* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
- * The Original Code is: all of this file.
+ * The Original Code is: some of this file.
*
- * Contributor(s): Jens Ole Wund (bjornmose)
+ * Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_dynstr.h"
+#include "BLI_linklist.h"
+#include "BLI_memarena.h"
#include "PIL_time.h"
#include "IMB_imbuf.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_gpencil_types.h"
#include "BKE_brush.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_utildefines.h"
+#include "BKE_DerivedMesh.h"
#include "BIF_interface.h"
#include "BIF_mywindow.h"
#include "BDR_imagepaint.h"
#include "BDR_vpaint.h"
-
+#include "BDR_gpencil.h"
#include "GPU_draw.h"
#include "GHOST_Types.h"
/* Defines and Structs */
-#define IMAPAINT_CHAR_TO_FLOAT(c) (c/255.0f)
+#define IMAPAINT_CHAR_TO_FLOAT(c) ((c)/255.0f)
+
+#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); }
+#define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f) { (c)[0]=FTOCHAR((f)[0]); (c)[1]=FTOCHAR((f)[1]); (c)[2]=FTOCHAR((f)[2]); (c)[3]=FTOCHAR((f)[3]); }
-#define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f) { c[0]=FTOCHAR(f[0]); \
- c[1]=FTOCHAR(f[1]); c[2]=FTOCHAR(f[2]); }
-#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { f[0]=IMAPAINT_CHAR_TO_FLOAT(c[0]); \
- f[1]=IMAPAINT_CHAR_TO_FLOAT(c[1]); f[2]=IMAPAINT_CHAR_TO_FLOAT(c[2]); }
+#define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); }
+#define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c) { (f)[0]=IMAPAINT_CHAR_TO_FLOAT((c)[0]); (f)[1]=IMAPAINT_CHAR_TO_FLOAT((c)[1]); (f)[2]=IMAPAINT_CHAR_TO_FLOAT((c)[2]); (f)[3]=IMAPAINT_CHAR_TO_FLOAT((c)[3]); }
#define IMAPAINT_FLOAT_RGB_COPY(a, b) VECCOPY(a, b)
#define IMAPAINT_TILE_BITS 6
float uv[2];
} ImagePaintState;
+
+/* testing options */
+#define PROJ_BUCKET_DIV 128 /* TODO - test other values, this is a guess, seems ok */
+
+//#define PROJ_DEBUG_PAINT 1
+#define PROJ_DEBUG_NOSCANLINE 1
+//#define PROJ_DEBUG_NOSEAMBLEED 1
+
+/* projectFaceSeamFlags options */
+//#define PROJ_FACE_IGNORE 1<<0 /* When the face is hidden, backfacing or occluded */
+//#define PROJ_FACE_INIT 1<<1 /* When we have initialized the faces data */
+#define PROJ_FACE_SEAM1 1<<0 /* If this face has a seam on any of its edges */
+#define PROJ_FACE_SEAM2 1<<1
+#define PROJ_FACE_SEAM3 1<<2
+#define PROJ_FACE_SEAM4 1<<3
+
+#define PROJ_FACE_NOSEAM1 1<<4
+#define PROJ_FACE_NOSEAM2 1<<5
+#define PROJ_FACE_NOSEAM3 1<<6
+#define PROJ_FACE_NOSEAM4 1<<7
+
+#define PROJ_BUCKET_NULL 0
+#define PROJ_BUCKET_INIT 1<<0
+// #define PROJ_BUCKET_CLONE_INIT 1<<1
+
+/* only for readability */
+#define PROJ_BUCKET_LEFT 0
+#define PROJ_BUCKET_RIGHT 1
+#define PROJ_BUCKET_BOTTOM 2
+#define PROJ_BUCKET_TOP 3
+
+typedef struct ProjectPaintState {
+ Brush *brush;
+ short tool, blend;
+ Object *ob;
+ /* end similarities with ImagePaintState */
+
+ DerivedMesh *dm;
+ int dm_totface;
+ int dm_totvert;
+
+ MVert *dm_mvert;
+ MFace *dm_mface;
+ MTFace *dm_mtface;
+
+ /* projection painting only */
+ MemArena *projectArena; /* use for alocating many pixel structs and link-lists */
+ LinkNode **projectBuckets; /* screen sized 2D array, each pixel has a linked list of ProjectPixel's */
+ LinkNode **projectFaces; /* projectBuckets alligned array linkList of faces overlapping each bucket */
+ char *projectBucketFlags; /* store if the bucks have been initialized */
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ char *projectFaceSeamFlags; /* store info about faces, if they are initialized etc*/
+ float (*projectFaceSeamUVs)[4][2]; /* expanded UVs for faces to use as seams */
+ LinkNode **projectVertFaces; /* Only needed for when projectSeamBleed is enabled, use to find UV seams */
+#endif
+ int bucketsX; /* The size of the bucket grid, the grid span's viewMin2D/viewMax2D so you can paint outsize the screen or with 2 brushes at once */
+ int bucketsY;
+
+ Image **projectImages; /* array of images we are painting onto while, use so we can tag for updates */
+ ImBuf **projectImBufs; /* array of imbufs we are painting onto while, use so we can get the rect and rect_float quickly */
+
+ int projectImageTotal; /* size of projectImages array */
+ int imaContextIndex; /* current image, use for context switching */
+
+ float (*projectVertScreenCos)[4]; /* verts projected into floating point screen space */
+
+ /* options for projection painting */
+ short projectIsOcclude; /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
+ short projectIsBackfaceCull; /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
+ short projectIsOrtho;
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ float projectSeamBleed;
+#endif
+ /* clone vars */
+ float cloneOfs[2];
+
+
+ float projectMat[4][4]; /* Projection matrix, use for getting screen coords */
+ float viewMat[4][4];
+ float viewDir[3]; /* View vector, use for projectIsBackfaceCull and for ray casting with an ortho viewport */
+
+ float viewMin2D[2]; /* 2D bounds for mesh verts on the screen's plane (screenspace) */
+ float viewMax2D[2];
+ float viewWidth; /* Calculated from viewMin2D & viewMax2D */
+ float viewHeight;
+} ProjectPaintState;
+
+#ifndef PROJ_DEBUG_NOSCANLINE
+typedef struct ProjectScanline {
+ int v[3]; /* verts for this scanline, 0,1,2 or 0,2,3 */
+ float x_limits[2]; /* UV min|max for this scanline */
+} ProjectScanline;
+#endif
+
+typedef struct ProjectPixel {
+ float projCo2D[2]; /* the floating point screen projection of this pixel */
+ void *pixel;
+ int image_index;
+} ProjectPixel;
+
+typedef struct ProjectPixelClone {
+ struct ProjectPixel __pp;
+ char clonepx[4];
+} ProjectPixelClone;
+
+typedef struct ProjectPixelCloneFloat {
+ struct ProjectPixel __pp;
+ float clonepx[4];
+} ProjectPixelCloneFloat;
+
+/* Finish projection painting structs */
+
+
typedef struct UndoTile {
struct UndoTile *next, *prev;
ID id;
IMB_freeImBuf(tmpibuf);
}
-static void undo_free(UndoElem *undo)
+static void undo_free(UndoElem *undo)
+{
+ UndoTile *tile;
+
+ for(tile=undo->tiles.first; tile; tile=tile->next)
+ MEM_freeN(tile->rect);
+ BLI_freelistN(&undo->tiles);
+}
+
+static void undo_imagepaint_push_begin(char *name)
+{
+ UndoElem *uel;
+ int nr;
+
+ /* Undo push is split up in begin and end, the reason is that as painting
+ * happens more tiles are added to the list, and at the very end we know
+ * how much memory the undo used to remove old undo elements */
+
+ /* remove all undos after (also when curundo==NULL) */
+ while(undobase.last != curundo) {
+ uel= undobase.last;
+ undo_free(uel);
+ BLI_freelinkN(&undobase, uel);
+ }
+
+ /* make new */
+ curundo= uel= MEM_callocN(sizeof(UndoElem), "undo file");
+ BLI_addtail(&undobase, uel);
+
+ /* name can be a dynamic string */
+ strncpy(uel->name, name, MAXUNDONAME-1);
+
+ /* limit amount to the maximum amount*/
+ nr= 0;
+ uel= undobase.last;
+ while(uel) {
+ nr++;
+ if(nr==U.undosteps) break;
+ uel= uel->prev;
+ }
+ if(uel) {
+ while(undobase.first!=uel) {
+ UndoElem *first= undobase.first;
+ undo_free(first);
+ BLI_freelinkN(&undobase, first);
+ }
+ }
+}
+
+static void undo_imagepaint_push_end()
+{
+ UndoElem *uel;
+ unsigned long totmem, maxmem;
+
+ if(U.undomemory != 0) {
+ /* limit to maximum memory (afterwards, we can't know in advance) */
+ totmem= 0;
+ maxmem= ((unsigned long)U.undomemory)*1024*1024;
+
+ uel= undobase.last;
+ while(uel) {
+ totmem+= uel->undosize;
+ if(totmem>maxmem) break;
+ uel= uel->prev;
+ }
+
+ if(uel) {
+ while(undobase.first!=uel) {
+ UndoElem *first= undobase.first;
+ undo_free(first);
+ BLI_freelinkN(&undobase, first);
+ }
+ }
+ }
+}
+
+
+static int project_paint_BucketOffset(ProjectPaintState *ps, float projCo2D[2])
+{
+ /* If we were not dealing with screenspace 2D coords we could simple do...
+ * ps->projectBuckets[x + (y*ps->bucketsY)] */
+
+ /* please explain?
+ * projCo2D[0] - ps->viewMin2D[0] : zero origin
+ * ... / ps->viewWidth : range from 0.0 to 1.0
+ * ... * ps->bucketsX : use as a bucket index
+ *
+ * Second multiplication does similar but for vertical offset
+ */
+ return ( (int)(( (projCo2D[0] - ps->viewMin2D[0]) / ps->viewWidth) * ps->bucketsX)) +
+ ( ( (int)(( (projCo2D[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY)) * ps->bucketsX );
+}
+
+static int project_paint_BucketOffsetSafe(ProjectPaintState *ps, float projCo2D[2])
+{
+ int bucket_index = project_paint_BucketOffset(ps, projCo2D);
+
+ if (bucket_index < 0 || bucket_index >= ps->bucketsX*ps->bucketsY) {
+ return -1;
+ } else {
+ return bucket_index;
+ }
+}
+
+/* The point must be inside the triangle */
+static void BarycentricWeightsSimple2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3]) {
+ float wtot;
+ w[0] = AreaF2Dfl(v2, v3, pt);
+ w[1] = AreaF2Dfl(v3, v1, pt);
+ w[2] = AreaF2Dfl(v1, v2, pt);
+ wtot = w[0]+w[1]+w[2];
+ if (wtot > 0.0) { /* just incase */
+ w[0]/=wtot;
+ w[1]/=wtot;
+ w[2]/=wtot;
+ } else {
+ printf("WATCH oUT ZAREA FACE\n");
+ w[0] = w[1] = w[2] = 1.0/3.0; /* dummy values for zero area face */
+ }
+}
+
+/* also works for points outside the triangle */
+#define SIDE_OF_LINE(pa,pb,pp) ((pa[0]-pp[0])*(pb[1]-pp[1]))-((pb[0]-pp[0])*(pa[1]-pp[1]))
+static void BarycentricWeights2f(float v1[2], float v2[2], float v3[2], float pt[2], float w[3]) {
+ float wtot = AreaF2Dfl(v1, v2, v3);
+ if (wtot > 0.0) {
+ w[0] = AreaF2Dfl(v2, v3, pt);
+ w[1] = AreaF2Dfl(v3, v1, pt);
+ w[2] = AreaF2Dfl(v1, v2, pt);
+
+ /* negate weights when 'pt' is on the outer side of the the triangles edge */
+ if ((SIDE_OF_LINE(v2,v3, pt)>0.0) != (SIDE_OF_LINE(v2,v3, v1)>0.0)) w[0]/= -wtot;
+ else w[0]/= wtot;
+
+ if ((SIDE_OF_LINE(v3,v1, pt)>0.0) != (SIDE_OF_LINE(v3,v1, v2)>0.0)) w[1]/= -wtot;
+ else w[1]/= wtot;
+
+ if ((SIDE_OF_LINE(v1,v2, pt)>0.0) != (SIDE_OF_LINE(v1,v2, v3)>0.0)) w[2]/= -wtot;
+ else w[2]/= wtot;
+ } else {
+ w[0] = w[1] = w[2] = 1.0/3.0; /* dummy values for zero area face */
+ }
+}
+
+/* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
+
+static void BarycentricWeightsPersp2f(float v1[4], float v2[4], float v3[4], float pt[2], float w[3]) {
+ float persp_tot;
+ BarycentricWeights2f(v1,v2,v3,pt,w);
+
+ w[0] /= v1[3];
+ w[1] /= v2[3];
+ w[2] /= v3[3];
+
+ persp_tot = w[0]+w[1]+w[2];
+
+ w[0] /= persp_tot;
+ w[1] /= persp_tot;
+ w[2] /= persp_tot;
+}
+
+static void BarycentricWeightsSimplePersp2f(float v1[4], float v2[4], float v3[4], float pt[2], float w[3]) {
+ float persp_tot;
+ BarycentricWeightsSimple2f(v1,v2,v3,pt,w);
+
+ w[0] /= v1[3];
+ w[1] /= v2[3];
+ w[2] /= v3[3];
+
+ persp_tot = w[0]+w[1]+w[2];
+
+ w[0] /= persp_tot;
+ w[1] /= persp_tot;
+ w[2] /= persp_tot;
+}
+
+static float tri_depth_2d(float v1[3], float v2[3], float v3[3], float pt[2], float w[3])
+{
+ BarycentricWeightsSimple2f(v1,v2,v3,pt,w);
+ return (v1[2]*w[0]) + (v2[2]*w[1]) + (v3[2]*w[2]);
+}
+
+
+/* return the topmost face in screen coords index or -1
+ * bucket_index can be -1 if we dont know it to begin with */
+static int screenco_pickface(ProjectPaintState *ps, float pt[2], float w[3], int *side) {
+ LinkNode *node;
