no need to initialize the 2D paint node tree when project painting.
[blender.git] / source / blender / editors / sculpt_paint / paint_image.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * along with this program; if not, write to the Free Software Foundation,
15  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16  *
17  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
18  * All rights reserved.
19  *
20  * The Original Code is: some of this file.
21  *
22  * Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
23  *
24  * ***** END GPL LICENSE BLOCK *****
25  */
26
27 /** \file blender/editors/sculpt_paint/paint_image.c
28  *  \ingroup edsculpt
29  *  \brief Functions to paint images in 2D and 3D.
30  */
31
32 #include <float.h>
33 #include <string.h>
34 #include <stdio.h>
35 #include <math.h>
36
37 #include "MEM_guardedalloc.h"
38
39 #ifdef WIN32
40 #  include "BLI_winstuff.h"
41 #endif
42
43 #include "BLI_math.h"
44 #include "BLI_blenlib.h"
45 #include "BLI_dynstr.h"
46 #include "BLI_linklist.h"
47 #include "BLI_memarena.h"
48 #include "BLI_threads.h"
49 #include "BLI_utildefines.h"
50
51 #include "PIL_time.h"
52
53 #include "IMB_imbuf.h"
54 #include "IMB_imbuf_types.h"
55
56 #include "DNA_brush_types.h"
57 #include "DNA_camera_types.h"
58 #include "DNA_mesh_types.h"
59 #include "DNA_meshdata_types.h"
60 #include "DNA_node_types.h"
61 #include "DNA_object_types.h"
62 #include "DNA_scene_types.h"
63 #include "DNA_texture_types.h"
64
65 #include "BKE_camera.h"
66 #include "BKE_context.h"
67 #include "BKE_depsgraph.h"
68 #include "BKE_DerivedMesh.h"
69 #include "BKE_idprop.h"
70 #include "BKE_brush.h"
71 #include "BKE_image.h"
72 #include "BKE_library.h"
73 #include "BKE_main.h"
74 #include "BKE_mesh.h"
75 #include "BKE_node.h"
76 #include "BKE_object.h"
77 #include "BKE_paint.h"
78 #include "BKE_report.h"
79 #include "BKE_scene.h"
80 #include "BKE_global.h"
81 #include "BKE_deform.h"
82
83 #include "BKE_tessmesh.h"
84
85 #include "BIF_gl.h"
86 #include "BIF_glutil.h"
87
88 #include "UI_view2d.h"
89
90 #include "ED_image.h"
91 #include "ED_screen.h"
92 #include "ED_sculpt.h"
93 #include "ED_uvedit.h"
94 #include "ED_view3d.h"
95 #include "ED_mesh.h"
96
97 #include "WM_api.h"
98 #include "WM_types.h"
99
100 #include "RNA_access.h"
101 #include "RNA_define.h"
102 #include "RNA_enum_types.h"
103
104 #include "GPU_draw.h"
105 #include "GPU_extensions.h"
106
107 #include "IMB_colormanagement.h"
108
109 #include "paint_intern.h"
110
111 /* Defines and Structs */
112 /* FTOCHAR as inline function */
113 BLI_INLINE unsigned char f_to_char(const float val)
114 {
115         return FTOCHAR(val);
116 }
117
118
119 #define IMAPAINT_CHAR_TO_FLOAT(c) ((c) / 255.0f)
120
121 #define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f)  {                                   \
122         (c)[0] = f_to_char((f)[0]);                                               \
123         (c)[1] = f_to_char((f)[1]);                                               \
124         (c)[2] = f_to_char((f)[2]);                                               \
125 } (void)0
126 #define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f)  {                                  \
127         (c)[0] = f_to_char((f)[0]);                                               \
128         (c)[1] = f_to_char((f)[1]);                                               \
129         (c)[2] = f_to_char((f)[2]);                                               \
130         (c)[3] = f_to_char((f)[3]);                                               \
131 } (void)0
132 #define IMAPAINT_CHAR_RGB_TO_FLOAT(f, c)  {                                   \
133         (f)[0] = IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
134         (f)[1] = IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
135         (f)[2] = IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
136 } (void)0
137 #define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c)  {                                  \
138         (f)[0] = IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
139         (f)[1] = IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
140         (f)[2] = IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
141         (f)[3] = IMAPAINT_CHAR_TO_FLOAT((c)[3]);                                   \
142 } (void)0
143
144 #define IMAPAINT_FLOAT_RGB_COPY(a, b) copy_v3_v3(a, b)
145
146 #define IMAPAINT_TILE_BITS          6
147 #define IMAPAINT_TILE_SIZE          (1 << IMAPAINT_TILE_BITS)
148 #define IMAPAINT_TILE_NUMBER(size)  (((size) + IMAPAINT_TILE_SIZE - 1) >> IMAPAINT_TILE_BITS)
149
150 static void imapaint_image_update(Scene *scene, SpaceImage *sima, Image *image, ImBuf *ibuf, short texpaint);
151
152
153 typedef struct ImagePaintState {
154         SpaceImage *sima;
155         View2D *v2d;
156         Scene *scene;
157         bScreen *screen;
158
159         Brush *brush;
160         short tool, blend;
161         Image *image;
162         ImBuf *canvas;
163         ImBuf *clonecanvas;
164         char *warnpackedfile;
165         char *warnmultifile;
166
167         /* viewport texture paint only, but _not_ project paint */
168         Object *ob;
169         int faceindex;
170         float uv[2];
171         int do_facesel;
172
173         DerivedMesh    *dm;
174         int             dm_totface;
175         int             dm_release;
176
177         MFace          *dm_mface;
178         MTFace         *dm_mtface;
179 } ImagePaintState;
180
181 typedef struct ImagePaintPartialRedraw {
182         int x1, y1, x2, y2;  /* XXX, could use 'rcti' */
183         int enabled;
184 } ImagePaintPartialRedraw;
185
186 typedef struct ImagePaintRegion {
187         int destx, desty;
188         int srcx, srcy;
189         int width, height;
190 } ImagePaintRegion;
191
192 /* ProjectionPaint defines */
193
194 /* approx the number of buckets to have under the brush,
195  * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
196  * 
197  * When 3 - a brush should have ~9 buckets under it at once
198  * ...this helps for threading while painting as well as
199  * avoiding initializing pixels that wont touch the brush */
200 #define PROJ_BUCKET_BRUSH_DIV 4
201
202 #define PROJ_BUCKET_RECT_MIN 4
203 #define PROJ_BUCKET_RECT_MAX 256
204
205 #define PROJ_BOUNDBOX_DIV 8
206 #define PROJ_BOUNDBOX_SQUARED  (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
207
208 //#define PROJ_DEBUG_PAINT 1
209 //#define PROJ_DEBUG_NOSEAMBLEED 1
210 //#define PROJ_DEBUG_PRINT_CLIP 1
211 #define PROJ_DEBUG_WINCLIP 1
212
213 /* projectFaceSeamFlags options */
214 //#define PROJ_FACE_IGNORE      (1<<0)  /* When the face is hidden, backfacing or occluded */
215 //#define PROJ_FACE_INIT        (1<<1)  /* When we have initialized the faces data */
216 #define PROJ_FACE_SEAM1 (1 << 0)  /* If this face has a seam on any of its edges */
217 #define PROJ_FACE_SEAM2 (1 << 1)
218 #define PROJ_FACE_SEAM3 (1 << 2)
219 #define PROJ_FACE_SEAM4 (1 << 3)
220
221 #define PROJ_FACE_NOSEAM1   (1 << 4)
222 #define PROJ_FACE_NOSEAM2   (1 << 5)
223 #define PROJ_FACE_NOSEAM3   (1 << 6)
224 #define PROJ_FACE_NOSEAM4   (1 << 7)
225
226 #define PROJ_SRC_VIEW       1
227 #define PROJ_SRC_IMAGE_CAM  2
228 #define PROJ_SRC_IMAGE_VIEW 3
229
230 #define PROJ_VIEW_DATA_ID "view_data"
231 #define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
232
233
234 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
235  * as this number approaches  1.0f the likelihood increases of float precision errors where
236  * it is occluded by an adjacent face */
237 #define PROJ_FACE_SCALE_SEAM    0.99f
238
239 #define PROJ_BUCKET_NULL        0
240 #define PROJ_BUCKET_INIT        (1 << 0)
241 // #define PROJ_BUCKET_CLONE_INIT       (1<<1)
242
243 /* used for testing doubles, if a point is on a line etc */
244 #define PROJ_GEOM_TOLERANCE 0.00075f
245
246 /* vert flags */
247 #define PROJ_VERT_CULL 1
248
249 /* This is mainly a convenience struct used so we can keep an array of images we use
250  * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
251  * because 'partRedrawRect' and 'touch' values would not be thread safe */
252 typedef struct ProjPaintImage {
253         Image *ima;
254         ImBuf *ibuf;
255         ImagePaintPartialRedraw *partRedrawRect;
256         void **undoRect; /* only used to build undo tiles after painting */
257         int touch;
258 } ProjPaintImage;
259
260 /* Main projection painting struct passed to all projection painting functions */
261 typedef struct ProjPaintState {
262         View3D *v3d;
263         RegionView3D *rv3d;
264         ARegion *ar;
265         Scene *scene;
266         int source; /* PROJ_SRC_**** */
267
268         Brush *brush;
269         short tool, blend;
270         Object *ob;
271         /* end similarities with ImagePaintState */
272         
273         DerivedMesh    *dm;
274         int dm_totface;
275         int dm_totvert;
276         int dm_release;
277
278         MVert          *dm_mvert;
279         MFace          *dm_mface;
280         MTFace         *dm_mtface;
281         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
282         MTFace         *dm_mtface_stencil;
283         
284         /* projection painting only */
285         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
286         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
287         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
288         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
289 #ifndef PROJ_DEBUG_NOSEAMBLEED
290         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
291         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
292         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
293 #endif
294         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
295         int buckets_x;                      /* The size of the bucket grid, the grid span's screenMin/screenMax so you can paint outsize the screen or with 2 brushes at once */
296         int buckets_y;
297
298         ProjPaintImage *projImages;
299         
300         int pixel_sizeof;           /* result of project_paint_pixel_sizeof(), constant per stroke */
301
302         int image_tot;              /* size of projectImages array */
303         
304         float (*screenCoords)[4];   /* verts projected into floating point screen space */
305         
306         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
307         float screenMax[2]; 
308         float screen_width;         /* Calculated from screenMin & screenMax */
309         float screen_height;
310         int winx, winy;             /* from the carea or from the projection render */
311         
312         /* options for projection painting */
313         int do_layer_clone;
314         int do_layer_stencil;
315         int do_layer_stencil_inv;
316         
317         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
318         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
319         short do_mask_normal;           /* mask out pixels based on their normals */
320         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
321         float normal_angle;             /* what angle to mask at*/
322         float normal_angle_inner;
323         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
324         
325         short is_ortho;
326         short is_airbrush;              /* only to avoid using (ps.brush->flag & BRUSH_AIRBRUSH) */
327         short is_texbrush;              /* only to avoid running  */
328 #ifndef PROJ_DEBUG_NOSEAMBLEED
329         float seam_bleed_px;
330 #endif
331         /* clone vars */
332         float cloneOffset[2];
333         
334         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
335         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
336         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
337         float clipsta, clipend;
338         
339         /* reproject vars */
340         Image *reproject_image;
341         ImBuf *reproject_ibuf;
342
343
344         /* threads */
345         int thread_tot;
346         int bucketMin[2];
347         int bucketMax[2];
348         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
349 } ProjPaintState;
350
351 typedef union pixelPointer {
352         float *f_pt;            /* float buffer */
353         unsigned int *uint_pt; /* 2 ways to access a char buffer */
354         unsigned char *ch_pt;
355 } PixelPointer;
356
357 typedef union pixelStore {
358         unsigned char ch[4];
359         unsigned int uint;
360         float f[4];
361 } PixelStore;
362
363 typedef struct ProjPixel {
364         float projCoSS[2]; /* the floating point screen projection of this pixel */
365         
366         /* Only used when the airbrush is disabled.
