Texpaint refactor complete!
[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_proj.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         int orig_brush_size;
210         Object *ob;
211         /* end similarities with ImagePaintState */
212
213         DerivedMesh    *dm;
214         int dm_totface;
215         int dm_totvert;
216         int dm_release;
217
218         MVert          *dm_mvert;
219         MFace          *dm_mface;
220         MTFace         *dm_mtface;
221         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
222         MTFace         *dm_mtface_stencil;
223
224         /* projection painting only */
225         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
226         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
227         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
228         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
229 #ifndef PROJ_DEBUG_NOSEAMBLEED
230         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
231         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
232         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
233 #endif
234         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
235         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 */
236         int buckets_y;
237
238         ProjPaintImage *projImages;
239
240         int pixel_sizeof;           /* result of project_paint_pixel_sizeof(), constant per stroke */
241
242         int image_tot;              /* size of projectImages array */
243
244         float (*screenCoords)[4];   /* verts projected into floating point screen space */
245
246         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
247         float screenMax[2];
248         float screen_width;         /* Calculated from screenMin & screenMax */
249         float screen_height;
250         int winx, winy;             /* from the carea or from the projection render */
251
252         /* options for projection painting */
253         int do_layer_clone;
254         int do_layer_stencil;
255         int do_layer_stencil_inv;
256
257         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
258         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
259         short do_mask_normal;           /* mask out pixels based on their normals */
260         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
261         float normal_angle;             /* what angle to mask at*/
262         float normal_angle_inner;
263         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
264
265         short is_ortho;
266         bool do_masking;              /* use masking during painting. Some operations such as airbrush may disable */
267         short is_texbrush;              /* only to avoid running  */
268 #ifndef PROJ_DEBUG_NOSEAMBLEED
269         float seam_bleed_px;
270 #endif
271         /* clone vars */
272         float cloneOffset[2];
273
274         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
275         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
276         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
277         float clipsta, clipend;
278
279         /* reproject vars */
280         Image *reproject_image;
281         ImBuf *reproject_ibuf;
282
283
284         /* threads */
285         int thread_tot;
286         int bucketMin[2];
287         int bucketMax[2];
288         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
289 } ProjPaintState;
290
291 typedef union pixelPointer {
292         float *f_pt;            /* float buffer */
293         unsigned int *uint_pt; /* 2 ways to access a char buffer */
294         unsigned char *ch_pt;
295 } PixelPointer;
296
297 typedef union pixelStore {
298         unsigned char ch[4];
299         unsigned int uint;
300         float f[4];
301 } PixelStore;
302
303 typedef struct ProjPixel {
304         float projCoSS[2]; /* the floating point screen projection of this pixel */
305         float worldCoSS[3];
306         /* Only used when the airbrush is disabled.
307          * Store the max mask value to avoid painting over an area with a lower opacity
308          * with an advantage that we can avoid touching the pixel at all, if the
309          * new mask value is lower then mask_max */
310         unsigned short mask_max;
311
312         /* for various reasons we may want to mask out painting onto this pixel */
313         unsigned short mask;
314
315         short x_px, y_px;
316
317         PixelStore origColor;
318         PixelStore newColor;
319         PixelPointer pixel;
320
321         short image_index; /* if anyone wants to paint onto more then 32768 images they can bite me */
322         unsigned char bb_cell_index;
323 } ProjPixel;
324
325 typedef struct ProjPixelClone {
326         struct ProjPixel __pp;
327         PixelStore clonepx;
328 } ProjPixelClone;
329
330 /* blur, store surrounding colors */
331 #define PROJ_PIXEL_SOFTEN_TOT 4
332 /* blur picking offset (in screenspace) */
333 #define PROJ_PIXEL_SOFTEN_OFS_PX 1.0f
334
335 static const float proj_pixel_soften_v2[PROJ_PIXEL_SOFTEN_TOT][2] = {
336         {-PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
337         { 0.0f,                        -PROJ_PIXEL_SOFTEN_OFS_PX},
338         { 0.0f,                         PROJ_PIXEL_SOFTEN_OFS_PX},
339         { PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
340 };
341
342 /* Finish projection painting structs */
343
344 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
345 {
346         Image *ima;
347
348         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
349                 MFace *mf = ps->dm_mface + face_index;
350                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
351         }
352         else {
353                 ima = dm_mtface[face_index].tpage;
354         }
355
356         return ima;
357 }
358
359 /* fast projection bucket array lookup, use the safe version for bound checking  */
360 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
361 {
362         /* If we were not dealing with screenspace 2D coords we could simple do...