+ float w_tmp[3];
+ float *v1, *v2, *v3, *v4;
+ int bucket_index;
+ int face_index;
+ int best_side = -1;
+ int best_face_index = -1;
+ float z_depth_best = MAXFLOAT, z_depth;
+ MFace *mf;
+
+ bucket_index = project_paint_BucketOffsetSafe(ps, pt);
+ if (bucket_index==-1)
+ return -1;
+
+ node = ps->projectFaces[bucket_index];
+
+ /* we could return 0 for 1 face buckets, as long as this function assumes
+ * that the point its testing is only every originated from an existing face */
+
+ while (node) {
+ face_index = (int)node->link;
+ mf = ps->dm_mface + face_index;
+
+ v1 = ps->projectVertScreenCos[mf->v1];
+ v2 = ps->projectVertScreenCos[mf->v2];
+ v3 = ps->projectVertScreenCos[mf->v3];
+
+ if ( IsectPT2Df(pt, v1, v2, v3) ) {
+ z_depth = tri_depth_2d(v1,v2,v3,pt,w_tmp);
+ if (z_depth < z_depth_best) {
+ best_face_index = face_index;
+ best_side = 0;
+ z_depth_best = z_depth;
+ VECCOPY(w, w_tmp);
+ }
+ } else if (mf->v4) {
+ v4 = ps->projectVertScreenCos[mf->v4];
+
+ if ( IsectPT2Df(pt, v1, v3, v4) ) {
+ z_depth = tri_depth_2d(v1,v3,v4,pt,w_tmp);
+ if (z_depth < z_depth_best) {
+ best_face_index = face_index;
+ best_side = 1;
+ z_depth_best = z_depth;
+ VECCOPY(w, w_tmp);
+ }
+ }
+ }
+
+ node = node->next;
+ }
+
+ *side = best_side;
+ return best_face_index; /* will be -1 or a valid face */
+}
+
+/**************************************************************************
+* INTERPOLATIONS
+*
+* Reference and docs:
+* http://wiki.blender.org/index.php/User:Damiles#Interpolations_Algorithms
+***************************************************************************/
+
+/* BICUBIC Interpolation functions */
+/* More info: http://wiki.blender.org/index.php/User:Damiles#Bicubic_pixel_interpolation
+*/
+/* function assumes out to be zero'ed, only does RGBA */
+static float P(float k){
+ return (float)(1.0f/6.0f)*( pow( MAX2(k+2.0f,0) , 3.0f ) - 4.0f * pow( MAX2(k+1.0f,0) , 3.0f ) + 6.0f * pow( MAX2(k,0) , 3.0f ) - 4.0f * pow( MAX2(k-1.0f,0) , 3.0f));
+}
+
+static void bicubic_interpolation_px(ImBuf *in, float x, float y, float rgba_fp[4], char rgba[4])
+{
+ int i,j,n,m,x1,y1;
+ unsigned char *dataI;
+ float a,b,w,wx,wy[4], outR,outG,outB,outA,*dataF,*outF;
+ int do_rect=0, do_float=0;
+
+ if (in == NULL) return;
+ if (in->rect == NULL && in->rect_float == NULL) return;
+
+ if (in->rect_float) do_float = 1;
+ else do_rect = 1;
+
+ i= (int)floor(x);
+ j= (int)floor(y);
+ a= x - i;
+ b= y - j;
+
+ outR= 0.0f;
+ outG= 0.0f;
+ outB= 0.0f;
+ outA= 0.0f;
+
+ /* avoid calling multiple times */
+ wy[0] = P(b-(-1));
+ wy[1] = P(b- 0);
+ wy[2] = P(b- 1);
+ wy[3] = P(b- 2);
+
+ for(n= -1; n<= 2; n++){
+ x1= i+n;
+ if (x1>0 && x1 < in->x) {
+ wx = P(n-a);
+ for(m= -1; m<= 2; m++){
+ y1= j+m;
+ if (y1>0 && y1<in->y) {
+ /* normally we could do this */
+ /* w = P(n-a) * P(b-m); */
+ /* except that would call P() 16 times per pixel therefor pow() 64 times, better precalc these */
+ w = wx * wy[m+1];
+
+ if (do_float) {
+ dataF= in->rect_float + in->x * y1 * 4 + 4*x1;
+ outR+= dataF[0] * w;
+ outG+= dataF[1] * w;
+ outB+= dataF[2] * w;
+ outA+= dataF[3] * w;
+ }
+ if (do_rect) {
+ dataI= (unsigned char*)in->rect + in->x * y1 * 4 + 4*x1;
+ outR+= dataI[0] * w;
+ outG+= dataI[1] * w;
+ outB+= dataI[2] * w;
+ outA+= dataI[3] * w;
+ }
+ }
+ }
+ }
+ }
+ if (do_rect) {
+ rgba[0]= (int)outR;
+ rgba[1]= (int)outG;
+ rgba[2]= (int)outB;
+ rgba[3]= (int)outA;
+ }
+ if (do_float) {
+ rgba_fp[0]= outR;
+ rgba_fp[1]= outG;
+ rgba_fp[2]= outB;
+ rgba_fp[3]= outA;
+ }
+}
+
+/* bucket_index is optional, since in some cases we know it */
+/* TODO FLOAT */ /* add a function that does this for float buffers */
+static int screenco_pickcol(ProjectPaintState *ps, float pt[2], float *rgba_fp, char *rgba, int interp)
+{
+ float w[3], uv[2];
+ int side;
+ int face_index;
+ MTFace *tf;
+ ImBuf *ibuf;
+ int xi,yi;
+
+
+ face_index = screenco_pickface(ps,pt,w, &side);
+
+ if (face_index == -1)
+ return 0;
+
+ tf = ps->dm_mtface + face_index;
+
+ if (side==0) {
+ uv[0] = tf->uv[0][0]*w[0] + tf->uv[1][0]*w[1] + tf->uv[2][0]*w[2];
+ uv[1] = tf->uv[0][1]*w[0] + tf->uv[1][1]*w[1] + tf->uv[2][1]*w[2];
+ } else { /* QUAD */
+ uv[0] = tf->uv[0][0]*w[0] + tf->uv[2][0]*w[1] + tf->uv[3][0]*w[2];
+ uv[1] = tf->uv[0][1]*w[0] + tf->uv[2][1]*w[1] + tf->uv[3][1]*w[2];
+ }
+
+ ibuf = BKE_image_get_ibuf((Image *)tf->tpage, NULL); /* TODO - this may be slow */
+
+
+
+ if (interp) {
+ float x,y;
+ x = uv[0]*ibuf->x;
+ y = uv[1]*ibuf->y;
+ if (ibuf->rect_float) {
+ if (rgba_fp) {
+ bicubic_interpolation_px(ibuf, x, y, rgba_fp, NULL);
+ } else {
+ float rgba_tmp_fp[4];
+ bicubic_interpolation_px(ibuf, x, y, rgba_tmp_fp, NULL);
+ IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
+ }
+ } else {
+ if (rgba) {
+ bicubic_interpolation_px(ibuf, x, y, NULL, rgba);
+ } else {
+ char rgba_tmp[4];
+ bicubic_interpolation_px(ibuf, x, y, NULL, rgba_tmp);
+ IMAPAINT_CHAR_RGBA_TO_FLOAT( rgba_fp, rgba_tmp);
+ }
+ }
+ } else {
+ xi = uv[0]*ibuf->x;
+ yi = uv[1]*ibuf->y;
+
+ if (xi<0 || xi>=ibuf->x || yi<0 || yi>=ibuf->y) return 0;
+
+ if (rgba) {
+ if (ibuf->rect_float) {
+ IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, ((( float * ) ibuf->rect_float) + (( xi + yi * ibuf->x ) * 4)));
+ } else {
+ *((unsigned int *)rgba) = *(unsigned int *) ((( char * ) ibuf->rect) + (( xi + yi * ibuf->x ) * 4));
+ }
+ }
+
+ if (rgba_fp) {
+ if (ibuf->rect_float) {
+ QUATCOPY(rgba_fp, ((( float * ) ibuf->rect_float) + (( xi + yi * ibuf->x ) * 4)));
+ } else {
+ IMAPAINT_CHAR_RGBA_TO_FLOAT( rgba_fp, ((( char * ) ibuf->rect) + (( xi + yi * ibuf->x ) * 4)));
+ }
+ }
+ }
+ return 1;
+}
+
+/* return...
+ * 0 : no occlusion
+ * -1 : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
+ * 1 : occluded */
+
+static int screenco_tri_pt_occlude(float pt[3], float v1[3], float v2[3], float v3[3])
+{
+ /* if all are behind us, return false */
+ if(v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
+ return 0;
+
+ /* do a 2D point in try intersection */
+ if ( !IsectPT2Df(pt, v1, v2, v3) )
+ return 0; /* we know there is */
+
+ /* From here on we know there IS an intersection */
+
+ /* if ALL of the verts are infront of us then we know it intersects ? */
+ if( v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
+ return 1;
+ } else {
+ float w[3];
+ /* we intersect? - find the exact depth at the point of intersection */
+ if (tri_depth_2d(v1,v2,v3,pt,w) < pt[2]) {
+ return 1; /* This point is occluded by another face */
+ }
+ }
+ return -1;
+}
+
+
+/* check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison */
+static int project_bucket_point_occluded(ProjectPaintState *ps, int bucket_index, int orig_face, float pixelScreenCo[4])
+{
+ LinkNode *node = ps->projectFaces[bucket_index];
+ MFace *mf;
+ int face_index;
+ int isect_ret;
+
+ /* we could return 0 for 1 face buckets, as long as this function assumes
+ * that the point its testing is only every originated from an existing face */
+
+ while (node) {
+ face_index = (int)node->link;
+
+ if (orig_face != face_index) {
+
+ mf = ps->dm_mface + face_index;
+
+ isect_ret = screenco_tri_pt_occlude(
+ pixelScreenCo,
+ ps->projectVertScreenCos[mf->v1],
+ ps->projectVertScreenCos[mf->v2],
+ ps->projectVertScreenCos[mf->v3]);
+
+ /* Note, if isect_ret==-1 then we dont want to test the other side of the quad */
+ if (isect_ret==0 && mf->v4) {
+ isect_ret = screenco_tri_pt_occlude(
+ pixelScreenCo,
+ ps->projectVertScreenCos[mf->v1],
+ ps->projectVertScreenCos[mf->v3],
+ ps->projectVertScreenCos[mf->v4]);
+ }
+
+ if (isect_ret==1) {
+#if 0
+ /* Cheap Optimization!
+ * This function runs for every UV Screen pixel,
+ * therefor swapping the swapping the faces for this buckets list helps because
+ * the next ~5 to ~200 runs will can hit the first face each time. */
+ if (ps->projectFaces[bucket_index] != node) {
+ /* SWAP(void *, ps->projectFaces[bucket_index]->link, node->link); */
+
+ /* dont need to use swap since we alredy have face_index */
+ node->link = ps->projectFaces[bucket_index]->link; /* move the value item to the current value */
+ ps->projectFaces[bucket_index]->link = (void *) face_index;
+
+ /*printf("swapping %d %d\n", (int)node->link, face_index);*/
+ } /*else {
+ printf("first hit %d\n", face_index);
+ }*/
+#endif
+ return 1;
+ }
+ }
+ node = node->next;
+ }
+
+ return 0;
+}
+
+/* basic line intersection, could move to arithb.c, 2 points with a horiz line
+ * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
+#define ISECT_TRUE 1
+#define ISECT_TRUE_P1 2
+#define ISECT_TRUE_P2 3
+static int line_isect_y(float p1[2], float p2[2], float y_level, float *x_isect)
+{
+ if (y_level==p1[1]) {
+ *x_isect = p1[0];
+ return ISECT_TRUE_P1;
+ }
+ if (y_level==p2[1]) {
+ *x_isect = p2[0];
+ return ISECT_TRUE_P2;
+ }
+
+ if (p1[1] > y_level && p2[1] < y_level) {
+ *x_isect = (p2[0]*(p1[1]-y_level) + p1[0]*(y_level-p2[1])) / (p1[1]-p2[1]);
+ return ISECT_TRUE;
+ } else if (p1[1] < y_level && p2[1] > y_level) {
+ *x_isect = (p2[0]*(y_level-p1[1]) + p1[0]*(p2[1]-y_level)) / (p2[1]-p1[1]);
+ return ISECT_TRUE;
+ } else {
+ return 0;
+ }
+}
+
+static int line_isect_x(float p1[2], float p2[2], float x_level, float *y_isect)
+{
+ if (x_level==p1[0]) {
+ *y_isect = p1[1];
+ return ISECT_TRUE_P1;
+ }
+ if (x_level==p2[0]) {
+ *y_isect = p2[1];
+ return ISECT_TRUE_P2;
+ }
+
+ if (p1[0] > x_level && p2[0] < x_level) {
+ *y_isect = (p2[1]*(p1[0]-x_level) + p1[1]*(x_level-p2[0])) / (p1[0]-p2[0]);
+ return ISECT_TRUE;
+ } else if (p1[0] < x_level && p2[0] > x_level) {
+ *y_isect = (p2[1]*(x_level-p1[0]) + p1[1]*(p2[0]-x_level)) / (p2[0]-p1[0]);
+ return ISECT_TRUE;
+ } else {
+ return 0;
+ }
+}
+
+#ifndef PROJ_DEBUG_NOSCANLINE
+static int project_face_scanline(ProjectScanline *sc, float y_level, float v1[2], float v2[2], float v3[2], float v4[2])
+{
+ /* Create a scanlines for the face at this Y level
+ * triangles will only ever have 1 scanline, quads may have 2 */
+ int totscanlines = 0;
+ short i1=0,i2=0,i3=0;
+
+ if (v4) { /* This is a quad?*/
+ int i4=0, i_mid=0;
+ float xi1, xi2, xi3, xi4, xi_mid;
+
+ i1 = line_isect_y(v1, v2, y_level, &xi1);
+ if (i1 != ISECT_TRUE_P2) /* rare cases we could be on the line, in these cases we dont want to intersect with the same point twice */
+ i2 = line_isect_y(v2, v3, y_level, &xi2);
+
+ if (i1 && i2) { /* both the first 2 edges intersect, this means the second half of the quad wont intersect */
+ sc->v[0] = 0;
+ sc->v[1] = 1;
+ sc->v[2] = 2;
+ sc->x_limits[0] = MIN2(xi1, xi2);
+ sc->x_limits[1] = MAX2(xi1, xi2);
+ totscanlines = 1;
+ } else {
+ if (i2 != ISECT_TRUE_P2)
+ i3 = line_isect_y(v3, v4, y_level, &xi3);
+ if (i1 != ISECT_TRUE_P1 && i3 != ISECT_TRUE_P2)
+ i4 = line_isect_y(v4, v1, y_level, &xi4);
+
+ if (i3 && i4) { /* second 2 edges only intersect, same as above */
+ sc->v[0] = 0;
+ sc->v[1] = 2;
+ sc->v[2] = 3;
+ sc->x_limits[0] = MIN2(xi3, xi4);
+ sc->x_limits[1] = MAX2(xi3, xi4);
+ totscanlines = 1;
+ } else {
+ /* OK - we have a not-so-simple case, both sides of the quad intersect.
