Texture paint refactoring commit
[blender.git] / source / blender / editors / sculpt_paint / paint_image_proj.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_linklist.h"
46 #include "BLI_memarena.h"
47 #include "BLI_threads.h"
48 #include "BLI_utildefines.h"
49
50 #include "PIL_time.h"
51
52 #include "IMB_imbuf.h"
53 #include "IMB_imbuf_types.h"
54
55 #include "DNA_brush_types.h"
56 #include "DNA_mesh_types.h"
57 #include "DNA_node_types.h"
58 #include "DNA_object_types.h"
59
60 #include "BKE_camera.h"
61 #include "BKE_context.h"
62 #include "BKE_depsgraph.h"
63 #include "BKE_DerivedMesh.h"
64 #include "BKE_idprop.h"
65 #include "BKE_brush.h"
66 #include "BKE_image.h"
67 #include "BKE_library.h"
68 #include "BKE_main.h"
69 #include "BKE_mesh.h"
70 #include "BKE_node.h"
71 #include "BKE_object.h"
72 #include "BKE_paint.h"
73 #include "BKE_report.h"
74 #include "BKE_scene.h"
75 #include "BKE_colortools.h"
76
77 #include "BKE_tessmesh.h"
78
79 #include "BIF_gl.h"
80 #include "BIF_glutil.h"
81
82 #include "UI_view2d.h"
83
84 #include "ED_image.h"
85 #include "ED_screen.h"
86 #include "ED_sculpt.h"
87 #include "ED_uvedit.h"
88 #include "ED_view3d.h"
89 #include "ED_mesh.h"
90
91 #include "WM_api.h"
92 #include "WM_types.h"
93
94 #include "RNA_access.h"
95 #include "RNA_define.h"
96 #include "RNA_enum_types.h"
97
98 #include "GPU_draw.h"
99
100 #include "IMB_colormanagement.h"
101
102 #include "paint_intern.h"
103
104 /* Defines and Structs */
105 /* FTOCHAR as inline function */
106 BLI_INLINE unsigned char f_to_char(const float val)
107 {
108         return FTOCHAR(val);
109 }
110
111 #define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f)  {                                  \
112         (c)[0] = f_to_char((f)[0]);                                               \
113         (c)[1] = f_to_char((f)[1]);                                               \
114         (c)[2] = f_to_char((f)[2]);                                               \
115         (c)[3] = f_to_char((f)[3]);                                               \
116 } (void)0
117
118 #define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c)  {                                  \
119         (f)[0] = IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                   \
120         (f)[1] = IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                   \
121         (f)[2] = IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                   \
122         (f)[3] = IMAPAINT_CHAR_TO_FLOAT((c)[3]);                                   \
123 } (void)0
124
125 #define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f)  {                                   \
126         (c)[0] = f_to_char((f)[0]);                                               \
127         (c)[1] = f_to_char((f)[1]);                                               \
128         (c)[2] = f_to_char((f)[2]);                                               \
129 } (void)0
130
131 /* ProjectionPaint defines */
132
133 /* approx the number of buckets to have under the brush,
134  * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
135  *
136  * When 3 - a brush should have ~9 buckets under it at once
137  * ...this helps for threading while painting as well as
138  * avoiding initializing pixels that wont touch the brush */
139 #define PROJ_BUCKET_BRUSH_DIV 4
140
141 #define PROJ_BUCKET_RECT_MIN 4
142 #define PROJ_BUCKET_RECT_MAX 256
143
144 #define PROJ_BOUNDBOX_DIV 8
145 #define PROJ_BOUNDBOX_SQUARED  (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
146
147 //#define PROJ_DEBUG_PAINT 1
148 //#define PROJ_DEBUG_NOSEAMBLEED 1
149 //#define PROJ_DEBUG_PRINT_CLIP 1
150 #define PROJ_DEBUG_WINCLIP 1
151
152 /* projectFaceSeamFlags options */
153 //#define PROJ_FACE_IGNORE      (1<<0)  /* When the face is hidden, backfacing or occluded */
154 //#define PROJ_FACE_INIT        (1<<1)  /* When we have initialized the faces data */
155 #define PROJ_FACE_SEAM1 (1 << 0)  /* If this face has a seam on any of its edges */
156 #define PROJ_FACE_SEAM2 (1 << 1)
157 #define PROJ_FACE_SEAM3 (1 << 2)
158 #define PROJ_FACE_SEAM4 (1 << 3)
159
160 #define PROJ_FACE_NOSEAM1   (1 << 4)
161 #define PROJ_FACE_NOSEAM2   (1 << 5)
162 #define PROJ_FACE_NOSEAM3   (1 << 6)
163 #define PROJ_FACE_NOSEAM4   (1 << 7)
164
165 #define PROJ_SRC_VIEW       1
166 #define PROJ_SRC_IMAGE_CAM  2
167 #define PROJ_SRC_IMAGE_VIEW 3
168
169 #define PROJ_VIEW_DATA_ID "view_data"
170 #define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
171
172
173 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
174  * as this number approaches  1.0f the likelihood increases of float precision errors where
175  * it is occluded by an adjacent face */
176 #define PROJ_FACE_SCALE_SEAM    0.99f
177
178 #define PROJ_BUCKET_NULL        0
179 #define PROJ_BUCKET_INIT        (1 << 0)
180 // #define PROJ_BUCKET_CLONE_INIT       (1<<1)
181
182 /* used for testing doubles, if a point is on a line etc */
183 #define PROJ_GEOM_TOLERANCE 0.00075f
184
185 /* vert flags */
186 #define PROJ_VERT_CULL 1
187
188 /* This is mainly a convenience struct used so we can keep an array of images we use
189  * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
190  * because 'partRedrawRect' and 'touch' values would not be thread safe */
191 typedef struct ProjPaintImage {
192         Image *ima;
193         ImBuf *ibuf;
194         ImagePaintPartialRedraw *partRedrawRect;
195         void **undoRect; /* only used to build undo tiles after painting */
196         int touch;
197 } ProjPaintImage;
198
199 /* Main projection painting struct passed to all projection painting functions */
200 typedef struct ProjPaintState {
201         View3D *v3d;
202         RegionView3D *rv3d;
203         ARegion *ar;
204         Scene *scene;
205         int source; /* PROJ_SRC_**** */
206
207         Brush *brush;
208         short tool, blend;
209         Object *ob;
210         /* end similarities with ImagePaintState */
211
212         DerivedMesh    *dm;
213         int dm_totface;
214         int dm_totvert;
215         int dm_release;
216
217         MVert          *dm_mvert;
218         MFace          *dm_mface;
219         MTFace         *dm_mtface;
220         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
221         MTFace         *dm_mtface_stencil;
222
223         /* projection painting only */
224         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
225         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
226         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
227         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
228 #ifndef PROJ_DEBUG_NOSEAMBLEED
229         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
230         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
231         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
232 #endif
233         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
234         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 */
235         int buckets_y;
236
237         ProjPaintImage *projImages;
238
239         int pixel_sizeof;           /* result of project_paint_pixel_sizeof(), constant per stroke */
240
241         int image_tot;              /* size of projectImages array */
242
243         float (*screenCoords)[4];   /* verts projected into floating point screen space */
244
245         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
246         float screenMax[2];
247         float screen_width;         /* Calculated from screenMin & screenMax */
248         float screen_height;
249         int winx, winy;             /* from the carea or from the projection render */
250
251         /* options for projection painting */
252         int do_layer_clone;
253         int do_layer_stencil;
254         int do_layer_stencil_inv;
255
256         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
257         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
258         short do_mask_normal;           /* mask out pixels based on their normals */
259         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
260         float normal_angle;             /* what angle to mask at*/
261         float normal_angle_inner;
262         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
263
264         short is_ortho;
265         bool do_masking;              /* use masking during painting. Some operations such as airbrush may disable */
266         short is_texbrush;              /* only to avoid running  */
267 #ifndef PROJ_DEBUG_NOSEAMBLEED
268         float seam_bleed_px;
269 #endif
270         /* clone vars */
271         float cloneOffset[2];
272
273         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
274         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
275         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
276         float clipsta, clipend;
277
278         /* reproject vars */
279         Image *reproject_image;
280         ImBuf *reproject_ibuf;
281
282
283         /* threads */
284         int thread_tot;
285         int bucketMin[2];
286         int bucketMax[2];
287         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
288 } ProjPaintState;
289
290 typedef union pixelPointer {
291         float *f_pt;            /* float buffer */
292         unsigned int *uint_pt; /* 2 ways to access a char buffer */
293         unsigned char *ch_pt;
294 } PixelPointer;
295
296 typedef union pixelStore {
297         unsigned char ch[4];
298         unsigned int uint;
299         float f[4];
300 } PixelStore;
301
302 typedef struct ProjPixel {
303         float projCoSS[2]; /* the floating point screen projection of this pixel */
304         float worldCoSS[3];
305         /* Only used when the airbrush is disabled.