363          * ps->bucketRect[x + (y*ps->buckets_y)] */
364
365         /* please explain?
366          * projCoSS[0] - ps->screenMin[0]   : zero origin
367          * ... / ps->screen_width           : range from 0.0 to 1.0
368          * ... * ps->buckets_x              : use as a bucket index
369          *
370          * Second multiplication does similar but for vertical offset
371          */
372         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
373                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
374 }
375
376 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
377 {
378         int bucket_index = project_bucket_offset(ps, projCoSS);
379
380         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
381                 return -1;
382         }
383         else {
384                 return bucket_index;
385         }
386 }
387
388 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
389 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])
390 {
391         float wtot_inv, wtot;
392
393         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
394         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
395         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
396         wtot = w[0] + w[1] + w[2];
397
398         if (wtot != 0.0f) {
399                 wtot_inv = 1.0f / wtot;
400
401                 w[0] = w[0] * wtot_inv;
402                 w[1] = w[1] * wtot_inv;
403                 w[2] = w[2] * wtot_inv;
404         }
405         else /* dummy values for zero area face */
406                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
407 }
408
409 static float VecZDepthOrtho(const float pt[2],
410                             const float v1[3], const float v2[3], const float v3[3],
411                             float w[3])
412 {
413         barycentric_weights_v2(v1, v2, v3, pt, w);
414         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
415 }
416
417 static float VecZDepthPersp(const float pt[2],
418                             const float v1[4], const float v2[4], const float v3[4],
419                             float w[3])
420 {
421         float wtot_inv, wtot;
422         float w_tmp[3];
423
424         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
425         /* for the depth we need the weights to match what
426          * barycentric_weights_v2 would return, in this case its easiest just to
427          * undo the 4th axis division and make it unit-sum
428          *
429          * don't call barycentric_weights_v2() because our callers expect 'w'
430          * to be weighted from the perspective */
431         w_tmp[0] = w[0] * v1[3];
432         w_tmp[1] = w[1] * v2[3];
433         w_tmp[2] = w[2] * v3[3];
434
435         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
436
437         if (wtot != 0.0f) {
438                 wtot_inv = 1.0f / wtot;
439
440                 w_tmp[0] = w_tmp[0] * wtot_inv;
441                 w_tmp[1] = w_tmp[1] * wtot_inv;
442                 w_tmp[2] = w_tmp[2] * wtot_inv;
443         }
444         else /* dummy values for zero area face */
445                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
446         /* done mimicing barycentric_weights_v2() */
447
448         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
449 }
450
451
452 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
453 static int project_paint_PickFace(const ProjPaintState *ps, float pt[2], float w[3], int *side)
454 {
455         LinkNode *node;
456         float w_tmp[3];
457         float *v1, *v2, *v3, *v4;
458         int bucket_index;
459         int face_index;
460         int best_side = -1;
461         int best_face_index = -1;
462         float z_depth_best = FLT_MAX, z_depth;
463         MFace *mf;
464
465         bucket_index = project_bucket_offset_safe(ps, pt);
466         if (bucket_index == -1)
467                 return -1;
468
469
470
471         /* we could return 0 for 1 face buckets, as long as this function assumes
472          * that the point its testing is only every originated from an existing face */
473
474         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
475                 face_index = GET_INT_FROM_POINTER(node->link);
476                 mf = ps->dm_mface + face_index;
477
478                 v1 = ps->screenCoords[mf->v1];
479                 v2 = ps->screenCoords[mf->v2];
480                 v3 = ps->screenCoords[mf->v3];
481
482                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
483                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
484                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
485
486                         if (z_depth < z_depth_best) {
487                                 best_face_index = face_index;
488                                 best_side = 0;
489                                 z_depth_best = z_depth;