+ * Will need to have 2 scanlines */
+ if ((i1||i2) && (i3||i4)) {
+ i_mid = line_isect_y(v1, v3, y_level, &xi_mid);
+ /* it would be very rare this would be false, but possible */
+ sc->v[0] = 0;
+ sc->v[1] = 1;
+ sc->v[2] = 2;
+ sc->x_limits[0] = MIN2((i1?xi1:xi2), xi_mid);
+ sc->x_limits[1] = MAX2((i1?xi1:xi2), xi_mid);
+
+ sc++;
+ sc->v[0] = 0;
+ sc->v[1] = 2;
+ sc->v[2] = 3;
+ sc->x_limits[0] = MIN2((i3?xi3:xi4), xi_mid);
+ sc->x_limits[1] = MAX2((i3?xi3:xi4), xi_mid);
+
+ totscanlines = 2;
+ }
+ }
+ }
+ } else { /* triangle */
+ int i = 0;
+
+ i1 = line_isect_y(v1, v2, y_level, &sc->x_limits[0]);
+ if (i1) i++;
+
+ if (i1 != ISECT_TRUE_P2) {
+ i2 = line_isect_y(v2, v3, y_level, &sc->x_limits[i]);
+ if (i2) i++;
+ }
+
+ /* if the triangle intersects then the first 2 lines must */
+ if (i!=0) {
+ if (i!=2) {
+ /* if we are here then this really should not fail since 2 edges MUST intersect */
+ if (i1 != ISECT_TRUE_P1 && i2 != ISECT_TRUE_P2) {
+ i3 = line_isect_y(v3, v1, y_level, &sc->x_limits[i]);
+ if (i3) i++;
+
+ }
+ }
+
+ if (i==2) {
+ if (sc->x_limits[0] > sc->x_limits[1]) {
+ SWAP(float, sc->x_limits[0], sc->x_limits[1]);
+ }
+ sc->v[0] = 0;
+ sc->v[1] = 1;
+ sc->v[2] = 2;
+ totscanlines = 1;
+ }
+ }
+ }
+ /* done setting up scanlines */
+ return totscanlines;
+}
+#endif // PROJ_DEBUG_NOSCANLINE
+static int cmp_uv(float vec2a[2], float vec2b[2])
+{
+ return ((fabs(vec2a[0]-vec2b[0]) < 0.0001) && (fabs(vec2a[1]-vec2b[1]) < 0.0001)) ? 1:0;
+}
+
+/* return zero if there is no area in the returned rectangle */
+static int uv_image_rect(float uv1[2], float uv2[2], float uv3[2], float uv4[2], int min_px[2], int max_px[2], int x_px, int y_px, int is_quad)
+{
+ float min_uv[2], max_uv[2]; /* UV bounds */
+ int i;
+
+ INIT_MINMAX2(min_uv, max_uv);
+
+ DO_MINMAX2(uv1, min_uv, max_uv);
+ DO_MINMAX2(uv2, min_uv, max_uv);
+ DO_MINMAX2(uv3, min_uv, max_uv);
+ if (is_quad)
+ DO_MINMAX2(uv4, min_uv, max_uv);
+
+ min_px[0] = (int)(x_px * min_uv[0]);
+ min_px[1] = (int)(y_px * min_uv[1]);
+
+ max_px[0] = (int)(x_px * max_uv[0]) +1;
+ max_px[1] = (int)(y_px * max_uv[1]) +1;
+
+ /*printf("%d %d %d %d \n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
+ CLAMP(min_px[0], 0, x_px);
+ CLAMP(max_px[0], 0, x_px);
+
+ CLAMP(min_px[1], 0, y_px);
+ CLAMP(max_px[1], 0, y_px);
+
+ /* face uses no UV area when quantized to pixels? */
+ return (min_px[0] == max_px[0] || min_px[1] == max_px[1]) ? 0 : 1;
+}
+
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+/* TODO - set the seam flag on the other face to avoid double lookups */
+static int check_seam(ProjectPaintState *ps, int orig_face, int orig_i1_fidx, int orig_i2_fidx, int *other_face, int *orig_fidx)
+{
+ LinkNode *node;
+ int face_index;
+ int i, i1, i2;
+ int i1_fidx = -1, i2_fidx = -1; /* indexi in face */
+ MFace *orig_mf, *mf;
+ MTFace *orig_tf, *tf;
+
+ orig_mf = ps->dm_mface + orig_face;
+ orig_tf = ps->dm_mtface + orig_face;
+
+ /* vert indicies from face vert order indicies */
+ i1 = (*(&orig_mf->v1 + orig_i1_fidx));
+ i2 = (*(&orig_mf->v1 + orig_i2_fidx));
+
+ for (node = ps->projectVertFaces[i1]; node; node = node->next) {
+ face_index = (int)node->link;
+ if (face_index != orig_face) {
+ mf = ps->dm_mface + face_index;
+
+ /* We need to know the order of the verts in the adjacent face
+ * set the i1_fidx and i2_fidx to (0,1,2,3) */
+ i = mf->v4 ? 3:2;
+ do {
+ if (i1 == (*(&mf->v1 + i))) {
+ i1_fidx = i;
+ } else if (i2 == (*(&mf->v1 + i))) {
+ i2_fidx = i;
+ }
+
+ } while (i--);
+
+ if (i2_fidx != -1) {
+ /* This IS an adjacent face!, now lets check if the UVs are ok */
+
+
+
+ tf = ps->dm_mtface + face_index;
+
+ /* set up the other face */
+ *other_face = face_index;
+ *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
+
+ /* first test if they have the same image */
+ if ( (orig_tf->tpage == tf->tpage) &&
+ cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
+ cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
+ {
+ // printf("SEAM (NONE)\n");
+ return 0;
+
+ } else {
+ // printf("SEAM (UV GAP)\n");
+ return 1;
+ }
+ }
+ }
+ }
+ // printf("SEAM (NO FACE)\n");
+ *other_face = -1;
+ return 1;
+}
+
+
+static float angleToLength(float angle)
+{
+ float x,y, fac;
+
+ // Alredy accounted for
+ if (angle < 0.000001)
+ return 1.0;
+
+ angle = (2.0*M_PI/360.0) * angle;
+ x = cos(angle);
+ y = sin(angle);
+
+ // print "YX", x,y
+ // 0 d is hoz to the right.
+ // 90d is vert upward.
+ fac = 1.0/x;
+ x = x*fac;
+ y = y*fac;
+ return sqrt((x*x)+(y*y));
+}
+
+/* takes a faces UV's and assigns outset coords to outset_uv */
+static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], float scaler, int x_px, int y_px, int is_quad)
+{
+ float a1,a2,a3,a4=0.0;
+ float puv[4][2]; /* pixelspace uv's */
+ float no1[2], no2[2], no3[2], no4[2]; /* normals */
+ float dir1[2], dir2[2], dir3[2], dir4[2];
+
+ /* make UV's in pixel space so we can */
+ puv[0][0] = orig_uv[0][0] * x_px;
+ puv[0][1] = orig_uv[0][1] * y_px;
+
+ puv[1][0] = orig_uv[1][0] * x_px;
+ puv[1][1] = orig_uv[1][1] * y_px;
+
+ puv[2][0] = orig_uv[2][0] * x_px;
+ puv[2][1] = orig_uv[2][1] * y_px;
+
+ if (is_quad) {
+ puv[3][0] = orig_uv[3][0] * x_px;
+ puv[3][1] = orig_uv[3][1] * y_px;
+ }
+
+ /* face edge directions */
+ Vec2Subf(dir1, puv[1], puv[0]);
+ Vec2Subf(dir2, puv[2], puv[1]);
+ Normalize2(dir1);
+ Normalize2(dir2);
+
+ if (is_quad) {
+ Vec2Subf(dir3, puv[3], puv[2]);
+ Vec2Subf(dir4, puv[0], puv[3]);
+ Normalize2(dir3);
+ Normalize2(dir4);
+ } else {
+ Vec2Subf(dir3, puv[0], puv[2]);
+ Normalize2(dir3);
+ }
+
+ if (is_quad) {
+ a1 = NormalizedVecAngle2_2D(dir4, dir1);
+ a2 = NormalizedVecAngle2_2D(dir1, dir2);
+ a3 = NormalizedVecAngle2_2D(dir2, dir3);
+ a4 = NormalizedVecAngle2_2D(dir3, dir4);
+ } else {
+ a1 = NormalizedVecAngle2_2D(dir3, dir1);
+ a2 = NormalizedVecAngle2_2D(dir1, dir2);
+ a3 = NormalizedVecAngle2_2D(dir2, dir3);
+ }
+
+ a1 = angleToLength(a1);
+ a2 = angleToLength(a2);
+ a3 = angleToLength(a3);
+ if (is_quad)
+ a4 = angleToLength(a4);
+
+ if (is_quad) {
+ Vec2Subf(no1, dir4, dir1);
+ Vec2Subf(no2, dir1, dir2);
+ Vec2Subf(no3, dir2, dir3);
+ Vec2Subf(no4, dir3, dir4);
+ Normalize2(no1);
+ Normalize2(no2);
+ Normalize2(no3);
+ Normalize2(no4);
+ Vec2Mulf(no1, a1*scaler);
+ Vec2Mulf(no2, a2*scaler);
+ Vec2Mulf(no3, a3*scaler);
+ Vec2Mulf(no4, a4*scaler);
+ Vec2Addf(outset_uv[0], puv[0], no1);
+ Vec2Addf(outset_uv[1], puv[1], no2);
+ Vec2Addf(outset_uv[2], puv[2], no3);
+ Vec2Addf(outset_uv[3], puv[3], no4);
+ outset_uv[0][0] /= x_px;
+ outset_uv[0][1] /= y_px;
+
+ outset_uv[1][0] /= x_px;
+ outset_uv[1][1] /= y_px;
+
+ outset_uv[2][0] /= x_px;
+ outset_uv[2][1] /= y_px;
+
+ outset_uv[3][0] /= x_px;
+ outset_uv[3][1] /= y_px;
+ } else {
+ Vec2Subf(no1, dir3, dir1);
+ Vec2Subf(no2, dir1, dir2);
+ Vec2Subf(no3, dir2, dir3);
+ Normalize2(no1);
+ Normalize2(no2);
+ Normalize2(no3);
+ Vec2Mulf(no1, a1*scaler);
+ Vec2Mulf(no2, a2*scaler);
+ Vec2Mulf(no3, a3*scaler);
+ Vec2Addf(outset_uv[0], puv[0], no1);
+ Vec2Addf(outset_uv[1], puv[1], no2);
+ Vec2Addf(outset_uv[2], puv[2], no3);
+ outset_uv[0][0] /= x_px;
+ outset_uv[0][1] /= y_px;
+
+ outset_uv[1][0] /= x_px;
+ outset_uv[1][1] /= y_px;
+
+ outset_uv[2][0] /= x_px;
+ outset_uv[2][1] /= y_px;
+ }
+}
+
+/*
+ * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
+ * 1<<i - where i is (0-3)
+ */
+static void project_face_seams_init(ProjectPaintState *ps, int face_index, int is_quad)
+{
+ int other_face, other_fidx; /* vars for the other face, we also set its flag */
+ int fidx1, fidx2;
+
+ fidx1 = is_quad ? 3 : 2;
+ do {
+ if (is_quad)
+ fidx2 = (fidx1==3) ? 0 : fidx1+1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
+ else
+ fidx2 = (fidx1==2) ? 0 : fidx1+1; /* next fidx in the face (0,1,2) -> (1,2,0) */
+
+ if ((ps->projectFaceSeamFlags[face_index] & (1<<fidx1|16<<fidx1)) == 0) {
+ if (check_seam(ps, face_index, fidx1,fidx2, &other_face, &other_fidx)) {
+ ps->projectFaceSeamFlags[face_index] |= 1<<fidx1;
+ if (other_face != -1)
+ ps->projectFaceSeamFlags[other_face] |= 1<<other_fidx;
+ } else {
+ ps->projectFaceSeamFlags[face_index] |= 16<<fidx1;
+ if (other_face != -1)
+ ps->projectFaceSeamFlags[other_face] |= 16<<other_fidx; /* second 4 bits for disabled */
+ }
+ }
+ } while (fidx1--);
+}
+#endif // PROJ_DEBUG_NOSEAMBLEED
+
+
+/* TODO - move to arithb.c */
+
+/* little sister we only need to know lambda */
+static float lambda_cp_line2(float p[2], float l1[2], float l2[2])
+{
+ float h[2],u[2];
+ Vec2Subf(u, l2, l1);
+ Vec2Subf(h, p, l1);
+ return(Inp2f(u,h)/Inp2f(u,u));
+}
+
+static screen_px_from_ortho(
+ ProjectPaintState *ps, float uv[2],
+ float v1co[3], float v2co[3], float v3co[3], /* Screenspace coords */
+ float uv1co[2], float uv2co[2], float uv3co[2],
+ float pixelScreenCo[4] )
+{
+ float w[3];
+ BarycentricWeightsSimple2f(uv1co,uv2co,uv3co,uv,w);
+ pixelScreenCo[0] = v1co[0]*w[0] + v2co[0]*w[1] + v3co[0]*w[2];
+ pixelScreenCo[1] = v1co[1]*w[0] + v2co[1]*w[1] + v3co[1]*w[2];
+ pixelScreenCo[2] = v1co[2]*w[0] + v2co[2]*w[1] + v3co[2]*w[2];
+}
+
+static screen_px_from_persp(
+ ProjectPaintState *ps, float uv[2],
+ float v1co[3], float v2co[3], float v3co[3], /* Worldspace coords */
+ float uv1co[2], float uv2co[2], float uv3co[2],
+ float pixelScreenCo[4])
+{
+ float w[3];
+ BarycentricWeightsSimple2f(uv1co,uv2co,uv3co,uv,w);
+ pixelScreenCo[0] = v1co[0]*w[0] + v2co[0]*w[1] + v3co[0]*w[2];
+ pixelScreenCo[1] = v1co[1]*w[0] + v2co[1]*w[1] + v3co[1]*w[2];
+ pixelScreenCo[2] = v1co[2]*w[0] + v2co[2]*w[1] + v3co[2]*w[2];
+ pixelScreenCo[3] = 1.0;
+
+ Mat4MulVec4fl(ps->projectMat, pixelScreenCo);
+
+ // if( pixelScreenCo[3] > 0.001 ) { ??? TODO
+ /* screen space, not clamped */
+ pixelScreenCo[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*pixelScreenCo[0]/pixelScreenCo[3];
+ pixelScreenCo[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*pixelScreenCo[1]/pixelScreenCo[3];
+ pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
+}
+
+
+/* Only run this function once for new ProjectPixelClone's */
+#define pixel_size 4
+
+static void project_paint_uvpixel_init(ProjectPaintState *ps, ImBuf *ibuf, int x, int y, int bucket_index, int face_index, float pixelScreenCo[4])
+{
+ ProjectPixel *projPixel;
+ short size;
+
+ // printf("adding px (%d %d), (%f %f)\n", x,y,uv[0],uv[1]);
+
+
+ /* Use viewMin2D to make (0,0) the bottom left of the bounds