306          * Store the max mask value to avoid painting over an area with a lower opacity
307          * with an advantage that we can avoid touching the pixel at all, if the
308          * new mask value is lower then mask_max */
309         unsigned short mask_max;
310
311         /* for various reasons we may want to mask out painting onto this pixel */
312         unsigned short mask;
313
314         short x_px, y_px;
315
316         PixelStore origColor;
317         PixelStore newColor;
318         PixelPointer pixel;
319
320         short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
321         unsigned char bb_cell_index;
322 } ProjPixel;
323
324 typedef struct ProjPixelClone {
325         struct ProjPixel __pp;
326         PixelStore clonepx;
327 } ProjPixelClone;
328
329 /* blur, store surrounding colors */
330 #define PROJ_PIXEL_SOFTEN_TOT 4
331 /* blur picking offset (in screenspace) */
332 #define PROJ_PIXEL_SOFTEN_OFS_PX 1.0f
333
334 static const float proj_pixel_soften_v2[PROJ_PIXEL_SOFTEN_TOT][2] = {
335         {-PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
336         { 0.0f,                        -PROJ_PIXEL_SOFTEN_OFS_PX},
337         { 0.0f,                         PROJ_PIXEL_SOFTEN_OFS_PX},
338         { PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
339 };
340
341 /* Finish projection painting structs */
342
343 typedef struct UndoImageTile {
344         struct UndoImageTile *next, *prev;
345
346         char idname[MAX_ID_NAME];  /* name instead of pointer*/
347         char ibufname[IB_FILENAME_SIZE];
348
349         union {
350                 float        *fp;
351                 unsigned int *uint;
352                 void         *pt;
353         } rect;
354         int x, y;
355
356         short source, use_float;
357         char gen_type;
358 } UndoImageTile;
359
360 /* UNDO */
361
362 static void undo_copy_tile(UndoImageTile *tile, ImBuf *tmpibuf, ImBuf *ibuf, int restore)
363 {
364         /* copy or swap contents of tile->rect and region in ibuf->rect */
365         IMB_rectcpy(tmpibuf, ibuf, 0, 0, tile->x * IMAPAINT_TILE_SIZE,
366                     tile->y * IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
367
368         if (ibuf->rect_float) {
369                 SWAP(float *, tmpibuf->rect_float, tile->rect.fp);
370         }
371         else {
372                 SWAP(unsigned int *, tmpibuf->rect, tile->rect.uint);
373         }
374
375         if (restore)
376                 IMB_rectcpy(ibuf, tmpibuf, tile->x * IMAPAINT_TILE_SIZE,
377                             tile->y * IMAPAINT_TILE_SIZE, 0, 0, IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE);
378 }
379
380 static void image_undo_restore(bContext *C, ListBase *lb)
381 {
382         Main *bmain = CTX_data_main(C);
383         Image *ima = NULL;
384         ImBuf *ibuf, *tmpibuf;
385         UndoImageTile *tile;
386
387         tmpibuf = IMB_allocImBuf(IMAPAINT_TILE_SIZE, IMAPAINT_TILE_SIZE, 32,
388                                  IB_rectfloat | IB_rect);
389
390         for (tile = lb->first; tile; tile = tile->next) {
391                 short use_float;
392
393                 /* find image based on name, pointer becomes invalid with global undo */
394                 if (ima && strcmp(tile->idname, ima->id.name) == 0) {
395                         /* ima is valid */
396                 }
397                 else {
398                         ima = BLI_findstring(&bmain->image, tile->idname, offsetof(ID, name));
399                 }
400
401                 ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
402
403                 if (ima && ibuf && strcmp(tile->ibufname, ibuf->name) != 0) {
404                         /* current ImBuf filename was changed, probably current frame
405                          * was changed when paiting on image sequence, rather than storing
406                          * full image user (which isn't so obvious, btw) try to find ImBuf with
407                          * matched file name in list of already loaded images */
408
409                         BKE_image_release_ibuf(ima, ibuf, NULL);
410
411                         ibuf = BLI_findstring(&ima->ibufs, tile->ibufname, offsetof(ImBuf, name));
412                 }
413
414                 if (!ima || !ibuf || !(ibuf->rect || ibuf->rect_float)) {
415                         BKE_image_release_ibuf(ima, ibuf, NULL);
416                         continue;
417                 }
418
419                 if (ima->gen_type != tile->gen_type || ima->source != tile->source) {
420                         BKE_image_release_ibuf(ima, ibuf, NULL);
421                         continue;
422                 }
423
424                 use_float = ibuf->rect_float ? 1 : 0;
425
426                 if (use_float != tile->use_float) {
427                         BKE_image_release_ibuf(ima, ibuf, NULL);
428                         continue;
429                 }
430
431                 undo_copy_tile(tile, tmpibuf, ibuf, 1);
432
433                 GPU_free_image(ima); /* force OpenGL reload */
434                 if (ibuf->rect_float)
435                         ibuf->userflags |= IB_RECT_INVALID; /* force recreate of char rect */
436                 if (ibuf->mipmap[0])
437                         ibuf->userflags |= IB_MIPMAP_INVALID;  /* force mipmap recreatiom */
438                 ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
439
440                 BKE_image_release_ibuf(ima, ibuf, NULL);
441         }
442
443         IMB_freeImBuf(tmpibuf);
444 }
445
446 static void image_undo_free(ListBase *lb)
447 {
448         UndoImageTile *tile;
449
450         for (tile = lb->first; tile; tile = tile->next)
451                 MEM_freeN(tile->rect.pt);
452 }
453
454 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
455 {
456         Image *ima;
457
458         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
459                 MFace *mf = ps->dm_mface + face_index;
460                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
461         }
462         else {
463                 ima = dm_mtface[face_index].tpage;
464         }
465
466         return ima;
467 }
468
469 /* fast projection bucket array lookup, use the safe version for bound checking  */
470 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
471 {
472         /* If we were not dealing with screenspace 2D coords we could simple do...
473          * ps->bucketRect[x + (y*ps->buckets_y)] */
474
475         /* please explain?
476          * projCoSS[0] - ps->screenMin[0]   : zero origin
477          * ... / ps->screen_width           : range from 0.0 to 1.0
478          * ... * ps->buckets_x              : use as a bucket index
479          *
480          * Second multiplication does similar but for vertical offset
481          */
482         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
483                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
484 }
485
486 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
487 {
488         int bucket_index = project_bucket_offset(ps, projCoSS);
489
490         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
491                 return -1;
492         }
493         else {
494                 return bucket_index;
495         }
496 }
497
498 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
499 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])
500 {
501         float wtot_inv, wtot;
502
503         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
504         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
505         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
506         wtot = w[0] + w[1] + w[2];
507
508         if (wtot != 0.0f) {
509                 wtot_inv = 1.0f / wtot;
510
511                 w[0] = w[0] * wtot_inv;
512                 w[1] = w[1] * wtot_inv;
513                 w[2] = w[2] * wtot_inv;
514         }
515         else /* dummy values for zero area face */
516                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
517 }
518
519 static float VecZDepthOrtho(const float pt[2],
520                             const float v1[3], const float v2[3], const float v3[3],
521                             float w[3])
522 {
523         barycentric_weights_v2(v1, v2, v3, pt, w);
524         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
525 }
526
527 static float VecZDepthPersp(const float pt[2],
528                             const float v1[4], const float v2[4], const float v3[4],
529                             float w[3])
530 {
531         float wtot_inv, wtot;
532         float w_tmp[3];
533
534         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
535         /* for the depth we need the weights to match what
536          * barycentric_weights_v2 would return, in this case its easiest just to
537          * undo the 4th axis division and make it unit-sum
538          *
539          * don't call barycentric_weights_v2() because our callers expect 'w'
540          * to be weighted from the perspective */
541         w_tmp[0] = w[0] * v1[3];
542         w_tmp[1] = w[1] * v2[3];
543         w_tmp[2] = w[2] * v3[3];
544
545         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
546
547         if (wtot != 0.0f) {
548                 wtot_inv = 1.0f / wtot;
549
550                 w_tmp[0] = w_tmp[0] * wtot_inv;
551                 w_tmp[1] = w_tmp[1] * wtot_inv;
552                 w_tmp[2] = w_tmp[2] * wtot_inv;
553         }
554         else /* dummy values for zero area face */
555                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
556         /* done mimicing barycentric_weights_v2() */
557
558         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
559 }
560
561
562 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
563 static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
564 {
565         LinkNode *node;
566         float w_tmp[3];
567         float *v1, *v2, *v3, *v4;
568         int bucket_index;
569         int face_index;
570         int best_side = -1;
571         int best_face_index = -1;
572         float z_depth_best = FLT_MAX, z_depth;
573         MFace *mf;
574
575         bucket_index = project_bucket_offset_safe(ps, pt);
576         if (bucket_index == -1)
577                 return -1;
578
579
580
581         /* we could return 0 for 1 face buckets, as long as this function assumes
582          * that the point its testing is only every originated from an existing face */
583
584         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
585                 face_index = GET_INT_FROM_POINTER(node->link);
586                 mf = ps->dm_mface + face_index;
587
588                 v1 = ps->screenCoords[mf->v1];
589                 v2 = ps->screenCoords[mf->v2];
590                 v3 = ps->screenCoords[mf->v3];
591
592                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
593                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
594                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
595
596                         if (z_depth < z_depth_best) {
597                                 best_face_index = face_index;
598                                 best_side = 0;
599                                 z_depth_best = z_depth;
600                                 copy_v3_v3(w, w_tmp);
601                         }
602                 }
603                 else if (mf->v4) {
604                         v4 = ps->screenCoords[mf->v4];
605
606                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
607                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
608                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
609
610                                 if (z_depth < z_depth_best) {
611                                         best_face_index = face_index;
612                                         best_side = 1;
613                                         z_depth_best = z_depth;
614                                         copy_v3_v3(w, w_tmp);
615                                 }
616                         }
617                 }
618         }
619
620         *side = best_side;
621         return best_face_index; /* will be -1 or a valid face */
622 }
623
624 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
625 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
626 {
627         /* use */
628         *x = (float)fmodf(uv[0], 1.0f);
629         *y = (float)fmodf(uv[1], 1.0f);
630
631         if (*x < 0.0f) *x += 1.0f;
632         if (*y < 0.0f) *y += 1.0f;
633
634         *x = *x * ibuf_x - 0.5f;
635         *y = *y * ibuf_y - 0.5f;
636 }
637
638 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
639 static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
640 {
641         float w[3], uv[2];
642         int side;
643         int face_index;
644         MTFace *tf;
645         Image *ima;
646         ImBuf *ibuf;
647         int xi, yi;
648
649
650         face_index = project_paint_PickFace(ps, pt, w, &side);
651
652         if (face_index == -1)
653                 return 0;
654
655         tf = ps->dm_mtface + face_index;
656
657         if (side == 0) {
658                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
659         }
660         else { /* QUAD */
661                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
662         }
663
664         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
665         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
666         if (!ibuf) return 0;
667
668         if (interp) {
669                 float x, y;
670                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
671
672                 if (ibuf->rect_float) {
673                         if (rgba_fp) {
674                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
675                         }
676                         else {
677                                 float rgba_tmp_f[4];
678                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
679                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
680                         }
681                 }
682                 else {
683                         if (rgba) {
684                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
685                         }
686                         else {
687                                 unsigned char rgba_tmp[4];
688                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
689                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
690                         }
691                 }
692         }
693         else {
694                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
695                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
696                 //if (xi < 0 || xi >= ibuf->x  ||  yi < 0 || yi >= ibuf->y) return 0;
697
698                 /* wrap */
699                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
700                 if (xi < 0) xi += ibuf->x;
701                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
702                 if (yi < 0) yi += ibuf->y;
703
704
705                 if (rgba) {
706                         if (ibuf->rect_float) {
707                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
708                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
709                         }
710                         else {
711                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
712                         }
713                 }
714
715                 if (rgba_fp) {
716                         if (ibuf->rect_float) {
717                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
718                         }
719                         else {
720                                 char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
721                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
722                         }
723                 }
724         }
725         return 1;
726 }
727
728 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
729  * return...