367          * Store the max mask value to avoid painting over an area with a lower opacity
368          * with an advantage that we can avoid touching the pixel at all, if the 
369          * new mask value is lower then mask_max */
370         unsigned short mask_max;
371         
372         /* for various reasons we may want to mask out painting onto this pixel */
373         unsigned short mask;
374         
375         short x_px, y_px;
376         
377         PixelStore origColor;
378         PixelStore newColor;
379         PixelPointer pixel;
380         
381         short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
382         unsigned char bb_cell_index;
383 } ProjPixel;
384
385 typedef struct ProjPixelClone {
386         struct ProjPixel __pp;
387         PixelStore clonepx;
388 } ProjPixelClone;
389
390 /* blur, store surrounding colors */
391 #define PROJ_PIXEL_SOFTEN_TOT 4
392 /* blur picking offset (in screenspace) */
393 #define PROJ_PIXEL_SOFTEN_OFS_PX 1.0f
394
395 static const float proj_pixel_soften_v2[PROJ_PIXEL_SOFTEN_TOT][2] = {
396         {-PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
397         { 0.0f,                        -PROJ_PIXEL_SOFTEN_OFS_PX},
398         { 0.0f,                         PROJ_PIXEL_SOFTEN_OFS_PX},
399         { PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
400 };
401
402 /* Finish projection painting structs */
403
404 typedef struct UndoImageTile {
405         struct UndoImageTile *next, *prev;
406
407         char idname[MAX_ID_NAME];  /* name instead of pointer*/
408         char ibufname[IB_FILENAME_SIZE];
409
410         union {
411                 float        *fp;
412                 unsigned int *uint;
413                 void         *pt;
414         } rect;
415         int x, y;
416
417         short source, use_float;
418         char gen_type;
419 } UndoImageTile;
420
421 static ImagePaintPartialRedraw imapaintpartial = {0, 0, 0, 0, 0};
422
423 /* UNDO */
424
425 static void undo_copy_tile(UndoImageTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
426 {
427         /* copy or swap contents of tile->rect and region in ibuf->rect */
428         IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x * IMAPAINT_TILE_SIZE,
429                     tile->y * IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
430
431         if (ibuf->rect_float) {
432                 SWAP(float *, tmpibuf->rect_float, tile->rect.fp);
433         }
434         else {
435                 SWAP(unsigned int *, tmpibuf->rect, tile->rect.uint);
436         }
437         
438         if (restore)
439                 IMB_rectcpy(ibuf, tmpibuf, tile->x * IMAPAINT_TILE_SIZE,
440                             tile->y * IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
441 }
442
443 static void *image_undo_push_tile(Image *ima, ImBuf *ibuf, ImBuf **tmpibuf, int x_tile, int y_tile)
444 {
445         ListBase *lb = undo_paint_push_get_list(UNDO_PAINT_IMAGE);
446         UndoImageTile *tile;
447         int allocsize;
448         short use_float = ibuf->rect_float ? 1 : 0;
449
450         for (tile = lb->first; tile; tile = tile->next)
451                 if (tile->x == x_tile && tile->y == y_tile && ima->gen_type == tile->gen_type && ima->source == tile->source)
452                         if (tile->use_float == use_float)
453                                 if (strcmp(tile->idname, ima->id.name) == 0 && strcmp(tile->ibufname, ibuf->name) == 0)
454                                         return tile->rect.pt;
455         
456         if (*tmpibuf == NULL)
457                 *tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32, IB_rectfloat | IB_rect);
458         
459         tile = MEM_callocN(sizeof(UndoImageTile), "UndoImageTile");
460         BLI_strncpy(tile->idname, ima->id.name, sizeof(tile->idname));
461         tile->x = x_tile;
462         tile->y = y_tile;
463
464         allocsize = IMAPAINT_TILE_SIZE * IMAPAINT_TILE_SIZE * 4;
465         allocsize *= (ibuf->rect_float) ? sizeof(float) : sizeof(char);
466         tile->rect.pt = MEM_mapallocN(allocsize, "UndeImageTile.rect");
467
468         BLI_strncpy(tile->ibufname, ibuf->name, sizeof(tile->ibufname));
469
470         tile->gen_type = ima->gen_type;
471         tile->source = ima->source;
472         tile->use_float = use_float;
473
474         undo_copy_tile(tile, *tmpibuf, ibuf, 0);
475         undo_paint_push_count_alloc(UNDO_PAINT_IMAGE, allocsize);
476
477         BLI_addtail(lb, tile);
478         
479         return tile->rect.pt;
480 }
481
482 static void image_undo_restore(bContext *C, ListBase *lb)
483 {
484         Main *bmain = CTX_data_main(C);
485         Image *ima = NULL;
486         ImBuf *ibuf, *tmpibuf;
487         UndoImageTile *tile;
488
489         tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
490                                  IB_rectfloat | IB_rect);
491         
492         for (tile = lb->first; tile; tile = tile->next) {
493                 short use_float;
494
495                 /* find image based on name, pointer becomes invalid with global undo */
496                 if (ima && strcmp(tile->idname, ima->id.name) == 0) {
497                         /* ima is valid */
498                 }
499                 else {
500                         ima = BLI_findstring(&bmain->image, tile->idname, offsetof(ID, name));
501                 }
502
503                 ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
504
505                 if (ima && ibuf && strcmp(tile->ibufname, ibuf->name) != 0) {
506                         /* current ImBuf filename was changed, probably current frame
507                          * was changed when paiting on image sequence, rather than storing
508                          * full image user (which isn't so obvious, btw) try to find ImBuf with
509                          * matched file name in list of already loaded images */
510
511                         BKE_image_release_ibuf(ima, ibuf, NULL);
512
513                         ibuf = BLI_findstring(&ima->ibufs, tile->ibufname, offsetof(ImBuf, name));
514                 }
515
516                 if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float)) {
517                         BKE_image_release_ibuf(ima, ibuf, NULL);
518                         continue;
519                 }
520
521                 if (ima->gen_type != tile->gen_type || ima->source != tile->source) {
522                         BKE_image_release_ibuf(ima, ibuf, NULL);
523                         continue;
524                 }
525
526                 use_float = ibuf->rect_float ? 1 : 0;
527
528                 if (use_float != tile->use_float) {
529                         BKE_image_release_ibuf(ima, ibuf, NULL);
530                         continue;
531                 }
532
533                 undo_copy_tile(tile, tmpibuf, ibuf, 1);
534
535                 GPU_free_image(ima); /* force OpenGL reload */
536                 if (ibuf->rect_float)
537                         ibuf->userflags |= IB_RECT_INVALID; /* force recreate of char rect */
538                 if (ibuf->mipmap[0])
539                         ibuf->userflags |= IB_MIPMAP_INVALID;  /* force mipmap recreatiom */
540                 ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
541
542                 BKE_image_release_ibuf(ima, ibuf, NULL);
543         }
544
545         IMB_freeImBuf(tmpibuf);
546 }
547
548 static void image_undo_free(ListBase *lb)
549 {
550         UndoImageTile *tile;
551
552         for (tile = lb->first; tile; tile = tile->next)
553                 MEM_freeN(tile->rect.pt);
554 }
555
556 /* get active image for face depending on old/new shading system */
557
558 static Image *imapaint_face_image(const ImagePaintState *s, int face_index)
559 {
560         Image *ima;
561
562         if (BKE_scene_use_new_shading_nodes(s->scene)) {
563                 MFace *mf = &s->dm_mface[face_index];
564                 ED_object_get_active_image(s->ob, mf->mat_nr + 1, &ima, NULL, NULL);
565         }
566         else {
567                 MTFace *tf = &s->dm_mtface[face_index];
568                 ima = tf->tpage;
569         }
570
571         return ima;
572 }
573
574 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
575 {
576         Image *ima;
577
578         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
579                 MFace *mf = ps->dm_mface + face_index;
580                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
581         }
582         else {
583                 ima = dm_mtface[face_index].tpage;
584         }
585
586         return ima;
587 }
588
589 /* fast projection bucket array lookup, use the safe version for bound checking  */
590 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
591 {
592         /* If we were not dealing with screenspace 2D coords we could simple do...
593          * ps->bucketRect[x + (y*ps->buckets_y)] */
594         
595         /* please explain?