+ * Then this can be used to index the bucket array */
+
+ /* Is this UV visible from the view? - raytrace */
+ /* screenco_pickface is less complex, use for testing */
+ //if (screenco_pickface(ps, pixelScreenCo, w, &side) == face_index) {
+ if (ps->projectIsOcclude==0 || !project_bucket_point_occluded(ps, bucket_index, face_index, pixelScreenCo)) {
+
+ if (ps->tool==PAINT_TOOL_CLONE) {
+ if (ibuf->rect_float) {
+ size = sizeof(ProjectPixelCloneFloat);
+ } else {
+ size = sizeof(ProjectPixelClone);
+ }
+ } else if (ps->tool==PAINT_TOOL_SMEAR) {
+ size = sizeof(ProjectPixelClone);
+ } else {
+ size = sizeof(ProjectPixel);
+ }
+
+ projPixel = (ProjectPixel *)BLI_memarena_alloc(ps->projectArena, size);
+
+ if (ibuf->rect_float) {
+ projPixel->pixel = (void *) ((( float * ) ibuf->rect_float) + (( x + y * ibuf->x ) * pixel_size));
+ } else {
+ projPixel->pixel = (void *) ((( char * ) ibuf->rect) + (( x + y * ibuf->x ) * pixel_size));
+ }
+
+ VECCOPY2D(projPixel->projCo2D, pixelScreenCo);
+
+ /* done with view3d_project_float inline */
+ if (ps->tool==PAINT_TOOL_CLONE) {
+ float co[2];
+
+ /* Initialize clone pixels - note that this is a bit of a waste since some of these are being indirectly initialized :/ */
+ /* TODO - possibly only run this for directly ativated buckets when cloning */
+ Vec2Subf(co, projPixel->projCo2D, ps->cloneOfs);
+
+ /* no need to initialize the bucket, we're only checking buckets faces and for this
+ * the faces are alredy initialized in project_paint_delayed_face_init(...) */
+ if (ibuf->rect_float) {
+ if (!screenco_pickcol(ps, co, ((ProjectPixelCloneFloat *)projPixel)->clonepx, NULL, 1)) {
+ ((ProjectPixelCloneFloat *)projPixel)->clonepx[3] = 0; /* zero alpha - ignore */
+ }
+ } else {
+ if (!screenco_pickcol(ps, co, NULL, ((ProjectPixelClone *)projPixel)->clonepx, 1)) {
+ ((ProjectPixelClone *)projPixel)->clonepx[3] = 0; /* zero alpha - ignore */
+ }
+ }
+ }
+
+ /* screenspace unclamped */
+
+#ifdef PROJ_DEBUG_PAINT
+ if (ibuf->rect_float) ((float *)projPixel->pixel)[1] = 0;
+ else ((char *)projPixel->pixel)[1] = 0;
+#endif
+ projPixel->image_index = ps->imaContextIndex;
+
+ BLI_linklist_prepend_arena(
+ &ps->projectBuckets[ bucket_index ],
+ projPixel,
+ ps->projectArena
+ );
+ }
+}
+
+static void uvpixel_rect_intersect(int min_target[2], int max_target[2], int min_a[2], int max_a[2], int min_b[2], int max_b[2])
+{
+ min_target[0] = MAX2(min_a[0], min_b[0]);
+ min_target[1] = MAX2(min_a[1], min_b[1]);
+
+ max_target[0] = MIN2(max_a[0], max_b[0]);
+ max_target[1] = MIN2(max_a[1], max_b[1]);
+}
+
+static int line_clip_rect2f(float rect[4], float l1[2], float l2[2], float l1_clip[2], float l2_clip[2])
+{
+ float isect;
+ short ok1 = 0;
+ short ok2 = 0;
+
+ /* are either of the points inside the rectangle ? */
+ if ( l1[1] >= rect[PROJ_BUCKET_BOTTOM] && l1[1] <= rect[PROJ_BUCKET_TOP] &&
+ l1[0] >= rect[PROJ_BUCKET_LEFT] && l1[0] <= rect[PROJ_BUCKET_RIGHT]
+ ) {
+ VECCOPY2D(l1_clip, l1);
+ ok1 = 1;
+ }
+
+ if ( l2[1] >= rect[PROJ_BUCKET_BOTTOM] && l2[1] <= rect[PROJ_BUCKET_TOP] &&
+ l2[0] >= rect[PROJ_BUCKET_LEFT] && l2[0] <= rect[PROJ_BUCKET_RIGHT]
+ ) {
+ VECCOPY2D(l2_clip, l2);
+ ok2 = 1;
+ }
+
+ /* line inside rect */
+ if (ok1 && ok2) {
+ return 1;
+ }
+
+ /* top/bottom */
+ if (line_isect_y(l1,l2, rect[PROJ_BUCKET_BOTTOM], &isect) && (isect > rect[PROJ_BUCKET_LEFT]) && (isect < rect[PROJ_BUCKET_RIGHT])) {
+ if (l1[1] < l2[1]) { /* line 1 is outside */
+ l1_clip[0] = isect;
+ l1_clip[1] = rect[PROJ_BUCKET_BOTTOM];
+ ok1 = 1;
+ } else {
+ l2_clip[0] = isect;
+ l2_clip[1] = rect[PROJ_BUCKET_BOTTOM];
+ ok2 = 2;
+ }
+ }
+ if (line_isect_y(l1,l2, rect[PROJ_BUCKET_TOP], &isect) && (isect > rect[PROJ_BUCKET_LEFT]) && (isect < rect[PROJ_BUCKET_RIGHT])) {
+ if (l1[1] > l2[1]) { /* line 1 is outside */
+ l1_clip[0] = isect;
+ l1_clip[1] = rect[PROJ_BUCKET_TOP];
+ ok1 = 1;
+ } else {
+ l2_clip[0] = isect;
+ l2_clip[1] = rect[PROJ_BUCKET_TOP];
+ ok2 = 2;
+ }
+ }
+
+ /* left/right */
+ if (line_isect_x(l1,l2, rect[PROJ_BUCKET_LEFT], &isect) && (isect > rect[PROJ_BUCKET_BOTTOM]) && (isect < rect[PROJ_BUCKET_TOP])) {
+ if (l1[0] < l2[0]) { /* line 1 is outside */
+ l1_clip[0] = rect[PROJ_BUCKET_LEFT];
+ l1_clip[1] = isect;
+ ok1 = 1;
+ } else {
+ l2_clip[0] = rect[PROJ_BUCKET_LEFT];
+ l2_clip[1] = isect;
+ ok2 = 2;
+ }
+ }
+ if (line_isect_x(l1,l2, rect[PROJ_BUCKET_RIGHT], &isect) && (isect > rect[PROJ_BUCKET_BOTTOM]) && (isect < rect[PROJ_BUCKET_TOP])) {
+ if (l1[0] > l2[0]) { /* line 1 is outside */
+ l1_clip[0] = rect[PROJ_BUCKET_RIGHT];
+ l1_clip[1] = isect;
+ ok1 = 1;
+ } else {
+ l2_clip[0] = rect[PROJ_BUCKET_RIGHT];
+ l2_clip[1] = isect;
+ ok2 = 2;
+ }
+ }
+
+ if (ok1 && ok2) {
+ return 1;
+ } else {
+ return 0;
+ }
+}
+
+
+
+/* scale the quad & tri about its center
+ * scaling by 0.99999 is used for getting fake UV pixel coords that are on the
+ * edge of the face but slightly inside it occlusion tests dont return hits on adjacent faces */
+static void scale_quad(float *origCos[4], float insetCos[4][3], float inset)
+{
+ float cent[3];
+ cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0;
+ cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0;
+ cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0;
+
+ VecSubf(insetCos[0], origCos[0], cent);
+ VecSubf(insetCos[1], origCos[1], cent);
+ VecSubf(insetCos[2], origCos[2], cent);
+ VecSubf(insetCos[3], origCos[3], cent);
+
+ VecMulf(insetCos[0], inset);
+ VecMulf(insetCos[1], inset);
+ VecMulf(insetCos[2], inset);
+ VecMulf(insetCos[3], inset);
+
+ VecAddf(insetCos[0], insetCos[0], cent);
+ VecAddf(insetCos[1], insetCos[1], cent);
+ VecAddf(insetCos[2], insetCos[2], cent);
+ VecAddf(insetCos[3], insetCos[3], cent);
+}
+
+static void scale_tri(float *origCos[4], float insetCos[4][3], float inset)
+{
+ float cent[3];
+ cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0;
+ cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0;
+ cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0;
+
+ VecSubf(insetCos[0], origCos[0], cent);
+ VecSubf(insetCos[1], origCos[1], cent);
+ VecSubf(insetCos[2], origCos[2], cent);
+
+ VecMulf(insetCos[0], inset);
+ VecMulf(insetCos[1], inset);
+ VecMulf(insetCos[2], inset);
+
+ VecAddf(insetCos[0], insetCos[0], cent);
+ VecAddf(insetCos[1], insetCos[1], cent);
+ VecAddf(insetCos[2], insetCos[2], cent);
+}
+
+/**/
+static void project_paint_face_init(ProjectPaintState *ps, int bucket_index, int face_index, float bucket_bounds[4], ImBuf *ibuf)
+{
+ /* Projection vars, to get the 3D locations into screen space */
+
+ MFace *mf = ps->dm_mface + face_index;
+ MTFace *tf = ps->dm_mtface + face_index;
+
+ /* UV/pixel seeking data */
+ int x; /* Image X-Pixel */
+ int y;/* Image Y-Pixel */
+ float uv[2]; /* Image floating point UV - same as x,y but from 0.0-1.0 */
+
+ int min_px[2], max_px[2]; /* UV Bounds converted to int's for pixel */
+ int min_px_tf[2], max_px_tf[2]; /* UV Bounds converted to int's for pixel */
+ int min_px_bucket[2][2], max_px_bucket[2][2]; /* Bucket Bounds converted to int's for pixel */
+ float *v1coSS, *v2coSS, *v3coSS, *v4coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
+ float *v1co, *v2co, *v3co; /* vert co */
+ float *vCo[4]; /* vertex screenspace coords */
+
+ float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
+ float pixelScreenCo[4], pixelScreenCoXMin[4], pixelScreenCoXMax[4];
+ int i, j;
+
+ /* vars for getting uvspace bounds */
+ float bucket_bounds_uv[4][2]; /* bucket bounds in UV space so we can init pixels only for this face, */
+ float w[3];
+ int i1,i2,i3;
+
+ /* scanlines since quads can have 2 triangles intersecting the same vertical location */
+#ifndef PROJ_DEBUG_NOSCANLINE
+ ProjectScanline scanlines[2];
+ ProjectScanline *sc;
+ int totscanlines; /* can only be 1 or 2, oh well */
+#endif
+
+ vCo[0] = ps->dm_mvert[ (*(&mf->v1 )) ].co;
+ vCo[1] = ps->dm_mvert[ (*(&mf->v1 + 1)) ].co;
+ vCo[2] = ps->dm_mvert[ (*(&mf->v1 + 2)) ].co;
+ if (mf->v4)
+ vCo[3] = ps->dm_mvert[ (*(&mf->v1 + 3)) ].co;
+
+ i = mf->v4 ? 1:0;
+ do {
+ if (i==1) {
+ i1=0; i2=2; i3=3;
+ } else {
+ i1=0; i2=1; i3=2;
+ }
+
+ uv1co = tf->uv[i1];
+ uv2co = tf->uv[i2];
+ uv3co = tf->uv[i3];
+
+ v1coSS = ps->projectVertScreenCos[ (*(&mf->v1 + i1)) ];
+ v2coSS = ps->projectVertScreenCos[ (*(&mf->v1 + i2)) ];
+ v3coSS = ps->projectVertScreenCos[ (*(&mf->v1 + i3)) ];
+
+ /* get the UV space bounding box */
+ uv[0] = bucket_bounds[PROJ_BUCKET_RIGHT];
+ uv[1] = bucket_bounds[PROJ_BUCKET_BOTTOM];
+ if (ps->projectIsOrtho) BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
+ else BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
+ bucket_bounds_uv[0][0] = uv1co[0]*w[0] + uv2co[0]*w[1] + uv3co[0]*w[2];
+ bucket_bounds_uv[0][1] = uv1co[1]*w[0] + uv2co[1]*w[1] + uv3co[1]*w[2];
+
+ //uv[0] = bucket_bounds[PROJ_BUCKET_RIGHT]; // set above
+ uv[1] = bucket_bounds[PROJ_BUCKET_TOP];
+ if (ps->projectIsOrtho) BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
+ else BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
+ bucket_bounds_uv[1][0] = uv1co[0]*w[0] + uv2co[0]*w[1] + uv3co[0]*w[2];
+ bucket_bounds_uv[1][1] = uv1co[1]*w[0] + uv2co[1]*w[1] + uv3co[1]*w[2];
+
+
+ uv[0] = bucket_bounds[PROJ_BUCKET_LEFT];
+ //uv[1] = bucket_bounds[PROJ_BUCKET_TOP]; // set above
+ if (ps->projectIsOrtho) BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
+ else BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
+ bucket_bounds_uv[2][0] = uv1co[0]*w[0] + uv2co[0]*w[1] + uv3co[0]*w[2];
+ bucket_bounds_uv[2][1] = uv1co[1]*w[0] + uv2co[1]*w[1] + uv3co[1]*w[2];
+
+ //uv[0] = bucket_bounds[PROJ_BUCKET_LEFT]; // set above
+ uv[1] = bucket_bounds[PROJ_BUCKET_BOTTOM];
+ if (ps->projectIsOrtho) BarycentricWeights2f(v1coSS, v2coSS, v3coSS, uv, w);
+ else BarycentricWeightsPersp2f(v1coSS, v2coSS, v3coSS, uv, w);
+ bucket_bounds_uv[3][0] = uv1co[0]*w[0] + uv2co[0]*w[1] + uv3co[0]*w[2];
+ bucket_bounds_uv[3][1] = uv1co[1]*w[0] + uv2co[1]*w[1] + uv3co[1]*w[2];
+
+ //printf("Bounds: %f | %f | %f | %f\n", bucket_bounds[0], bucket_bounds[1], bucket_bounds[2], bucket_bounds[3]);
+
+ if ( uv_image_rect(uv1co, uv2co, uv3co, NULL, min_px_tf, max_px_tf, ibuf->x, ibuf->y, 0) &&
+ uv_image_rect(bucket_bounds_uv[0], bucket_bounds_uv[1], bucket_bounds_uv[2], bucket_bounds_uv[3], min_px_bucket[i], max_px_bucket[i], ibuf->x, ibuf->y, 1) )
+ {
+