730  *  0   : no occlusion
731  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
732  *  1   : occluded
733  *  2   : occluded with w[3] weights set (need to know in some cases) */
734
735 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
736 {
737         /* if all are behind us, return false */
738         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
739                 return 0;
740
741         /* do a 2D point in try intersection */
742         if (!isect_point_tri_v2(pt, v1, v2, v3))
743                 return 0;  /* we know there is  */
744
745
746         /* From here on we know there IS an intersection */
747         /* if ALL of the verts are infront of us then we know it intersects ? */
748         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
749                 return 1;
750         }
751         else {
752                 /* we intersect? - find the exact depth at the point of intersection */
753                 /* Is this point is occluded by another face? */
754                 if (is_ortho) {
755                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
756                 }
757                 else {
758                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
759                 }
760         }
761         return -1;
762 }
763
764
765 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
766                                           float pt[3], float v1[4], float v2[4], float v3[4],
767                                           const int side)
768 {
769         float w[3], wco[3];
770         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
771
772         if (ret <= 0)
773                 return ret;
774
775         if (ret == 1) { /* weights not calculated */
776                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
777                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
778         }
779
780         /* Test if we're in the clipped area, */
781         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);
782         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
783
784         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
785                 return 1;
786         }
787
788         return -1;
789 }
790
791
792 /* Check if a screenspace location is occluded by any other faces
793  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
794  * and doesn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
795 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
796 {
797         MFace *mf;
798         int face_index;
799         int isect_ret;
800         float w[3]; /* not needed when clipping */
801         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
802
803         /* we could return 0 for 1 face buckets, as long as this function assumes
804          * that the point its testing is only every originated from an existing face */
805
806         for (; bucketFace; bucketFace = bucketFace->next) {
807                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
808
809                 if (orig_face != face_index) {
810                         mf = ps->dm_mface + face_index;
811                         if (do_clip)
812                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
813                         else
814                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
815
816                         /* Note, if (isect_ret == -1) then we don't want to test the other side of the quad */
817                         if (isect_ret == 0 && mf->v4) {
818                                 if (do_clip)
819                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
820                                 else
821                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
822                         }
823                         if (isect_ret >= 1) {
824                                 /* TODO - we may want to cache the first hit,
825                                  * it is not possible to swap the face order in the list anymore */
826                                 return 1;
827                         }
828                 }
829         }
830         return 0;
831 }
832
833 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
834  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
835 #define ISECT_TRUE 1
836 #define ISECT_TRUE_P1 2
837 #define ISECT_TRUE_P2 3
838 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
839 {
840         float y_diff;
841
842         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
843                 *x_isect = p1[0];
844                 return ISECT_TRUE_P1;
845         }
846         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
847                 *x_isect = p2[0];
848                 return ISECT_TRUE_P2;
849         }
850
851         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
852
853         if (y_diff < 0.000001f) {
854                 *x_isect = (p1[0] + p2[0]) * 0.5f;
855                 return ISECT_TRUE;
856         }
857
858         if (p1[1] > y_level && p2[1] < y_level) {
859                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
860                 return ISECT_TRUE;
861         }
862         else if (p1[1] < y_level && p2[1] > y_level) {
863                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
864                 return ISECT_TRUE;
865         }
866         else {
867                 return 0;
868         }
869 }
870
871 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
872 {
873         float x_diff;
874
875         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
876                 *y_isect = p1[1];
877                 return ISECT_TRUE_P1;
878         }
879         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
880                 *y_isect = p2[1];
881                 return ISECT_TRUE_P2;
882         }
883
884         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
885
886         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
887                 *y_isect = (p1[0] + p2[0]) * 0.5f;
888                 return ISECT_TRUE;
889         }
890
891         if (p1[0] > x_level && p2[0] < x_level) {
892                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
893                 return ISECT_TRUE;
894         }
895         else if (p1[0] < x_level && p2[0] > x_level) {
896                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
897                 return ISECT_TRUE;
898         }
899         else {
900                 return 0;
901         }
902 }
903
904 /* simple func use for comparing UV locations to check if there are seams.
905  * Its possible this gives incorrect results, when the UVs for 1 face go into the next
906  * tile, but do not do this for the adjacent face, it could return a false positive.
907  * This is so unlikely that Id not worry about it. */
908 #ifndef PROJ_DEBUG_NOSEAMBLEED
909 static int cmp_uv(const float vec2a[2], const float vec2b[2])
910 {
911         /* if the UV's are not between 0.0 and 1.0 */
912         float xa = (float)fmodf(vec2a[0], 1.0f);
913         float ya = (float)fmodf(vec2a[1], 1.0f);
914
915         float xb = (float)fmodf(vec2b[0], 1.0f);
916         float yb = (float)fmodf(vec2b[1], 1.0f);
917
918         if (xa < 0.0f) xa += 1.0f;
919         if (ya < 0.0f) ya += 1.0f;
920
921         if (xb < 0.0f) xb += 1.0f;
922         if (yb < 0.0f) yb += 1.0f;
923
924         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
925 }
926 #endif
927
928 /* set min_px and max_px to the image space bounds of the UV coords
929  * return zero if there is no area in the returned rectangle */
930 #ifndef PROJ_DEBUG_NOSEAMBLEED
931 static int pixel_bounds_uv(
932         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
933         rcti *bounds_px,
934         const int ibuf_x, const int ibuf_y,
935         int is_quad
936         )
937 {
938         float min_uv[2], max_uv[2]; /* UV bounds */
939
940         INIT_MINMAX2(min_uv, max_uv);
941
942         minmax_v2v2_v2(min_uv, max_uv, uv1);
943         minmax_v2v2_v2(min_uv, max_uv, uv2);
944         minmax_v2v2_v2(min_uv, max_uv, uv3);
945         if (is_quad)
946                 minmax_v2v2_v2(min_uv, max_uv, uv4);
947
948         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
949         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
950
951         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
952         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
953
954         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
955
956         /* face uses no UV area when quantized to pixels? */
957         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
958 }
959 #endif
960
961 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
962 {
963         float min_uv[2], max_uv[2]; /* UV bounds */
964
965         if (tot == 0) {
966                 return 0;
967         }
968
969         INIT_MINMAX2(min_uv, max_uv);
970
971         while (tot--) {
972                 minmax_v2v2_v2(min_uv, max_uv, (*uv));
973                 uv++;
974         }
975
976         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
977         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
978
979         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
980         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
981
982         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
983
984         /* face uses no UV area when quantized to pixels? */
985         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
986 }
987
988 #ifndef PROJ_DEBUG_NOSEAMBLEED
989
990 /* This function returns 1 if this face has a seam along the 2 face-vert indices
991  * 'orig_i1_fidx' and 'orig_i2_fidx' */
992 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)
993 {
994         LinkNode *node;
995         int face_index;
996         unsigned int i1, i2;
997         int i1_fidx = -1, i2_fidx = -1; /* index in face */
998         MFace *mf;
999         MTFace *tf;
1000         const MFace *orig_mf = ps->dm_mface + orig_face;
1001         const MTFace *orig_tf = ps->dm_mtface + orig_face;
1002
1003         /* vert indices from face vert order indices */
1004         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
1005         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
1006
1007         for (node = ps->vertFaces[i1]; node; node = node->next) {
1008                 face_index = GET_INT_FROM_POINTER(node->link);
1009
1010                 if (face_index != orig_face) {
1011                         mf = ps->dm_mface + face_index;
1012                         /* could check if the 2 faces images match here,
1013                          * but then there wouldn't be a way to return the opposite face's info */
1014
1015
1016                         /* We need to know the order of the verts in the adjacent face
1017                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
1018                         if      (mf->v1 == i1) i1_fidx = 0;
1019                         else if (mf->v2 == i1) i1_fidx = 1;
1020                         else if (mf->v3 == i1) i1_fidx = 2;
1021                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
1022
1023                         if      (mf->v1 == i2) i2_fidx = 0;
1024                         else if (mf->v2 == i2) i2_fidx = 1;
1025                         else if (mf->v3 == i2) i2_fidx = 2;
1026                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
1027
1028                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
1029                         if (i2_fidx != -1) {
1030                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
1031                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
1032
1033                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
1034                                 tf = ps->dm_mtface + face_index;
1035
1036                                 /* set up the other face */
1037                                 *other_face = face_index;
1038                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
1039
1040                                 /* first test if they have the same image */
1041                                 if ((orig_tpage == tpage) &&
1042                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
1043                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
1044                                 {
1045                                         // printf("SEAM (NONE)\n");
1046                                         return 0;
1047
1048                                 }
1049                                 else {
1050                                         // printf("SEAM (UV GAP)\n");
1051                                         return 1;
1052                                 }
1053                         }
1054                 }
1055         }
1056         // printf("SEAM (NO FACE)\n");
1057         *other_face = -1;
1058         return 1;
1059 }
1060
1061 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
1062  * since the outset coords are a margin that keep an even distance from the original UV's,
1063  * note that the image aspect is taken into account */
1064 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)
1065 {
1066         float a1, a2, a3, a4 = 0.0f;
1067         float puv[4][2]; /* pixelspace uv's */
1068         float no1[2], no2[2], no3[2], no4[2]; /* normals */
1069         float dir1[2], dir2[2], dir3[2], dir4[2];
1070         float ibuf_inv[2];
1071
1072         ibuf_inv[0] = 1.0f / (float)ibuf_x;
1073         ibuf_inv[1] = 1.0f / (float)ibuf_y;
1074
1075         /* make UV's in pixel space so we can */
1076         puv[0][0] = orig_uv[0][0] * ibuf_x;
1077         puv[0][1] = orig_uv[0][1] * ibuf_y;
1078
1079         puv[1][0] = orig_uv[1][0] * ibuf_x;
1080         puv[1][1] = orig_uv[1][1] * ibuf_y;
1081
1082         puv[2][0] = orig_uv[2][0] * ibuf_x;
1083         puv[2][1] = orig_uv[2][1] * ibuf_y;
1084
1085         if (is_quad) {
1086                 puv[3][0] = orig_uv[3][0] * ibuf_x;
1087                 puv[3][1] = orig_uv[3][1] * ibuf_y;
1088         }
1089
1090         /* face edge directions */
1091         sub_v2_v2v2(dir1, puv[1], puv[0]);
1092         sub_v2_v2v2(dir2, puv[2], puv[1]);
1093         normalize_v2(dir1);
1094         normalize_v2(dir2);
1095
1096         if (is_quad) {
1097                 sub_v2_v2v2(dir3, puv[3], puv[2]);
1098                 sub_v2_v2v2(dir4, puv[0], puv[3]);
1099                 normalize_v2(dir3);
1100                 normalize_v2(dir4);
1101         }
1102         else {
1103                 sub_v2_v2v2(dir3, puv[0], puv[2]);
1104                 normalize_v2(dir3);
1105         }
1106
1107         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
1108          * This is incorrect. Its already given radians but without it wont work.