596          * projCoSS[0] - ps->screenMin[0]   : zero origin
597          * ... / ps->screen_width           : range from 0.0 to 1.0
598          * ... * ps->buckets_x              : use as a bucket index
599          *
600          * Second multiplication does similar but for vertical offset
601          */
602         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
603                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
604 }
605
606 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
607 {
608         int bucket_index = project_bucket_offset(ps, projCoSS);
609         
610         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
611                 return -1;
612         }
613         else {
614                 return bucket_index;
615         }
616 }
617
618 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
619 static void barycentric_weights_v2_persp(const float v1[4], const float v2[4], const float v3[4], const float co[2], float w[3])
620 {
621         float wtot_inv, wtot;
622
623         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
624         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
625         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
626         wtot = w[0] + w[1] + w[2];
627
628         if (wtot != 0.0f) {
629                 wtot_inv = 1.0f / wtot;
630
631                 w[0] = w[0] * wtot_inv;
632                 w[1] = w[1] * wtot_inv;
633                 w[2] = w[2] * wtot_inv;
634         }
635         else /* dummy values for zero area face */
636                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
637 }
638
639 static float VecZDepthOrtho(const float pt[2],
640                             const float v1[3], const float v2[3], const float v3[3],
641                             float w[3])
642 {
643         barycentric_weights_v2(v1, v2, v3, pt, w);
644         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
645 }
646
647 static float VecZDepthPersp(const float pt[2],
648                             const float v1[4], const float v2[4], const float v3[4],
649                             float w[3])
650 {
651         float wtot_inv, wtot;
652         float w_tmp[3];
653
654         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
655         /* for the depth we need the weights to match what
656          * barycentric_weights_v2 would return, in this case its easiest just to
657          * undo the 4th axis division and make it unit-sum
658          *
659          * don't call barycentric_weights_v2() because our callers expect 'w'
660          * to be weighted from the perspective */
661         w_tmp[0] = w[0] * v1[3];
662         w_tmp[1] = w[1] * v2[3];
663         w_tmp[2] = w[2] * v3[3];
664
665         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
666
667         if (wtot != 0.0f) {
668                 wtot_inv = 1.0f / wtot;
669
670                 w_tmp[0] = w_tmp[0] * wtot_inv;
671                 w_tmp[1] = w_tmp[1] * wtot_inv;
672                 w_tmp[2] = w_tmp[2] * wtot_inv;
673         }
674         else /* dummy values for zero area face */
675                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
676         /* done mimicing barycentric_weights_v2() */
677
678         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
679 }
680
681
682 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
683 static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
684 {
685         LinkNode *node;
686         float w_tmp[3];
687         float *v1, *v2, *v3, *v4;
688         int bucket_index;
689         int face_index;
690         int best_side = -1;
691         int best_face_index = -1;
692         float z_depth_best = FLT_MAX, z_depth;
693         MFace *mf;
694         
695         bucket_index = project_bucket_offset_safe(ps, pt);
696         if (bucket_index == -1)
697                 return -1;
698         
699         
700         
701         /* we could return 0 for 1 face buckets, as long as this function assumes
702          * that the point its testing is only every originated from an existing face */
703         
704         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
705                 face_index = GET_INT_FROM_POINTER(node->link);
706                 mf = ps->dm_mface + face_index;
707                 
708                 v1 = ps->screenCoords[mf->v1];
709                 v2 = ps->screenCoords[mf->v2];
710                 v3 = ps->screenCoords[mf->v3];
711                 
712                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
713                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
714                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
715                         
716                         if (z_depth < z_depth_best) {
717                                 best_face_index = face_index;
718                                 best_side = 0;
719                                 z_depth_best = z_depth;
720                                 copy_v3_v3(w, w_tmp);
721                         }
722                 }
723                 else if (mf->v4) {
724                         v4 = ps->screenCoords[mf->v4];
725                         
726                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
727                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
728                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
729
730                                 if (z_depth < z_depth_best) {
731                                         best_face_index = face_index;
732                                         best_side = 1;
733                                         z_depth_best = z_depth;
734                                         copy_v3_v3(w, w_tmp);
735                                 }
736                         }
737                 }
738         }
739         
740         *side = best_side;
741         return best_face_index; /* will be -1 or a valid face */
742 }
743
744 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
745 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
746 {
747         /* use */
748         *x = (float)fmodf(uv[0], 1.0f);
749         *y = (float)fmodf(uv[1], 1.0f);
750         
751         if (*x < 0.0f) *x += 1.0f;
752         if (*y < 0.0f) *y += 1.0f;
753         
754         *x = *x * ibuf_x - 0.5f;
755         *y = *y * ibuf_y - 0.5f;
756 }
757
758 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
759 static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
760 {
761         float w[3], uv[2];
762         int side;
763         int face_index;
764         MTFace *tf;
765         Image *ima;
766         ImBuf *ibuf;
767         int xi, yi;
768         
769         
770         face_index = project_paint_PickFace(ps, pt, w, &side);
771         
772         if (face_index == -1)
773                 return 0;
774         
775         tf = ps->dm_mtface + face_index;
776         
777         if (side == 0) {
778                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
779         }
780         else { /* QUAD */
781                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
782         }
783
784         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
785         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
786         if (!ibuf) return 0;
787         
788         if (interp) {
789                 float x, y;
790                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
791                 
792                 if (ibuf->rect_float) {
793                         if (rgba_fp) {
794                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
795                         }
796                         else {
797                                 float rgba_tmp_f[4];
798                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
799                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
800                         }
801                 }
802                 else {
803                         if (rgba) {
804                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
805                         }
806                         else {
807                                 unsigned char rgba_tmp[4];
808                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
809                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
810                         }
811                 }
812         }
813         else {
814                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
815                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
816                 //if (xi < 0 || xi >= ibuf->x  ||  yi < 0 || yi >= ibuf->y) return 0;
817                 
818                 /* wrap */
819                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
820                 if (xi < 0) xi += ibuf->x;
821                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
822                 if (yi < 0) yi += ibuf->y;
823                 
824                 
825                 if (rgba) {
826                         if (ibuf->rect_float) {
827                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
828                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
829                         }
830                         else {
831                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
832                         }
833                 }
834                 
835                 if (rgba_fp) {
836                         if (ibuf->rect_float) {
837                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
838                         }
839                         else {
840                                 char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
841                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
842                         }
843                 }
844         }
845         return 1;
846 }
847
848 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
849  * return...
850  *  0   : no occlusion
851  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
852  *  1   : occluded
853  *  2   : occluded with w[3] weights set (need to know in some cases) */
854
855 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
856 {
857         /* if all are behind us, return false */
858         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
859                 return 0;
860                 
861         /* do a 2D point in try intersection */
862         if (!isect_point_tri_v2(pt, v1, v2, v3))
863                 return 0;  /* we know there is  */
864         
865
866         /* From here on we know there IS an intersection */
867         /* if ALL of the verts are infront of us then we know it intersects ? */
868         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
869                 return 1;
870         }
871         else {
872                 /* we intersect? - find the exact depth at the point of intersection */
873                 /* Is this point is occluded by another face? */
874                 if (is_ortho) {
875                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
876                 }
877                 else {
878                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
879                 }
880         }
881         return -1;
882 }
883
884
885 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
886                                           float pt[3], float v1[4], float v2[4], float v3[4],
887                                           const int side)
888 {
889         float w[3], wco[3];
890         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
891
892         if (ret <= 0)
893                 return ret;
894
895         if (ret == 1) { /* weights not calculated */
896                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
897                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
898         }
899
900         /* Test if we're in the clipped area, */
901         if (side) interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
902         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
903         
904         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
905                 return 1;
906         }
907         
908         return -1;
909 }
910
911
912 /* Check if a screenspace location is occluded by any other faces
913  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
914  * and dosn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
915 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
916 {
917         MFace *mf;
918         int face_index;
919         int isect_ret;
920         float w[3]; /* not needed when clipping */
921         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
922         
923         /* we could return 0 for 1 face buckets, as long as this function assumes
924          * that the point its testing is only every originated from an existing face */
925
926         for (; bucketFace; bucketFace = bucketFace->next) {
927                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
928
929                 if (orig_face != face_index) {
930                         mf = ps->dm_mface + face_index;
931                         if (do_clip)
932                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
933                         else
934                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
935
936                         /* Note, if (isect_ret == -1) then we don't want to test the other side of the quad */
937                         if (isect_ret == 0 && mf->v4) {
938                                 if (do_clip)
939                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
940                                 else
941                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
942                         }
943                         if (isect_ret >= 1) {
944                                 /* TODO - we may want to cache the first hit,
945                                  * it is not possible to swap the face order in the list anymore */
946                                 return 1;
947                         }
948                 }
949         }
950         return 0;
951 }
952
953 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
954  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
955 #define ISECT_TRUE 1
956 #define ISECT_TRUE_P1 2
957 #define ISECT_TRUE_P2 3
958 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
959 {
960         float y_diff;
961         
962         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
963                 *x_isect = p1[0];
964                 return ISECT_TRUE_P1;
965         }
966         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
967                 *x_isect = p2[0];
968                 return ISECT_TRUE_P2;
969         }
970         
971         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
972         
973         if (y_diff < 0.000001f) {
974                 *x_isect = (p1[0] + p2[0]) * 0.5f;
975                 return ISECT_TRUE;
976         }
977         
978         if (p1[1] > y_level && p2[1] < y_level) {
979                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
980                 return ISECT_TRUE;
981         }
982         else if (p1[1] < y_level && p2[1] > y_level) {
983                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
984                 return ISECT_TRUE;
985         }
986         else {
987                 return 0;
988         }
989 }
990
991 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
992 {
993         float x_diff;
994         
995         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
996                 *y_isect = p1[1];
997                 return ISECT_TRUE_P1;
998         }
999         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
1000                 *y_isect = p2[1];
1001                 return ISECT_TRUE_P2;
1002         }
1003         
1004         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
1005         
1006         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
1007                 *y_isect = (p1[0] + p2[0]) * 0.5f;
1008                 return ISECT_TRUE;
1009         }
1010         
1011         if (p1[0] > x_level && p2[0] < x_level) {
1012                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
1013                 return ISECT_TRUE;
1014         }
1015         else if (p1[0] < x_level && p2[0] > x_level) {
1016                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
1017                 return ISECT_TRUE;
1018         }
1019         else {
1020                 return 0;
1021         }
1022 }
1023
1024 /* simple func use for comparing UV locations to check if there are seams.
1025  * Its possible this gives incorrect results, when the UVs for 1 face go into the next 
1026  * tile, but do not do this for the adjacent face, it could return a false positive.
