength) value[index] = strength; } } /* wave surface */ else if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) { if (brush->wave_clamp) { CLAMP(depth, 0.0f - brush->wave_clamp, brush->wave_clamp); } dynamicPaint_mixWaveHeight(&((PaintWavePoint *)sData->type_data)[index], brush, 0.0f - depth); } /* doing velocity based painting */ if (sData->bData->brush_velocity) { sData->bData->brush_velocity[index * 4 + 3] *= influence; } } /* checks whether surface and brush bounds intersect depending on brush type */ static int meshBrush_boundsIntersect(Bounds3D *b1, Bounds3D *b2, DynamicPaintBrushSettings *brush, float brush_radius) { if (brush->collision == MOD_DPAINT_COL_VOLUME) return boundsIntersect(b1, b2); else if (brush->collision == MOD_DPAINT_COL_DIST || brush->collision == MOD_DPAINT_COL_VOLDIST) return boundsIntersectDist(b1, b2, brush_radius); else return 1; } /* calculate velocity for mesh vertices */ static void dynamicPaint_brushMeshCalculateVelocity(Scene *scene, Object *ob, DynamicPaintBrushSettings *brush, Vec3f **brushVel, float timescale) { int i; float prev_obmat[4][4]; DerivedMesh *dm_p, *dm_c; MVert *mvert_p, *mvert_c; int numOfVerts_p, numOfVerts_c; float cur_sfra = scene->r.subframe; int cur_fra = scene->r.cfra; float prev_sfra = cur_sfra - timescale; int prev_fra = cur_fra; if (prev_sfra < 0.0f) { prev_sfra += 1.0f; prev_fra = cur_fra - 1; } /* previous frame dm */ scene->r.cfra = prev_fra; scene->r.subframe = prev_sfra; subframe_updateObject(scene, ob, UPDATE_EVERYTHING, SUBFRAME_RECURSION, BKE_scene_frame_get(scene)); dm_p = CDDM_copy(brush->dm); numOfVerts_p = dm_p->getNumVerts(dm_p); mvert_p = dm_p->getVertArray(dm_p); copy_m4_m4(prev_obmat, ob->obmat); /* current frame dm */ scene->r.cfra = cur_fra; scene->r.subframe = cur_sfra; subframe_updateObject(scene, ob, UPDATE_EVERYTHING, SUBFRAME_RECURSION, BKE_scene_frame_get(scene)); dm_c = brush->dm; numOfVerts_c = dm_c->getNumVerts(dm_c); mvert_c = dm_p->getVertArray(dm_c); (*brushVel) = (struct Vec3f *) MEM_mallocN(numOfVerts_c * sizeof(Vec3f), "Dynamic Paint brush velocity"); if (!(*brushVel)) return; /* if mesh is constructive -> num of verts has changed, * only use current frame derived mesh */ if (numOfVerts_p != numOfVerts_c) mvert_p = mvert_c; /* calculate speed */ #pragma omp parallel for schedule(static) for (i = 0; i < numOfVerts_c; i++) { float p1[3], p2[3]; copy_v3_v3(p1, mvert_p[i].co); mul_m4_v3(prev_obmat, p1); copy_v3_v3(p2, mvert_c[i].co); mul_m4_v3(ob->obmat, p2); sub_v3_v3v3((*brushVel)[i].v, p2, p1); mul_v3_fl((*brushVel)[i].v, 1.0f / timescale); } dm_p->release(dm_p); } /* calculate velocity for object center point */ static void dynamicPaint_brushObjectCalculateVelocity(Scene *scene, Object *ob, Vec3f *brushVel, float timescale) { float prev_obmat[4][4]; float cur_loc[3] = {0.0f}, prev_loc[3] = {0.0f}; float cur_sfra = scene->r.subframe; int cur_fra = scene->r.cfra; float prev_sfra = cur_sfra - timescale; int prev_fra = cur_fra; if (prev_sfra < 0.0f) { prev_sfra += 1.0f; prev_fra = cur_fra - 1; } /* previous frame dm */ scene->r.cfra = prev_fra; scene->r.subframe = prev_sfra; subframe_updateObject(scene, ob, 0, SUBFRAME_RECURSION, BKE_scene_frame_get(scene)); copy_m4_m4(prev_obmat, ob->obmat); /* current frame dm */ scene->r.cfra = cur_fra; scene->r.subframe = cur_sfra; subframe_updateObject(scene, ob, 0, SUBFRAME_RECURSION, BKE_scene_frame_get(scene)); /* calculate speed */ mul_m4_v3(prev_obmat, prev_loc); mul_m4_v3(ob->obmat, cur_loc); sub_v3_v3v3(brushVel->v, cur_loc, prev_loc); mul_v3_fl(brushVel->v, 1.0f / timescale); } /* * Paint a brush object mesh to the surface */ static int dynamicPaint_paintMesh(DynamicPaintSurface *surface, DynamicPaintBrushSettings *brush, Object *brushOb, BrushMaterials *bMats, Scene *scene, float timescale) { PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; DerivedMesh *dm = NULL; Vec3f *brushVelocity = NULL; MVert *mvert = NULL; MFace *mface = NULL; if (brush->flags & MOD_DPAINT_USES_VELOCITY) dynamicPaint_brushMeshCalculateVelocity(scene, brushOb, brush, &brushVelocity, timescale); if (!brush->dm) return 0; { BVHTreeFromMesh treeData = {NULL}; float avg_brushNor[3] = {0.0f}; float brush_radius = brush->paint_distance * surface->radius_scale; int numOfVerts; int ii; Bounds3D mesh_bb = {0}; VolumeGrid *grid = bData->grid; dm = CDDM_copy(brush->dm); mvert = dm->getVertArray(dm); mface = dm->getTessFaceArray(dm); numOfVerts = dm->getNumVerts(dm); /* Transform collider vertices to global space * (Faster than transforming per surface point * coordinates and normals to object space) */ for (ii = 0; ii < numOfVerts; ii++) { mul_m4_v3(brushOb->obmat, mvert[ii].co); boundInsert(&mesh_bb, mvert[ii].co); /* for proximity project calculate average normal */ if (brush->flags & MOD_DPAINT_PROX_PROJECT && brush->collision != MOD_DPAINT_COL_VOLUME) { float nor[3]; normal_short_to_float_v3(nor, mvert[ii].no); mul_mat3_m4_v3(brushOb->obmat, nor); normalize_v3(nor); add_v3_v3(avg_brushNor, nor); } } if (brush->flags & MOD_DPAINT_PROX_PROJECT && brush->collision != MOD_DPAINT_COL_VOLUME) { mul_v3_fl(avg_brushNor, 1.0f / (float)numOfVerts); /* instead of null vector use positive z */ if (!(MIN3(avg_brushNor[0], avg_brushNor[1], avg_brushNor[2]))) avg_brushNor[2] = 1.0f; else normalize_v3(avg_brushNor); } /* check bounding box collision */ if (grid && meshBrush_boundsIntersect(&grid->grid_bounds, &mesh_bb, brush, brush_radius)) { /* Build a bvh tree from transformed vertices */ if (bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 4, 8)) { int c_index; int total_cells = grid->dim[0] * grid->dim[1] * grid->dim[2]; /* loop through space partitioning grid */ for (c_index = 0; c_index < total_cells; c_index++) { int id; /* check grid cell bounding box */ if (!grid->s_num[c_index] || !meshBrush_boundsIntersect(&grid->bounds[c_index], &mesh_bb, brush, brush_radius)) continue; /* loop through cell points and process brush */ #pragma omp parallel for schedule(static) for (id = 0; id < grid->s_num[c_index]; id++) { int index = grid->t_index[grid->s_pos[c_index] + id]; int ss, samples = bData->s_num[index]; float total_sample = (float)samples; float brushStrength = 0.0f; /* brush influence factor */ float depth = 0.0f; /* brush intersection depth */ float velocity_val = 0.0f; float paintColor[3] = {0.0f}; int numOfHits = 0; /* for image sequence anti-aliasing, use gaussian factors */ if (samples > 1 && surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) total_sample = gaussianTotal; /* Supersampling */ for (ss = 0; ss < samples; ss++) { float ray_start[3], ray_dir[3]; float sample_factor = 0.0f; float sampleStrength = 0.0f; BVHTreeRayHit hit; BVHTreeNearest nearest; short hit_found = 0; /* volume sample */ float volume_factor = 0.0f; /* proximity sample */ float proximity_factor = 0.0f; float prox_colorband[4] = {0.0f}; int inner_proximity = (brush->flags & MOD_DPAINT_INVERSE_PROX && brush->collision == MOD_DPAINT_COL_VOLDIST); /* hit data */ float hitCoord[3]; int hitFace = -1; short hitQuad = 0; /* Supersampling factor */ if (samples > 1 && surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) sample_factor = gaussianFactors[ss]; else sample_factor = 1.0f; /* Get current sample position in world coordinates */ copy_v3_v3(ray_start, bData->realCoord[bData->s_pos[index] + ss].v); copy_v3_v3(ray_dir, bData->bNormal[index].invNorm); /* a simple hack to minimize chance of ray leaks at identical ray <-> edge locations */ add_v3_fl(ray_start, 0.001f); hit.index = -1; hit.dist = 9999; nearest.index = -1; nearest.dist_sq = brush_radius * brush_radius; /* find_nearest uses squared distance */ /* Check volume collision */ if (brush->collision == MOD_DPAINT_COL_VOLUME || brush->collision == MOD_DPAINT_COL_VOLDIST) if (BLI_bvhtree_ray_cast(treeData.tree, ray_start, ray_dir, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData) != -1) { /* We hit a triangle, now check if collision point normal is facing the point */ /* For optimization sake, hit point normal isn't calculated in ray cast loop */ int v1 = mface[hit.index].v1, v2 = mface[hit.index].v2, v3 = mface[hit.index].v3, quad = (hit.no[0] == 1.0f); float dot; if (quad) { v2 = mface[hit.index].v3; v3 = mface[hit.index].v4; } normal_tri_v3(hit.no, mvert[v1].co, mvert[v2].co, mvert[v3].co); dot = ray_dir[0] * hit.no[0] + ray_dir[1] * hit.no[1] + ray_dir[2] * hit.no[2]; /* If ray and hit face normal are facing same direction * hit point is inside a closed mesh. */ if (dot >= 0) { float dist = hit.dist; int f_index = hit.index; /* Also cast a ray in opposite direction to make sure * point is at least surrounded by two brush faces */ negate_v3(ray_dir); hit.index = -1; hit.dist = 9999; BLI_bvhtree_ray_cast(treeData.tree, ray_start, ray_dir, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData); if (hit.index != -1) { /* Add factor on supersample filter */ volume_factor = 1.0f; hit_found = HIT_VOLUME; /* Mark hit info */ madd_v3_v3v3fl(hitCoord, ray_start, ray_dir, hit.dist); /* Calculate final hit coordinates */ depth += dist * sample_factor; hitFace = f_index; hitQuad = quad; } } } /* Check proximity collision */ if ((brush->collision == MOD_DPAINT_COL_DIST || brush->collision == MOD_DPAINT_COL_VOLDIST) && (!hit_found || (brush->flags & MOD_DPAINT_INVERSE_PROX))) { float proxDist = -1.0f; float hitCo[3] = {0.0f, 0.0f, 0.0f}; short hQuad; int face; /* if inverse prox and no hit found, skip this sample */ if (inner_proximity && !hit_found) continue; /* If pure distance proximity, find the nearest point on the mesh */ if (!(brush->flags & MOD_DPAINT_PROX_PROJECT)) { if (BLI_bvhtree_find_nearest(treeData.tree, ray_start, &nearest, mesh_faces_nearest_point_dp, &treeData) != -1) { proxDist = sqrtf(nearest.dist_sq); copy_v3_v3(hitCo, nearest.co); hQuad = (nearest.no[0] == 1.0f); face = nearest.index; } } else { /* else cast a ray in defined projection direction */ float proj_ray[3] = {0.0f}; if (brush->ray_dir == MOD_DPAINT_RAY_CANVAS) { copy_v3_v3(proj_ray, bData->bNormal[index].invNorm); negate_v3(proj_ray); } else if (brush->ray_dir == MOD_DPAINT_RAY_BRUSH_AVG) { copy_v3_v3(proj_ray, avg_brushNor); } else { /* MOD_DPAINT_RAY_ZPLUS */ proj_ray[2] = 1.0f; } hit.index = -1; hit.dist = brush_radius; /* Do a face normal directional raycast, and use that distance */ if (BLI_bvhtree_ray_cast(treeData.tree, ray_start, proj_ray, 0.0f, &hit, mesh_faces_spherecast_dp, &treeData) != -1) { proxDist = hit.dist; madd_v3_v3v3fl(hitCo, ray_start, proj_ray, hit.dist); /* Calculate final hit coordinates */ hQuad = (hit.no[0] == 1.0f); face = hit.index; } } /* If a hit was found, calculate required values */ if (proxDist >= 0.0f && proxDist <= brush_radius) { proximity_factor = proxDist / brush_radius; CLAMP(proximity_factor, 0.0f, 1.0f); if (!inner_proximity) proximity_factor = 1.0f - proximity_factor; hit_found = HIT_PROXIMITY; /* if no volume hit, use prox point face info */ if (hitFace == -1) { copy_v3_v3(hitCoord, hitCo); hitQuad = hQuad; hitFace = face; } } } /* mix final sample strength depending on brush settings */ if (hit_found) { /* if "negate volume" enabled, negate all factors within volume*/ if (brush->collision == MOD_DPAINT_COL_VOLDIST && brush->flags & MOD_DPAINT_NEGATE_VOLUME) { volume_factor = 1.0f - volume_factor; if (inner_proximity) proximity_factor = 1.0f - proximity_factor; } /* apply final sample depending on final hit type */ if (hit_found == HIT_VOLUME) { sampleStrength = volume_factor; } else if (hit_found == HIT_PROXIMITY) { /* apply falloff curve to the proximity_factor */ if (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP && do_colorband(brush->paint_ramp, (1.0f - proximity_factor), prox_colorband)) proximity_factor = prox_colorband[3]; else if (brush->proximity_falloff == MOD_DPAINT_PRFALL_CONSTANT) proximity_factor = (!inner_proximity || brush->flags & MOD_DPAINT_NEGATE_VOLUME) ? 1.0f : 0.0f; /* apply sample */ sampleStrength = proximity_factor; } sampleStrength *= sample_factor; } else { continue; } /* velocity brush, only do on main sample */ if (brush->flags & MOD_DPAINT_USES_VELOCITY && ss == 0 && brushVelocity) { int v1, v2, v3; float weights[4]; float brushPointVelocity[3]; float velocity[3]; if (!hitQuad) { v1 = mface[hitFace].v1; v2 = mface[hitFace].v2; v3 = mface[hitFace].v3; } else { v1 = mface[hitFace].v2; v2 = mface[hitFace].v3; v3 = mface[hitFace].v4; } /* calculate barycentric weights for hit point */ interp_weights_face_v3(weights, mvert[v1].co, mvert[v2].co, mvert[v3].co, NULL, hitCoord); /* simple check based on brush surface velocity, * todo: perhaps implement something that handles volume movement as well */ /* interpolate vertex speed vectors to get hit point velocity */ interp_v3_v3v3v3(brushPointVelocity, brushVelocity[v1].v, brushVelocity[v2].v, brushVelocity[v3].v, weights); /* substract canvas point velocity */ if (bData->velocity) { sub_v3_v3v3(velocity, brushPointVelocity, bData->velocity[index].v); } else { copy_v3_v3(velocity, brushPointVelocity); } velocity_val = len_v3(velocity); /* if brush has smudge enabled store brush velocity */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT && brush->flags & MOD_DPAINT_DO_SMUDGE && bData->brush_velocity) { copy_v3_v3(&bData->brush_velocity[index * 4], velocity); mul_v3_fl(&bData->brush_velocity[index * 4], 1.0f / velocity_val); bData->brush_velocity[index * 4 + 3] = velocity_val; } } /* * Process hit color and alpha */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { float sampleColor[3]; float alpha_factor = 1.0f; sampleColor[0] = brush->r; sampleColor[1] = brush->g; sampleColor[2] = brush->b; /* Get material+textures color on hit point if required */ if (brush_usesMaterial(brush, scene)) dynamicPaint_doMaterialTex(bMats, sampleColor, &alpha_factor, brushOb, bData->realCoord[bData->s_pos[index] + ss].v, hitCoord, hitFace, hitQuad, brush->dm); /* Sample proximity colorband if required */ if ((hit_found == HIT_PROXIMITY) && (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP)) { if (!(brush->flags & MOD_DPAINT_RAMP_ALPHA)) { sampleColor[0] = prox_colorband[0]; sampleColor[1] = prox_colorband[1]; sampleColor[2] = prox_colorband[2]; } } /* Add AA sample */ paintColor[0] += sampleColor[0]; paintColor[1] += sampleColor[1]; paintColor[2] += sampleColor[2]; sampleStrength *= alpha_factor; numOfHits++; } /* apply sample strength */ brushStrength += sampleStrength; } // end supersampling /* if any sample was inside paint range */ if (brushStrength > 0.0f || depth > 0.0f) { /* apply supersampling results */ if (samples > 1) { brushStrength /= total_sample; } CLAMP(brushStrength, 0.0f, 1.0f); if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { /* Get final pixel color and alpha */ paintColor[0] /= numOfHits; paintColor[1] /= numOfHits; paintColor[2] /= numOfHits; } /* get final object space depth */ else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE || surface->type == MOD_DPAINT_SURFACE_T_WAVE) { depth /= bData->bNormal[index].normal_scale * total_sample; } dynamicPaint_updatePointData(surface, index, brush, paintColor, brushStrength, depth, velocity_val, timescale); } } } } } /* free bvh tree */ free_bvhtree_from_mesh(&treeData); dm->release(dm); } /* free brush velocity data */ if (brushVelocity) MEM_freeN(brushVelocity); return 1; } /* * Paint a particle system to the surface */ static int dynamicPaint_paintParticles(DynamicPaintSurface *surface, ParticleSystem *psys, DynamicPaintBrushSettings *brush, float timescale) { ParticleSettings *part = psys->part; ParticleData *pa = NULL; PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; VolumeGrid *grid = bData->grid; KDTree *tree; int particlesAdded = 0; int invalidParticles = 0; int p = 0; float solidradius = surface->radius_scale * ((brush->flags & MOD_DPAINT_PART_RAD) ? psys->part->size : brush->particle_radius); float smooth = brush->particle_smooth * surface->radius_scale; float range = solidradius + smooth; float particle_timestep = 0.04f * part->timetweak; Bounds3D part_bb = {0}; if (psys->totpart < 1) return 1; /* * Build a kd-tree to optimize distance search */ tree = BLI_kdtree_new(psys->totpart); /* loop through particles and insert valid ones to the tree */ for (p = 0, pa = psys->particles; p < psys->totpart; p++, pa++) { /* Proceed only if particle is active */ if (pa->alive == PARS_UNBORN && (part->flag & PART_UNBORN) == 0) continue; else if (pa->alive == PARS_DEAD && (part->flag & PART_DIED) == 0) continue; else if (pa->flag & PARS_UNEXIST) continue; /* for debug purposes check if any NAN particle proceeds * For some reason they get past activity check, this should rule most of them out */ if (isnan(pa->state.co[0]) || isnan(pa->state.co[1]) || isnan(pa->state.co[2])) { invalidParticles++; continue; } /* make sure particle is close enough to canvas */ if (!boundIntersectPoint(&grid->grid_bounds, pa->state.co, range)) continue; BLI_kdtree_insert(tree, p, pa->state.co); /* calc particle system bounds */ boundInsert(&part_bb, pa->state.co); particlesAdded++; } if (invalidParticles) printf("Warning: Invalid particle(s) found!\n"); /* If no suitable particles were found, exit */ if (particlesAdded < 1) { BLI_kdtree_free(tree); return 1; } /* begin thread safe malloc */ BLI_begin_threaded_malloc(); /* only continue if particle bb is close enough to canvas bb */ if (boundsIntersectDist(&grid->grid_bounds, &part_bb, range)) { int c_index; int total_cells = grid->dim[0] * grid->dim[1] * grid->dim[2]; /* balance tree */ BLI_kdtree_balance(tree); /* loop through space partitioning grid */ for (c_index = 0; c_index < total_cells; c_index++) { int id; /* check cell bounding box */ if (!grid->s_num[c_index] || !boundsIntersectDist(&grid->bounds[c_index], &part_bb, range)) { continue; } /* loop through cell points */ #pragma omp parallel for schedule(static) for (id = 0; id < grid->s_num[c_index]; id++) { int index = grid->t_index[grid->s_pos[c_index] + id]; float disp_intersect = 0.0f; float radius = 0.0f; float strength = 0.0f; float velocity_val = 0.0f; int part_index = -1; /* * With predefined radius, there is no variation between particles. * It's enough to just find the nearest one. */ { KDTreeNearest nearest; float smooth_range, part_solidradius; /* Find nearest particle and get distance to it */ BLI_kdtree_find_nearest(tree, bData->realCoord[bData->s_pos[index]].v, &nearest); /* if outside maximum range, no other particle can influence either */ if (nearest.dist > range) continue; if (brush->flags & MOD_DPAINT_PART_RAD) { /* use particles individual size */ ParticleData *pa = psys->particles + nearest.index; part_solidradius = pa->size; } else { part_solidradius = solidradius; } radius = part_solidradius + smooth; if (nearest.dist < radius) { /* distances inside solid radius has maximum influence -> dist = 0 */ smooth_range = (nearest.dist - part_solidradius); if (smooth_range < 0.0f) smooth_range = 0.0f; /* do smoothness if enabled */ if (smooth) smooth_range /= smooth; strength = 1.0f - smooth_range; disp_intersect = radius - nearest.dist; part_index = nearest.index; } } /* If using random per particle radius and closest particle didn't give max influence */ if (brush->flags & MOD_DPAINT_PART_RAD && strength < 1.0f && psys->part->randsize > 0.0f) { /* * If we use per particle radius, we have to sample all particles * within max radius range */ KDTreeNearest *nearest; int n, particles; float smooth_range = smooth * (1.0f - strength), dist; /* calculate max range that can have particles with higher influence than the nearest one */ float max_range = smooth - strength * smooth + solidradius; /* Make gcc happy! */ dist = max_range; particles = BLI_kdtree_range_search(tree, bData->realCoord[bData->s_pos[index]].v, &nearest, max_range); /* Find particle that produces highest influence */ for (n = 0; n < particles; n++) { ParticleData *pa = psys->particles + nearest[n].index; float s_range; /* skip if out of range */ if (nearest[n].dist > (pa->size + smooth)) continue; /* update hit data */ s_range = nearest[n].dist - pa->size; /* skip if higher influence is already found */ if (smooth_range < s_range) continue; /* update hit data */ smooth_range = s_range; dist = nearest[n].dist; part_index = nearest[n].index; /* If inside solid range and no disp depth required, no need to seek further */ if ( (s_range < 0.0f) && (surface->type != MOD_DPAINT_SURFACE_T_DISPLACE) && (surface->type != MOD_DPAINT_SURFACE_T_WAVE)) { break; } } if (nearest) MEM_freeN(nearest); /* now calculate influence for this particle */ { float rad = radius + smooth, str; if ((rad - dist) > disp_intersect) { disp_intersect = radius - dist; radius = rad; } /* do smoothness if enabled */ if (smooth_range < 0.0f) smooth_range = 0.0f; if (smooth) smooth_range /= smooth; str = 1.0f - smooth_range; /* if influence is greater, use this one */ if (str > strength) strength = str; } } if (strength > 0.001f) { float paintColor[4] = {0.0f}; float depth = 0.0f; /* apply velocity */ if ((brush->flags & MOD_DPAINT_USES_VELOCITY) && (part_index != -1)) { float velocity[3]; ParticleData *pa = psys->particles + part_index; mul_v3_v3fl(velocity, pa->state.vel, particle_timestep); /* substract canvas point velocity */ if (bData->velocity) { sub_v3_v3(velocity, bData->velocity[index].v); } velocity_val = len_v3(velocity); /* store brush velocity for smudge */ if ( (surface->type == MOD_DPAINT_SURFACE_T_PAINT) && (brush->flags & MOD_DPAINT_DO_SMUDGE && bData->brush_velocity)) { copy_v3_v3(&bData->brush_velocity[index * 4], velocity); mul_v3_fl(&bData->brush_velocity[index * 4], 1.0f / velocity_val); bData->brush_velocity[index * 4 + 3] = velocity_val; } } if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { copy_v3_v3(paintColor, &brush->r); } else if ( (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE) || (surface->type == MOD_DPAINT_SURFACE_T_WAVE)) { /* get displace depth */ disp_intersect = (1.0f - sqrtf(disp_intersect / radius)) * radius; depth = (radius - disp_intersect) / bData->bNormal[index].normal_scale; if (depth < 0.0f) depth = 0.0f; } dynamicPaint_updatePointData(surface, index, brush, paintColor, strength, depth, velocity_val, timescale); } } } } BLI_end_threaded_malloc(); BLI_kdtree_free(tree); return 1; } /* paint a single point of defined proximity radius to the surface */ static int dynamicPaint_paintSinglePoint(DynamicPaintSurface *surface, float *pointCoord, DynamicPaintBrushSettings *brush, Object *brushOb, BrushMaterials *bMats, Scene *scene, float timescale) { int index; float brush_radius = brush->paint_distance * surface->radius_scale; PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; Vec3f brushVel; if (brush->flags & MOD_DPAINT_USES_VELOCITY) dynamicPaint_brushObjectCalculateVelocity(scene, brushOb, &brushVel, timescale); /* * Loop through every surface point */ #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { float distance = len_v3v3(pointCoord, bData->realCoord[bData->s_pos[index]].v); float colorband[4] = {0.0f}; float strength; if (distance > brush_radius) continue; /* Smooth range or color ramp */ if (brush->proximity_falloff == MOD_DPAINT_PRFALL_SMOOTH || brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP) { strength = 1.0f - distance / brush_radius; CLAMP(strength, 0.0f, 1.0f); } else { strength = 1.0f; } if (strength >= 0.001f) { float paintColor[3] = {0.0f}; float depth = 0.0f; float velocity_val = 0.0f; /* material */ if (brush_usesMaterial(brush, scene)) { float alpha_factor = 1.0f; float hit_coord[3]; MVert *mvert = brush->dm->getVertArray(brush->dm); /* use dummy coord of first vertex */ copy_v3_v3(hit_coord, mvert[0].co); mul_m4_v3(brushOb->obmat, hit_coord); dynamicPaint_doMaterialTex(bMats, paintColor, &alpha_factor, brushOb, bData->realCoord[bData->s_pos[index]].v, hit_coord, 0, 0, brush->dm); } /* color ramp */ if (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP && do_colorband(brush->paint_ramp, (1.0f - strength), colorband)) strength = colorband[3]; if (brush->flags & MOD_DPAINT_USES_VELOCITY) { float velocity[3]; /* substract canvas point velocity */ if (bData->velocity) { sub_v3_v3v3(velocity, brushVel.v, bData->velocity[index].v); } else { copy_v3_v3(velocity, brushVel.v); } velocity_val = len_v3(velocity); /* store brush velocity for smudge */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT && brush->flags & MOD_DPAINT_DO_SMUDGE && bData->brush_velocity) { copy_v3_v3(&bData->brush_velocity[index * 4], velocity); mul_v3_fl(&bData->brush_velocity[index * 4], 1.0f / velocity_val); bData->brush_velocity[index * 4 + 3] = velocity_val; } } if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { if (brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP && !(brush->flags & MOD_DPAINT_RAMP_ALPHA)) { paintColor[0] = colorband[0]; paintColor[1] = colorband[1]; paintColor[2] = colorband[2]; } else { if (!brush_usesMaterial(brush, scene)) { paintColor[0] = brush->r; paintColor[1] = brush->g; paintColor[2] = brush->b; } } } else if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE || surface->type == MOD_DPAINT_SURFACE_T_WAVE) { /* get displace depth */ float disp_intersect = (1.0f - sqrtf((brush_radius - distance) / brush_radius)) * brush_radius; depth = (brush_radius - disp_intersect) / bData->bNormal[index].normal_scale; if (depth < 0.0f) depth = 0.0f; } dynamicPaint_updatePointData(surface, index, brush, paintColor, strength, depth, velocity_val, timescale); } } return 1; } /***************************** Dynamic Paint Step / Baking ******************************/ /* * Calculate current frame distances and directions for adjacency data */ static void dynamicPaint_prepareAdjacencyData(DynamicPaintSurface *surface, int force_init) { PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; BakeAdjPoint *bNeighs; PaintAdjData *adj_data = sData->adj_data; Vec3f *realCoord = bData->realCoord; int index; if ((!surface_usesAdjDistance(surface) && !force_init) || !sData->adj_data) return; if (bData->bNeighs) MEM_freeN(bData->bNeighs); bNeighs = bData->bNeighs = MEM_mallocN(sData->adj_data->total_targets * sizeof(struct BakeAdjPoint), "PaintEffectBake"); if (!bNeighs) return; #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { int i; int numOfNeighs = adj_data->n_num[index]; for (i = 0; i < numOfNeighs; i++) { int n_index = adj_data->n_index[index] + i; int t_index = adj_data->n_target[n_index]; /* dir vec */ sub_v3_v3v3(bNeighs[n_index].dir, realCoord[bData->s_pos[t_index]].v, realCoord[bData->s_pos[index]].v); /* dist */ bNeighs[n_index].dist = len_v3(bNeighs[n_index].dir); /* normalize dir */ if (bNeighs[n_index].dist) mul_v3_fl(bNeighs[n_index].dir, 1.0f / bNeighs[n_index].dist); } } /* calculate average values (single thread) */ bData->average_dist = 0.0f; for (index = 0; index < sData->total_points; index++) { int i; int numOfNeighs = adj_data->n_num[index]; for (i = 0; i < numOfNeighs; i++) { bData->average_dist += (double)bNeighs[adj_data->n_index[index] + i].dist; } } bData->average_dist /= adj_data->total_targets; } /* find two adjacency points (closest_id) and influence (closest_d) to move paint towards when affected by a force */ static void surface_determineForceTargetPoints(PaintSurfaceData *sData, int index, float force[3], float closest_d[2], int closest_id[2]) { BakeAdjPoint *bNeighs = sData->bData->bNeighs; int numOfNeighs = sData->adj_data->n_num[index]; int i; closest_id[0] = closest_id[1] = -1; closest_d[0] = closest_d[1] = -1.0f; /* find closest neigh */ for (i = 0; i < numOfNeighs; i++) { int n_index = sData->adj_data->n_index[index] + i; float dir_dot = dot_v3v3(bNeighs[n_index].dir, force); if (dir_dot > closest_d[0] && dir_dot > 0.0f) { closest_d[0] = dir_dot; closest_id[0] = n_index; } } if (closest_d[0] < 0.0f) return; /* find second closest neigh */ for (i = 0; i < numOfNeighs; i++) { int n_index = sData->adj_data->n_index[index] + i; float dir_dot = dot_v3v3(bNeighs[n_index].dir, force); float closest_dot = dot_v3v3(bNeighs[n_index].dir, bNeighs[closest_id[0]].dir); if (n_index == closest_id[0]) continue; /* only accept neighbor at "other side" of the first one in relation to force dir * so make sure angle between this and closest neigh is greater than first angle */ if (dir_dot > closest_d[1] && closest_dot < closest_d[0] && dir_dot > 0.0f) { closest_d[1] = dir_dot; closest_id[1] = n_index; } } /* if two valid neighs found, calculate how force effect is divided * evenly between them (so that d[0]+d[1] = 1.0)*/ if (closest_id[1] != -1) { float force_proj[3]; float tangent[3]; float neigh_diff = acosf(dot_v3v3(bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir)); float force_intersect; float temp; /* project force vector on the plane determined by these two neighbor points * and calculate relative force angle from it*/ cross_v3_v3v3(tangent, bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir); normalize_v3(tangent); force_intersect = dot_v3v3(force, tangent); madd_v3_v3v3fl(force_proj, force, tangent, (-1.0f) * force_intersect); normalize_v3(force_proj); /* get drip factor based on force dir in relation to angle between those neighbors */ temp = dot_v3v3(bNeighs[closest_id[0]].dir, force_proj); CLAMP(temp, -1.0f, 1.0f); /* float precision might cause values > 1.0f that return infinite */ closest_d[1] = acosf(temp) / neigh_diff; closest_d[0] = 1.0f - closest_d[1]; /* and multiply depending on how deeply force intersects surface */ temp = fabsf(force_intersect); CLAMP(temp, 0.0f, 1.0f); mul_v2_fl(closest_d, acosf(temp) / (float)M_PI_2); } else { /* if only single neighbor, still linearize force intersection effect */ closest_d[0] = 1.0f - acosf(closest_d[0]) / (float)M_PI_2; } } static void dynamicPaint_doSmudge(DynamicPaintSurface *surface, DynamicPaintBrushSettings *brush, float timescale) { PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; BakeAdjPoint *bNeighs = sData->bData->bNeighs; int index, steps, step; float eff_scale, max_velocity = 0.0f; if (!sData->adj_data) return; /* find max velocity */ for (index = 0; index < sData->total_points; index++) { float vel = bData->brush_velocity[index * 4 + 3]; if (vel > max_velocity) max_velocity = vel; } steps = (int)ceil(max_velocity / bData->average_dist * timescale); CLAMP(steps, 0, 12); eff_scale = brush->smudge_strength / (float)steps * timescale; for (step = 0; step < steps; step++) { for (index = 0; index < sData->total_points; index++) { int i; PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index]; float smudge_str = bData->brush_velocity[index * 4 + 3]; /* force targets */ int closest_id[2]; float closest_d[2]; if (!smudge_str) continue; /* get force affect points */ surface_determineForceTargetPoints(sData, index, &bData->brush_velocity[index * 4], closest_d, closest_id); /* Apply movement towards those two points */ for (i = 0; i < 2; i++) { int n_index = closest_id[i]; if (n_index != -1 && closest_d[i] > 0.0f) { float dir_dot = closest_d[i], dir_factor; float speed_scale = eff_scale * smudge_str / bNeighs[n_index].dist; PaintPoint *ePoint = &((PaintPoint *)sData->type_data)[sData->adj_data->n_target[n_index]]; /* just skip if angle is too extreme */ if (dir_dot <= 0.0f) continue; dir_factor = dir_dot * speed_scale; if (dir_factor > brush->smudge_strength) dir_factor = brush->smudge_strength; /* mix new color and alpha */ mixColors(ePoint->color, ePoint->alpha, pPoint->color, pPoint->alpha, dir_factor); ePoint->alpha = ePoint->alpha * (1.0f - dir_factor) + pPoint->alpha * dir_factor; /* smudge "wet layer" */ mixColors(ePoint->e_color, ePoint->e_alpha, pPoint->e_color, pPoint->e_alpha, dir_factor); ePoint->e_alpha = ePoint->e_alpha * (1.0f - dir_factor) + pPoint->e_alpha * dir_factor; pPoint->wetness *= (1.0f - dir_factor); } } } } } /* * Prepare data required by effects for current frame. * Returns number of steps required */ static int dynamicPaint_prepareEffectStep(DynamicPaintSurface *surface, Scene *scene, Object *ob, float **force, float timescale) { double average_force = 0.0f; float shrink_speed = 0.0f, spread_speed = 0.0f; float fastest_effect, avg_dist; int steps; PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; Vec3f *realCoord = bData->realCoord; int index; /* Init force data if required */ if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) { float vel[3] = {0}; ListBase *effectors = pdInitEffectors(scene, ob, NULL, surface->effector_weights, true); /* allocate memory for force data (dir vector + strength) */ *force = MEM_mallocN(sData->total_points * 4 * sizeof(float), "PaintEffectForces"); if (*force) { #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { float forc[3] = {0}; /* apply force fields */ if (effectors) { EffectedPoint epoint; pd_point_from_loc(scene, realCoord[bData->s_pos[index]].v, vel, index, &epoint); epoint.vel_to_sec = 1.0f; pdDoEffectors(effectors, NULL, surface->effector_weights, &epoint, forc, NULL); } /* if global gravity is enabled, add it too */ if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) /* also divide by 10 to about match default grav * with default force strength (1.0) */ madd_v3_v3fl(forc, scene->physics_settings.gravity, surface->effector_weights->global_gravity * surface->effector_weights->weight[0] / 10.f); /* add surface point velocity and acceleration if enabled */ if (bData->velocity) { if (surface->drip_vel) madd_v3_v3fl(forc, bData->velocity[index].v, surface->drip_vel * (-1.0f)); /* acceleration */ if (bData->prev_velocity && surface->drip_acc) { float acc[3]; copy_v3_v3(acc, bData->velocity[index].v); sub_v3_v3(acc, bData->prev_velocity[index].v); madd_v3_v3fl(forc, acc, surface->drip_acc * (-1.0f)); } } /* force strength */ (*force)[index * 4 + 3] = len_v3(forc); /* normalize and copy */ if ((*force)[index * 4 + 3]) mul_v3_fl(forc, 1.0f / (*force)[index * 4 + 3]); copy_v3_v3(&((*force)[index * 4]), forc); } /* calculate average values (single thread) */ for (index = 0; index < sData->total_points; index++) { average_force += (*force)[index * 4 + 3]; } average_force /= sData->total_points; } pdEndEffectors(&effectors); } /* Get number of required steps using average point distance * so that just a few ultra close pixels wont up substeps to max */ /* adjust number of required substep by fastest active effect */ if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD) spread_speed = surface->spread_speed; if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK) shrink_speed = surface->shrink_speed; fastest_effect = max_fff(spread_speed, shrink_speed, average_force); avg_dist = bData->average_dist * CANVAS_REL_SIZE / getSurfaceDimension(sData); steps = (int)ceil(1.5f * EFF_MOVEMENT_PER_FRAME * fastest_effect / avg_dist * timescale); CLAMP(steps, 1, 20); return steps; } /** * Processes active effect step. */ static void dynamicPaint_doEffectStep(DynamicPaintSurface *surface, float *force, PaintPoint *prevPoint, float timescale, float steps) { PaintSurfaceData *sData = surface->data; BakeAdjPoint *bNeighs = sData->bData->bNeighs; float distance_scale = getSurfaceDimension(sData) / CANVAS_REL_SIZE; int index; timescale /= steps; if (!sData->adj_data) return; /* * Spread Effect */ if (surface->effect & MOD_DPAINT_EFFECT_DO_SPREAD) { float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * surface->spread_speed * timescale; /* Copy current surface to the previous points array to read unmodified values */ memcpy(prevPoint, sData->type_data, sData->total_points * sizeof(struct PaintPoint)); #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { int i; int numOfNeighs = sData->adj_data->n_num[index]; PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index]; /* Only reads values from the surface copy (prevPoint[]), * so this one is thread safe */ /* Loop through neighboring points */ for (i = 0; i < numOfNeighs; i++) { int n_index = sData->adj_data->n_index[index] + i; float w_factor; PaintPoint *ePoint = &prevPoint[sData->adj_data->n_target[n_index]]; float speed_scale = (bNeighs[n_index].dist < eff_scale) ? 1.0f : eff_scale / bNeighs[n_index].dist; float color_mix = (MIN3(ePoint->wetness, pPoint->wetness, 1.0f)) * 0.25f * surface->color_spread_speed; /* do color mixing */ if (color_mix) mixColors(pPoint->e_color, pPoint->e_alpha, ePoint->e_color, ePoint->e_alpha, color_mix); /* Only continue if surrounding point has higher wetness */ if (ePoint->wetness < pPoint->wetness || ePoint->wetness < MIN_WETNESS) continue; w_factor = 1.0f / numOfNeighs * MIN2(ePoint->wetness, 1.0f) * speed_scale; CLAMP(w_factor, 0.0f, 1.0f); /* mix new wetness and color */ pPoint->wetness = (1.0f - w_factor) * pPoint->wetness + w_factor * ePoint->wetness; pPoint->e_alpha = mixColors(pPoint->e_color, pPoint->e_alpha, ePoint->e_color, ePoint->e_alpha, w_factor); } } } /* * Shrink Effect */ if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK) { float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * surface->shrink_speed * timescale; /* Copy current surface to the previous points array to read unmodified values */ memcpy(prevPoint, sData->type_data, sData->total_points * sizeof(struct PaintPoint)); #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { int i; int numOfNeighs = sData->adj_data->n_num[index]; float totalAlpha = 0.0f; PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index]; for (i = 0; i < numOfNeighs; i++) { int n_index = sData->adj_data->n_index[index] + i; float speed_scale = (bNeighs[n_index].dist < eff_scale) ? 