490                                 copy_v3_v3(w, w_tmp);
491                         }
492                 }
493                 else if (mf->v4) {
494                         v4 = ps->screenCoords[mf->v4];
495
496                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
497                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
498                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
499
500                                 if (z_depth < z_depth_best) {
501                                         best_face_index = face_index;
502                                         best_side = 1;
503                                         z_depth_best = z_depth;
504                                         copy_v3_v3(w, w_tmp);
505                                 }
506                         }
507                 }
508         }
509
510         *side = best_side;
511         return best_face_index; /* will be -1 or a valid face */
512 }
513
514 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
515 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
516 {
517         /* use */
518         *x = (float)fmodf(uv[0], 1.0f);
519         *y = (float)fmodf(uv[1], 1.0f);
520
521         if (*x < 0.0f) *x += 1.0f;
522         if (*y < 0.0f) *y += 1.0f;
523
524         *x = *x * ibuf_x - 0.5f;
525         *y = *y * ibuf_y - 0.5f;
526 }
527
528 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
529 static int project_paint_PickColor(const ProjPaintState *ps, float pt[2], float *rgba_fp, unsigned char *rgba, const int interp)
530 {
531         float w[3], uv[2];
532         int side;
533         int face_index;
534         MTFace *tf;
535         Image *ima;
536         ImBuf *ibuf;
537         int xi, yi;
538
539
540         face_index = project_paint_PickFace(ps, pt, w, &side);
541
542         if (face_index == -1)
543                 return 0;
544
545         tf = ps->dm_mtface + face_index;
546
547         if (side == 0) {
548                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
549         }
550         else { /* QUAD */
551                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
552         }
553
554         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
555         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
556         if (!ibuf) return 0;
557
558         if (interp) {
559                 float x, y;
560                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
561
562                 if (ibuf->rect_float) {
563                         if (rgba_fp) {
564                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
565                         }
566                         else {
567                                 float rgba_tmp_f[4];
568                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
569                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
570                         }
571                 }
572                 else {
573                         if (rgba) {
574                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
575                         }
576                         else {
577                                 unsigned char rgba_tmp[4];
578                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
579                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
580                         }
581                 }
582         }
583         else {
584                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
585                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
586                 //if (xi < 0 || xi >= ibuf->x  ||  yi < 0 || yi >= ibuf->y) return 0;
587
588                 /* wrap */
589                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
590                 if (xi < 0) xi += ibuf->x;
591                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
592                 if (yi < 0) yi += ibuf->y;
593
594
595                 if (rgba) {
596                         if (ibuf->rect_float) {
597                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
598                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
599                         }
600                         else {
601                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
602                         }
603                 }
604
605                 if (rgba_fp) {
606                         if (ibuf->rect_float) {
607                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
608                         }
609                         else {
610                                 char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
611                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
612                         }
613                 }
614         }
615         return 1;
616 }
617
618 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
619  * return...