+ uvpixel_rect_intersect(min_px, max_px, min_px_bucket[i], max_px_bucket[i], min_px_tf, max_px_tf);
+
+ /* clip face and */
+
+
+ for (y = min_px[1]; y < max_px[1]; y++) {
+ uv[1] = (((float)y)+0.5) / (float)ibuf->y; /* TODO - this is not pixel aligned correctly */
+ for (x = min_px[0]; x < max_px[0]; x++) {
+ uv[0] = (((float)x)+0.5) / (float)ibuf->x;
+
+ /* test we're inside uvspace bucket and triangle bounds */
+ if ( IsectPQ2Df(uv, bucket_bounds_uv[0], bucket_bounds_uv[1], bucket_bounds_uv[2], bucket_bounds_uv[3]) &&
+ IsectPT2Df(uv, uv1co, uv2co, uv3co) ) {
+
+ if (ps->projectIsOrtho) {
+ screen_px_from_ortho(ps, uv, v1coSS,v2coSS,v3coSS, uv1co,uv2co,uv3co, pixelScreenCo);
+ } else {
+ screen_px_from_persp(ps, uv, vCo[i1],vCo[i2],vCo[i3], uv1co,uv2co,uv3co, pixelScreenCo);
+ }
+
+ project_paint_uvpixel_init(ps, ibuf, x,y, bucket_index, face_index, pixelScreenCo);
+ }
+ }
+ }
+ }
+ } while(i--);
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ if (ps->projectSeamBleed > 0.0) {
+
+ int flag = ps->projectFaceSeamFlags[face_index];
+
+ /* are any of our edges un-initialized? */
+ if ((flag & (PROJ_FACE_SEAM1|PROJ_FACE_NOSEAM1))==0 ||
+ (flag & (PROJ_FACE_SEAM2|PROJ_FACE_NOSEAM2))==0 ||
+ (flag & (PROJ_FACE_SEAM3|PROJ_FACE_NOSEAM3))==0 ||
+ (flag & (PROJ_FACE_SEAM4|PROJ_FACE_NOSEAM4))==0
+ ) {
+ project_face_seams_init(ps, face_index, mf->v4);
+ flag = ps->projectFaceSeamFlags[face_index];
+ //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
+ }
+
+ if (flag & (PROJ_FACE_SEAM1|PROJ_FACE_SEAM2|PROJ_FACE_SEAM3|PROJ_FACE_SEAM4)) {
+ /* we have a seam - deal with it! */
+
+ /* Now create new UV's for the seam face */
+ float (*outset_uv)[2];
+ float insetCos[4][3]; /* inset face coords. NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
+ float cent[3];
+ float *uv_seam_quad[4];
+ float fac;
+ float *vCoSS[4]; /* vertex screenspace coords */
+
+ float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
+ float edge_verts_inset_clip[2][3];
+ int fidx1, fidx2; /* face edge pairs - loop throuh these ((0,1), (1,2), (2,3), (3,0)) or ((0,1), (1,2), (2,0)) for a tri */
+
+ float seam_subsection[4][2];
+ float fac1, fac2, ftot;
+
+ outset_uv = ps->projectFaceSeamUVs[face_index];
+
+ if (outset_uv[0][0]==MAXFLOAT) /* first time initialize */
+ uv_image_outset(tf->uv, outset_uv, ps->projectSeamBleed, ibuf->x, ibuf->y, mf->v4);
+
+ vCoSS[0] = ps->projectVertScreenCos[ mf->v1 ];
+ vCoSS[1] = ps->projectVertScreenCos[ mf->v2 ];
+ vCoSS[2] = ps->projectVertScreenCos[ mf->v3 ];
+ if (mf->v4)
+ vCoSS[3] = ps->projectVertScreenCos[ mf->v4 ];
+
+ if (ps->projectIsOrtho) {
+ if (mf->v4) scale_quad(vCoSS, insetCos, 0.99999);
+ else scale_tri(vCoSS, insetCos, 0.99999);
+ } else {
+ if (mf->v4) scale_quad(vCo, insetCos, 0.99999);
+ else scale_tri(vCo, insetCos, 0.99999);
+ }
+
+ for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
+ if (mf->v4) fidx2 = (fidx1==3) ? 0 : fidx1+1; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
+ else fidx2 = (fidx1==2) ? 0 : fidx1+1; /* next fidx in the face (0,1,2) -> (1,2,0) */
+
+ if ( (ps->projectFaceSeamFlags[face_index] & (1<<fidx1) ) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
+ line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1])
+ ) {
+
+ ftot = Vec2Lenf(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
+
+ if (ftot > 0.0) { /* avoid div by zero */
+
+ fac1 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
+ fac2 = Vec2Lenf(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
+
+ uv_seam_quad[0] = tf->uv[fidx1];
+ uv_seam_quad[1] = tf->uv[fidx2];
+ uv_seam_quad[2] = outset_uv[fidx2];
+ uv_seam_quad[3] = outset_uv[fidx1];
+
+ Vec2Lerpf(seam_subsection[0], uv_seam_quad[0], uv_seam_quad[1], fac1);
+ Vec2Lerpf(seam_subsection[1], uv_seam_quad[0], uv_seam_quad[1], fac2);
+
+ Vec2Lerpf(seam_subsection[2], uv_seam_quad[3], uv_seam_quad[2], fac2);
+ Vec2Lerpf(seam_subsection[3], uv_seam_quad[3], uv_seam_quad[2], fac1);
+
+ /* if the bucket_clip_edges values Z values was kept we could avoid this
+ * Inset needs to be added so occlusiuon tests wont hit adjacent faces */
+ VecLerpf(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
+ VecLerpf(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
+
+
+ if (uv_image_rect(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], min_px, max_px, ibuf->x, ibuf->y, 1)) {
+ /* bounds between the seam rect and the uvspace bucket pixels */
+
+ for (y = min_px[1]; y < max_px[1]; y++) {
+
+ uv[1] = (((float)y)+0.5) / (float)ibuf->y; /* TODO - this is not pixel aligned correctly */
+ for (x = min_px[0]; x < max_px[0]; x++) {
+
+ uv[0] = (((float)x)+0.5) / (float)ibuf->x;
+
+ /* test we're inside uvspace bucket and triangle bounds */
+ if ( IsectPQ2Df(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3]) ) {
+
+ /* We need to find the closest point allong the face edge,
+ * getting the screen_px_from_*** wont work because our actual location
+ * is not relevent, since we are outside the face, Use VecLerpf to find
+ * our location on the side of the face's UV */
+ /*
+ if (ps->projectIsOrtho) screen_px_from_ortho(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCo);
+ else screen_px_from_persp(ps, uv, v1co,v2co,v3co, uv1co,uv2co,uv3co, pixelScreenCo);
+ */
+
+ /* Since this is a seam we need to work out where on the line this pixel is */
+ //fac = lambda_cp_line2(uv, uv_seam_quad[0], uv_seam_quad[1]);
+
+ fac = lambda_cp_line2(uv, seam_subsection[0], seam_subsection[1]);
+ if (fac < 0.0) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[0]); }
+ else if (fac > 1.0) { VECCOPY(pixelScreenCo, edge_verts_inset_clip[1]); }
+ else { VecLerpf(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
+
+ if (!ps->projectIsOrtho) {
+ pixelScreenCo[3] = 1.0;
+ Mat4MulVec4fl(ps->projectMat, pixelScreenCo);
+ pixelScreenCo[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*pixelScreenCo[0]/pixelScreenCo[3];
+ pixelScreenCo[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*pixelScreenCo[1]/pixelScreenCo[3];
+ pixelScreenCo[2] = pixelScreenCo[2]/pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
+ }
+
+ project_paint_uvpixel_init(ps, ibuf, x, y, bucket_index, face_index, pixelScreenCo);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+#endif // PROJ_DEBUG_NOSEAMBLEED
+}
+
+
+/* takes floating point screenspace min/max and returns int min/max to be used as indicies for ps->projectBuckets, ps->projectBucketFlags */
+static void project_paint_rect(ProjectPaintState *ps, float min[2], float max[2], int bucket_min[2], int bucket_max[2])
+{
+ /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
+ bucket_min[0] = (int)(((float)(min[0] - ps->viewMin2D[0]) / ps->viewWidth) * ps->bucketsX) + 0.5; /* these offsets of 0.5 and 1.5 seem odd but they are correct */
+ bucket_min[1] = (int)(((float)(min[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY) + 0.5;
+
+ bucket_max[0] = (int)(((float)(max[0] - ps->viewMin2D[0]) / ps->viewWidth) * ps->bucketsX) + 1.5;
+ bucket_max[1] = (int)(((float)(max[1] - ps->viewMin2D[1]) / ps->viewHeight) * ps->bucketsY) + 1.5;
+
+ /* incase the rect is outside the mesh 2d bounds */
+ CLAMP(bucket_min[0], 0, ps->bucketsX);
+ CLAMP(bucket_min[1], 0, ps->bucketsY);
+
+ CLAMP(bucket_max[0], 0, ps->bucketsX);
+ CLAMP(bucket_max[1], 0, ps->bucketsY);
+}
+
+static void project_bucket_bounds(ProjectPaintState *ps, int bucket_x, int bucket_y, float bucket_bounds[4])
+{
+ bucket_bounds[ PROJ_BUCKET_LEFT ] = ps->viewMin2D[0]+((bucket_x)*(ps->viewWidth / ps->bucketsX)); /* left */
+ bucket_bounds[ PROJ_BUCKET_RIGHT ] = ps->viewMin2D[0]+((bucket_x+1)*(ps->viewWidth / ps->bucketsX)); /* right */
+
+ bucket_bounds[ PROJ_BUCKET_BOTTOM ] = ps->viewMin2D[1]+((bucket_y)*(ps->viewHeight / ps->bucketsY)); /* bottom */
+ bucket_bounds[ PROJ_BUCKET_TOP ] = ps->viewMin2D[1]+((bucket_y+1)*(ps->viewHeight / ps->bucketsY)); /* top */
+}
+
+/* have bucket_bounds as an arg so we dont need to give bucket_x/y the rect function need */
+static void project_paint_bucket_init(ProjectPaintState *ps, int bucket_index, float bucket_bounds[4])
+{
+ LinkNode *node;
+ int face_index;
+ ImBuf *ibuf;
+ MTFace *tf;
+
+ Image *tpage_last = NULL;
+ int tpage_index;
+
+ if ((node = ps->projectFaces[bucket_index])) {
+ do {
+ face_index = (int)node->link;
+
+ /* Image context switching */
+ tf = ps->dm_mtface+face_index;
+ if (tpage_last != tf->tpage) {
+ tpage_last = tf->tpage;
+
+ ps->imaContextIndex = -1; /* sanity check */
+
+ for (tpage_index=0; tpage_index < ps->projectImageTotal; tpage_index++) {
+ if (ps->projectImages[tpage_index] == tpage_last) {
+ ps->imaContextIndex = tpage_index;
+ break;
+ }
+ }
+
+ if (ps->imaContextIndex==-1) {
+ printf("Error, should never happen!\n");
+ return;
+ }
+
+ ibuf = BKE_image_get_ibuf(tpage_last, NULL); /* TODO - this may be slow */
+ }
+ project_paint_face_init(ps, bucket_index, face_index, bucket_bounds, ibuf);
+
+ node = node->next;
+ } while (node);
+ }
+
+ ps->projectBucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
+}
+
+
+/* We want to know if a bucket and a face overlap in screenspace
+ *
+ * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
+ * calculated when it might not be needed later, (at the moment at least)
+ * obviously it shouldnt have bugs though */
+
+static int project_bucket_face_isect(ProjectPaintState *ps, float min[2], float max[2], int bucket_x, int bucket_y, int bucket_index, MFace *mf)
+{
+ /* TODO - replace this with a tricker method that uses sideofline for all projectVertScreenCos's edges against the closest bucket corner */
+ float bucket_bounds[4];
+ float p1[2], p2[2], p3[2], p4[2];
+ float *v, *v1,*v2,*v3,*v4;
+ int i;
+
+ project_bucket_bounds(ps, bucket_x, bucket_y, bucket_bounds);
+
+ /* Is one of the faces verts in the bucket bounds? */
+
+ i = mf->v4 ? 3:2;
+ do {
+ v = ps->projectVertScreenCos[ (*(&mf->v1 + i)) ];
+
+ if ((v[0] > bucket_bounds[PROJ_BUCKET_LEFT]) &&
+ (v[0] < bucket_bounds[PROJ_BUCKET_RIGHT]) &&
+ (v[1] > bucket_bounds[PROJ_BUCKET_BOTTOM]) &&
+ (v[1] < bucket_bounds[PROJ_BUCKET_TOP]) )
+ {
+ return 1;
+ }
+ } while (i--);
+
+ v1 = ps->projectVertScreenCos[mf->v1];
+ v2 = ps->projectVertScreenCos[mf->v2];
+ v3 = ps->projectVertScreenCos[mf->v3];
+ if (mf->v4) {
+ v4 = ps->projectVertScreenCos[mf->v4];
+ }
+
+ p1[0] = bucket_bounds[PROJ_BUCKET_LEFT]; p1[1] = bucket_bounds[PROJ_BUCKET_BOTTOM];