1.0f : eff_scale / bNeighs[n_index].dist; PaintPoint *ePoint = &prevPoint[sData->adj_data->n_target[n_index]]; float a_factor, ea_factor, w_factor; totalAlpha += ePoint->e_alpha; /* Check if neighboring point has lower alpha, * if so, decrease this point's alpha as well*/ if (pPoint->alpha <= 0.0f && pPoint->e_alpha <= 0.0f && pPoint->wetness <= 0.0f) continue; /* decrease factor for dry paint alpha */ a_factor = (1.0f - ePoint->alpha) / numOfNeighs * (pPoint->alpha - ePoint->alpha) * speed_scale; if (a_factor < 0.0f) a_factor = 0.0f; /* decrease factor for wet paint alpha */ ea_factor = (1.0f - ePoint->e_alpha) / 8 * (pPoint->e_alpha - ePoint->e_alpha) * speed_scale; if (ea_factor < 0.0f) ea_factor = 0.0f; /* decrease factor for paint wetness */ w_factor = (1.0f - ePoint->wetness) / 8 * (pPoint->wetness - ePoint->wetness) * speed_scale; if (w_factor < 0.0f) w_factor = 0.0f; pPoint->alpha -= a_factor; if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f; pPoint->e_alpha -= ea_factor; if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f; pPoint->wetness -= w_factor; if (pPoint->wetness < 0.0f) pPoint->wetness = 0.0f; } } } /* * Drip Effect */ if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP && force) { float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * timescale / 2.0f; /* Copy current surface to the previous points array to read unmodified values */ memcpy(prevPoint, sData->type_data, sData->total_points * sizeof(struct PaintPoint)); for (index = 0; index < sData->total_points; index++) { int i; PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index]; PaintPoint *pPoint_prev = &prevPoint[index]; int closest_id[2]; float closest_d[2]; /* adjust drip speed depending on wetness */ float w_factor = pPoint_prev->wetness - 0.025f; if (w_factor <= 0) continue; CLAMP(w_factor, 0.0f, 1.0f); /* get force affect points */ surface_determineForceTargetPoints(sData, index, &force[index * 4], closest_d, closest_id); /* Apply movement towards those two points */ for (i = 0; i < 2; i++) { int n_index = closest_id[i]; if (n_index != -1 && closest_d[i] > 0.0f) { float dir_dot = closest_d[i], dir_factor, a_factor; float speed_scale = eff_scale * force[index * 4 + 3] / bNeighs[n_index].dist; PaintPoint *ePoint = &((PaintPoint *)sData->type_data)[sData->adj_data->n_target[n_index]]; float e_wet = ePoint->wetness; /* just skip if angle is too extreme */ if (dir_dot <= 0.0f) continue; dir_factor = dir_dot * MIN2(speed_scale, 1.0f) * w_factor; if (dir_factor > 0.5f) dir_factor = 0.5f; /* mix new wetness */ ePoint->wetness += dir_factor; CLAMP(ePoint->wetness, 0.0f, MAX_WETNESS); /* mix new color */ a_factor = dir_factor / pPoint_prev->wetness; CLAMP(a_factor, 0.0f, 1.0f); mixColors(ePoint->e_color, ePoint->e_alpha, pPoint_prev->e_color, pPoint_prev->e_alpha, a_factor); /* dripping is supposed to preserve alpha level */ if (pPoint_prev->e_alpha > ePoint->e_alpha) { ePoint->e_alpha += a_factor * pPoint_prev->e_alpha; if (ePoint->e_alpha > pPoint_prev->e_alpha) ePoint->e_alpha = pPoint_prev->e_alpha; } /* decrease paint wetness on current point */ pPoint->wetness -= (ePoint->wetness - e_wet); CLAMP(pPoint->wetness, 0.0f, MAX_WETNESS); } } } } } static void dynamicPaint_doWaveStep(DynamicPaintSurface *surface, float timescale) { PaintSurfaceData *sData = surface->data; BakeAdjPoint *bNeighs = sData->bData->bNeighs; int index; int steps, ss; float dt, min_dist, damp_factor; float wave_speed = surface->wave_speed; float wave_max_slope = (surface->wave_smoothness >= 0.01f) ? (0.5f / surface->wave_smoothness) : 0.0f; double average_dist = 0.0f; const float canvas_size = getSurfaceDimension(sData); float wave_scale = CANVAS_REL_SIZE / canvas_size; /* allocate memory */ PaintWavePoint *prevPoint = MEM_mallocN(sData->total_points * sizeof(PaintWavePoint), "Temp previous points for wave simulation"); if (!prevPoint) return; /* calculate average neigh distance (single thread) */ for (index = 0; index < sData->total_points; index++) { int i; int numOfNeighs = sData->adj_data->n_num[index]; for (i = 0; i < numOfNeighs; i++) { average_dist += bNeighs[sData->adj_data->n_index[index] + i].dist; } } average_dist *= wave_scale / sData->adj_data->total_targets; /* determine number of required steps */ steps = (int)ceil((WAVE_TIME_FAC * timescale * surface->wave_timescale) / (average_dist / wave_speed / 3)); CLAMP(steps, 1, 20); timescale /= steps; /* apply simulation values for final timescale */ dt = WAVE_TIME_FAC * timescale * surface->wave_timescale; min_dist = wave_speed * dt * 1.5f; damp_factor = pow((1.0f - surface->wave_damping), timescale * surface->wave_timescale); for (ss = 0; ss < steps; ss++) { /* copy previous frame data */ memcpy(prevPoint, sData->type_data, sData->total_points * sizeof(PaintWavePoint)); #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { PaintWavePoint *wPoint = &((PaintWavePoint *)sData->type_data)[index]; int numOfNeighs = sData->adj_data->n_num[index]; float force = 0.0f, avg_dist = 0.0f, avg_height = 0.0f, avg_n_height = 0.0f; int numOfN = 0, numOfRN = 0; int i; if (wPoint->state > 0) continue; /* calculate force from surrounding points */ for (i = 0; i < numOfNeighs; i++) { int n_index = sData->adj_data->n_index[index] + i; float dist = bNeighs[n_index].dist * wave_scale; PaintWavePoint *tPoint = &prevPoint[sData->adj_data->n_target[n_index]]; if (!dist || tPoint->state > 0) continue; if (dist < min_dist) dist = min_dist; avg_dist += dist; numOfN++; /* count average height for edge points for open borders */ if (!(sData->adj_data->flags[sData->adj_data->n_target[n_index]] & ADJ_ON_MESH_EDGE)) { avg_n_height += tPoint->height; numOfRN++; } force += (tPoint->height - wPoint->height) / (dist * dist); avg_height += tPoint->height; } avg_dist = (numOfN) ? avg_dist / numOfN : 0.0f; if (surface->flags & MOD_DPAINT_WAVE_OPEN_BORDERS && sData->adj_data->flags[index] & ADJ_ON_MESH_EDGE) { /* if open borders, apply a fake height to keep waves going on */ avg_n_height = (numOfRN) ? avg_n_height / numOfRN : 0.0f; wPoint->height = (dt * wave_speed * avg_n_height + wPoint->height * avg_dist) / (avg_dist + dt * wave_speed); } /* else do wave eq */ else { /* add force towards zero height based on average dist */ if (avg_dist) force += (0.0f - wPoint->height) * surface->wave_spring / (avg_dist * avg_dist) / 2.0f; /* change point velocity */ wPoint->velocity += force * dt * wave_speed * wave_speed; /* damping */ wPoint->velocity *= damp_factor; /* and new height */ wPoint->height += wPoint->velocity * dt; /* limit wave slope steepness */ if (wave_max_slope && avg_dist) { float max_offset = wave_max_slope * avg_dist; float offset = (numOfN) ? (avg_height / numOfN - wPoint->height) : 0.0f; if (offset > max_offset) wPoint->height += offset - max_offset; if (offset < -max_offset) wPoint->height += offset + max_offset; } } } } /* reset state */ #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { PaintWavePoint *wPoint = &((PaintWavePoint *)sData->type_data)[index]; /* if there wasnt any brush intersection, clear isect height */ if (wPoint->state == DPAINT_WAVE_NONE) { wPoint->brush_isect = 0.0f; } wPoint->state = DPAINT_WAVE_NONE; } MEM_freeN(prevPoint); } /* Do dissolve and fading effects */ static void dynamicPaint_surfacePreStep(DynamicPaintSurface *surface, float timescale) { PaintSurfaceData *sData = surface->data; int index; #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { /* Do drying dissolve effects */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT) { PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index]; /* drying */ if (surface->flags & MOD_DPAINT_USE_DRYING) { if (pPoint->wetness >= MIN_WETNESS) { int i; float dry_ratio, f_color[4]; float p_wetness = pPoint->wetness; value_dissolve(&pPoint->wetness, surface->dry_speed, timescale, (surface->flags & MOD_DPAINT_DRY_LOG)); if (pPoint->wetness < 0.0f) pPoint->wetness = 0.0f; if (pPoint->wetness < surface->color_dry_threshold) { dry_ratio = pPoint->wetness / p_wetness; /* * Slowly "shift" paint from wet layer to dry layer as it drys: */ /* make sure alpha values are within proper range */ CLAMP(pPoint->alpha, 0.0f, 1.0f); CLAMP(pPoint->e_alpha, 0.0f, 1.0f); /* get current final blended color of these layers */ blendColors(pPoint->color, pPoint->alpha, pPoint->e_color, pPoint->e_alpha, f_color); /* reduce wet layer alpha by dry factor */ pPoint->e_alpha *= dry_ratio; /* now calculate new alpha for dry layer that keeps final blended color unchanged */ pPoint->alpha = (f_color[3] - pPoint->e_alpha) / (1.0f - pPoint->e_alpha); /* for each rgb component, calculate a new dry layer color that keeps the final blend color * with these new alpha values. (wet layer color doesnt change)*/ if (pPoint->alpha) { for (i = 0; i < 