620  *  0   : no occlusion
621  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
622  *  1   : occluded
623  *  2   : occluded with w[3] weights set (need to know in some cases) */
624
625 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
626 {
627         /* if all are behind us, return false */
628         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
629                 return 0;
630
631         /* do a 2D point in try intersection */
632         if (!isect_point_tri_v2(pt, v1, v2, v3))
633                 return 0;  /* we know there is  */
634
635
636         /* From here on we know there IS an intersection */
637         /* if ALL of the verts are infront of us then we know it intersects ? */
638         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
639                 return 1;
640         }
641         else {
642                 /* we intersect? - find the exact depth at the point of intersection */
643                 /* Is this point is occluded by another face? */
644                 if (is_ortho) {
645                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
646                 }
647                 else {
648                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
649                 }
650         }
651         return -1;
652 }
653
654
655 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
656                                           float pt[3], float v1[4], float v2[4], float v3[4],
657                                           const int side)
658 {
659         float w[3], wco[3];
660         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
661
662         if (ret <= 0)
663                 return ret;
664
665         if (ret == 1) { /* weights not calculated */
666                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
667                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
668         }
669
670         /* Test if we're in the clipped area, */
671         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);
672         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
673
674         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
675                 return 1;
676         }
677
678         return -1;
679 }
680
681
682 /* Check if a screenspace location is occluded by any other faces
683  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
684  * and doesn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
685 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
686 {
687         MFace *mf;
688         int face_index;
689         int isect_ret;
690         float w[3]; /* not needed when clipping */
691         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
692
693         /* we could return 0 for 1 face buckets, as long as this function assumes
694          * that the point its testing is only every originated from an existing face */
695
696         for (; bucketFace; bucketFace = bucketFace->next) {
697                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
698
699                 if (orig_face != face_index) {
700                         mf = ps->dm_mface + face_index;
701                         if (do_clip)
702                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
703                         else
704                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
705
706                         /* Note, if (isect_ret == -1) then we don't want to test the other side of the quad */
707                         if (isect_ret == 0 && mf->v4) {
708                                 if (do_clip)
709                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
710                                 else
711                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
712                         }
713                         if (isect_ret >= 1) {
714                                 /* TODO - we may want to cache the first hit,
715                                  * it is not possible to swap the face order in the list anymore */
716                                 return 1;
717                         }
718                 }
719         }
720         return 0;
721 }
722
723 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
724  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
725 #define ISECT_TRUE 1
726 #define ISECT_TRUE_P1 2
727 #define ISECT_TRUE_P2 3
728 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
729 {
730         float y_diff;
731
732         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
733                 *x_isect = p1[0];
734                 return ISECT_TRUE_P1;
735         }
736         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
737                 *x_isect = p2[0];
738                 return ISECT_TRUE_P2;
739         }
740
741         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
742
743         if (y_diff < 0.000001f) {
744                 *x_isect = (p1[0] + p2[0]) * 0.5f;
745                 return ISECT_TRUE;
746         }
747
748         if (p1[1] > y_level && p2[1] < y_level) {
749                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
750                 return ISECT_TRUE;
751         }
752         else if (p1[1] < y_level && p2[1] > y_level) {
753                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
754                 return ISECT_TRUE;
755         }
756         else {
757                 return 0;
758         }
759 }
760
761 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
762 {
763         float x_diff;
764
765         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
766                 *y_isect = p1[1];
767                 return ISECT_TRUE_P1;
768         }
769         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
770                 *y_isect = p2[1];
771                 return ISECT_TRUE_P2;
772         }
773
774         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
775
776         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
777                 *y_isect = (p1[0] + p2[0]) * 0.5f;
778                 return ISECT_TRUE;
779         }
780
781         if (p1[0] > x_level && p2[0] < x_level) {
782                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
783                 return ISECT_TRUE;
784         }
785         else if (p1[0] < x_level && p2[0] > x_level) {
786                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
787                 return ISECT_TRUE;
788         }
789         else {
790                 return 0;
791         }
792 }
793
794 /* simple func use for comparing UV locations to check if there are seams.
795  * Its possible this gives incorrect results, when the UVs for 1 face go into the next
796  * tile, but do not do this for the adjacent face, it could return a false positive.