1027  * This is so unlikely that Id not worry about it. */
1028 #ifndef PROJ_DEBUG_NOSEAMBLEED
1029 static int cmp_uv(const float vec2a[2], const float vec2b[2])
1030 {
1031         /* if the UV's are not between 0.0 and 1.0 */
1032         float xa = (float)fmodf(vec2a[0], 1.0f);
1033         float ya = (float)fmodf(vec2a[1], 1.0f);
1034         
1035         float xb = (float)fmodf(vec2b[0], 1.0f);
1036         float yb = (float)fmodf(vec2b[1], 1.0f);
1037         
1038         if (xa < 0.0f) xa += 1.0f;
1039         if (ya < 0.0f) ya += 1.0f;
1040         
1041         if (xb < 0.0f) xb += 1.0f;
1042         if (yb < 0.0f) yb += 1.0f;
1043         
1044         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
1045 }
1046 #endif
1047
1048 /* set min_px and max_px to the image space bounds of the UV coords 
1049  * return zero if there is no area in the returned rectangle */
1050 #ifndef PROJ_DEBUG_NOSEAMBLEED
1051 static int pixel_bounds_uv(
1052         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
1053         rcti *bounds_px,
1054         const int ibuf_x, const int ibuf_y,
1055         int is_quad
1056         )
1057 {
1058         float min_uv[2], max_uv[2]; /* UV bounds */
1059         
1060         INIT_MINMAX2(min_uv, max_uv);
1061         
1062         minmax_v2v2_v2(min_uv, max_uv, uv1);
1063         minmax_v2v2_v2(min_uv, max_uv, uv2);
1064         minmax_v2v2_v2(min_uv, max_uv, uv3);
1065         if (is_quad)
1066                 minmax_v2v2_v2(min_uv, max_uv, uv4);
1067         
1068         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
1069         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
1070         
1071         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
1072         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
1073         
1074         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
1075         
1076         /* face uses no UV area when quantized to pixels? */
1077         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
1078 }
1079 #endif
1080
1081 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
1082 {
1083         float min_uv[2], max_uv[2]; /* UV bounds */
1084         
1085         if (tot == 0) {
1086                 return 0;
1087         }
1088         
1089         INIT_MINMAX2(min_uv, max_uv);
1090         
1091         while (tot--) {
1092                 minmax_v2v2_v2(min_uv, max_uv, (*uv));
1093                 uv++;
1094         }
1095         
1096         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
1097         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
1098         
1099         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
1100         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
1101         
1102         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
1103         
1104         /* face uses no UV area when quantized to pixels? */
1105         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
1106 }
1107
1108 #ifndef PROJ_DEBUG_NOSEAMBLEED
1109
1110 /* This function returns 1 if this face has a seam along the 2 face-vert indices
1111  * 'orig_i1_fidx' and 'orig_i2_fidx' */
1112 static int check_seam(const ProjPaintState *ps, const int orig_face, const int orig_i1_fidx, const int orig_i2_fidx, int *other_face, int *orig_fidx)
1113 {
1114         LinkNode *node;
1115         int face_index;
1116         unsigned int i1, i2;
1117         int i1_fidx = -1, i2_fidx = -1; /* index in face */
1118         MFace *mf;
1119         MTFace *tf;
1120         const MFace *orig_mf = ps->dm_mface + orig_face;  
1121         const MTFace *orig_tf = ps->dm_mtface + orig_face;
1122         
1123         /* vert indices from face vert order indices */
1124         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
1125         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
1126         
1127         for (node = ps->vertFaces[i1]; node; node = node->next) {
1128                 face_index = GET_INT_FROM_POINTER(node->link);
1129
1130                 if (face_index != orig_face) {
1131                         mf = ps->dm_mface + face_index;
1132                         /* could check if the 2 faces images match here,
1133                          * but then there wouldn't be a way to return the opposite face's info */
1134                         
1135                         
1136                         /* We need to know the order of the verts in the adjacent face 
1137                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
1138                         if      (mf->v1 == i1) i1_fidx = 0;
1139                         else if (mf->v2 == i1) i1_fidx = 1;
1140                         else if (mf->v3 == i1) i1_fidx = 2;
1141                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
1142
1143                         if      (mf->v1 == i2) i2_fidx = 0;
1144                         else if (mf->v2 == i2) i2_fidx = 1;
1145                         else if (mf->v3 == i2) i2_fidx = 2;
1146                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
1147                         
1148                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
1149                         if (i2_fidx != -1) {
1150                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
1151                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
1152
1153                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
1154                                 tf = ps->dm_mtface + face_index;
1155                                 
1156                                 /* set up the other face */
1157                                 *other_face = face_index;
1158                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
1159                                 
1160                                 /* first test if they have the same image */
1161                                 if ((orig_tpage == tpage) &&
1162                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
1163                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
1164                                 {
1165                                         // printf("SEAM (NONE)\n");
1166                                         return 0;
1167                                         
1168                                 }
1169                                 else {
1170                                         // printf("SEAM (UV GAP)\n");
1171                                         return 1;
1172                                 }
1173                         }
1174                 }
1175         }
1176         // printf("SEAM (NO FACE)\n");
1177         *other_face = -1;
1178         return 1;
1179 }
1180
1181 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
1182  * since the outset coords are a margin that keep an even distance from the original UV's,
1183  * note that the image aspect is taken into account */
1184 static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler, const int ibuf_x, const int ibuf_y, const int is_quad)
1185 {
1186         float a1, a2, a3, a4 = 0.0f;
1187         float puv[4][2]; /* pixelspace uv's */
1188         float no1[2], no2[2], no3[2], no4[2]; /* normals */
1189         float dir1[2], dir2[2], dir3[2], dir4[2];
1190         float ibuf_inv[2];
1191
1192         ibuf_inv[0] = 1.0f / (float)ibuf_x;
1193         ibuf_inv[1] = 1.0f / (float)ibuf_y;
1194
1195         /* make UV's in pixel space so we can */
1196         puv[0][0] = orig_uv[0][0] * ibuf_x;
1197         puv[0][1] = orig_uv[0][1] * ibuf_y;
1198         
1199         puv[1][0] = orig_uv[1][0] * ibuf_x;
1200         puv[1][1] = orig_uv[1][1] * ibuf_y;
1201         
1202         puv[2][0] = orig_uv[2][0] * ibuf_x;
1203         puv[2][1] = orig_uv[2][1] * ibuf_y;
1204         
1205         if (is_quad) {
1206                 puv[3][0] = orig_uv[3][0] * ibuf_x;
1207                 puv[3][1] = orig_uv[3][1] * ibuf_y;
1208         }
1209         
1210         /* face edge directions */
1211         sub_v2_v2v2(dir1, puv[1], puv[0]);
1212         sub_v2_v2v2(dir2, puv[2], puv[1]);
1213         normalize_v2(dir1);
1214         normalize_v2(dir2);
1215         
1216         if (is_quad) {
1217                 sub_v2_v2v2(dir3, puv[3], puv[2]);
1218                 sub_v2_v2v2(dir4, puv[0], puv[3]);
1219                 normalize_v2(dir3);
1220                 normalize_v2(dir4);
1221         }
1222         else {
1223                 sub_v2_v2v2(dir3, puv[0], puv[2]);
1224                 normalize_v2(dir3);
1225         }
1226
1227         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
1228          * This is incorrect. Its already given radians but without it wont work.
1229          * need to look into a fix - campbell */
1230         if (is_quad) {
1231                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
1232                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1233                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1234                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
1235         }
1236         else {
1237                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
1238                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1239                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1240         }
1241         
1242         if (is_quad) {
1243                 sub_v2_v2v2(no1, dir4, dir1);
1244                 sub_v2_v2v2(no2, dir1, dir2);
1245                 sub_v2_v2v2(no3, dir2, dir3);
1246                 sub_v2_v2v2(no4, dir3, dir4);
1247                 normalize_v2(no1);
1248                 normalize_v2(no2);
1249                 normalize_v2(no3);
1250                 normalize_v2(no4);
1251                 mul_v2_fl(no1, a1 * scaler);
1252                 mul_v2_fl(no2, a2 * scaler);
1253                 mul_v2_fl(no3, a3 * scaler);
1254                 mul_v2_fl(no4, a4 * scaler);
1255                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1256                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1257                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1258                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1259                 mul_v2_v2(outset_uv[0], ibuf_inv);
1260                 mul_v2_v2(outset_uv[1], ibuf_inv);
1261                 mul_v2_v2(outset_uv[2], ibuf_inv);
1262                 mul_v2_v2(outset_uv[3], ibuf_inv);
1263         }
1264         else {
1265                 sub_v2_v2v2(no1, dir3, dir1);
1266                 sub_v2_v2v2(no2, dir1, dir2);
1267                 sub_v2_v2v2(no3, dir2, dir3);
1268                 normalize_v2(no1);
1269                 normalize_v2(no2);
1270                 normalize_v2(no3);
1271                 mul_v2_fl(no1, a1 * scaler);
1272                 mul_v2_fl(no2, a2 * scaler);
1273                 mul_v2_fl(no3, a3 * scaler);
1274                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1275                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1276                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1277
1278                 mul_v2_v2(outset_uv[0], ibuf_inv);
1279                 mul_v2_v2(outset_uv[1], ibuf_inv);
1280                 mul_v2_v2(outset_uv[2], ibuf_inv);
1281         }
1282 }
1283
1284 /* 
1285  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1286  * 1<<i - where i is (0-3) 
1287  * 
1288  * If we're multithreadng, make sure threads are locked when this is called
1289  */
1290 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1291 {
1292         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1293         int fidx1 = is_quad ? 3 : 2;
1294         int fidx2 = 0; /* next fidx in the face (0,1,2,3) -> (1,2,3,0) or (0,1,2) -> (1,2,0) for a tri */
1295         
1296         do {
1297                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1298                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1299                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1300                                 if (other_face != -1)
1301                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1302                         }
1303                         else {
1304                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1305                                 if (other_face != -1)
1306                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1307                         }
1308                 }
1309                 
1310                 fidx2 = fidx1;
1311         } while (fidx1--);
1312 }
1313 #endif // PROJ_DEBUG_NOSEAMBLEED
1314
1315
1316 /* Converts a UV location to a 3D screenspace location
1317  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1318  * 
1319  * This is used for finding a pixels location in screenspace for painting */
1320 static void screen_px_from_ortho(
1321         float uv[2],
1322         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1323         float uv1co[2], float uv2co[2], float uv3co[2],
1324         float pixelScreenCo[4],
1325         float w[3])
1326 {
1327         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1328         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1329 }
1330
1331 /* same as screen_px_from_ortho except we need to take into account
1332  * the perspective W coord for each vert */
1333 static void screen_px_from_persp(
1334         float uv[2],
1335         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1336         float uv1co[2], float uv2co[2], float uv3co[2],
1337         float pixelScreenCo[4],
1338         float w[3])
1339 {
1340
1341         float wtot_inv, wtot;
1342         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1343         
1344         /* re-weight from the 4th coord of each screen vert */
1345         w[0] *= v1co[3];
1346         w[1] *= v2co[3];
1347         w[2] *= v3co[3];
1348         
1349         wtot = w[0] + w[1] + w[2];
1350         
1351         if (wtot > 0.0f) {
1352                 wtot_inv = 1.0f / wtot;
1353                 w[0] *= wtot_inv;
1354                 w[1] *= wtot_inv;
1355                 w[2] *= wtot_inv;
1356         }
1357         else {
1358                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1359         }
1360         /* done re-weighting */
1361         
1362         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1363 }
1364
1365 static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3], int side, unsigned char rgba_ub[4], float rgba_f[4])
1366 {
1367         float *uvCo1, *uvCo2, *uvCo3;
1368         float uv_other[2], x, y;
1369         
1370         uvCo1 =  (float *)tf_other->uv[0];
1371         if (side == 1) {
1372                 uvCo2 =  (float *)tf_other->uv[2];
1373                 uvCo3 =  (float *)tf_other->uv[3];
1374         }
1375         else {
1376                 uvCo2 =  (float *)tf_other->uv[1];
1377                 uvCo3 =  (float *)tf_other->uv[2];
1378         }
1379         
1380         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1381         
1382         /* use */
1383         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1384         
1385         
1386         if (ibuf_other->rect_float) { /* from float to float */