1109          * need to look into a fix - campbell */
1110         if (is_quad) {
1111                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
1112                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1113                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1114                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
1115         }
1116         else {
1117                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
1118                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1119                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1120         }
1121
1122         if (is_quad) {
1123                 sub_v2_v2v2(no1, dir4, dir1);
1124                 sub_v2_v2v2(no2, dir1, dir2);
1125                 sub_v2_v2v2(no3, dir2, dir3);
1126                 sub_v2_v2v2(no4, dir3, dir4);
1127                 normalize_v2(no1);
1128                 normalize_v2(no2);
1129                 normalize_v2(no3);
1130                 normalize_v2(no4);
1131                 mul_v2_fl(no1, a1 * scaler);
1132                 mul_v2_fl(no2, a2 * scaler);
1133                 mul_v2_fl(no3, a3 * scaler);
1134                 mul_v2_fl(no4, a4 * scaler);
1135                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1136                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1137                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1138                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1139                 mul_v2_v2(outset_uv[0], ibuf_inv);
1140                 mul_v2_v2(outset_uv[1], ibuf_inv);
1141                 mul_v2_v2(outset_uv[2], ibuf_inv);
1142                 mul_v2_v2(outset_uv[3], ibuf_inv);
1143         }
1144         else {
1145                 sub_v2_v2v2(no1, dir3, dir1);
1146                 sub_v2_v2v2(no2, dir1, dir2);
1147                 sub_v2_v2v2(no3, dir2, dir3);
1148                 normalize_v2(no1);
1149                 normalize_v2(no2);
1150                 normalize_v2(no3);
1151                 mul_v2_fl(no1, a1 * scaler);
1152                 mul_v2_fl(no2, a2 * scaler);
1153                 mul_v2_fl(no3, a3 * scaler);
1154                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1155                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1156                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1157
1158                 mul_v2_v2(outset_uv[0], ibuf_inv);
1159                 mul_v2_v2(outset_uv[1], ibuf_inv);
1160                 mul_v2_v2(outset_uv[2], ibuf_inv);
1161         }
1162 }
1163
1164 /*
1165  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1166  * 1<<i - where i is (0-3)
1167  *
1168  * If we're multithreadng, make sure threads are locked when this is called
1169  */
1170 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1171 {
1172         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1173         int fidx1 = is_quad ? 3 : 2;
1174         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 */
1175
1176         do {
1177                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1178                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1179                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1180                                 if (other_face != -1)
1181                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1182                         }
1183                         else {
1184                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1185                                 if (other_face != -1)
1186                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1187                         }
1188                 }
1189
1190                 fidx2 = fidx1;
1191         } while (fidx1--);
1192 }
1193 #endif // PROJ_DEBUG_NOSEAMBLEED
1194
1195
1196 /* Converts a UV location to a 3D screenspace location
1197  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1198  *
1199  * This is used for finding a pixels location in screenspace for painting */
1200 static void screen_px_from_ortho(
1201         float uv[2],
1202         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1203         float uv1co[2], float uv2co[2], float uv3co[2],
1204         float pixelScreenCo[4],
1205         float w[3])
1206 {
1207         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1208         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1209 }
1210
1211 /* same as screen_px_from_ortho except we need to take into account
1212  * the perspective W coord for each vert */
1213 static void screen_px_from_persp(
1214         float uv[2],
1215         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1216         float uv1co[2], float uv2co[2], float uv3co[2],
1217         float pixelScreenCo[4],
1218         float w[3])
1219 {
1220
1221         float wtot_inv, wtot;
1222         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1223
1224         /* re-weight from the 4th coord of each screen vert */
1225         w[0] *= v1co[3];
1226         w[1] *= v2co[3];
1227         w[2] *= v3co[3];
1228
1229         wtot = w[0] + w[1] + w[2];
1230
1231         if (wtot > 0.0f) {
1232                 wtot_inv = 1.0f / wtot;
1233                 w[0] *= wtot_inv;
1234                 w[1] *= wtot_inv;
1235                 w[2] *= wtot_inv;
1236         }
1237         else {
1238                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1239         }
1240         /* done re-weighting */
1241
1242         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1243 }
1244
1245 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])
1246 {
1247         float *uvCo1, *uvCo2, *uvCo3;
1248         float uv_other[2], x, y;
1249
1250         uvCo1 =  (float *)tf_other->uv[0];
1251         if (side == 1) {
1252                 uvCo2 =  (float *)tf_other->uv[2];
1253                 uvCo3 =  (float *)tf_other->uv[3];
1254         }
1255         else {
1256                 uvCo2 =  (float *)tf_other->uv[1];
1257                 uvCo3 =  (float *)tf_other->uv[2];
1258         }
1259
1260         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1261
1262         /* use */
1263         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1264
1265
1266         if (ibuf_other->rect_float) { /* from float to float */
1267                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1268         }
1269         else { /* from char to float */
1270                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1271         }
1272
1273 }
1274
1275 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1276 static float project_paint_uvpixel_mask(
1277         const ProjPaintState *ps,
1278         const int face_index,
1279         const int side,
1280         const float w[3])
1281 {
1282         float mask;
1283
1284         /* Image Mask */
1285         if (ps->do_layer_stencil) {
1286                 /* another UV maps image is masking this one's */
1287                 ImBuf *ibuf_other;
1288                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1289                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1290
1291                 if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1292                         /* BKE_image_acquire_ibuf - TODO - this may be slow */
1293                         unsigned char rgba_ub[4];
1294                         float rgba_f[4];
1295
1296                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1297
1298                         if (ibuf_other->rect_float) { /* from float to float */
1299                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
1300                         }
1301                         else { /* from char to float */
1302                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
1303                         }
1304
1305                         BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1306
1307                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1308                                 mask = (1.0f - mask);
1309
1310                         if (mask == 0.0f) {
1311                                 return 0.0f;
1312                         }
1313                 }
1314                 else {
1315                         return 0.0f;
1316                 }
1317         }
1318         else {
1319                 mask = 1.0f;
1320         }
1321
1322         /* calculate mask */
1323         if (ps->do_mask_normal) {
1324                 MFace *mf = &ps->dm_mface[face_index];
1325                 float no[3], angle;
1326                 if (mf->flag & ME_SMOOTH) {
1327                         short *no1, *no2, *no3;
1328                         no1 = ps->dm_mvert[mf->v1].no;
1329                         if (side == 1) {
1330                                 no2 = ps->dm_mvert[mf->v3].no;
1331                                 no3 = ps->dm_mvert[mf->v4].no;
1332                         }
1333                         else {
1334                                 no2 = ps->dm_mvert[mf->v2].no;
1335                                 no3 = ps->dm_mvert[mf->v3].no;
1336                         }
1337
1338                         no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1339                         no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1340                         no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1341                         normalize_v3(no);
1342                 }
1343                 else {
1344                         /* incase the */
1345 #if 1
1346                         /* normalizing per pixel isn't optimal, we could cache or check ps->*/
1347                         if (mf->v4)
1348                                 normal_quad_v3(no,
1349                                                ps->dm_mvert[mf->v1].co,
1350                                                ps->dm_mvert[mf->v2].co,
1351                                                ps->dm_mvert[mf->v3].co,
1352                                                ps->dm_mvert[mf->v4].co);
1353                         else
1354                                 normal_tri_v3(no,
1355                                               ps->dm_mvert[mf->v1].co,
1356                                               ps->dm_mvert[mf->v2].co,
1357                                               ps->dm_mvert[mf->v3].co);
1358 #else
1359                         /* don't use because some modifiers dont have normal data (subsurf for eg) */
1360                         copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
1361 #endif
1362                 }
1363
1364                 /* now we can use the normal as a mask */
1365                 if (ps->is_ortho) {
1366                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1367                 }
1368                 else {
1369                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1370                         float viewDirPersp[3];
1371                         float *co1, *co2, *co3;
1372                         co1 = ps->dm_mvert[mf->v1].co;
1373                         if (side == 1) {
1374                                 co2 = ps->dm_mvert[mf->v3].co;
1375                                 co3 = ps->dm_mvert[mf->v4].co;
1376                         }
1377                         else {
1378                                 co2 = ps->dm_mvert[mf->v2].co;
1379                                 co3 = ps->dm_mvert[mf->v3].co;
1380                         }
1381
1382                         /* Get the direction from the viewPoint to the pixel and normalize */
1383                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1384                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1385                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1386                         normalize_v3(viewDirPersp);
1387
1388                         angle = angle_normalized_v3v3(viewDirPersp, no);
1389                 }
1390
1391                 if (angle >= ps->normal_angle) {
1392                         return 0.0f; /* outsize the normal limit*/
1393                 }
1394                 else if (angle > ps->normal_angle_inner) {
1395                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1396                 } /* otherwise no mask normal is needed, were within the limit */
1397         }
1398
1399         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1400          * so don't use it. */
1401         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1402
1403         return mask;
1404 }
1405
1406 static int project_paint_pixel_sizeof(const short tool)
1407 {
1408         if ((tool == PAINT_TOOL_CLONE) || (tool == PAINT_TOOL_SMEAR)) {
1409                 return sizeof(ProjPixelClone);
1410         }
1411         else {
1412                 return sizeof(ProjPixel);
1413         }
1414 }
1415
1416
1417 /* run this function when we know a bucket's, face's pixel can be initialized,
1418  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1419 static ProjPixel *project_paint_uvpixel_init(
1420         const ProjPaintState *ps,
1421         MemArena *arena,
1422         const ImBuf *ibuf,
1423         short x_px, short y_px,
1424         const float mask,
1425         const int face_index,
1426         const int image_index,
1427         const float pixelScreenCo[4],
1428         const float world_spaceCo[3],
1429         const int side,
1430         const float w[3])
1431 {
1432         ProjPixel *projPixel;
1433
1434         /* wrap pixel location */
1435         x_px = x_px % ibuf->x;
1436         if (x_px < 0) x_px += ibuf->x;
1437         y_px = y_px % ibuf->y;
1438         if (y_px < 0) y_px += ibuf->y;
1439
1440         BLI_assert(ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool));
1441         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, ps->pixel_sizeof);
1442         //memset(projPixel, 0, size);
1443
1444         if (ibuf->rect_float) {
1445                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1446                 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
1447                 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
1448                 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
1449                 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
1450         }
1451         else {
1452                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1453                 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1454         }
1455
1456         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1457         if (ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D) {