797  * This is so unlikely that Id not worry about it. */
798 #ifndef PROJ_DEBUG_NOSEAMBLEED
799 static int cmp_uv(const float vec2a[2], const float vec2b[2])
800 {
801         /* if the UV's are not between 0.0 and 1.0 */
802         float xa = (float)fmodf(vec2a[0], 1.0f);
803         float ya = (float)fmodf(vec2a[1], 1.0f);
804
805         float xb = (float)fmodf(vec2b[0], 1.0f);
806         float yb = (float)fmodf(vec2b[1], 1.0f);
807
808         if (xa < 0.0f) xa += 1.0f;
809         if (ya < 0.0f) ya += 1.0f;
810
811         if (xb < 0.0f) xb += 1.0f;
812         if (yb < 0.0f) yb += 1.0f;
813
814         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
815 }
816 #endif
817
818 /* set min_px and max_px to the image space bounds of the UV coords
819  * return zero if there is no area in the returned rectangle */
820 #ifndef PROJ_DEBUG_NOSEAMBLEED
821 static int pixel_bounds_uv(
822         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
823         rcti *bounds_px,
824         const int ibuf_x, const int ibuf_y,
825         int is_quad
826         )
827 {
828         float min_uv[2], max_uv[2]; /* UV bounds */
829
830         INIT_MINMAX2(min_uv, max_uv);
831
832         minmax_v2v2_v2(min_uv, max_uv, uv1);
833         minmax_v2v2_v2(min_uv, max_uv, uv2);
834         minmax_v2v2_v2(min_uv, max_uv, uv3);
835         if (is_quad)
836                 minmax_v2v2_v2(min_uv, max_uv, uv4);
837
838         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
839         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
840
841         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
842         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
843
844         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
845
846         /* face uses no UV area when quantized to pixels? */
847         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
848 }
849 #endif
850
851 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
852 {
853         float min_uv[2], max_uv[2]; /* UV bounds */
854
855         if (tot == 0) {
856                 return 0;
857         }
858
859         INIT_MINMAX2(min_uv, max_uv);
860
861         while (tot--) {
862                 minmax_v2v2_v2(min_uv, max_uv, (*uv));
863                 uv++;
864         }
865
866         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
867         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
868
869         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
870         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
871
872         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
873
874         /* face uses no UV area when quantized to pixels? */
875         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
876 }
877
878 #ifndef PROJ_DEBUG_NOSEAMBLEED
879
880 /* This function returns 1 if this face has a seam along the 2 face-vert indices
881  * 'orig_i1_fidx' and 'orig_i2_fidx' */
882 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)
883 {
884         LinkNode *node;
885         int face_index;
886         unsigned int i1, i2;
887         int i1_fidx = -1, i2_fidx = -1; /* index in face */
888         MFace *mf;
889         MTFace *tf;
890         const MFace *orig_mf = ps->dm_mface + orig_face;
891         const MTFace *orig_tf = ps->dm_mtface + orig_face;
892
893         /* vert indices from face vert order indices */
894         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
895         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
896
897         for (node = ps->vertFaces[i1]; node; node = node->next) {
898                 face_index = GET_INT_FROM_POINTER(node->link);
899
900                 if (face_index != orig_face) {
901                         mf = ps->dm_mface + face_index;
902                         /* could check if the 2 faces images match here,
903                          * but then there wouldn't be a way to return the opposite face's info */
904
905
906                         /* We need to know the order of the verts in the adjacent face
907                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
908                         if      (mf->v1 == i1) i1_fidx = 0;
909                         else if (mf->v2 == i1) i1_fidx = 1;
910                         else if (mf->v3 == i1) i1_fidx = 2;
911                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
912
913                         if      (mf->v1 == i2) i2_fidx = 0;
914                         else if (mf->v2 == i2) i2_fidx = 1;
915                         else if (mf->v3 == i2) i2_fidx = 2;
916                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
917
918                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
919                         if (i2_fidx != -1) {
920                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
921                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
922
923                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
924                                 tf = ps->dm_mtface + face_index;
925
926                                 /* set up the other face */
927                                 *other_face = face_index;
928                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
929
930                                 /* first test if they have the same image */
931                                 if ((orig_tpage == tpage) &&
932                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
933                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
934                                 {
935                                         // printf("SEAM (NONE)\n");
936                                         return 0;
937
938                                 }