+ p2[0] = bucket_bounds[PROJ_BUCKET_LEFT]; p2[1] = bucket_bounds[PROJ_BUCKET_TOP];
+ p3[0] = bucket_bounds[PROJ_BUCKET_RIGHT]; p3[1] = bucket_bounds[PROJ_BUCKET_TOP];
+ p4[0] = bucket_bounds[PROJ_BUCKET_RIGHT]; p4[1] = bucket_bounds[PROJ_BUCKET_BOTTOM];
+
+ if (mf->v4) {
+ if( IsectPQ2Df(p1, v1, v2, v3, v4) || IsectPQ2Df(p2, v1, v2, v3, v4) || IsectPQ2Df(p3, v1, v2, v3, v4) || IsectPQ2Df(p4, v1, v2, v3, v4) ||
+ /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
+ (IsectLL2Df(p1,p2, v1, v2) || IsectLL2Df(p1,p2, v2, v3) || IsectLL2Df(p1,p2, v3, v4)) ||
+ (IsectLL2Df(p2,p3, v1, v2) || IsectLL2Df(p2,p3, v2, v3) || IsectLL2Df(p2,p3, v3, v4)) ||
+ (IsectLL2Df(p3,p4, v1, v2) || IsectLL2Df(p3,p4, v2, v3) || IsectLL2Df(p3,p4, v3, v4)) ||
+ (IsectLL2Df(p4,p1, v1, v2) || IsectLL2Df(p4,p1, v2, v3) || IsectLL2Df(p4,p1, v3, v4))
+ ) {
+ return 1;
+ }
+ } else {
+ if( IsectPT2Df(p1, v1, v2, v3) || IsectPT2Df(p2, v1, v2, v3) || IsectPT2Df(p3, v1, v2, v3) || IsectPT2Df(p4, v1, v2, v3) ||
+ /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
+ (IsectLL2Df(p1,p2, v1, v2) || IsectLL2Df(p1,p2, v2, v3)) ||
+ (IsectLL2Df(p2,p3, v1, v2) || IsectLL2Df(p2,p3, v2, v3)) ||
+ (IsectLL2Df(p3,p4, v1, v2) || IsectLL2Df(p3,p4, v2, v3)) ||
+ (IsectLL2Df(p4,p1, v1, v2) || IsectLL2Df(p4,p1, v2, v3))
+ ) {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static void project_paint_delayed_face_init(ProjectPaintState *ps, MFace *mf, MTFace *tf, int face_index)
+{
+ float min[2], max[2];
+ int bucket_min[2], bucket_max[2]; /* for ps->projectBuckets indexing */
+ int i, a, bucket_x, bucket_y, bucket_index;
+
+ INIT_MINMAX2(min,max);
+
+ i = mf->v4 ? 3:2;
+ do {
+ a = (*(&mf->v1 + i)); /* vertex index */
+
+ DO_MINMAX2(ps->projectVertScreenCos[ a ], min, max);
+
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ /* add face user if we have bleed enabled, set the UV seam flags later */
+ if (ps->projectSeamBleed > 0.0) {
+ BLI_linklist_prepend_arena(
+ &ps->projectVertFaces[ a ],
+ (void *)face_index, /* cast to a pointer to shut up the compiler */
+ ps->projectArena
+ );
+ }
+#endif
+ } while (i--);
+
+ project_paint_rect(ps, min, max, bucket_min, bucket_max);
+
+ for (bucket_y = bucket_min[1]; bucket_y < bucket_max[1]; bucket_y++) {
+ for (bucket_x = bucket_min[0]; bucket_x < bucket_max[0]; bucket_x++) {
+
+ bucket_index = bucket_x + (bucket_y * ps->bucketsX);
+
+ if (project_bucket_face_isect(ps, min, max, bucket_x, bucket_y, bucket_index, mf)) {
+ BLI_linklist_prepend_arena(
+ &ps->projectFaces[ bucket_index ],
+ (void *)face_index, /* cast to a pointer to shut up the compiler */
+ ps->projectArena
+ );
+ }
+ }
+ }
+
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ if (ps->projectSeamBleed > 0.0) {
+ if (!mf->v4) {
+ ps->projectFaceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged egde */
+ }
+ **ps->projectFaceSeamUVs[face_index] = MAXFLOAT; /* set as uninitialized */
+ }
+#endif
+}
+
+static int BLI_linklist_index(struct LinkNode *list, void *ptr)
{
- UndoTile *tile;
-
- for(tile=undo->tiles.first; tile; tile=tile->next)
- MEM_freeN(tile->rect);
- BLI_freelistN(&undo->tiles);
+ int index;
+
+ for (index = 0; list; list= list->next, index++) {
+ if (list->link == ptr)
+ return index;
+ }
+
+ return -1;
}
-static void undo_imagepaint_push_begin(char *name)
-{
- UndoElem *uel;
- int nr;
+
+static void project_paint_begin( ProjectPaintState *ps, short mval[2])
+{
+ /* Viewport vars */
+ float mat[3][3];
+ float f_no[3];
+ float viewPos[3]; /* for projection only - view location */
- /* Undo push is split up in begin and end, the reason is that as painting
- * happens more tiles are added to the list, and at the very end we know
- * how much memory the undo used to remove old undo elements */
+ float (*projScreenCo)[4]; /* Note, we could have 4D vectors are only needed for */
+ float projMargin;
+ /* Image Vars - keep track of images we have used */
+ LinkNode *image_LinkList = NULL;
+ LinkNode *node;
+
+ Image *tpage_last = NULL;
+ ImBuf *ibuf = NULL;
+
+ /* Face vars */
+ MFace *mf;
+ MTFace *tf;
+
+ int a, i; /* generic looping vars */
+
+ /* memory sized to add to arena size */
+ int tot_bucketMem=0;
+ int tot_faceSeamFlagMem=0;
+ int tot_faceSeamUVMem=0;
+ int tot_faceListMem=0;
+ int tot_bucketFlagMem=0;
+ int tot_bucketVertFacesMem=0;
+
+ /* ---- end defines ---- */
+
+ /* paint onto the derived mesh
+ * note get_viewedit_datamask checks for paint mode and will always give UVs */
+ ps->dm = mesh_get_derived_final(ps->ob, get_viewedit_datamask());
+
+ ps->dm_mvert = ps->dm->getVertArray( ps->dm );
+ ps->dm_mface = ps->dm->getFaceArray( ps->dm );
+ ps->dm_mtface= ps->dm->getFaceDataArray( ps->dm, CD_MTFACE );
+
+ ps->dm_totvert = ps->dm->getNumVerts( ps->dm );
+ ps->dm_totface = ps->dm->getNumFaces( ps->dm );
+
+ ps->bucketsX = PROJ_BUCKET_DIV;
+ ps->bucketsY = PROJ_BUCKET_DIV;
+
+ ps->imaContextIndex = -1;
+
+ ps->viewDir[0] = 0.0;
+ ps->viewDir[1] = 0.0;
+ ps->viewDir[2] = 1.0;
+
+ view3d_get_object_project_mat(curarea, ps->ob, ps->projectMat, ps->viewMat);
+
+ tot_bucketMem = sizeof(LinkNode *) * ps->bucketsX * ps->bucketsY;
+ tot_faceListMem = sizeof(LinkNode *) * ps->bucketsX * ps->bucketsY;
+
+ tot_bucketFlagMem = sizeof(char) * ps->bucketsX * ps->bucketsY;
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ if (ps->projectSeamBleed > 0.0) { /* UV Seams for bleeding */
+ tot_bucketVertFacesMem = sizeof(LinkNode *) * ps->dm_totvert;
+ tot_faceSeamFlagMem = sizeof(char) * ps->dm_totface;
+ tot_faceSeamUVMem = sizeof(float) * ps->dm_totface * 8;
+ }
+#endif
- /* remove all undos after (also when curundo==NULL) */
- while(undobase.last != curundo) {
- uel= undobase.last;
- undo_free(uel);
- BLI_freelinkN(&undobase, uel);
+ ps->projectArena =
+ BLI_memarena_new( tot_bucketMem +
+ tot_faceListMem +
+ tot_faceSeamFlagMem +
+ tot_faceSeamUVMem +
+ tot_bucketVertFacesMem + (1<<16));
+
+ ps->projectBuckets = (LinkNode **)BLI_memarena_alloc( ps->projectArena, tot_bucketMem);
+ ps->projectFaces= (LinkNode **)BLI_memarena_alloc( ps->projectArena, tot_faceListMem);
+
+ ps->projectBucketFlags= (char *)BLI_memarena_alloc( ps->projectArena, tot_bucketFlagMem);
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ if (ps->projectSeamBleed > 0.0) {
+ ps->projectVertFaces= (LinkNode **)BLI_memarena_alloc( ps->projectArena, tot_bucketVertFacesMem);
+ ps->projectFaceSeamFlags = (char *)BLI_memarena_alloc( ps->projectArena, tot_faceSeamFlagMem);
+ ps->projectFaceSeamUVs= BLI_memarena_alloc( ps->projectArena, tot_faceSeamUVMem);
}
+#endif
- /* make new */
- curundo= uel= MEM_callocN(sizeof(UndoElem), "undo file");
- BLI_addtail(&undobase, uel);
-
- /* name can be a dynamic string */
- strncpy(uel->name, name, MAXUNDONAME-1);
+ memset(ps->projectBuckets, 0, tot_bucketMem);
+ memset(ps->projectFaces, 0, tot_faceListMem);
+ memset(ps->projectBucketFlags, 0, tot_bucketFlagMem);
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ memset(ps->projectFaceSeamFlags,0, tot_faceSeamFlagMem);
- /* limit amount to the maximum amount*/
- nr= 0;
- uel= undobase.last;
- while(uel) {
- nr++;
- if(nr==U.undosteps) break;
- uel= uel->prev;
+ if (ps->projectSeamBleed > 0.0) {
+ memset(ps->projectVertFaces, 0, tot_bucketVertFacesMem);
+ /* TODO dosnt need zeroing? */
+ memset(ps->projectFaceSeamUVs, 0, tot_faceSeamUVMem);
}
- if(uel) {
- while(undobase.first!=uel) {
- UndoElem *first= undobase.first;
- undo_free(first);
- BLI_freelinkN(&undobase, first);
- }
+#endif
+ Mat4Invert(ps->ob->imat, ps->ob->obmat);
+
+ Mat3CpyMat4(mat, G.vd->viewinv);
+ Mat3MulVecfl(mat, ps->viewDir);
+ Mat3CpyMat4(mat, ps->ob->imat);
+ Mat3MulVecfl(mat, ps->viewDir);
+
+ /* calculate vert screen coords */
+ ps->projectVertScreenCos = BLI_memarena_alloc( ps->projectArena, sizeof(float) * ps->dm_totvert * 4);
+ projScreenCo = ps->projectVertScreenCos;
+
+ /* TODO - check cameras mode too */
+ if (G.vd->persp == V3D_ORTHO) {
+ ps->projectIsOrtho = 1;
}
-}
-
-static void undo_imagepaint_push_end()
-{
- UndoElem *uel;
- unsigned long totmem, maxmem;
-
- if(U.undomemory != 0) {
- /* limit to maximum memory (afterwards, we can't know in advance) */
- totmem= 0;
- maxmem= ((unsigned long)U.undomemory)*1024*1024;
-
- uel= undobase.last;
- while(uel) {
- totmem+= uel->undosize;
- if(totmem>maxmem) break;
- uel= uel->prev;
+
+ INIT_MINMAX2(ps->viewMin2D, ps->viewMax2D);
+
+ for(a=0; a < ps->dm_totvert; a++, projScreenCo++) {
+ VECCOPY((*projScreenCo), ps->dm_mvert[a].co);
+ (*projScreenCo)[3] = 1.0;
+
+ Mat4MulVec4fl(ps->projectMat, (*projScreenCo));
+
+ if( (*projScreenCo)[3] > 0.001 ) {
+ /* screen space, not clamped */
+ (*projScreenCo)[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*(*projScreenCo)[0]/(*projScreenCo)[3];
+ (*projScreenCo)[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*(*projScreenCo)[1]/(*projScreenCo)[3];
+ (*projScreenCo)[2] = (*projScreenCo)[2]/(*projScreenCo)[3]; /* Use the depth for bucket point occlusion */
+ DO_MINMAX2((*projScreenCo), ps->viewMin2D, ps->viewMax2D);
+ } else {
+ /* TODO - deal with cases where 1 side of a face goes behind the view ? */
+ (*projScreenCo)[0] = (*projScreenCo)[1] = MAXFLOAT;
}
-
- if(uel) {
- while(undobase.first!=uel) {
- UndoElem *first= undobase.first;
- undo_free(first);
- BLI_freelinkN(&undobase, first);
+ }
+
+ /* setup clone offset */
+ if (ps->tool == PAINT_TOOL_CLONE) {
+ float projCo[4];
+ float *curs= give_cursor();
+ VECCOPY(projCo, curs);
+ Mat4MulVecfl(ps->ob->imat, projCo);
+ VecSubf(projCo, projCo, ps->ob->obmat[3]);
+ projCo[3] = 1.0;
+ Mat4MulVec4fl(ps->projectMat, projCo);
+ ps->cloneOfs[0] = mval[0] - ((float)(curarea->winx/2.0)+(curarea->winx/2.0)*projCo[0]/projCo[3]);
+ ps->cloneOfs[1] = mval[1] - ((float)(curarea->winy/2.0)+(curarea->winy/2.0)*projCo[1]/projCo[3]);
+
+ // printf("%f %f %f %f %f\n", ps->cloneOfs[0], ps->cloneOfs[1], curs[0], curs[1], curs[2]);
+
+ }
+
+ /* If this border is not added we get artifacts for faces that
+ * have a paralelle edge and at the bounds of the the 2D projected verts eg
+ * - a simgle screen aligned quad */
+ projMargin = (ps->viewMax2D[0] - ps->viewMin2D[0]) * 0.000001;
+ ps->viewMax2D[0] += projMargin;
+ ps->viewMin2D[0] -= projMargin;
+ projMargin = (ps->viewMax2D[1] - ps->viewMin2D[1]) * 0.000001;
+ ps->viewMax2D[1] += projMargin;
+ ps->viewMin2D[1] -= projMargin;