1387                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1388         }
1389         else { /* from char to float */
1390                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1391         }
1392                 
1393 }
1394
1395 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1396 static float project_paint_uvpixel_mask(
1397         const ProjPaintState *ps,
1398         const int face_index,
1399         const int side,
1400         const float w[3])
1401 {
1402         float mask;
1403         
1404         /* Image Mask */
1405         if (ps->do_layer_stencil) {
1406                 /* another UV maps image is masking this one's */
1407                 ImBuf *ibuf_other;
1408                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1409                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1410                 
1411                 if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1412                         /* BKE_image_acquire_ibuf - TODO - this may be slow */
1413                         unsigned char rgba_ub[4];
1414                         float rgba_f[4];
1415                         
1416                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1417                         
1418                         if (ibuf_other->rect_float) { /* from float to float */
1419                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
1420                         }
1421                         else { /* from char to float */
1422                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
1423                         }
1424
1425                         BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1426
1427                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1428                                 mask = (1.0f - mask);
1429
1430                         if (mask == 0.0f) {
1431                                 return 0.0f;
1432                         }
1433                 }
1434                 else {
1435                         return 0.0f;
1436                 }
1437         }
1438         else {
1439                 mask = 1.0f;
1440         }
1441         
1442         /* calculate mask */
1443         if (ps->do_mask_normal) {
1444                 MFace *mf = &ps->dm_mface[face_index];
1445                 float no[3], angle;
1446                 if (mf->flag & ME_SMOOTH) {
1447                         short *no1, *no2, *no3;
1448                         no1 = ps->dm_mvert[mf->v1].no;
1449                         if (side == 1) {
1450                                 no2 = ps->dm_mvert[mf->v3].no;
1451                                 no3 = ps->dm_mvert[mf->v4].no;
1452                         }
1453                         else {
1454                                 no2 = ps->dm_mvert[mf->v2].no;
1455                                 no3 = ps->dm_mvert[mf->v3].no;
1456                         }
1457
1458                         no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1459                         no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1460                         no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1461                         normalize_v3(no);
1462                 }
1463                 else {
1464                         /* incase the */
1465 #if 1
1466                         /* normalizing per pixel isn't optimal, we could cache or check ps->*/
1467                         if (mf->v4)
1468                                 normal_quad_v3(no,
1469                                                ps->dm_mvert[mf->v1].co,
1470                                                ps->dm_mvert[mf->v2].co,
1471                                                ps->dm_mvert[mf->v3].co,
1472                                                ps->dm_mvert[mf->v4].co);
1473                         else
1474                                 normal_tri_v3(no,
1475                                               ps->dm_mvert[mf->v1].co,
1476                                               ps->dm_mvert[mf->v2].co,
1477                                               ps->dm_mvert[mf->v3].co);
1478 #else
1479                         /* don't use because some modifiers dont have normal data (subsurf for eg) */
1480                         copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
1481 #endif
1482                 }
1483                 
1484                 /* now we can use the normal as a mask */
1485                 if (ps->is_ortho) {
1486                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1487                 }
1488                 else {
1489                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1490                         float viewDirPersp[3];
1491                         float *co1, *co2, *co3;
1492                         co1 = ps->dm_mvert[mf->v1].co;
1493                         if (side == 1) {
1494                                 co2 = ps->dm_mvert[mf->v3].co;
1495                                 co3 = ps->dm_mvert[mf->v4].co;
1496                         }
1497                         else {
1498                                 co2 = ps->dm_mvert[mf->v2].co;
1499                                 co3 = ps->dm_mvert[mf->v3].co;
1500                         }
1501
1502                         /* Get the direction from the viewPoint to the pixel and normalize */
1503                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1504                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1505                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1506                         normalize_v3(viewDirPersp);
1507                         
1508                         angle = angle_normalized_v3v3(viewDirPersp, no);
1509                 }
1510                 
1511                 if (angle >= ps->normal_angle) {
1512                         return 0.0f; /* outsize the normal limit*/
1513                 }
1514                 else if (angle > ps->normal_angle_inner) {
1515                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1516                 } /* otherwise no mask normal is needed, were within the limit */
1517         }
1518         
1519         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1520          * so don't use it. */
1521         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1522         
1523         return mask;
1524 }
1525
1526 static int project_paint_pixel_sizeof(const short tool)
1527 {
1528         if ((tool == PAINT_TOOL_CLONE) || (tool == PAINT_TOOL_SMEAR)) {
1529                 return sizeof(ProjPixelClone);
1530         }
1531         else {
1532                 return sizeof(ProjPixel);
1533         }
1534 }
1535
1536 /* run this function when we know a bucket's, face's pixel can be initialized,
1537  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1538 static ProjPixel *project_paint_uvpixel_init(
1539         const ProjPaintState *ps,
1540         MemArena *arena,
1541         const ImBuf *ibuf,
1542         short x_px, short y_px,
1543         const float mask,
1544         const int face_index,
1545         const int image_index,
1546         const float pixelScreenCo[4],
1547         const int side,
1548         const float w[3])
1549 {
1550         ProjPixel *projPixel;
1551
1552         /* wrap pixel location */
1553         x_px = x_px % ibuf->x;
1554         if (x_px < 0) x_px += ibuf->x;
1555         y_px = y_px % ibuf->y;
1556         if (y_px < 0) y_px += ibuf->y;
1557
1558         BLI_assert(ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool));
1559         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, ps->pixel_sizeof);
1560         //memset(projPixel, 0, size);
1561         
1562         if (ibuf->rect_float) {
1563                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1564                 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
1565                 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
1566                 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
1567                 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
1568         }
1569         else {
1570                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1571                 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1572         }
1573         
1574         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1575         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1576         
1577         projPixel->x_px = x_px;
1578         projPixel->y_px = y_px;
1579         
1580         projPixel->mask = (unsigned short)(mask * 65535);
1581         projPixel->mask_max = 0;
1582         
1583         /* which bounding box cell are we in?, needed for undo */
1584         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1585                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1586         
1587         /* done with view3d_project_float inline */
1588         if (ps->tool == PAINT_TOOL_CLONE) {
1589                 if (ps->dm_mtface_clone) {
1590                         ImBuf *ibuf_other;
1591                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1592                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1593                         
1594                         if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1595                                 /* BKE_image_acquire_ibuf - TODO - this may be slow */
1596                                 
1597                                 if (ibuf->rect_float) {
1598                                         if (ibuf_other->rect_float) { /* from float to float */
1599                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1600                                         }
1601                                         else { /* from char to float */
1602                                                 unsigned char rgba_ub[4];
1603                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1604                                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
1605                                         }
1606                                 }
1607                                 else {
1608                                         if (ibuf_other->rect_float) { /* float to char */
1609                                                 float rgba[4];
1610                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1611                                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1612                                         }
1613                                         else { /* char to char */
1614                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1615                                         }
1616                                 }
1617
1618                                 BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1619                         }
1620                         else {
1621                                 if (ibuf->rect_float) {
1622                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1623                                 }
1624                                 else {
1625                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1626                                 }
1627                         }
1628                         
1629                 }
1630                 else {
1631                         float co[2];
1632                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1633                         
1634                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1635                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1636                         if (ibuf->rect_float) {
1637                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1638                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1639                                 }
1640                         }
1641                         else {
1642                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1643                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1644                                 }
1645                         }
1646                 }
1647         }
1648         
1649 #ifdef PROJ_DEBUG_PAINT
1650         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1651         else                  projPixel->pixel.ch_pt[0] = 0;
1652 #endif
1653         projPixel->image_index = image_index;
1654         
1655         return projPixel;
1656 }
1657
1658 static int line_clip_rect2f(
1659         rctf *rect,
1660         const float l1[2], const float l2[2],
1661         float l1_clip[2], float l2_clip[2])
1662 {
1663         /* first account for horizontal, then vertical lines */
1664         /* horiz */
1665         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1666                 /* is the line out of range on its Y axis? */
1667                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1668                         return 0;
1669                 }
1670                 /* line is out of range on its X axis */
1671                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1672                         return 0;
1673                 }
1674                 
1675                 
1676                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1677                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1678                                 copy_v2_v2(l1_clip, l1);
1679                                 copy_v2_v2(l2_clip, l2);
1680                                 return 1;
1681                         }
1682                         else {
1683                                 return 0;
1684                         }
1685                 }
1686                 
1687                 copy_v2_v2(l1_clip, l1);
1688                 copy_v2_v2(l2_clip, l2);
1689                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1690                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1691                 return 1;
1692         }
1693         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1694                 /* is the line out of range on its X axis? */
1695                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1696                         return 0;
1697                 }
1698                 
1699                 /* line is out of range on its Y axis */
1700                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1701                         return 0;
1702                 }
1703                 
1704                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1705                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1706                                 copy_v2_v2(l1_clip, l1);
1707                                 copy_v2_v2(l2_clip, l2);
1708                                 return 1;
1709                         }
1710                         else {
1711                                 return 0;
1712                         }
1713                 }
1714                 
1715                 copy_v2_v2(l1_clip, l1);
1716                 copy_v2_v2(l2_clip, l2);
1717                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1718                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1719                 return 1;