3; i++) { pPoint->color[i] = (f_color[i] * f_color[3] - pPoint->e_color[i] * pPoint->e_alpha) / (pPoint->alpha * (1.0f - pPoint->e_alpha)); } } } pPoint->state = DPAINT_PAINT_WET; } /* in case of just dryed paint, just mix it to the dry layer and mark it empty */ else if (pPoint->state > 0) { float f_color[4]; blendColors(pPoint->color, pPoint->alpha, pPoint->e_color, pPoint->e_alpha, f_color); copy_v3_v3(pPoint->color, f_color); pPoint->alpha = f_color[3]; /* clear wet layer */ pPoint->wetness = 0.0f; pPoint->e_alpha = 0.0f; pPoint->state = DPAINT_PAINT_DRY; } } if (surface->flags & MOD_DPAINT_DISSOLVE) { value_dissolve(&pPoint->alpha, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG)); if (pPoint->alpha < 0.0f) pPoint->alpha = 0.0f; value_dissolve(&pPoint->e_alpha, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG)); if (pPoint->e_alpha < 0.0f) pPoint->e_alpha = 0.0f; } } /* dissolve for float types */ else if (surface->flags & MOD_DPAINT_DISSOLVE && (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE || surface->type == MOD_DPAINT_SURFACE_T_WEIGHT)) { float *point = &((float *)sData->type_data)[index]; /* log or linear */ value_dissolve(point, surface->diss_speed, timescale, (surface->flags & MOD_DPAINT_DISSOLVE_LOG)); if (*point < 0.0f) *point = 0.0f; } } } static int dynamicPaint_surfaceHasMoved(DynamicPaintSurface *surface, Object *ob) { PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; DerivedMesh *dm = surface->canvas->dm; MVert *mvert = dm->getVertArray(dm); int numOfVerts = dm->getNumVerts(dm); int i; int ret = 0; if (!bData->prev_verts) return 1; /* matrix comparison */ for (i = 0; i < 4; i++) { int j; for (j = 0; j < 4; j++) if (bData->prev_obmat[i][j] != ob->obmat[i][j]) return 1; } /* vertices */ #pragma omp parallel for schedule(static) for (i = 0; i < numOfVerts; i++) { int j; for (j = 0; j < 3; j++) if (bData->prev_verts[i].co[j] != mvert[i].co[j]) { ret = 1; break; } } return ret; } static int surface_needsVelocityData(DynamicPaintSurface *surface, const Scene *scene) { if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) return 1; if (surface_getBrushFlags(surface, scene) & BRUSH_USES_VELOCITY) return 1; return 0; } static int surface_needsAccelerationData(DynamicPaintSurface *surface) { if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP) return 1; return 0; } /* Prepare for surface step by creating PaintBakeNormal data */ static int dynamicPaint_generateBakeData(DynamicPaintSurface *surface, const Scene *scene, Object *ob) { PaintSurfaceData *sData = surface->data; PaintAdjData *adj_data = sData->adj_data; PaintBakeData *bData = sData->bData; DerivedMesh *dm = surface->canvas->dm; int index, new_bdata = 0; int do_velocity_data = surface_needsVelocityData(surface, scene); int do_accel_data = surface_needsAccelerationData(surface); int canvasNumOfVerts = dm->getNumVerts(dm); MVert *mvert = dm->getVertArray(dm); Vec3f *canvas_verts; if (bData) { int surface_moved = dynamicPaint_surfaceHasMoved(surface, ob); /* get previous speed for accelertaion */ if (do_accel_data && bData->prev_velocity && bData->velocity) memcpy(bData->prev_velocity, bData->velocity, sData->total_points * sizeof(Vec3f)); /* reset speed vectors */ if (do_velocity_data && bData->velocity && (bData->clear || !surface_moved)) memset(bData->velocity, 0, sData->total_points * sizeof(Vec3f)); /* if previous data exists and mesh hasn't moved, no need to recalc */ if (!surface_moved) return 1; } canvas_verts = (struct Vec3f *) MEM_mallocN(canvasNumOfVerts * sizeof(struct Vec3f), "Dynamic Paint transformed canvas verts"); if (!canvas_verts) return 0; /* allocate memory if required */ if (!bData) { sData->bData = bData = (struct PaintBakeData *) MEM_callocN(sizeof(struct PaintBakeData), "Dynamic Paint bake data"); if (!bData) { if (canvas_verts) MEM_freeN(canvas_verts); return 0; } /* Init bdata */ bData->bNormal = (struct PaintBakeNormal *) MEM_mallocN(sData->total_points * sizeof(struct PaintBakeNormal), "Dynamic Paint step data"); bData->s_pos = MEM_mallocN(sData->total_points * sizeof(unsigned int), "Dynamic Paint bData s_pos"); bData->s_num = MEM_mallocN(sData->total_points * sizeof(unsigned int), "Dynamic Paint bData s_num"); bData->realCoord = (struct Vec3f *) MEM_mallocN(surface_totalSamples(surface) * sizeof(Vec3f), "Dynamic Paint point coords"); bData->prev_verts = MEM_mallocN(canvasNumOfVerts * sizeof(MVert), "Dynamic Paint bData prev_verts"); /* if any allocation failed, free everything */ if (!bData->bNormal || !bData->s_pos || !bData->s_num || !bData->realCoord || !canvas_verts) { if (bData->bNormal) MEM_freeN(bData->bNormal); if (bData->s_pos) MEM_freeN(bData->s_pos); if (bData->s_num) MEM_freeN(bData->s_num); if (bData->realCoord) MEM_freeN(bData->realCoord); if (canvas_verts) MEM_freeN(canvas_verts); return setError(surface->canvas, N_("Not enough free memory")); } new_bdata = 1; } if (do_velocity_data && !bData->velocity) { bData->velocity = (struct Vec3f *) MEM_callocN(sData->total_points * sizeof(Vec3f), "Dynamic Paint velocity"); } if (do_accel_data && !bData->prev_velocity) { bData->prev_velocity = (struct Vec3f *) MEM_mallocN(sData->total_points * sizeof(Vec3f), "Dynamic Paint prev velocity"); /* copy previous vel */ if (bData->prev_velocity && bData->velocity) memcpy(bData->prev_velocity, bData->velocity, sData->total_points * sizeof(Vec3f)); } /* * Make a transformed copy of canvas derived mesh vertices to avoid recalculation. */ bData->mesh_bounds.valid = 0; for (index = 0; index < canvasNumOfVerts; index++) { copy_v3_v3(canvas_verts[index].v, mvert[index].co); mul_m4_v3(ob->obmat, canvas_verts[index].v); boundInsert(&bData->mesh_bounds, canvas_verts[index].v); } /* * Prepare each surface point for a new step */ #pragma omp parallel for schedule(static) for (index = 0; index < sData->total_points; index++) { float prev_point[3] = {0.0f, 0.0f, 0.0f}; if (do_velocity_data && !new_bdata) { copy_v3_v3(prev_point, bData->realCoord[bData->s_pos[index]].v); } /* * Calculate current 3D-position and normal of each surface point */ if (surface->format == MOD_DPAINT_SURFACE_F_IMAGESEQ) { float n1[3], n2[3], n3[3]; ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data; PaintUVPoint *tPoint = &((PaintUVPoint *)f_data->uv_p)[index]; int ss; bData->s_num[index] = (surface->flags & MOD_DPAINT_ANTIALIAS) ? 5 : 1; bData->s_pos[index] = index * bData->s_num[index]; /* per sample coordinates */ for (ss = 0; ss < bData->s_num[index]; ss++) { interp_v3_v3v3v3(bData->realCoord[bData->s_pos[index] + ss].v, canvas_verts[tPoint->v1].v, canvas_verts[tPoint->v2].v, canvas_verts[tPoint->v3].v, f_data->barycentricWeights[index * bData->s_num[index] + ss].v); } /* Calculate current pixel surface normal */ normal_short_to_float_v3(n1, mvert[tPoint->v1].no); normal_short_to_float_v3(n2, mvert[tPoint->v2].no); normal_short_to_float_v3(n3, mvert[tPoint->v3].no); interp_v3_v3v3v3(bData->bNormal[index].invNorm, n1, n2, n3, f_data->barycentricWeights[index * bData->s_num[index]].v); mul_mat3_m4_v3(ob->obmat, bData->bNormal[index].invNorm); normalize_v3(bData->bNormal[index].invNorm); negate_v3(bData->bNormal[index].invNorm); } else if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { int ss; if (surface->flags & MOD_DPAINT_ANTIALIAS && adj_data) { bData->s_num[index] = adj_data->n_num[index] + 1; bData->s_pos[index] = adj_data->n_index[index] + index; } else { bData->s_num[index] = 1; bData->s_pos[index] = index; } /* calculate position for each sample */ for (ss = 0; ss < bData->s_num[index]; ss++) { /* first sample is always point center */ copy_v3_v3(bData->realCoord[bData->s_pos[index] + ss].v, canvas_verts[index].v); if (ss > 0) { int t_index = adj_data->n_index[index] + (ss - 1); /* get vertex position at 1/3 of each neigh edge */ mul_v3_fl(bData->realCoord[bData->s_pos[index] + ss].v, 2.0f / 3.0f); madd_v3_v3fl(bData->realCoord[bData->s_pos[index] + ss].v, canvas_verts[adj_data->n_target[t_index]].v, 1.0f / 3.0f); } } /* normal */ normal_short_to_float_v3(bData->bNormal[index].invNorm, mvert[index].no); mul_mat3_m4_v3(ob->obmat, bData->bNormal[index].invNorm); normalize_v3(bData->bNormal[index].invNorm); negate_v3(bData->bNormal[index].invNorm); } /* Prepare surface normal directional scale to easily convert * brush intersection amount between global and local space */ if (surface->type == MOD_DPAINT_SURFACE_T_DISPLACE || surface->type == MOD_DPAINT_SURFACE_T_WAVE) { float temp_nor[3]; if (surface->format == MOD_DPAINT_SURFACE_F_VERTEX) { normal_short_to_float_v3(temp_nor, mvert[index].no); normalize_v3(temp_nor); } else { float n1[3], n2[3], n3[3]; ImgSeqFormatData *f_data = (ImgSeqFormatData *)sData->format_data; PaintUVPoint *tPoint = &((PaintUVPoint *)f_data->uv_p)[index]; normal_short_to_float_v3(n1, mvert[tPoint->v1].no); normal_short_to_float_v3(n2, mvert[tPoint->v2].no); normal_short_to_float_v3(n3, mvert[tPoint->v3].no); interp_v3_v3v3v3(temp_nor, n1, n2, n3, f_data->barycentricWeights[index * bData->s_num[index]].v); } mul_v3_v3(temp_nor, ob->size); bData->bNormal[index].normal_scale = len_v3(temp_nor); } /* calculate speed vector */ if (do_velocity_data && !new_bdata && !bData->clear) { sub_v3_v3v3(bData->velocity[index].v, bData->realCoord[bData->s_pos[index]].v, prev_point); } } MEM_freeN(canvas_verts); /* generate surface space partitioning grid */ surfaceGenerateGrid(surface); /* calculate current frame adjacency point distances and global dirs */ dynamicPaint_prepareAdjacencyData(surface, 0); /* Copy current frame vertices to check against in next frame */ copy_m4_m4(bData->prev_obmat, ob->obmat); memcpy(bData->prev_verts, mvert, canvasNumOfVerts * sizeof(MVert)); bData->clear = 0; return 1; } /* * Do Dynamic Paint step. Paints scene brush objects of current state/frame to the surface. */ static int dynamicPaint_doStep(Scene *scene, Object *ob, DynamicPaintSurface *surface, float timescale, float subframe) { PaintSurfaceData *sData = surface->data; PaintBakeData *bData = sData->bData; DynamicPaintCanvasSettings *canvas = surface->canvas; int ret = 1; if (sData->total_points < 1) return 0; dynamicPaint_surfacePreStep(surface, timescale); /* * Loop through surface's target paint objects and do painting */ { Base *base = NULL; GroupObject *go = NULL; Object *brushObj = NULL; ModifierData *md = NULL; /* backup current scene frame */ int scene_frame = scene->r.cfra; float scene_subframe = scene->r.subframe; /* either from group or from all objects */ if (surface->brush_group) go = surface->brush_group->gobject.first; else base = scene->base.first; while (base || go) { brushObj = NULL; /* select object */ if (surface->brush_group) { if (go->ob) brushObj = go->ob; } else brushObj = base->object; if (!brushObj) { /* skip item */ if (surface->brush_group) go = go->next; else base = base->next; continue; } /* next item */ if (surface->brush_group) go = go->next; else base = base->next; /* check if target has an active dp modifier */ md = modifiers_findByType(brushObj, eModifierType_DynamicPaint); if (md && md->mode & (eModifierMode_Realtime | eModifierMode_Render)) { DynamicPaintModifierData *pmd2 = (DynamicPaintModifierData *)md; /* make sure we're dealing with a brush */ if (pmd2->brush) { DynamicPaintBrushSettings *brush = pmd2->brush; BrushMaterials bMats = {NULL}; /* calculate brush speed vectors if required */ if (surface->type == MOD_DPAINT_SURFACE_T_PAINT && brush->flags & MOD_DPAINT_DO_SMUDGE) { bData->brush_velocity = MEM_callocN(sData->total_points * sizeof(float) * 4, "Dynamic Paint brush velocity"); /* init adjacency data if not already */ if (!sData->adj_data) dynamicPaint_initAdjacencyData(surface, 1); if (!bData->bNeighs) dynamicPaint_prepareAdjacencyData(surface, 1); } /* update object data on this subframe */ if (subframe) { scene_setSubframe(scene, subframe); subframe_updateObject(scene, brushObj, UPDATE_EVERYTHING, SUBFRAME_RECURSION, BKE_scene_frame_get(scene)); } /* Prepare materials if required */ if (brush_usesMaterial(brush, scene)) dynamicPaint_updateBrushMaterials(brushObj, brush->mat, scene, &bMats); /* Apply brush on the surface depending on it's collision type */ /* Particle brush: */ if (brush->collision == MOD_DPAINT_COL_PSYS) { if (brush->psys && brush->psys->part && ELEM(brush->psys->part->type, PART_EMITTER, PART_FLUID) && psys_check_enabled(brushObj, brush->psys)) { /* Paint a particle system */ BKE_animsys_evaluate_animdata(scene, &brush->psys->part->id, brush->psys->part->adt, BKE_scene_frame_get(scene), ADT_RECALC_ANIM); dynamicPaint_paintParticles(surface, brush->psys, brush, timescale); } } /* Object center distance: */ else if (brush->collision == MOD_DPAINT_COL_POINT && brushObj != ob) { dynamicPaint_paintSinglePoint(surface, brushObj->loc, brush, brushObj, &bMats, scene, timescale); } /* Mesh volume/proximity: */ else if (brushObj != ob) { dynamicPaint_paintMesh(surface, brush, brushObj, &bMats, scene, timescale); } /* free temp material data */ if (brush_usesMaterial(brush, scene)) dynamicPaint_freeBrushMaterials(&bMats); /* reset object to it's original state */ if (subframe) { scene->r.cfra = scene_frame; scene->r.subframe = scene_subframe; subframe_updateObject(scene, brushObj, UPDATE_EVERYTHING, SUBFRAME_RECURSION, BKE_scene_frame_get(scene)); } /* process special brush effects, like smudge */ if (bData->brush_velocity) { if (surface->type == MOD_DPAINT_SURFACE_T_PAINT && brush->flags & MOD_DPAINT_DO_SMUDGE) dynamicPaint_doSmudge(surface, brush, timescale); MEM_freeN(bData->brush_velocity); bData->brush_velocity = NULL; } } } } } /* surfaces operations that use adjacency data */ if (sData->adj_data && bData->bNeighs) { /* wave type surface simulation step */ if (surface->type == MOD_DPAINT_SURFACE_T_WAVE) { dynamicPaint_doWaveStep(surface, timescale); } /* paint surface effects */ if (surface->effect && surface->type == MOD_DPAINT_SURFACE_T_PAINT) { int steps = 1, s; PaintPoint *prevPoint; float *force = NULL; /* Allocate memory for surface previous points to read unchanged values from */ prevPoint = MEM_mallocN(sData->total_points * sizeof(struct PaintPoint), "PaintSurfaceDataCopy"); if (!prevPoint) return setError(canvas, N_("Not enough free memory")); /* Prepare effects and get number of required steps */ steps = dynamicPaint_prepareEffectStep(surface, scene, ob, &force, timescale); for (s = 0; s < steps; s++) { dynamicPaint_doEffectStep(surface, force, prevPoint, timescale, (float)steps); } /* Free temporary effect data */ if (prevPoint) MEM_freeN(prevPoint); if (force) MEM_freeN(force); } } return ret; } /* * Calculate a single frame and included subframes for surface */ int dynamicPaint_calculateFrame(DynamicPaintSurface *surface, Scene *scene, Object *cObject, int frame) { float timescale = 1.0f; /* apply previous displace on derivedmesh if incremental surface */ if (surface->flags & MOD_DPAINT_DISP_INCREMENTAL) dynamicPaint_applySurfaceDisplace(surface, surface->canvas->dm); /* update bake data */ dynamicPaint_generateBakeData(surface, scene, cObject); /* don't do substeps for first frame */ if (surface->substeps && (frame != surface->start_frame)) { int st; timescale = 1.0f / (surface->substeps + 1); for (st = 1; st <= surface->substeps; st++) { float subframe = ((float) st) / (surface->substeps + 1); if (!dynamicPaint_doStep(scene, cObject, surface, timescale, subframe)) return 0; } } return dynamicPaint_doStep(scene, cObject, surface, timescale, 0.0f); }