+
+
+ /* only for convenience */
+ ps->viewWidth = ps->viewMax2D[0] - ps->viewMin2D[0];
+ ps->viewHeight = ps->viewMax2D[1] - ps->viewMin2D[1];
+
+ if (!ps->projectIsOrtho) {
+ /* get the view direction relative to the objects matrix */
+ float imat[3][3];
+ VECCOPY(viewPos, G.vd->viewinv[3]);
+ Mat3CpyMat4(imat, ps->ob->imat);
+ Mat3MulVecfl(imat, viewPos);
+ VecAddf(viewPos, viewPos, ps->ob->imat[3]);
+ }
+
+ for( a = 0, tf = ps->dm_mtface, mf = ps->dm_mface; a < ps->dm_totface; mf++, tf++, a++ ) {
+ if (tf->tpage && ((G.f & G_FACESELECT)==0 || mf->flag & ME_FACE_SEL)) {
+
+ if (ps->projectIsBackfaceCull) {
+ /* TODO - we dont really need the normal, just the direction, save a sqrt? */
+ if (mf->v4) CalcNormFloat4(ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, f_no);
+ else CalcNormFloat(ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, f_no);
+
+ if (ps->projectIsOrtho) {
+ if (Inpf(f_no, ps->viewDir) < 0) {
+ continue;
+ }
+ } else {
+ float faceDir[3] = {0,0,0};
+ if (mf->v4) {
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v1].co);
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v2].co);
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v3].co);
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v4].co);
+ VecMulf(faceDir, 1.0/4.0);
+ } else {
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v1].co);
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v2].co);
+ VecAddf(faceDir, faceDir, ps->dm_mvert[mf->v3].co);
+ VecMulf(faceDir, 1.0/3.0);
+ }
+
+ VecSubf(faceDir, viewPos, faceDir);
+
+ if (Inpf(f_no, faceDir) < 0) {
+ continue;
+ }
+ }
+ }
+
+ if (tpage_last != tf->tpage) {
+ ibuf= BKE_image_get_ibuf((Image *)tf->tpage, NULL);
+
+ if (ibuf) {
+ ps->imaContextIndex = BLI_linklist_index(image_LinkList, tf->tpage);
+
+ if (ps->imaContextIndex==-1) { /* MemArena dosnt have an append func */
+ BLI_linklist_append(&image_LinkList, tf->tpage);
+ ps->imaContextIndex = ps->projectImageTotal;
+ ps->projectImageTotal++;
+ }
+ }
+
+ tpage_last = tf->tpage;
+ }
+
+ if (ibuf) {
+ /* Initialize the faces screen pixels */
+ /* Add this to a list to initialize later */
+ project_paint_delayed_face_init(ps, mf, tf, a);
}
}
}
+
+ /* build an array of images we use*/
+ ps->projectImages = BLI_memarena_alloc( ps->projectArena, sizeof(Image *) * ps->projectImageTotal);
+ ps->projectImBufs = BLI_memarena_alloc( ps->projectArena, sizeof(ImBuf *) * ps->projectImageTotal);
+
+ for (node= image_LinkList, i=0; node; node= node->next, i++) {
+ ps->projectImages[i] = node->link;
+ ps->projectImages[i]->id.flag &= ~LIB_DOIT;
+
+ ps->projectImBufs[i] = BKE_image_get_ibuf(ps->projectImages[i], NULL);
+ }
+ /* we have built the array, discard the linked list */
+ BLI_linklist_free(image_LinkList, NULL);
+}
+
+static void project_paint_end( ProjectPaintState *ps )
+{
+ BLI_memarena_free(ps->projectArena);
+ ps->dm->release(ps->dm);
}
+
/* external functions */
/* 1= an undo, -1 is a redo. */
ipos[1]= (int)(pos[1] - ibufb->y/2);
}
+/* dosnt run for projection painting
+ * only the old style painting in the 3d view */
static int imapaint_paint_op(void *state, ImBuf *ibufb, float *lastpos, float *pos)
{
ImagePaintState *s= ((ImagePaintState*)state);
else return 0;
}
+static float Vec2Lenf_nosqrt(float *v1, float *v2)
+{
+ float x, y;
+
+ x = v1[0]-v2[0];
+ y = v1[1]-v2[1];
+ return x*x+y*y;
+}
+
+static float Vec2Lenf_nosqrt_other(float *v1, float v2_1, float v2_2)
+{
+ float x, y;
+
+ x = v1[0]-v2_1;
+ y = v1[1]-v2_2;
+ return x*x+y*y;
+}
+
+/* note, use a squared value so we can use Vec2Lenf_nosqrt
+ * be sure that you have done a bounds check first or this may fail */
+/* only give bucket_bounds as an arg because we need it elsewhere */
+static int project_bucket_circle_isect(ProjectPaintState *ps, int bucket_x, int bucket_y, float cent[2], float radius_squared, float bucket_bounds[4])
+{
+ // printf("%d %d - %f %f %f %f - %f %f \n", bucket_x, bucket_y, bucket_bounds[0], bucket_bounds[1], bucket_bounds[2], bucket_bounds[3], cent[0], cent[1]);
+
+ /* first check if we are INSIDE the bucket */
+ /* if ( bucket_bounds[PROJ_BUCKET_LEFT] <= cent[0] &&
+ bucket_bounds[PROJ_BUCKET_RIGHT] >= cent[0] &&
+ bucket_bounds[PROJ_BUCKET_BOTTOM] <= cent[1] &&
+ bucket_bounds[PROJ_BUCKET_TOP] >= cent[1] )
+ {
+ return 1;
+ }*/
+
+ /* Would normally to a simple intersection test, however we know the bounds of these 2 alredy intersect
+ * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
+ * this is even less work then an intersection test */
+ if ( ( bucket_bounds[PROJ_BUCKET_LEFT] <= cent[0] &&
+ bucket_bounds[PROJ_BUCKET_RIGHT] >= cent[0]) ||
+ ( bucket_bounds[PROJ_BUCKET_BOTTOM] <= cent[1] &&
+ bucket_bounds[PROJ_BUCKET_TOP] >= cent[1]) )
+ {
+ return 1;
+ }
+
+ /* out of bounds left */
+ if (cent[0] < bucket_bounds[PROJ_BUCKET_LEFT]) {
+ /* lower left out of radius test */
+ if (cent[1] < bucket_bounds[PROJ_BUCKET_BOTTOM]) {
+ return (Vec2Lenf_nosqrt_other(cent, bucket_bounds[PROJ_BUCKET_LEFT], bucket_bounds[PROJ_BUCKET_BOTTOM]) < radius_squared) ? 1 : 0;
+ }
+ /* top left test */
+ else if (cent[1] > bucket_bounds[PROJ_BUCKET_TOP]) {
+ return (Vec2Lenf_nosqrt_other(cent, bucket_bounds[PROJ_BUCKET_LEFT], bucket_bounds[PROJ_BUCKET_TOP]) < radius_squared) ? 1 : 0;
+ }
+ }
+ else if (cent[0] > bucket_bounds[PROJ_BUCKET_RIGHT]) {
+ /* lower right out of radius test */
+ if (cent[1] < bucket_bounds[PROJ_BUCKET_BOTTOM]) {
+ return (Vec2Lenf_nosqrt_other(cent, bucket_bounds[PROJ_BUCKET_RIGHT], bucket_bounds[PROJ_BUCKET_BOTTOM]) < radius_squared) ? 1 : 0;
+ }
+ /* top right test */
+ else if (cent[1] > bucket_bounds[PROJ_BUCKET_TOP]) {
+ return (Vec2Lenf_nosqrt_other(cent, bucket_bounds[PROJ_BUCKET_RIGHT], bucket_bounds[PROJ_BUCKET_TOP]) < radius_squared) ? 1 : 0;
+ }
+ }
+
+ return 0;
+}
+
+static int imapaint_paint_sub_stroke_project(ProjectPaintState *ps, BrushPainter *painter, short prevmval[2], short mval[2], double time, int update, float pressure)
+{
+ /* TODO - texpaint option : is there any use in projection painting from the image window??? - could be interesting */
+ /* TODO - floating point images */
+ //bucketWidth = ps->viewWidth/ps->bucketsX;
+ //bucketHeight = ps->viewHeight/ps->bucketsY;
+
+ LinkNode *node;
+ float mval_f[2];
+ ProjectPixel *projPixel;
+ int redraw = 0;
+ int last_index = -1;
+ float rgba[4], alpha, dist, dist_nosqrt;
+ char rgba_ub[4];
+ float rgba_fp[4];
+ float brush_size_sqared;
+ float min[2], max[2]; /* brush bounds in screenspace */
+ int bucket_min[2], bucket_max[2]; /* brush bounds in bucket grid space */
+ int bucket_index;
+ int a;
+ int is_floatbuf = 0;
+ short blend= ps->blend;
+ /* pixel values */
+ char *cp;
+ float *fp;
+
+ float bucket_bounds[4];
+ int bucket_x, bucket_y;
+
+
+ /* for smear only */
+ float mval_ofs[2];
+ float co[2];
+ LinkNode *smearPixels = NULL;
+ LinkNode *smearPixels_float = NULL;
+ MemArena *smearArena = NULL; /* mem arena for this brush projection only */
+
+ mval_f[0] = mval[0]; mval_f[1] = mval[1];
+
+ min[0] = mval_f[0] - (ps->brush->size/2);
+ min[1] = mval_f[1] - (ps->brush->size/2);
+
+ max[0] = mval_f[0] + (ps->brush->size/2);
+ max[1] = mval_f[1] + (ps->brush->size/2);
+
+ /* offset to make this a valid bucket index */
+ project_paint_rect(ps, min, max, bucket_min, bucket_max);
+
+ /* mouse outside the model areas? */
+ if (bucket_min[0]==bucket_max[0] || bucket_min[1]==bucket_max[1]) {
+ return 0;
+ }
+
+ if (ps->tool==PAINT_TOOL_SMEAR) {
+ mval_ofs[0] = (float)(mval[0] - prevmval[0]);
+ mval_ofs[1] = (float)(mval[1] - prevmval[1]);
+
+ smearArena = BLI_memarena_new(1<<16);
+ }
+
+ /* avoid a square root with every dist comparison */
+ brush_size_sqared = ps->brush->size * ps->brush->size;
+
+ /* printf("brush bounds %d %d %d %d\n", bucket_min[0], bucket_min[1], bucket_max[0], bucket_max[1]); */
+
+ /* If there is ever problems with getting the bounds for the brush, set the bounds to include all */
+ /*bucket_min[0] = 0; bucket_min[1] = 0; bucket_max[0] = ps->bucketsX; bucket_max[1] = ps->bucketsY;*/
+
+ /* no clamping needed, dont use screen bounds, use vert bounds */
+
+ for (bucket_y = bucket_min[1]; bucket_y < bucket_max[1]; bucket_y++) {
+ for (bucket_x = bucket_min[0]; bucket_x < bucket_max[0]; bucket_x++) {
+
+ /* use bucket_bounds for project_bucket_circle_isect and project_paint_bucket_init*/
+ project_bucket_bounds(ps, bucket_x, bucket_y, bucket_bounds);
+
+ if (project_bucket_circle_isect(ps, bucket_x, bucket_y, mval_f, brush_size_sqared, bucket_bounds)) {
+
+ bucket_index = bucket_x + (bucket_y * ps->bucketsX);
+
+ /* Check this bucket and its faces are initialized */
+ if (ps->projectBucketFlags[bucket_index] == PROJ_BUCKET_NULL) {
+ /* No pixels initialized */
+ project_paint_bucket_init(ps, bucket_index, bucket_bounds);
+ }
+
+ /* TODO - we may want to init clone data in a seperate to project_paint_bucket_init
+ * so we dont go overboard and init too many clone pixels */
+
+ if ((node = ps->projectBuckets[bucket_index])) {
+
+ do {
+ projPixel = (ProjectPixel *)node->link;
+
+ /*dist = Vec2Lenf(projPixel->projCo2D, mval_f);*/ /* correct but uses a sqrt */
+ dist_nosqrt = Vec2Lenf_nosqrt(projPixel->projCo2D, mval_f);
+
+ /*if (dist < s->brush->size) {*/ /* correct but uses a sqrt */
+ if (dist_nosqrt < brush_size_sqared) {
+
+ if (last_index != projPixel->image_index) {
+ last_index = projPixel->image_index;
+ ps->projectImages[last_index]->id.flag |= LIB_DOIT;
+ is_floatbuf = ps->projectImBufs[last_index]->rect_float ? 1 : 0;
+ }
+
+ dist = (float)sqrt(dist_nosqrt);
+
+ switch(ps->tool) {
+ case PAINT_TOOL_CLONE:
+ if (is_floatbuf) {
+ if (((ProjectPixelCloneFloat*)projPixel)->clonepx[3]) {
+ alpha = brush_sample_falloff(ps->brush, dist);
+ fp = ((ProjectPixelCloneFloat *)projPixel)->clonepx;
+ if (alpha >= 1.0) {
+ VECCOPY((float *)projPixel->pixel, ((ProjectPixelCloneFloat *)projPixel)->clonepx );
+ } else {
+ ((float *)projPixel->pixel)[0] = (fp[0] * alpha) + ((((float *)projPixel->pixel)[0])*(1.0-alpha));
+ ((float *)projPixel->pixel)[1] = (fp[1] * alpha) + ((((float *)projPixel->pixel)[1])*(1.0-alpha));
+ ((float *)projPixel->pixel)[2] = (fp[2] * alpha) + ((((float *)projPixel->pixel)[2])*(1.0-alpha));
+ }
+ }
+ } else {
+ if (((ProjectPixelClone*)projPixel)->clonepx[3]) {
+ alpha = brush_sample_falloff(ps->brush, dist);