1720         }
1721         else {
1722                 float isect;
1723                 short ok1 = 0;
1724                 short ok2 = 0;
1725                 
1726                 /* Done with vertical lines */
1727                 
1728                 /* are either of the points inside the rectangle ? */
1729                 if (BLI_rctf_isect_pt_v(rect, l1)) {
1730                         copy_v2_v2(l1_clip, l1);
1731                         ok1 = 1;
1732                 }
1733                 
1734                 if (BLI_rctf_isect_pt_v(rect, l2)) {
1735                         copy_v2_v2(l2_clip, l2);
1736                         ok2 = 1;
1737                 }
1738                 
1739                 /* line inside rect */
1740                 if (ok1 && ok2) return 1;
1741                 
1742                 /* top/bottom */
1743                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1744                         if (l1[1] < l2[1]) { /* line 1 is outside */
1745                                 l1_clip[0] = isect;
1746                                 l1_clip[1] = rect->ymin;
1747                                 ok1 = 1;
1748                         }
1749                         else {
1750                                 l2_clip[0] = isect;
1751                                 l2_clip[1] = rect->ymin;
1752                                 ok2 = 2;
1753                         }
1754                 }
1755                 
1756                 if (ok1 && ok2) return 1;
1757                 
1758                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1759                         if (l1[1] > l2[1]) { /* line 1 is outside */
1760                                 l1_clip[0] = isect;
1761                                 l1_clip[1] = rect->ymax;
1762                                 ok1 = 1;
1763                         }
1764                         else {
1765                                 l2_clip[0] = isect;
1766                                 l2_clip[1] = rect->ymax;
1767                                 ok2 = 2;
1768                         }
1769                 }
1770                 
1771                 if (ok1 && ok2) return 1;
1772                 
1773                 /* left/right */
1774                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1775                         if (l1[0] < l2[0]) { /* line 1 is outside */
1776                                 l1_clip[0] = rect->xmin;
1777                                 l1_clip[1] = isect;
1778                                 ok1 = 1;
1779                         }
1780                         else {
1781                                 l2_clip[0] = rect->xmin;
1782                                 l2_clip[1] = isect;
1783                                 ok2 = 2;
1784                         }
1785                 }
1786         
1787                 if (ok1 && ok2) return 1;
1788                 
1789                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1790                         if (l1[0] > l2[0]) { /* line 1 is outside */
1791                                 l1_clip[0] = rect->xmax;
1792                                 l1_clip[1] = isect;
1793                                 ok1 = 1;
1794                         }
1795                         else {
1796                                 l2_clip[0] = rect->xmax;
1797                                 l2_clip[1] = isect;
1798                                 ok2 = 2;
1799                         }
1800                 }
1801                 
1802                 if (ok1 && ok2) {
1803                         return 1;
1804                 }
1805                 else {
1806                         return 0;
1807                 }
1808         }
1809 }
1810
1811
1812
1813 /* scale the quad & tri about its center
1814  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1815  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1816 #ifndef PROJ_DEBUG_NOSEAMBLEED
1817 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1818 {
1819         float cent[3];
1820         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1821         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1822         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1823         
1824         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1825         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1826         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1827         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1828         
1829         mul_v3_fl(insetCos[0], inset);
1830         mul_v3_fl(insetCos[1], inset);
1831         mul_v3_fl(insetCos[2], inset);
1832         mul_v3_fl(insetCos[3], inset);
1833         
1834         add_v3_v3(insetCos[0], cent);
1835         add_v3_v3(insetCos[1], cent);
1836         add_v3_v3(insetCos[2], cent);
1837         add_v3_v3(insetCos[3], cent);
1838 }
1839
1840
1841 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1842 {
1843         float cent[3];
1844         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1845         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1846         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1847         
1848         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1849         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1850         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1851         
1852         mul_v3_fl(insetCos[0], inset);
1853         mul_v3_fl(insetCos[1], inset);
1854         mul_v3_fl(insetCos[2], inset);
1855         
1856         add_v3_v3(insetCos[0], cent);
1857         add_v3_v3(insetCos[1], cent);
1858         add_v3_v3(insetCos[2], cent);
1859 }
1860 #endif //PROJ_DEBUG_NOSEAMBLEED
1861
1862 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1863 {
1864         float x, y;
1865
1866         x = v1[0] - v2_1;
1867         y = v1[1] - v2_2;
1868         return x * x + y * y;
1869 }
1870
1871 /* note, use a squared value so we can use len_squared_v2v2
1872  * be sure that you have done a bounds check first or this may fail */
1873 /* only give bucket_bounds as an arg because we need it elsewhere */
1874 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1875 {
1876          
1877         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect 
1878          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1879          * this is even less work then an intersection test
1880          */
1881 #if 0
1882         if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
1883                 return 1;
1884 #endif
1885         
1886         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1887             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1888         {
1889                 return 1;
1890         }
1891         
1892         /* out of bounds left */
1893         if (cent[0] < bucket_bounds->xmin) {
1894                 /* lower left out of radius test */
1895                 if (cent[1] < bucket_bounds->ymin) {
1896                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1897                 }
1898                 /* top left test */
1899                 else if (cent[1] > bucket_bounds->ymax) {
1900                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1901                 }
1902         }
1903         else if (cent[0] > bucket_bounds->xmax) {
1904                 /* lower right out of radius test */
1905                 if (cent[1] < bucket_bounds->ymin) {
1906                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1907                 }
1908                 /* top right test */
1909                 else if (cent[1] > bucket_bounds->ymax) {
1910                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1911                 }
1912         }
1913         
1914         return 0;
1915 }
1916
1917
1918
1919 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1920  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1921  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1922  * (viewed from the side)
1923  * 
1924  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1925  * funcs that only account for points inside the triangle.
1926  * however switching back to this for ortho is always an option */
1927
1928 static void rect_to_uvspace_ortho(
1929         rctf *bucket_bounds,
1930         float *v1coSS, float *v2coSS, float *v3coSS,
1931         float *uv1co, float *uv2co, float *uv3co,
1932         float bucket_bounds_uv[4][2],
1933         const int flip)
1934 {
1935         float uv[2];
1936         float w[3];
1937         
1938         /* get the UV space bounding box */
1939         uv[0] = bucket_bounds->xmax;
1940         uv[1] = bucket_bounds->ymin;
1941         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1942         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1943
1944         //uv[0] = bucket_bounds->xmax; // set above
1945         uv[1] = bucket_bounds->ymax;
1946         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1947         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1948
1949         uv[0] = bucket_bounds->xmin;
1950         //uv[1] = bucket_bounds->ymax; // set above
1951         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1952         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1953
1954         //uv[0] = bucket_bounds->xmin; // set above
1955         uv[1] = bucket_bounds->ymin;
1956         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1957         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1958 }
1959
1960 /* same as above but use barycentric_weights_v2_persp */
1961 static void rect_to_uvspace_persp(
1962         rctf *bucket_bounds,
1963         float *v1coSS, float *v2coSS, float *v3coSS,
1964         float *uv1co, float *uv2co, float *uv3co,
1965         float bucket_bounds_uv[4][2],
1966         const int flip
1967         )
1968 {
1969         float uv[2];
1970         float w[3];
1971         
1972         /* get the UV space bounding box */
1973         uv[0] = bucket_bounds->xmax;
1974         uv[1] = bucket_bounds->ymin;
1975         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1976         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1977
1978         //uv[0] = bucket_bounds->xmax; // set above
1979         uv[1] = bucket_bounds->ymax;
1980         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1981         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1982
1983         uv[0] = bucket_bounds->xmin;
1984         //uv[1] = bucket_bounds->ymax; // set above
1985         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1986         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1987
1988         //uv[0] = bucket_bounds->xmin; // set above
1989         uv[1] = bucket_bounds->ymin;
1990         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1991         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1992 }
1993
1994 /* This works as we need it to but we can save a few steps and not use it */
1995
1996 #if 0
1997 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1998 {
1999         float v1[2], v2[2];
2000         
2001         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
2002         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
2003         
2004         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
2005 }
2006 #endif
2007
2008 #define ISECT_1 (1)
2009 #define ISECT_2 (1 << 1)
2010 #define ISECT_3 (1 << 2)
2011 #define ISECT_4 (1 << 3)
2012 #define ISECT_ALL3 ((1 << 3) - 1)
2013 #define ISECT_ALL4 ((1 << 4) - 1)
2014
2015 /* limit must be a fraction over 1.0f */
2016 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
2017 {
2018         return ((area_tri_v2(pt, v1, v2) + area_tri_v2(pt, v2, v3) + area_tri_v2(pt, v3, v1)) / (area_tri_v2(v1, v2, v3))) < limit;
2019 }
2020
2021 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
2022  * so we have the clipped UV's to do pixel intersection tests with 
2023  * */
2024 static int float_z_sort_flip(const void *p1, const void *p2)
2025 {
2026         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
2027 }
2028
2029 static int float_z_sort(const void *p1, const void *p2)
2030 {
2031         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
2032 }
2033
2034 static void project_bucket_clip_face(
2035         const int is_ortho,
2036         rctf *bucket_bounds,
2037         float *v1coSS, float *v2coSS, float *v3coSS,
2038         float *uv1co, float *uv2co, float *uv3co,
2039         float bucket_bounds_uv[8][2],
2040         int *tot)
2041 {
2042         int inside_bucket_flag = 0;
2043         int inside_face_flag = 0;
2044         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
2045         
2046         float bucket_bounds_ss[4][2];
2047
2048         /* get the UV space bounding box */
2049         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
2050         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
2051         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
2052         
2053         if (inside_bucket_flag == ISECT_ALL3) {
2054                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
2055                 if (flip) { /* facing the back? */
2056                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
2057                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
2058                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
2059                 }
2060                 else {
2061                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
2062                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
2063                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
2064                 }
2065                 
2066                 *tot = 3; 
2067                 return;
2068         }
2069         
2070         /* get the UV space bounding box */
2071         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
2072         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
2073         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
2074         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
2075         
2076         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
2077         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
2078         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
2079
2080         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
2081         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
2082         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
2083
2084         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
2085         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
2086         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
2087         
2088         if (inside_face_flag == ISECT_ALL4) {
2089                 /* bucket is totally inside the screenspace face, we can safely use weights */
2090                 
2091                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
2092                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
2093                 
2094                 *tot = 4;
2095                 return;
2096         }
2097         else {
2098                 /* The Complicated Case! 