1458                 copy_v3_v3(projPixel->worldCoSS, world_spaceCo);
1459         }
1460
1461         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1462
1463         projPixel->x_px = x_px;
1464         projPixel->y_px = y_px;
1465
1466         projPixel->mask = (unsigned short)(mask * 65535);
1467         projPixel->mask_max = 0;
1468
1469         /* which bounding box cell are we in?, needed for undo */
1470         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1471                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1472
1473         /* done with view3d_project_float inline */
1474         if (ps->tool == PAINT_TOOL_CLONE) {
1475                 if (ps->dm_mtface_clone) {
1476                         ImBuf *ibuf_other;
1477                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1478                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1479
1480                         if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1481                                 /* BKE_image_acquire_ibuf - TODO - this may be slow */
1482
1483                                 if (ibuf->rect_float) {
1484                                         if (ibuf_other->rect_float) { /* from float to float */
1485                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1486                                         }
1487                                         else { /* from char to float */
1488                                                 unsigned char rgba_ub[4];
1489                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1490                                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
1491                                         }
1492                                 }
1493                                 else {
1494                                         if (ibuf_other->rect_float) { /* float to char */
1495                                                 float rgba[4];
1496                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1497                                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1498                                         }
1499                                         else { /* char to char */
1500                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1501                                         }
1502                                 }
1503
1504                                 BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1505                         }
1506                         else {
1507                                 if (ibuf->rect_float) {
1508                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1509                                 }
1510                                 else {
1511                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1512                                 }
1513                         }
1514
1515                 }
1516                 else {
1517                         float co[2];
1518                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1519
1520                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1521                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1522                         if (ibuf->rect_float) {
1523                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1524                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1525                                 }
1526                         }
1527                         else {
1528                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1529                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1530                                 }
1531                         }
1532                 }
1533         }
1534
1535 #ifdef PROJ_DEBUG_PAINT
1536         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1537         else                  projPixel->pixel.ch_pt[0] = 0;
1538 #endif
1539         projPixel->image_index = image_index;
1540
1541         return projPixel;
1542 }
1543
1544 static int line_clip_rect2f(
1545         rctf *rect,
1546         const float l1[2], const float l2[2],
1547         float l1_clip[2], float l2_clip[2])
1548 {
1549         /* first account for horizontal, then vertical lines */
1550         /* horiz */
1551         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1552                 /* is the line out of range on its Y axis? */
1553                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1554                         return 0;
1555                 }
1556                 /* line is out of range on its X axis */
1557                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1558                         return 0;
1559                 }
1560
1561
1562                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1563                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1564                                 copy_v2_v2(l1_clip, l1);
1565                                 copy_v2_v2(l2_clip, l2);
1566                                 return 1;
1567                         }
1568                         else {
1569                                 return 0;
1570                         }
1571                 }
1572
1573                 copy_v2_v2(l1_clip, l1);
1574                 copy_v2_v2(l2_clip, l2);
1575                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1576                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1577                 return 1;
1578         }
1579         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1580                 /* is the line out of range on its X axis? */
1581                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1582                         return 0;
1583                 }
1584
1585                 /* line is out of range on its Y axis */
1586                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1587                         return 0;
1588                 }
1589
1590                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1591                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1592                                 copy_v2_v2(l1_clip, l1);
1593                                 copy_v2_v2(l2_clip, l2);
1594                                 return 1;
1595                         }
1596                         else {
1597                                 return 0;
1598                         }
1599                 }
1600
1601                 copy_v2_v2(l1_clip, l1);
1602                 copy_v2_v2(l2_clip, l2);
1603                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1604                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1605                 return 1;
1606         }
1607         else {
1608                 float isect;
1609                 short ok1 = 0;
1610                 short ok2 = 0;
1611
1612                 /* Done with vertical lines */
1613
1614                 /* are either of the points inside the rectangle ? */
1615                 if (BLI_rctf_isect_pt_v(rect, l1)) {
1616                         copy_v2_v2(l1_clip, l1);
1617                         ok1 = 1;
1618                 }
1619
1620                 if (BLI_rctf_isect_pt_v(rect, l2)) {
1621                         copy_v2_v2(l2_clip, l2);
1622                         ok2 = 1;
1623                 }
1624
1625                 /* line inside rect */
1626                 if (ok1 && ok2) return 1;
1627
1628                 /* top/bottom */
1629                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1630                         if (l1[1] < l2[1]) { /* line 1 is outside */
1631                                 l1_clip[0] = isect;
1632                                 l1_clip[1] = rect->ymin;
1633                                 ok1 = 1;
1634                         }
1635                         else {
1636                                 l2_clip[0] = isect;
1637                                 l2_clip[1] = rect->ymin;
1638                                 ok2 = 2;
1639                         }
1640                 }
1641
1642                 if (ok1 && ok2) return 1;
1643
1644                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1645                         if (l1[1] > l2[1]) { /* line 1 is outside */
1646                                 l1_clip[0] = isect;
1647                                 l1_clip[1] = rect->ymax;
1648                                 ok1 = 1;
1649                         }
1650                         else {
1651                                 l2_clip[0] = isect;
1652                                 l2_clip[1] = rect->ymax;
1653                                 ok2 = 2;
1654                         }
1655                 }
1656
1657                 if (ok1 && ok2) return 1;
1658
1659                 /* left/right */
1660                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1661                         if (l1[0] < l2[0]) { /* line 1 is outside */
1662                                 l1_clip[0] = rect->xmin;
1663                                 l1_clip[1] = isect;
1664                                 ok1 = 1;
1665                         }
1666                         else {
1667                                 l2_clip[0] = rect->xmin;
1668                                 l2_clip[1] = isect;
1669                                 ok2 = 2;
1670                         }
1671                 }
1672
1673                 if (ok1 && ok2) return 1;
1674
1675                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1676                         if (l1[0] > l2[0]) { /* line 1 is outside */
1677                                 l1_clip[0] = rect->xmax;
1678                                 l1_clip[1] = isect;
1679                                 ok1 = 1;
1680                         }
1681                         else {
1682                                 l2_clip[0] = rect->xmax;
1683                                 l2_clip[1] = isect;
1684                                 ok2 = 2;
1685                         }
1686                 }
1687
1688                 if (ok1 && ok2) {
1689                         return 1;
1690                 }
1691                 else {
1692                         return 0;
1693                 }
1694         }
1695 }
1696
1697
1698
1699 /* scale the quad & tri about its center
1700  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1701  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1702 #ifndef PROJ_DEBUG_NOSEAMBLEED
1703 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1704 {
1705         float cent[3];
1706         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1707         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1708         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1709
1710         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1711         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1712         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1713         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1714
1715         mul_v3_fl(insetCos[0], inset);
1716         mul_v3_fl(insetCos[1], inset);
1717         mul_v3_fl(insetCos[2], inset);
1718         mul_v3_fl(insetCos[3], inset);
1719
1720         add_v3_v3(insetCos[0], cent);
1721         add_v3_v3(insetCos[1], cent);
1722         add_v3_v3(insetCos[2], cent);
1723         add_v3_v3(insetCos[3], cent);
1724 }
1725
1726
1727 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1728 {
1729         float cent[3];
1730         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1731         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1732         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1733
1734         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1735         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1736         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1737
1738         mul_v3_fl(insetCos[0], inset);
1739         mul_v3_fl(insetCos[1], inset);
1740         mul_v3_fl(insetCos[2], inset);
1741
1742         add_v3_v3(insetCos[0], cent);
1743         add_v3_v3(insetCos[1], cent);
1744         add_v3_v3(insetCos[2], cent);
1745 }
1746 #endif //PROJ_DEBUG_NOSEAMBLEED
1747
1748 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1749 {
1750         float x, y;
1751
1752         x = v1[0] - v2_1;
1753         y = v1[1] - v2_2;
1754         return x * x + y * y;
1755 }
1756
1757 /* note, use a squared value so we can use len_squared_v2v2
1758  * be sure that you have done a bounds check first or this may fail */
1759 /* only give bucket_bounds as an arg because we need it elsewhere */
1760 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1761 {
1762
1763         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
1764          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1765          * this is even less work then an intersection test
1766          */
1767 #if 0
1768         if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
1769                 return 1;
1770 #endif
1771
1772         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1773             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1774         {
1775                 return 1;
1776         }
1777
1778         /* out of bounds left */
1779         if (cent[0] < bucket_bounds->xmin) {
1780                 /* lower left out of radius test */
1781                 if (cent[1] < bucket_bounds->ymin) {
1782                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1783                 }
1784                 /* top left test */
1785                 else if (cent[1] > bucket_bounds->ymax) {
1786                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1787                 }
1788         }
1789         else if (cent[0] > bucket_bounds->xmax) {
1790                 /* lower right out of radius test */
1791                 if (cent[1] < bucket_bounds->ymin) {
1792                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1793                 }
1794                 /* top right test */
1795                 else if (cent[1] > bucket_bounds->ymax) {
1796                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1797                 }
1798         }
1799
1800         return 0;
1801 }
1802
1803
1804
1805 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1806  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1807  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1808  * (viewed from the side)
1809  *
1810  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1811  * funcs that only account for points inside the triangle.