939                                 else {
940                                         // printf("SEAM (UV GAP)\n");
941                                         return 1;
942                                 }
943                         }
944                 }
945         }
946         // printf("SEAM (NO FACE)\n");
947         *other_face = -1;
948         return 1;
949 }
950
951 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
952  * since the outset coords are a margin that keep an even distance from the original UV's,
953  * note that the image aspect is taken into account */
954 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)
955 {
956         float a1, a2, a3, a4 = 0.0f;
957         float puv[4][2]; /* pixelspace uv's */
958         float no1[2], no2[2], no3[2], no4[2]; /* normals */
959         float dir1[2], dir2[2], dir3[2], dir4[2];
960         float ibuf_inv[2];
961
962         ibuf_inv[0] = 1.0f / (float)ibuf_x;
963         ibuf_inv[1] = 1.0f / (float)ibuf_y;
964
965         /* make UV's in pixel space so we can */
966         puv[0][0] = orig_uv[0][0] * ibuf_x;
967         puv[0][1] = orig_uv[0][1] * ibuf_y;
968
969         puv[1][0] = orig_uv[1][0] * ibuf_x;
970         puv[1][1] = orig_uv[1][1] * ibuf_y;
971
972         puv[2][0] = orig_uv[2][0] * ibuf_x;
973         puv[2][1] = orig_uv[2][1] * ibuf_y;
974
975         if (is_quad) {
976                 puv[3][0] = orig_uv[3][0] * ibuf_x;
977                 puv[3][1] = orig_uv[3][1] * ibuf_y;
978         }
979
980         /* face edge directions */
981         sub_v2_v2v2(dir1, puv[1], puv[0]);
982         sub_v2_v2v2(dir2, puv[2], puv[1]);
983         normalize_v2(dir1);
984         normalize_v2(dir2);
985
986         if (is_quad) {
987                 sub_v2_v2v2(dir3, puv[3], puv[2]);
988                 sub_v2_v2v2(dir4, puv[0], puv[3]);
989                 normalize_v2(dir3);
990                 normalize_v2(dir4);
991         }
992         else {
993                 sub_v2_v2v2(dir3, puv[0], puv[2]);
994                 normalize_v2(dir3);
995         }
996
997         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
998          * This is incorrect. Its already given radians but without it wont work.
999          * need to look into a fix - campbell */
1000         if (is_quad) {
1001                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
1002                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1003                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1004                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
1005         }
1006         else {
1007                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
1008                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1009                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1010         }
1011
1012         if (is_quad) {
1013                 sub_v2_v2v2(no1, dir4, dir1);
1014                 sub_v2_v2v2(no2, dir1, dir2);
1015                 sub_v2_v2v2(no3, dir2, dir3);
1016                 sub_v2_v2v2(no4, dir3, dir4);
1017                 normalize_v2(no1);
1018                 normalize_v2(no2);
1019                 normalize_v2(no3);
1020                 normalize_v2(no4);
1021                 mul_v2_fl(no1, a1 * scaler);
1022                 mul_v2_fl(no2, a2 * scaler);
1023                 mul_v2_fl(no3, a3 * scaler);
1024                 mul_v2_fl(no4, a4 * scaler);
1025                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1026                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1027                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1028                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1029                 mul_v2_v2(outset_uv[0], ibuf_inv);
1030                 mul_v2_v2(outset_uv[1], ibuf_inv);
1031                 mul_v2_v2(outset_uv[2], ibuf_inv);
1032                 mul_v2_v2(outset_uv[3], ibuf_inv);
1033         }
1034         else {
1035                 sub_v2_v2v2(no1, dir3, dir1);
1036                 sub_v2_v2v2(no2, dir1, dir2);
1037                 sub_v2_v2v2(no3, dir2, dir3);
1038                 normalize_v2(no1);
1039                 normalize_v2(no2);
1040                 normalize_v2(no3);
1041                 mul_v2_fl(no1, a1 * scaler);
1042                 mul_v2_fl(no2, a2 * scaler);
1043                 mul_v2_fl(no3, a3 * scaler);
1044                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1045                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1046                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1047
1048                 mul_v2_v2(outset_uv[0], ibuf_inv);
1049                 mul_v2_v2(outset_uv[1], ibuf_inv);
1050                 mul_v2_v2(outset_uv[2], ibuf_inv);
1051         }
1052 }
1053
1054 /*
1055  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1056  * 1<<i - where i is (0-3)
1057  *
1058  * If we're multithreadng, make sure threads are locked when this is called
1059  */
1060 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1061 {
1062         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1063         int fidx1 = is_quad ? 3 : 2;
1064         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 */
1065
1066         do {
1067                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1068                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1069                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1070                                 if (other_face != -1)
1071                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1072                         }
1073                         else {