2099                  * 
2100                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
2101                  * 
2102                  * we need to make a convex polyline from the intersection between the screenspace face
2103                  * and the bucket bounds.
2104                  * 
2105                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
2106                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
2107                  * do a correct clipping on both shapes. */
2108                 
2109                 
2110                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
2111                 
2112                 
2113                 
2114                 /* Maximum possible 6 intersections when using a rectangle and triangle */
2115                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
2116                 float v1_clipSS[2], v2_clipSS[2];
2117                 float w[3];
2118                 
2119                 /* calc center */
2120                 float cent[2] = {0.0f, 0.0f};
2121                 /*float up[2] = {0.0f, 1.0f};*/
2122                 int i;
2123                 short doubles;
2124                 
2125                 (*tot) = 0;
2126                 
2127                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
2128                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
2129                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
2130                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
2131
2132                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
2133                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
2134                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
2135                 
2136                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
2137                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
2138                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2139                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2140                         }
2141                 }
2142                 
2143                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
2144                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
2145                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2146                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2147                         }
2148                 }
2149                 
2150                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
2151                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
2152                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2153                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2154                         }
2155                 }
2156                 
2157                 
2158                 if ((*tot) < 3) { /* no intersections to speak of */
2159                         *tot = 0;
2160                         return;
2161                 }
2162         
2163                 /* now we have all points we need, collect their angles and sort them clockwise */
2164                 
2165                 for (i = 0; i < (*tot); i++) {
2166                         cent[0] += isectVCosSS[i][0];
2167                         cent[1] += isectVCosSS[i][1];
2168                 }
2169                 cent[0] = cent[0] / (float)(*tot);
2170                 cent[1] = cent[1] / (float)(*tot);
2171                 
2172                 
2173                 
2174                 /* Collect angles for every point around the center point */
2175
2176                 
2177 #if 0   /* uses a few more cycles then the above loop */
2178                 for (i = 0; i < (*tot); i++) {
2179                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
2180                 }
2181 #endif
2182
2183                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
2184                 v1_clipSS[1] = cent[1] + 1.0f;
2185                 
2186                 for (i = 0; i < (*tot); i++) {
2187                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
2188                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
2189                         isectVCosSS[i][2] = atan2f(v1_clipSS[0] * v2_clipSS[1] - v1_clipSS[1] * v2_clipSS[0], v1_clipSS[0] * v2_clipSS[0] + v1_clipSS[1] * v2_clipSS[1]);
2190                 }
2191                 
2192                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
2193                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
2194                 
2195                 /* remove doubles */
2196                 /* first/last check */
2197                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
2198                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
2199                 {
2200                         (*tot)--;
2201                 }
2202                 
2203                 /* its possible there is only a few left after remove doubles */
2204                 if ((*tot) < 3) {
2205                         // printf("removed too many doubles A\n");
2206                         *tot = 0;
2207                         return;
2208                 }
2209                 
2210                 doubles = TRUE;
2211                 while (doubles == TRUE) {
2212                         doubles = FALSE;
2213                         for (i = 1; i < (*tot); i++) {
2214                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2215                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2216                                 {
2217                                         int j;
2218                                         for (j = i + 1; j < (*tot); j++) {
2219                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
2220                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
2221                                         }
2222                                         doubles = TRUE; /* keep looking for more doubles */
2223                                         (*tot)--;
2224                                 }
2225                         }
2226                 }
2227                 
2228                 /* its possible there is only a few left after remove doubles */
2229                 if ((*tot) < 3) {
2230                         // printf("removed too many doubles B\n");
2231                         *tot = 0;
2232                         return;
2233                 }
2234                 
2235                 
2236                 if (is_ortho) {
2237                         for (i = 0; i < (*tot); i++) {
2238                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2239                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2240                         }
2241                 }
2242                 else {
2243                         for (i = 0; i < (*tot); i++) {
2244                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2245                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2246                         }
2247                 }
2248         }
2249
2250 #ifdef PROJ_DEBUG_PRINT_CLIP
2251         /* include this at the bottom of the above function to debug the output */
2252
2253         {
2254                 /* If there are ever any problems, */
2255                 float test_uv[4][2];
2256                 int i;
2257                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2258                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2259                 printf("(  [(%f,%f), (%f,%f), (%f,%f), (%f,%f)], ", test_uv[0][0], test_uv[0][1],   test_uv[1][0], test_uv[1][1],    test_uv[2][0], test_uv[2][1],    test_uv[3][0], test_uv[3][1]);
2260                 
2261                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2262                 
2263                 printf("[");
2264                 for (i = 0; i < (*tot); i++) {
2265                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2266                 }
2267                 printf("]),\\\n");
2268         }
2269 #endif
2270 }
2271
2272 /*
2273  * # This script creates faces in a blender scene from printed data above.
2274  *
2275  * project_ls = [
2276  * ...(output from above block)...
2277  * ]
2278  *
2279  * from Blender import Scene, Mesh, Window, sys, Mathutils
2280  *
2281  * import bpy
2282  *
2283  * V = Mathutils.Vector
2284  *
2285  * def main():
2286  *     sce = bpy.data.scenes.active
2287  *     
2288  *     for item in project_ls:
2289  *         bb = item[0]
2290  *         uv = item[1]
2291  *         poly = item[2]
2292  *         
2293  *         me = bpy.data.meshes.new()
2294  *         ob = sce.objects.new(me)
2295  *         
2296  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2297  *         me.faces.extend([(0,1,2,3),])
2298  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2299  *         me.faces.extend([(4,5,6),])
2300  *         
2301  *         vs = [V(p).xyz for p in poly]
2302  *         print len(vs)
2303  *         l = len(me.verts)
2304  *         me.verts.extend(vs)
2305  *         
2306  *         i = l
2307  *         while i < len(me.verts):
2308  *             ii = i + 1
2309  *             if ii == len(me.verts):
2310  *                 ii = l
2311  *             me.edges.extend([i, ii])
2312  *             i += 1
2313  * 
2314  * if __name__ == '__main__':
2315  *     main()
2316  */
2317
2318
2319 #undef ISECT_1
2320 #undef ISECT_2
2321 #undef ISECT_3
2322 #undef ISECT_4
2323 #undef ISECT_ALL3
2324 #undef ISECT_ALL4
2325
2326         
2327 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2328  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2329 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2330 {
2331         int i;
2332         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2333                 return 0;
2334         
2335         for (i = 1; i < tot; i++) {
2336                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2337                         return 0;
2338                 
2339         }
2340         
2341         return 1;
2342 }
2343 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2344 {
2345         int i;
2346         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2347         
2348         for (i = 1; i < tot; i++) {
2349                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2350                         return 0;
2351                 
2352         }
2353         
2354         return 1;
2355 }
2356
2357 /* One of the most important function for projection painting, since it selects the pixels to be added into each bucket.
2358  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2359 static void project_paint_face_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, const int face_index, const int image_index, rctf *bucket_bounds, const ImBuf *ibuf, const short clamp_u, const short clamp_v)
2360 {
2361         /* Projection vars, to get the 3D locations into screen space  */
2362         MemArena *arena = ps->arena_mt[thread_index];
2363         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2364         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2365         
2366         const MFace *mf = ps->dm_mface + face_index;
2367         const MTFace *tf = ps->dm_mtface + face_index;
2368         
2369         /* UV/pixel seeking data */
2370         int x; /* Image X-Pixel */
2371         int y; /* Image Y-Pixel */
2372         float mask;
2373         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2374         
2375         int side;
2376         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2377         
2378         float *vCo[4]; /* vertex screenspace coords */
2379         
2380         float w[3], wco[3];
2381         
2382         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2383         float pixelScreenCo[4];
2384         
2385         rcti bounds_px; /* ispace bounds */
2386         /* vars for getting uvspace bounds */
2387         
2388         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2389         float xhalfpx, yhalfpx;
2390         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2391         
2392         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2393         
2394         int i1, i2, i3;
2395         
2396         float uv_clip[8][2];
2397         int uv_clip_tot;
2398         const short is_ortho = ps->is_ortho;
2399         const short do_backfacecull = ps->do_backfacecull;
2400         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2401         
2402         vCo[0] = ps->dm_mvert[mf->v1].co;
2403         vCo[1] = ps->dm_mvert[mf->v2].co;
2404         vCo[2] = ps->dm_mvert[mf->v3].co;
2405         
2406         
2407         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2408          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2409          * problems when wrapping negative coords */
2410         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
2411         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
2412         
2413         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2414          * Needed to add this offset since UV coords are often quads aligned to pixels.
2415          * In this case pixels can be exactly between 2 triangles causing nasty
2416          * artifacts.
2417          * 
2418          * This workaround can be removed and painting will still work on most cases
2419          * but since the first thing most people try is painting onto a quad- better make it work.