1812  * however switching back to this for ortho is always an option */
1813
1814 static void rect_to_uvspace_ortho(
1815         rctf *bucket_bounds,
1816         float *v1coSS, float *v2coSS, float *v3coSS,
1817         float *uv1co, float *uv2co, float *uv3co,
1818         float bucket_bounds_uv[4][2],
1819         const int flip)
1820 {
1821         float uv[2];
1822         float w[3];
1823
1824         /* get the UV space bounding box */
1825         uv[0] = bucket_bounds->xmax;
1826         uv[1] = bucket_bounds->ymin;
1827         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1828         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1829
1830         //uv[0] = bucket_bounds->xmax; // set above
1831         uv[1] = bucket_bounds->ymax;
1832         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1833         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1834
1835         uv[0] = bucket_bounds->xmin;
1836         //uv[1] = bucket_bounds->ymax; // set above
1837         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1838         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1839
1840         //uv[0] = bucket_bounds->xmin; // set above
1841         uv[1] = bucket_bounds->ymin;
1842         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1843         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1844 }
1845
1846 /* same as above but use barycentric_weights_v2_persp */
1847 static void rect_to_uvspace_persp(
1848         rctf *bucket_bounds,
1849         float *v1coSS, float *v2coSS, float *v3coSS,
1850         float *uv1co, float *uv2co, float *uv3co,
1851         float bucket_bounds_uv[4][2],
1852         const int flip
1853         )
1854 {
1855         float uv[2];
1856         float w[3];
1857
1858         /* get the UV space bounding box */
1859         uv[0] = bucket_bounds->xmax;
1860         uv[1] = bucket_bounds->ymin;
1861         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1862         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1863
1864         //uv[0] = bucket_bounds->xmax; // set above
1865         uv[1] = bucket_bounds->ymax;
1866         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1867         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1868
1869         uv[0] = bucket_bounds->xmin;
1870         //uv[1] = bucket_bounds->ymax; // set above
1871         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1872         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1873
1874         //uv[0] = bucket_bounds->xmin; // set above
1875         uv[1] = bucket_bounds->ymin;
1876         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1877         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1878 }
1879
1880 /* This works as we need it to but we can save a few steps and not use it */
1881
1882 #if 0
1883 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1884 {
1885         float v1[2], v2[2];
1886
1887         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
1888         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
1889
1890         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
1891 }
1892 #endif
1893
1894 #define ISECT_1 (1)
1895 #define ISECT_2 (1 << 1)
1896 #define ISECT_3 (1 << 2)
1897 #define ISECT_4 (1 << 3)
1898 #define ISECT_ALL3 ((1 << 3) - 1)
1899 #define ISECT_ALL4 ((1 << 4) - 1)
1900
1901 /* limit must be a fraction over 1.0f */
1902 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1903 {
1904         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;
1905 }
1906
1907 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1908  * so we have the clipped UV's to do pixel intersection tests with
1909  * */
1910 static int float_z_sort_flip(const void *p1, const void *p2)
1911 {
1912         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
1913 }
1914
1915 static int float_z_sort(const void *p1, const void *p2)
1916 {
1917         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
1918 }
1919
1920 static void project_bucket_clip_face(
1921         const int is_ortho,
1922         rctf *bucket_bounds,
1923         float *v1coSS, float *v2coSS, float *v3coSS,
1924         float *uv1co, float *uv2co, float *uv3co,
1925         float bucket_bounds_uv[8][2],
1926         int *tot)
1927 {
1928         int inside_bucket_flag = 0;
1929         int inside_face_flag = 0;
1930         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
1931
1932         float bucket_bounds_ss[4][2];
1933
1934         /* get the UV space bounding box */
1935         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
1936         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
1937         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
1938
1939         if (inside_bucket_flag == ISECT_ALL3) {
1940                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
1941                 if (flip) { /* facing the back? */
1942                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
1943                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1944                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
1945                 }
1946                 else {
1947                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
1948                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1949                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
1950                 }
1951
1952                 *tot = 3;
1953                 return;
1954         }
1955
1956         /* get the UV space bounding box */
1957         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
1958         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
1959         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
1960         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
1961
1962         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
1963         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
1964         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
1965
1966         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
1967         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
1968         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
1969
1970         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
1971         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
1972         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
1973
1974         if (inside_face_flag == ISECT_ALL4) {
1975                 /* bucket is totally inside the screenspace face, we can safely use weights */
1976
1977                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1978                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1979
1980                 *tot = 4;
1981                 return;
1982         }
1983         else {
1984                 /* The Complicated Case!
1985                  *
1986                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
1987                  *
1988                  * we need to make a convex polyline from the intersection between the screenspace face
1989                  * and the bucket bounds.
1990                  *
1991                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
1992                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
1993                  * do a correct clipping on both shapes. */
1994
1995
1996                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
1997
1998
1999
2000                 /* Maximum possible 6 intersections when using a rectangle and triangle */
2001                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
2002                 float v1_clipSS[2], v2_clipSS[2];
2003                 float w[3];
2004
2005                 /* calc center */
2006                 float cent[2] = {0.0f, 0.0f};
2007                 /*float up[2] = {0.0f, 1.0f};*/
2008                 int i;
2009                 short doubles;
2010
2011                 (*tot) = 0;
2012
2013                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
2014                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
2015                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
2016                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
2017
2018                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
2019                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
2020                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
2021
2022                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
2023                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
2024                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2025                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2026                         }
2027                 }
2028
2029                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
2030                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
2031                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2032                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2033                         }
2034                 }
2035
2036                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
2037                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
2038                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
2039                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
2040                         }
2041                 }
2042
2043
2044                 if ((*tot) < 3) { /* no intersections to speak of */
2045                         *tot = 0;
2046                         return;
2047                 }
2048
2049                 /* now we have all points we need, collect their angles and sort them clockwise */
2050
2051                 for (i = 0; i < (*tot); i++) {
2052                         cent[0] += isectVCosSS[i][0];
2053                         cent[1] += isectVCosSS[i][1];
2054                 }
2055                 cent[0] = cent[0] / (float)(*tot);
2056                 cent[1] = cent[1] / (float)(*tot);
2057
2058
2059
2060                 /* Collect angles for every point around the center point */
2061
2062
2063 #if 0   /* uses a few more cycles then the above loop */
2064                 for (i = 0; i < (*tot); i++) {
2065                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
2066                 }
2067 #endif
2068
2069                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
2070                 v1_clipSS[1] = cent[1] + 1.0f;
2071
2072                 for (i = 0; i < (*tot); i++) {
2073                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
2074                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
2075                         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]);
2076                 }
2077
2078                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
2079                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
2080
2081                 /* remove doubles */
2082                 /* first/last check */
2083                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
2084                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
2085                 {
2086                         (*tot)--;
2087                 }
2088
2089                 /* its possible there is only a few left after remove doubles */
2090                 if ((*tot) < 3) {
2091                         // printf("removed too many doubles A\n");
2092                         *tot = 0;
2093                         return;
2094                 }
2095
2096                 doubles = TRUE;
2097                 while (doubles == TRUE) {
2098                         doubles = FALSE;
2099                         for (i = 1; i < (*tot); i++) {
2100                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2101                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2102                                 {
2103                                         int j;
2104                                         for (j = i + 1; j < (*tot); j++) {
2105                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
2106                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
2107                                         }
2108                                         doubles = TRUE; /* keep looking for more doubles */
2109                                         (*tot)--;
2110                                 }
2111                         }
2112                 }
2113
2114                 /* its possible there is only a few left after remove doubles */
2115                 if ((*tot) < 3) {
2116                         // printf("removed too many doubles B\n");
2117                         *tot = 0;
2118                         return;
2119                 }
2120
2121
2122                 if (is_ortho) {
2123                         for (i = 0; i < (*tot); i++) {
2124                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2125                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2126                         }
2127                 }
2128                 else {
2129                         for (i = 0; i < (*tot); i++) {
2130                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2131                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2132                         }
2133                 }
2134         }
2135
2136 #ifdef PROJ_DEBUG_PRINT_CLIP
2137         /* include this at the bottom of the above function to debug the output */
2138
2139         {
2140                 /* If there are ever any problems, */
2141                 float test_uv[4][2];
2142                 int i;
2143                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2144                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2145                 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]);
2146
2147                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2148
2149                 printf("[");
2150                 for (i = 0; i < (*tot); i++) {
2151                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2152                 }
2153                 printf("]),\\\n");
2154         }
2155 #endif
2156 }
2157
2158 /*
2159  * # This script creates faces in a blender scene from printed data above.