1074                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1075                                 if (other_face != -1)
1076                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1077                         }
1078                 }
1079
1080                 fidx2 = fidx1;
1081         } while (fidx1--);
1082 }
1083 #endif // PROJ_DEBUG_NOSEAMBLEED
1084
1085
1086 /* Converts a UV location to a 3D screenspace location
1087  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1088  *
1089  * This is used for finding a pixels location in screenspace for painting */
1090 static void screen_px_from_ortho(
1091         float uv[2],
1092         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1093         float uv1co[2], float uv2co[2], float uv3co[2],
1094         float pixelScreenCo[4],
1095         float w[3])
1096 {
1097         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1098         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1099 }
1100
1101 /* same as screen_px_from_ortho except we need to take into account
1102  * the perspective W coord for each vert */
1103 static void screen_px_from_persp(
1104         float uv[2],
1105         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1106         float uv1co[2], float uv2co[2], float uv3co[2],
1107         float pixelScreenCo[4],
1108         float w[3])
1109 {
1110
1111         float wtot_inv, wtot;
1112         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1113
1114         /* re-weight from the 4th coord of each screen vert */
1115         w[0] *= v1co[3];
1116         w[1] *= v2co[3];
1117         w[2] *= v3co[3];
1118
1119         wtot = w[0] + w[1] + w[2];
1120
1121         if (wtot > 0.0f) {
1122                 wtot_inv = 1.0f / wtot;
1123                 w[0] *= wtot_inv;
1124                 w[1] *= wtot_inv;
1125                 w[2] *= wtot_inv;
1126         }
1127         else {
1128                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1129         }
1130         /* done re-weighting */
1131
1132         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1133 }
1134
1135 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])
1136 {
1137         float *uvCo1, *uvCo2, *uvCo3;
1138         float uv_other[2], x, y;
1139
1140         uvCo1 =  (float *)tf_other->uv[0];
1141         if (side == 1) {
1142                 uvCo2 =  (float *)tf_other->uv[2];
1143                 uvCo3 =  (float *)tf_other->uv[3];
1144         }
1145         else {
1146                 uvCo2 =  (float *)tf_other->uv[1];
1147                 uvCo3 =  (float *)tf_other->uv[2];
1148         }
1149
1150         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1151
1152         /* use */
1153         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1154
1155
1156         if (ibuf_other->rect_float) { /* from float to float */
1157                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1158         }
1159         else { /* from char to float */
1160                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1161         }
1162
1163 }
1164
1165 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1166 static float project_paint_uvpixel_mask(
1167         const ProjPaintState *ps,
1168         const int face_index,
1169         const int side,
1170         const float w[3])
1171 {
1172         float mask;
1173
1174         /* Image Mask */
1175         if (ps->do_layer_stencil) {
1176                 /* another UV maps image is masking this one's */
1177                 ImBuf *ibuf_other;
1178                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1179                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1180
1181                 if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1182                         /* BKE_image_acquire_ibuf - TODO - this may be slow */
1183                         unsigned char rgba_ub[4];
1184                         float rgba_f[4];
1185
1186                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1187
1188                         if (ibuf_other->rect_float) { /* from float to float */
1189                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
1190                         }
1191                         else { /* from char to float */
1192                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
1193                         }
1194
1195                         BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1196
1197                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1198                                 mask = (1.0f - mask);
1199
1200                         if (mask == 0.0f) {
1201                                 return 0.0f;
1202                         }
1203                 }
1204                 else {
1205                         return 0.0f;
1206                 }
1207         }
1208         else {
1209                 mask = 1.0f;
1210         }
1211
1212         /* calculate mask */
1213         if (ps->do_mask_normal) {
1214                 MFace *mf = &ps->dm_mface[face_index];
1215                 float no[3], angle;
1216                 if (mf->flag & ME_SMOOTH) {
1217                         short *no1, *no2, *no3;
1218                         no1 = ps->dm_mvert[mf->v1].no;
1219                         if (side == 1) {
1220                                 no2 = ps->dm_mvert[mf->v3].no;
1221                                 no3 = ps->dm_mvert[mf->v4].no;
1222                         }
1223                         else {
1224                                 no2 = ps->dm_mvert[mf->v2].no;
1225                                 no3 = ps->dm_mvert[mf->v3].no;
1226                         }
1227