+ cp = (char *)((ProjectPixelClone*)projPixel)->clonepx;
+ if (alpha >= 1.0) {
+ ((char *)projPixel->pixel)[0] = cp[0];
+ ((char *)projPixel->pixel)[1] = cp[1];
+ ((char *)projPixel->pixel)[2] = cp[2];
+ } else {
+ ((char *)projPixel->pixel)[0] = FTOCHAR( (((cp[0]/255.0) * alpha) + (((((char *)projPixel->pixel)[0])/255.0)*(1.0-alpha))) );
+ ((char *)projPixel->pixel)[1] = FTOCHAR( (((cp[1]/255.0) * alpha) + (((((char *)projPixel->pixel)[1])/255.0)*(1.0-alpha))) );
+ ((char *)projPixel->pixel)[2] = FTOCHAR( (((cp[2]/255.0) * alpha) + (((((char *)projPixel->pixel)[2])/255.0)*(1.0-alpha))) );
+ }
+ }
+ }
+ break;
+ case PAINT_TOOL_SMEAR:
+ Vec2Subf(co, projPixel->projCo2D, mval_ofs);
+ if (screenco_pickcol(ps, co, NULL, rgba_ub, 0)) { /* Note, no interpolation here, only needed for clone, nearest should be is OK */
+ brush_sample_tex(ps->brush, projPixel->projCo2D, rgba);
+ alpha = rgba[3]*brush_sample_falloff(ps->brush, dist);
+ /* drat! - this could almost be very simple if we ignore
+ * the fact that applying the color directly gives feedback,
+ * instead, collect the colors and apply after :/ */
+
+#if 0 /* looks OK but not correct - also would need float buffer */
+ *((unsigned int *)projPixel->pixel) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+#endif
+
+ /* add to memarena instead */
+ if (is_floatbuf) {
+ /* TODO FLOAT */ /* Smear wont do float properly yet */
+ char rgba_smear[4];
+ IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba_smear, (float *)projPixel->pixel);
+ *((unsigned int *) &((ProjectPixelClone *)projPixel)->clonepx) = IMB_blend_color( *((unsigned int *)rgba_smear), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+ BLI_linklist_prepend_arena( &smearPixels_float, (void *)projPixel, smearArena );
+ } else {
+ *((unsigned int *) &((ProjectPixelClone *)projPixel)->clonepx) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+ BLI_linklist_prepend_arena( &smearPixels, (void *)projPixel, smearArena );
+ }
+ }
+ break;
+ default:
+ brush_sample_tex(ps->brush, projPixel->projCo2D, rgba);
+ alpha = rgba[3]*brush_sample_falloff(ps->brush, dist);
+ if (alpha > 0.0) {
+ if (is_floatbuf) {
+ rgba_fp[0] = rgba[0] * ps->brush->rgb[0];
+ rgba_fp[1] = rgba[1] * ps->brush->rgb[1];
+ rgba_fp[2] = rgba[2] * ps->brush->rgb[2];
+ rgba_fp[3] = rgba[3];
+ IMB_blend_color_float( (float *)projPixel->pixel, (float *)projPixel->pixel, rgba_fp, alpha, blend);
+ } else {
+ rgba_ub[0] = FTOCHAR(rgba[0] * ps->brush->rgb[0]);
+ rgba_ub[1] = FTOCHAR(rgba[1] * ps->brush->rgb[1]);
+ rgba_ub[2] = FTOCHAR(rgba[2] * ps->brush->rgb[2]);
+ rgba_ub[3] = FTOCHAR(rgba[3]);
+
+ *((unsigned int *)projPixel->pixel) = IMB_blend_color( *((unsigned int *)projPixel->pixel), *((unsigned int *)rgba_ub), (int)(alpha*255), blend);
+ }
+ }
+ break;
+
+ }
+
+ /* done painting */
+ }
+
+ node = node->next;
+ } while (node);
+ }
+ }
+ }
+ }
+
+
+ if (ps->tool==PAINT_TOOL_SMEAR) {
+ if ((node = smearPixels)) {
+ do {
+ projPixel = node->link;
+ *((unsigned int *)projPixel->pixel) = *((unsigned int *)(((ProjectPixelClone *)projPixel)->clonepx));
+ node = node->next;
+ } while (node);
+ }
+
+ if ((node = smearPixels_float)) {
+ do {
+ projPixel = node->link;
+ IMAPAINT_CHAR_RGBA_TO_FLOAT((float *)projPixel->pixel, (char *)(((ProjectPixelClone *)projPixel)->clonepx) );
+ node = node->next;
+ } while (node);
+ }
+
+ BLI_memarena_free(smearArena);
+ }
+ /* Loop over all images on this mesh and update any we have touched */
+ for (a=0; a < ps->projectImageTotal; a++) {
+ Image *ima = ps->projectImages[a];
+ if (ima->id.flag & LIB_DOIT) {
+ imapaint_image_update(ima, BKE_image_get_ibuf(ima, NULL), 1 /*texpaint*/ );
+ redraw = 1;
+
+ ima->id.flag &= ~LIB_DOIT; /* clear for reuse */
+ }
+ }
+ return redraw;
+}
+
+
static void imapaint_paint_stroke(ImagePaintState *s, BrushPainter *painter, short texpaint, short *prevmval, short *mval, double time, float pressure)
{
Image *newimage = NULL;
}
}
+static void imapaint_paint_stroke_project(ProjectPaintState *ps, BrushPainter *painter, short *prevmval, short *mval, short redraw, double time, float pressure)
+{
+ int redraw_flag = 0;
+
+ /* TODO - support more brush operations, airbrush etc */
+ {
+ redraw_flag |= imapaint_paint_sub_stroke_project(ps, painter, prevmval, mval, time, 1, pressure);
+ }
+
+ if (redraw && redraw_flag) {
+ imapaint_redraw(0, 1/*texpaint*/, NULL);
+ imapaint_clear_partial_redraw();
+ }
+}
+
+static int imapaint_paint_gp_to_stroke(float **points_gp) {
+ bGPdata *gpd;
+ bGPDlayer *gpl;
+ bGPDframe *gpf;
+ bGPDstroke *gps;
+ tGPspoint *pt;
+
+ int stroke_gp = 0;
+ int index_gp = 0;
+ int tot_gp = 0;
+ float *vec_gp;
+
+
+
+ gpd = gpencil_data_getactive(NULL);
+
+ if (gpd==NULL)
+ return 0;
+
+
+ for (gpl= gpd->layers.first; gpl; gpl= gpl->next) {
+
+
+ if (gpl->flag & GP_LAYER_HIDE) continue;
+
+ gpf= gpencil_layer_getframe(gpl, CFRA, 0);
+ if (gpf==NULL) continue;
+
+ for (gps= gpf->strokes.first; gps; gps= gps->next) {
+ //if (gps->flag & GP_STROKE_2DSPACE) {
+ tot_gp += gps->totpoints;
+ //}
+ }
+ }
+
+ if (tot_gp==0)
+ return 0;
+
+ *points_gp = MEM_mallocN(tot_gp*sizeof(float)*2, "gp_points");
+ vec_gp = *points_gp;
+
+ printf("%d\n" ,tot_gp);
+
+ for (gpl= gpd->layers.first; gpl; gpl= gpl->next) {
+ bGPDframe *gpf;
+ bGPDstroke *gps;
+ bGPDspoint *pt;
+
+ if (gpl->flag & GP_LAYER_HIDE) continue;
+
+ gpf= gpencil_layer_getframe(gpl, CFRA, 0);
+ if (gpf==NULL) continue;
+
+ for (gps= gpf->strokes.first; gps; gps= gps->next) {
+ //if (gps->flag & GP_STROKE_2DSPACE) {
+ int i;
+
+ /* fill up the array with points */
+ for (i=0, pt=gps->points; i < gps->totpoints && pt; i++, pt++) {
+ //printf("- %f %f\n", pt->x, pt->y);
+
+ vec_gp[0] = pt->x;
+ vec_gp[1] = pt->y;
+ //printf("%f %f\n", vec_gp[0], vec_gp[1]);
+
+ vec_gp+=2;
+ }
+ //}
+ }
+ }
+
+ return tot_gp;
+}
+
void imagepaint_paint(short mousebutton, short texpaint)
{
ImagePaintState s;
+ ProjectPaintState ps;
BrushPainter *painter;
ToolSettings *settings= G.scene->toolsettings;
- short prevmval[2], mval[2];
+ short prevmval[2], mval[2], project = 0;
double time;
float pressure;
-
+
+ /* optional grease pencil stroke path */
+ float *points_gp = NULL;
+ float *vec_gp;
+ int tot_gp = 0, index_gp=0;
+ int stroke_gp = 0;
+
+ double benchmark_time;
+
if(!settings->imapaint.brush)
return;
-
+
+ project = texpaint;
+
+
+ if (G.qual & LR_CTRLKEY) {
+ mouse_cursor();
+ return;
+ }
+
+ /* TODO - add UI */
+ if (G.rt==123) {
+ stroke_gp = 1;
+ }
+
/* initialize state */
memset(&s, 0, sizeof(s));
+ memset(&ps, 0, sizeof(ps));
+
s.brush = settings->imapaint.brush;
s.tool = settings->imapaint.tool;
- if(texpaint && (s.tool == PAINT_TOOL_CLONE))
+ if(texpaint && (project==0) && (s.tool == PAINT_TOOL_CLONE))
s.tool = PAINT_TOOL_DRAW;
s.blend = s.brush->blend;
-
+
+ if (project) {
+ ps.brush = s.brush;
+ ps.tool = s.tool;
+ ps.blend = s.blend;
+ }
+
if(texpaint) {
- s.ob = OBACT;
+ ps.ob = s.ob = OBACT;
if (!s.ob || !(s.ob->lay & G.vd->lay)) return;
s.me = get_mesh(s.ob);
if (!s.me) return;
pressure = get_pressure();
s.blend = (get_activedevice() == 2)? BRUSH_BLEND_ERASE_ALPHA: s.brush->blend;
- time= PIL_check_seconds_timer();
+ time= benchmark_time = PIL_check_seconds_timer();
prevmval[0]= mval[0];
prevmval[1]= mval[1];
-
- /* special exception here for too high pressure values on first touch in
- windows for some tablets */
- if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE|
- BRUSH_SPACING_PRESSURE|BRUSH_RAD_PRESSURE)) && (get_activedevice() != 0) && (pressure >= 0.99f)))
- imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
-
+
+ if (project) {
+ /* setup projection painting data */
+ ps.projectIsBackfaceCull = 1;
+ ps.projectIsOcclude = 1;
+#ifndef PROJ_DEBUG_NOSEAMBLEED
+ ps.projectSeamBleed = 2.0; /* pixel num to bleed */
+#endif
+ project_paint_begin(&ps, mval);
+
+ if (stroke_gp) {
+ tot_gp = imapaint_paint_gp_to_stroke(&points_gp);
+ vec_gp = points_gp;
+ }
+ } else {
+ if (!((s.brush->flag & (BRUSH_ALPHA_PRESSURE|BRUSH_SIZE_PRESSURE|
+ BRUSH_SPACING_PRESSURE|BRUSH_RAD_PRESSURE)) && (get_activedevice() != 0) && (pressure >= 0.99f)))
+ imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
+ }
/* paint loop */
do {
- getmouseco_areawin(mval);
+ if (stroke_gp) {
+ /* Stroke grease pencil path */
+ mval[0]= (short)vec_gp[0];
+ mval[1]= (short)vec_gp[1];
+ //printf("%d %d\n", mval[0], mval[1]);
+ vec_gp+=2;
+ index_gp++;
+ } else {
+ getmouseco_areawin(mval);
+ }
pressure = get_pressure();
s.blend = (get_activedevice() == 2)? BRUSH_BLEND_ERASE_ALPHA: s.brush->blend;
time= PIL_check_seconds_timer();
- if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) {
- imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
- prevmval[0]= mval[0];
- prevmval[1]= mval[1];
+ if (project) { /* Projection Painting */
+ /* TODO - brush outline, dosnt work yet */
+ /*
+ persp(PERSP_WIN);
+ fdrawXORcirc(mval[0], mval[1], ps.brush->size);
+ draw_sel_circle(mval, prevmval, ps.brush->size, ps.brush->size, 0);
+ persp(PERSP_VIEW);
+ */
+ if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) {
+ imapaint_paint_stroke_project(&ps, painter, prevmval, mval, stroke_gp ? 0 : 1, time, pressure);
+ prevmval[0]= mval[0];
+ prevmval[1]= mval[1];
+ } else {
+ if (stroke_gp==0)
+ BIF_wait_for_statechange();
+ }
+ } else {
+ if((mval[0] != prevmval[0]) || (mval[1] != prevmval[1])) {
+ imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
+ prevmval[0]= mval[0];
+ prevmval[1]= mval[1];
+ }
+ else if (s.brush->flag & BRUSH_AIRBRUSH)
+ imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
+ else
+ BIF_wait_for_statechange();
}
- else if (s.brush->flag & BRUSH_AIRBRUSH)
- imapaint_paint_stroke(&s, painter, texpaint, prevmval, mval, time, pressure);
- else
- BIF_wait_for_statechange();
-
/* do mouse checking at the end, so don't check twice, and potentially
miss a short tap */
- } while(get_mbut() & mousebutton);
+ } while( (stroke_gp && index_gp < tot_gp) || (stroke_gp==0 && (get_mbut() & mousebutton)));
+ //} while(get_mbut() & mousebutton);
/* clean up */
settings->imapaint.flag &= ~IMAGEPAINT_DRAWING;
imapaint_canvas_free(&s);
brush_painter_free(painter);
+ if (project) {
+ project_paint_end(&ps);
+ }
+
+ if (points_gp)
+ MEM_freeN(points_gp);
+
+ printf("timed test %f\n", (float)(PIL_check_seconds_timer() - benchmark_time));
+
imapaint_redraw(1, texpaint, s.image);
undo_imagepaint_push_end();