2420          */
2421
2422
2423
2424         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2425         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2426
2427         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2428         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2429         
2430         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2431         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
2432         
2433         if (mf->v4) {
2434                 vCo[3] = ps->dm_mvert[mf->v4].co;
2435                 
2436                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2437                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2438                 side = 1;
2439         }
2440         else {
2441                 side = 0;
2442         }
2443         
2444         do {
2445                 if (side == 1) {
2446                         i1 = 0; i2 = 2; i3 = 3;
2447                 }
2448                 else {
2449                         i1 = 0; i2 = 1; i3 = 2;
2450                 }
2451                 
2452                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2453                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2454                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2455
2456                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2457                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2458                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2459                 
2460                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2461                 project_bucket_clip_face(
2462                         is_ortho, bucket_bounds,
2463                         v1coSS, v2coSS, v3coSS,
2464                         uv1co, uv2co, uv3co,
2465                         uv_clip, &uv_clip_tot
2466                         );
2467
2468                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2469 #if 0
2470                 if (uv_clip_tot > 6) {
2471                         printf("this should never happen! %d\n", uv_clip_tot);
2472                 }
2473 #endif
2474
2475                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2476
2477                         if (clamp_u) {
2478                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2479                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2480                         }
2481
2482                         if (clamp_v) {
2483                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2484                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2485                         }
2486
2487                         /* clip face and */
2488                         
2489                         has_isect = 0;
2490                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2491                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2492                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2493
2494                                 has_x_isect = 0;
2495                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2496                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2497                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2498                                         
2499                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2500                                          * could check the poly direction but better to do this */
2501                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2502                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2503                                         {
2504                                                 
2505                                                 has_x_isect = has_isect = 1;
2506                                                 
2507                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2508                                                 else          screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2509                                                 
2510                                                 /* a pity we need to get the worldspace pixel location here */
2511                                                 if (do_clip) {
2512                                                         interp_v3_v3v3v3(wco, ps->dm_mvert[(*(&mf->v1 + i1))].co, ps->dm_mvert[(*(&mf->v1 + i2))].co, ps->dm_mvert[(*(&mf->v1 + i3))].co, w);
2513                                                         if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2514                                                                 continue; /* Watch out that no code below this needs to run */
2515                                                         }
2516                                                 }
2517                                                 
2518                                                 /* Is this UV visible from the view? - raytrace */
2519                                                 /* project_paint_PickFace is less complex, use for testing */
2520                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2521                                                 if ((ps->do_occlude == FALSE) ||
2522                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2523                                                 {
2524                                                         
2525                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2526                                                         
2527                                                         if (mask > 0.0f) {
2528                                                                 BLI_linklist_prepend_arena(
2529                                                                         bucketPixelNodes,
2530                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2531                                                                         arena
2532                                                                         );
2533                                                         }
2534                                                 }
2535                                                 
2536                                         }
2537 //#if 0
2538                                         else if (has_x_isect) {
2539                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2540                                                 break;
2541                                         }
2542 //#endif
2543                                 }
2544                                 
2545                                 
2546 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2547                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2548                                 if (has_x_isect == 0 && has_isect) {
2549                                         break;
2550                                 }
2551 #endif
2552                         }
2553                 }
2554         } while (side--);
2555
2556         
2557         
2558 #ifndef PROJ_DEBUG_NOSEAMBLEED
2559         if (ps->seam_bleed_px > 0.0f) {
2560                 int face_seam_flag;
2561                 
2562                 if (ps->thread_tot > 1)
2563                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2564                 
2565                 face_seam_flag = ps->faceSeamFlags[face_index];
2566                 
2567                 /* are any of our edges un-initialized? */
2568                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2569                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2570                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2571                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2572                 {
2573                         project_face_seams_init(ps, face_index, mf->v4);
2574                         face_seam_flag = ps->faceSeamFlags[face_index];
2575                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2576                 }
2577                 
2578                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2579                         
2580                         if (ps->thread_tot > 1)
2581                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2582                         
2583                 }
2584                 else {
2585                         /* we have a seam - deal with it! */
2586                         
2587                         /* Now create new UV's for the seam face */
2588                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2589                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2590
2591                         float *vCoSS[4]; /* vertex screenspace coords */
2592                         
2593                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2594                         float edge_verts_inset_clip[2][3];
2595                         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 */
2596                         
2597                         float seam_subsection[4][2];
2598                         float fac1, fac2, ftot;
2599                         
2600                         
2601                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2602                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2603                         
2604                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2605                         if (ps->thread_tot > 1)
2606                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2607                         
2608                         vCoSS[0] = ps->screenCoords[mf->v1];
2609                         vCoSS[1] = ps->screenCoords[mf->v2];
2610                         vCoSS[2] = ps->screenCoords[mf->v3];
2611                         if (mf->v4)
2612                                 vCoSS[3] = ps->screenCoords[mf->v4];
2613                         
2614                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2615                         if (is_ortho) {
2616                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2617                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2618                         }
2619                         else {
2620                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2621                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2622                         }
2623                         
2624                         side = 0; /* for triangles this wont need to change */
2625                         
2626                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2627                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2628                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2629                                 
2630                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2631                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2632                                 {
2633
2634                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2635                                         
2636                                         if (ftot > 0.0f) { /* avoid div by zero */
2637                                                 if (mf->v4) {
2638                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2639                                                         else side = 0;
2640                                                 }
2641                                                 
2642                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2643                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2644                                                 
2645                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2646                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2647
2648                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2649                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2650                                                 
2651                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2652                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2653                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2654                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2655                                                 
2656
2657                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2658                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2659                                                         
2660                                                         has_isect = 0;
2661                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2662                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2663                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2664                                                                 
2665                                                                 has_x_isect = 0;
2666                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2667                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2668                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2669                                                                         
2670                                                                         /* test we're inside uvspace bucket and triangle bounds */
2671                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2672                                                                                 float fac;
2673                                                                                 
2674                                                                                 /* We need to find the closest point along the face edge,
2675                                                                                  * getting the screen_px_from_*** wont work because our actual location
2676                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2677                                                                                  * our location on the side of the face's UV */
2678 #if 0
2679                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2680                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2681 #endif
2682                                                                                 
2683                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2684                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2685                                                                                 
2686                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2687                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2688                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2689                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2690                                                                                 
2691                                                                                 if (!is_ortho) {
2692                                                                                         pixelScreenCo[3] = 1.0f;
2693                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2694                                                                                         pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
2695                                                                                         pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
2696                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2697                                                                                 }
2698                                                                                 
2699                                                                                 if ((ps->do_occlude == FALSE) ||
2700                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2701                                                                                 {
2702                                                                                         /* Only bother calculating the weights if we intersect */
2703                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2704 #if 1
2705                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2706                                                                                                 float uv_close[2];
2707                                                                                                 float uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2708                                                                                                 if      (uv_fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2709                                                                                                 else if (uv_fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2710
2711                                                                                                 if (side) {
2712                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2713                                                                                                 }
2714                                                                                                 else {
2715                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2716                                                                                                 }
2717 #else                                                                                   /* this is buggy with quads, don't use for now */
2718
2719                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2720                                                                                                 uv_fac = fac1 + (uv_fac * (fac2 - fac1));
2721
2722                                                                                                 w[0] = w[1] = w[2] = 0.0;
2723                                                                                                 if (side) {
2724                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - uv_fac;
2725                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = uv_fac;
2726                                                                                                 }
2727                                                                                                 else {
2728                                                                                                         w[fidx1] = 1.0f - uv_fac;
2729                                                                                                         w[fidx2] = uv_fac;
2730                                                                                                 }
2731 #endif
2732                                                                                         }
2733                                                                                         
2734                                                                                         /* a pity we need to get the worldspace pixel location here */
2735                                                                                         if (do_clip) {
2736                                                                                                 if (side) interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v3].co, ps->dm_mvert[mf->v4].co, w);
2737                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2738
2739                                                                                                 if (ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2740                                                                                                         continue; /* Watch out that no code below this needs to run */
2741                                                                                                 }
2742                                                                                         }
2743                                                                                         
2744                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2745                                                                                         
2746                                                                                         if (mask > 0.0f) {
2747                                                                                                 BLI_linklist_prepend_arena(
2748                                                                                                         bucketPixelNodes,
2749                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, side, w),
2750                                                                                                         arena
2751                                                                                                         );
2752                                                                                         }
2753                                                                                         
2754                                                                                 }
2755                                                                         }
2756                                                                         else if (has_x_isect) {
2757                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2758                                                                                 break;
2759                                                                         }
2760                                                                 }
2761                                                                 
2762 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2763                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2764                                                                 if (has_x_isect == 0 && has_isect) {
2765                                                                         break;
2766                                                                 }
2767 #endif
2768                                                         }
2769                                                 }
2770                                         }
2771                                 }
2772                         }
2773                 }
2774         }
2775 #endif // PROJ_DEBUG_NOSEAMBLEED
2776 }
2777
2778
2779 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2780 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2781 {
2782         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2783         /* XXX: the offset of 0.5 is always truncated to zero and the offset of 1.5f is always truncated to 1, is this really correct?? - jwilkins */
2784         bucketMin[0] = (int)((int)(((float)(min[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 0.5f); /* these offsets of 0.5 and 1.5 seem odd but they are correct */
2785         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2786         
2787         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2788         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2789         
2790         /* in case the rect is outside the mesh 2d bounds */
2791         CLAMP(bucketMin[0], 0, ps->buckets_x);
2792         CLAMP(bucketMin[1], 0, ps->buckets_y);
2793         
2794         CLAMP(bucketMax[0], 0, ps->buckets_x);
2795         CLAMP(bucketMax[1], 0, ps->buckets_y);
2796 }
2797
2798 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2799 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2800 {
2801         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2802         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2803         
2804         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2805         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2806 }
2807
2808 /* Fill this bucket with pixels from the faces that intersect it.
2809  * 
2810  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2811 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2812 {
2813         LinkNode *node;
2814         int face_index, image_index = 0;
2815         ImBuf *ibuf = NULL;
2816         Image *tpage_last = NULL, *tpage;
2817         Image *ima = NULL;
2818
2819         if (ps->image_tot == 1) {
2820                 /* Simple loop, no context switching */
2821                 ibuf = ps->projImages[0].ibuf;
2822                 ima = ps->projImages[0].ima;
2823
2824                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2825                         project_paint_face_init(ps, thread_index, bucket_index, GET_INT_FROM_POINTER(node->link), 0, bucket_bounds, ibuf, ima->tpageflag & IMA_CLAMP_U, ima->tpageflag & IMA_CLAMP_V);
2826                 }
2827         }
2828         else {
2829                 
2830                 /* More complicated loop, switch between images */
2831                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2832                         face_index = GET_INT_FROM_POINTER(node->link);
2833                                 
2834                         /* Image context switching */
2835                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2836                         if (tpage_last != tpage) {
2837                                 tpage_last = tpage;
2838
2839                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2840                                         if (ps->projImages[image_index].ima == tpage_last) {
2841                                                 ibuf = ps->projImages[image_index].ibuf;
2842                                                 ima = ps->projImages[image_index].ima;
2843                                                 break;
2844                                         }
2845                                 }
2846                         }
2847                         /* context switching done */
2848                         
2849                         project_paint_face_init(ps, thread_index, bucket_index, face_index, image_index, bucket_bounds, ibuf, ima->tpageflag & IMA_CLAMP_U, ima->tpageflag & IMA_CLAMP_V);
2850                 }
2851         }
2852         
2853         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;