2160  *
2161  * project_ls = [
2162  * ...(output from above block)...
2163  * ]
2164  *
2165  * from Blender import Scene, Mesh, Window, sys, Mathutils
2166  *
2167  * import bpy
2168  *
2169  * V = Mathutils.Vector
2170  *
2171  * def main():
2172  *     sce = bpy.data.scenes.active
2173  *
2174  *     for item in project_ls:
2175  *         bb = item[0]
2176  *         uv = item[1]
2177  *         poly = item[2]
2178  *
2179  *         me = bpy.data.meshes.new()
2180  *         ob = sce.objects.new(me)
2181  *
2182  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2183  *         me.faces.extend([(0,1,2,3),])
2184  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2185  *         me.faces.extend([(4,5,6),])
2186  *
2187  *         vs = [V(p).xyz for p in poly]
2188  *         print len(vs)
2189  *         l = len(me.verts)
2190  *         me.verts.extend(vs)
2191  *
2192  *         i = l
2193  *         while i < len(me.verts):
2194  *             ii = i + 1
2195  *             if ii == len(me.verts):
2196  *                 ii = l
2197  *             me.edges.extend([i, ii])
2198  *             i += 1
2199  *
2200  * if __name__ == '__main__':
2201  *     main()
2202  */
2203
2204
2205 #undef ISECT_1
2206 #undef ISECT_2
2207 #undef ISECT_3
2208 #undef ISECT_4
2209 #undef ISECT_ALL3
2210 #undef ISECT_ALL4
2211
2212
2213 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2214  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2215 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2216 {
2217         int i;
2218         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2219                 return 0;
2220
2221         for (i = 1; i < tot; i++) {
2222                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2223                         return 0;
2224
2225         }
2226
2227         return 1;
2228 }
2229 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2230 {
2231         int i;
2232         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2233
2234         for (i = 1; i < tot; i++) {
2235                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2236                         return 0;
2237
2238         }
2239
2240         return 1;
2241 }
2242
2243 /* One of the most important function for projection painting, since it selects the pixels to be added into each bucket.
2244  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2245 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)
2246 {
2247         /* Projection vars, to get the 3D locations into screen space  */
2248         MemArena *arena = ps->arena_mt[thread_index];
2249         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2250         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2251
2252         const MFace *mf = ps->dm_mface + face_index;
2253         const MTFace *tf = ps->dm_mtface + face_index;
2254
2255         /* UV/pixel seeking data */
2256         int x; /* Image X-Pixel */
2257         int y; /* Image Y-Pixel */
2258         float mask;
2259         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2260
2261         int side;
2262         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2263
2264         float *vCo[4]; /* vertex screenspace coords */
2265
2266         float w[3], wco[3];
2267
2268         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2269         float pixelScreenCo[4];
2270         bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D;
2271
2272         rcti bounds_px; /* ispace bounds */
2273         /* vars for getting uvspace bounds */
2274
2275         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2276         float xhalfpx, yhalfpx;
2277         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2278
2279         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2280
2281         int i1, i2, i3;
2282
2283         float uv_clip[8][2];
2284         int uv_clip_tot;
2285         const short is_ortho = ps->is_ortho;
2286         const short do_backfacecull = ps->do_backfacecull;
2287         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2288
2289         vCo[0] = ps->dm_mvert[mf->v1].co;
2290         vCo[1] = ps->dm_mvert[mf->v2].co;
2291         vCo[2] = ps->dm_mvert[mf->v3].co;
2292
2293
2294         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2295          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2296          * problems when wrapping negative coords */
2297         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
2298         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
2299
2300         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2301          * Needed to add this offset since UV coords are often quads aligned to pixels.
2302          * In this case pixels can be exactly between 2 triangles causing nasty
2303          * artifacts.
2304          *
2305          * This workaround can be removed and painting will still work on most cases
2306          * but since the first thing most people try is painting onto a quad- better make it work.
2307          */
2308
2309
2310
2311         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2312         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2313
2314         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2315         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2316
2317         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2318         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
2319
2320         if (mf->v4) {
2321                 vCo[3] = ps->dm_mvert[mf->v4].co;
2322
2323                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2324                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2325                 side = 1;
2326         }
2327         else {
2328                 side = 0;
2329         }
2330
2331         do {
2332                 if (side == 1) {
2333                         i1 = 0; i2 = 2; i3 = 3;
2334                 }
2335                 else {
2336                         i1 = 0; i2 = 1; i3 = 2;
2337                 }
2338
2339                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2340                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2341                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2342
2343                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2344                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2345                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2346
2347                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2348                 project_bucket_clip_face(
2349                         is_ortho, bucket_bounds,
2350                         v1coSS, v2coSS, v3coSS,
2351                         uv1co, uv2co, uv3co,
2352                         uv_clip, &uv_clip_tot
2353                         );
2354
2355                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2356 #if 0
2357                 if (uv_clip_tot > 6) {
2358                         printf("this should never happen! %d\n", uv_clip_tot);
2359                 }
2360 #endif
2361
2362                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2363
2364                         if (clamp_u) {
2365                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2366                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2367                         }
2368
2369                         if (clamp_v) {
2370                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2371                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2372                         }
2373
2374                         /* clip face and */
2375
2376                         has_isect = 0;
2377                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2378                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2379                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2380
2381                                 has_x_isect = 0;
2382                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2383                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2384                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2385
2386                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2387                                          * could check the poly direction but better to do this */
2388                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2389                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2390                                         {
2391
2392                                                 has_x_isect = has_isect = 1;
2393
2394                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2395                                                 else          screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2396
2397                                                 /* a pity we need to get the worldspace pixel location here */
2398                                                 if (do_clip || do_3d_mapping) {
2399                                                         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);
2400                                                         if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2401                                                                 continue; /* Watch out that no code below this needs to run */
2402                                                         }
2403                                                 }
2404
2405                                                 /* Is this UV visible from the view? - raytrace */
2406                                                 /* project_paint_PickFace is less complex, use for testing */
2407                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2408                                                 if ((ps->do_occlude == FALSE) ||
2409                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2410                                                 {
2411                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2412
2413                                                         if (mask > 0.0f) {
2414                                                                 BLI_linklist_prepend_arena(
2415                                                                         bucketPixelNodes,
2416                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index,
2417                                                                                                    image_index, pixelScreenCo, wco, side, w),
2418                                                                         arena
2419                                                                         );
2420                                                         }
2421                                                 }
2422
2423                                         }
2424 //#if 0
2425                                         else if (has_x_isect) {
2426                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2427                                                 break;
2428                                         }
2429 //#endif
2430                                 }
2431
2432
2433 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2434                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2435                                 if (has_x_isect == 0 && has_isect) {
2436                                         break;
2437                                 }
2438 #endif
2439                         }
2440                 }
2441         } while (side--);
2442
2443
2444
2445 #ifndef PROJ_DEBUG_NOSEAMBLEED
2446         if (ps->seam_bleed_px > 0.0f) {
2447                 int face_seam_flag;
2448
2449                 if (ps->thread_tot > 1)
2450                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2451
2452                 face_seam_flag = ps->faceSeamFlags[face_index];
2453
2454                 /* are any of our edges un-initialized? */
2455                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2456                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2457                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2458                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2459                 {
2460                         project_face_seams_init(ps, face_index, mf->v4);
2461                         face_seam_flag = ps->faceSeamFlags[face_index];
2462                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2463                 }
2464
2465                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2466
2467                         if (ps->thread_tot > 1)
2468                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2469
2470                 }
2471                 else {
2472                         /* we have a seam - deal with it! */
2473
2474                         /* Now create new UV's for the seam face */
2475                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2476                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2477
2478                         float *vCoSS[4]; /* vertex screenspace coords */
2479
2480                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2481                         float edge_verts_inset_clip[2][3];
2482                         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 */
2483
2484                         float seam_subsection[4][2];
2485                         float fac1, fac2, ftot;
2486
2487
2488                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2489                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2490
2491                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2492                         if (ps->thread_tot > 1)
2493                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2494
2495                         vCoSS[0] = ps->screenCoords[mf->v1];
2496                         vCoSS[1] = ps->screenCoords[mf->v2];
2497                         vCoSS[2] = ps->screenCoords[mf->v3];
2498                         if (mf->v4)
2499                                 vCoSS[3] = ps->screenCoords[mf->v4];
2500
2501                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2502                         if (is_ortho) {
2503                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2504                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2505                         }
2506                         else {
2507                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2508                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2509                         }
2510
2511                         side = 0; /* for triangles this wont need to change */
2512
2513                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2514                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2515                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2516
2517                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2518                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2519                                 {
2520
2521                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2522
2523                                         if (ftot > 0.0f) { /* avoid div by zero */
2524                                                 if (mf->v4) {
2525                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2526                                                         else side = 0;
2527                                                 }
2528
2529                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2530                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2531
2532                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2533                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2534
2535                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2536                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2537
2538                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2539                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2540                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2541                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2542
2543
2544                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2545                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2546
2547                                                         has_isect = 0;
2548                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2549                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2550                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2551
2552                                                                 has_x_isect = 0;
2553                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2554                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2555                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2556
2557                                                                         /* test we're inside uvspace bucket and triangle bounds */
2558                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2559                                                                                 float fac;
2560
2561                                                                                 /* We need to find the closest point along the face edge,
2562                                                                                  * getting the screen_px_from_*** wont work because our actual location
2563                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2564                                                                                  * our location on the side of the face's UV */
2565 #if 0
2566                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2567                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2568 #endif
2569
2570                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2571                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2572
2573                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2574                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2575                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2576                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2577
2578                                                                                 if (!is_ortho) {
2579                                                                                         pixelScreenCo[3] = 1.0f;
2580                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2581                                                                                         pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
2582                                                                                         pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
2583                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2584                                                                                 }
2585
2586                                                                                 if ((ps->do_occlude == FALSE) ||
2587                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2588                                                                                 {
2589                                                                                         /* Only bother calculating the weights if we intersect */
2590                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2591 #if 1
2592                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2593                                                                                                 float uv_close[2];
2594                                                                                                 float uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2595                                                                                                 if      (uv_fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2596                                                                                                 else if (uv_fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2597
2598                                                                                                 if (side) {
2599                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2600                                                                                                 }
2601                                                                                                 else {
2602                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2603                                                                                                 }
2604 #else                                                                                   /* this is buggy with quads, don't use for now */
2605
2606                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2607                                                                                                 uv_fac = fac1 + (uv_fac * (fac2 - fac1));
2608
2609                                                                                                 w[0] = w[1] = w[2] = 0.0;
2610                                                                                                 if (side) {
2611                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - uv_fac;
2612                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = uv_fac;
2613                                                                                                 }
2614                                                                                                 else {
2615                                                                                                         w[fidx1] = 1.0f - uv_fac;
2616                                                                                                         w[fidx2] = uv_fac;
2617                                                                                                 }
2618 #endif
2619                                                                                         }
2620
2621                                                                                         /* a pity we need to get the worldspace pixel location here */
2622                                                                                         if (do_clip || do_3d_mapping) {
2623                                                                                                 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);
2624                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2625
2626                                                                                                 if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2627                                                                                                         continue; /* Watch out that no code below this needs to run */
2628                                                                                                 }
2629                                                                                         }
2630
2631                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2632
2633                                                                                         if (mask > 0.0f) {
2634                                                                                                 BLI_linklist_prepend_arena(
2635                                                                                                         bucketPixelNodes,
2636                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, wco, side, w),
2637                                                                                                         arena
2638                                                                                                         );
2639                                                                                         }
2640
2641                                                                                 }
2642                                                                         }
2643                                                                         else if (has_x_isect) {
2644                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2645                                                                                 break;
2646                                                                         }
2647                                                                 }
2648
2649 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2650                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2651                                                                 if (has_x_isect == 0 && has_isect) {
2652                                                                         break;
2653                                                                 }
2654 #endif
2655                                                         }
2656                                                 }
2657                                         }
2658                                 }
2659                         }
2660                 }
2661         }
2662 #endif // PROJ_DEBUG_NOSEAMBLEED
2663 }
2664
2665
2666 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2667 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2668 {
2669         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2670         /* 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 */
2671         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 */
2672         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2673
2674         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2675         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2676
2677         /* in case the rect is outside the mesh 2d bounds */
2678         CLAMP(bucketMin[0], 0, ps->buckets_x);
2679         CLAMP(bucketMin[1], 0, ps->buckets_y);
2680
2681         CLAMP(bucketMax[0], 0, ps->buckets_x);
2682         CLAMP(bucketMax[1], 0, ps->buckets_y);
2683 }
2684
2685 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2686 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2687 {
2688         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2689         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2690
2691         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2692         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2693 }
2694
2695 /* Fill this bucket with pixels from the faces that intersect it.
2696  *
2697  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2698 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2699 {
2700         LinkNode *node;
2701         int face_index, image_index = 0;
2702         ImBuf *ibuf = NULL;
2703         Image *tpage_last = NULL, *tpage;
2704         Image *ima = NULL;
2705
2706         if (ps->image_tot == 1) {
2707                 /* Simple loop, no context switching */
2708                 ibuf = ps->projImages[0].ibuf;
2709                 ima = ps->projImages[0].ima;
2710
2711                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2712                         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);
2713                 }
2714         }
2715         else {
2716
2717                 /* More complicated loop, switch between images */
2718                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2719                         face_index = GET_INT_FROM_POINTER(node->link);
2720
2721                         /* Image context switching */
2722                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2723                         if (tpage_last != tpage) {
2724                                 tpage_last = tpage;
2725
2726                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2727                                         if (ps->projImages[image_index].ima == tpage_last) {
2728                                                 ibuf = ps->projImages[image_index].ibuf;
2729                                                 ima = ps->projImages[image_index].ima;
2730                                                 break;
2731                                         }
2732                                 }
2733                         }
2734                         /* context switching done */
2735
2736                         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);
2737                 }
2738         }
2739
2740         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2741 }
2742
2743
2744 /* We want to know if a bucket and a face overlap in screen-space
2745  *
2746  * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2747  * calculated when it might not be needed later, (at the moment at least)
2748  * obviously it shouldn't have bugs though */
2749
2750 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2751 {
2752         /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2753         rctf bucket_bounds;
2754         float p1[2], p2[2], p3[2], p4[2];
2755         float *v, *v1, *v2, *v3, *v4 = NULL;
2756         int fidx;
2757
2758         project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2759
2760         /* Is one of the faces verts in the bucket bounds? */
2761
2762         fidx = mf->v4 ? 3 : 2;
2763         do {
2764                 v = ps->screenCoords[(*(&mf->v1 + fidx))];
2765                 if (BLI_rctf_isect_pt_v(&bucket_bounds, v)) {
2766                         return 1;
2767                 }
2768         } while (fidx--);
2769
2770         v1 = ps->screenCoords[mf->v1];
2771         v2 = ps->screenCoords[mf->v2];
2772         v3 = ps->screenCoords[mf->v3];
2773         if (mf->v4) {
2774                 v4 = ps->screenCoords[mf->v4];
2775         }
2776
2777         p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
2778         p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
2779         p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
2780         p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
2781
2782         if (mf->v4) {
2783                 if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
2784                     isect_point_quad_v2(p2, v1, v2, v3, v4) ||
2785                     isect_point_quad_v2(p3, v1, v2, v3, v4) ||
2786                     isect_point_quad_v2(p4, v1, v2, v3, v4) ||
2787
2788                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2789                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
2790                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
2791                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
2792                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
2793                 {
2794                         return 1;
2795                 }
2796         }
2797         else {
2798                 if (isect_point_tri_v2(p1, v1, v2, v3) ||
2799                     isect_point_tri_v2(p2, v1, v2, v3) ||
2800                     isect_point_tri_v2(p3, v1, v2, v3) ||
2801                     isect_point_tri_v2(p4, v1, v2, v3) ||
2802                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2803                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
2804                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
2805                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
2806                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3)))
2807                 {
2808                         return 1;
2809                 }
2810         }
2811
2812         return 0;
2813 }
2814
2815 /* Add faces to the bucket but don't initialize its pixels
2816  * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
2817 static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
2818 {
2819         float min[2], max[2], *vCoSS;
2820         int bucketMin[2], bucketMax[2]; /* for  ps->bucketRect indexing */
2821         int fidx, bucket_x, bucket_y;
2822         int has_x_isect = -1, has_isect = 0; /* for early loop exit */
2823         MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
2824
2825         INIT_MINMAX2(min, max);
2826
2827         fidx = mf->v4 ? 3 : 2;
2828         do {
2829                 vCoSS = ps->screenCoords[*(&mf->v1 + fidx)];
2830                 minmax_v2v2_v2(min, max, vCoSS);
2831         } while (fidx--);
2832
2833         project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
2834
2835         for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
2836                 has_x_isect = 0;
2837                 for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
2838                         if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
2839                                 int bucket_index = bucket_x + (bucket_y * ps->buckets_x);
2840                                 BLI_linklist_prepend_arena(
2841                                         &ps->bucketFaces[bucket_index],
2842                                         SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
2843                                         arena
2844                                         );
2845
2846                                 has_x_isect = has_isect = 1;
2847                         }
2848                         else if (has_x_isect) {
2849                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2850                                 break;
2851                         }
2852                 }
2853
2854                 /* no intersection for this entire row, after some intersection above means we can quit now */
2855                 if (has_x_isect == 0 && has_isect) {
2856                         break;
2857                 }
2858         }
2859
2860 #ifndef PROJ_DEBUG_NOSEAMBLEED
2861         if (ps->seam_bleed_px > 0.0f) {
2862                 if (!mf->v4) {
2863                         ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
2864                 }
2865                 **ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
2866         }
2867 #endif
2868 }
2869
2870 static int project_paint_view_clip(View3D *v3d, RegionView3D *rv3d, float *clipsta, float *clipend)
2871 {
2872         int orth = ED_view3d_clip_range_get(v3d, rv3d, clipsta, clipend);
2873
2874         if (orth) { /* only needed for ortho */
2875                 float fac = 2.0f / ((*clipend) - (*clipsta));
2876                 *clipsta *= fac;
2877                 *clipend *= fac;
2878         }
2879
2880