1228                         no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1229                         no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1230                         no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1231                         normalize_v3(no);
1232                 }
1233                 else {
1234                         /* incase the */
1235 #if 1
1236                         /* normalizing per pixel isn't optimal, we could cache or check ps->*/
1237                         if (mf->v4)
1238                                 normal_quad_v3(no,
1239                                                ps->dm_mvert[mf->v1].co,
1240                                                ps->dm_mvert[mf->v2].co,
1241                                                ps->dm_mvert[mf->v3].co,
1242                                                ps->dm_mvert[mf->v4].co);
1243                         else
1244                                 normal_tri_v3(no,
1245                                               ps->dm_mvert[mf->v1].co,
1246                                               ps->dm_mvert[mf->v2].co,
1247                                               ps->dm_mvert[mf->v3].co);
1248 #else
1249                         /* don't use because some modifiers dont have normal data (subsurf for eg) */
1250                         copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
1251 #endif
1252                 }
1253
1254                 /* now we can use the normal as a mask */
1255                 if (ps->is_ortho) {
1256                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1257                 }
1258                 else {
1259                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1260                         float viewDirPersp[3];
1261                         float *co1, *co2, *co3;
1262                         co1 = ps->dm_mvert[mf->v1].co;
1263                         if (side == 1) {
1264                                 co2 = ps->dm_mvert[mf->v3].co;
1265                                 co3 = ps->dm_mvert[mf->v4].co;
1266                         }
1267                         else {
1268                                 co2 = ps->dm_mvert[mf->v2].co;
1269                                 co3 = ps->dm_mvert[mf->v3].co;
1270                         }
1271
1272                         /* Get the direction from the viewPoint to the pixel and normalize */
1273                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1274                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1275                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1276                         normalize_v3(viewDirPersp);
1277
1278                         angle = angle_normalized_v3v3(viewDirPersp, no);
1279                 }
1280
1281                 if (angle >= ps->normal_angle) {
1282                         return 0.0f; /* outsize the normal limit*/
1283                 }
1284                 else if (angle > ps->normal_angle_inner) {
1285                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1286                 } /* otherwise no mask normal is needed, were within the limit */
1287         }
1288
1289         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1290          * so don't use it. */
1291         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1292
1293         return mask;
1294 }
1295
1296 static int project_paint_pixel_sizeof(const short tool)
1297 {
1298         if ((tool == PAINT_TOOL_CLONE) || (tool == PAINT_TOOL_SMEAR)) {
1299                 return sizeof(ProjPixelClone);
1300         }
1301         else {
1302                 return sizeof(ProjPixel);
1303         }
1304 }
1305
1306
1307 /* run this function when we know a bucket's, face's pixel can be initialized,
1308  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1309 static ProjPixel *project_paint_uvpixel_init(
1310         const ProjPaintState *ps,
1311         MemArena *arena,
1312         const ImBuf *ibuf,
1313         short x_px, short y_px,
1314         const float mask,
1315         const int face_index,
1316         const int image_index,
1317         const float pixelScreenCo[4],
1318         const float world_spaceCo[3],
1319         const int side,
1320         const float w[3])
1321 {
1322         ProjPixel *projPixel;
1323
1324         /* wrap pixel location */
1325         x_px = x_px % ibuf->x;
1326         if (x_px < 0) x_px += ibuf->x;
1327         y_px = y_px % ibuf->y;
1328         if (y_px < 0) y_px += ibuf->y;
1329
1330         BLI_assert(ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool));
1331         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, ps->pixel_sizeof);
1332         //memset(projPixel, 0, size);
1333
1334         if (ibuf->rect_float) {
1335                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1336                 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
1337                 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
1338                 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
1339                 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
1340         }
1341         else {
1342                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1343                 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1344         }
1345
1346         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1347         if (ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D) {
1348                 copy_v3_v3(projPixel->worldCoSS, world_spaceCo);
1349         }
1350
1351         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1352
1353         projPixel->x_px = x_px;
1354         projPixel->y_px = y_px;
1355
1356         projPixel->mask = (unsigned short)(mask * 65535);
1357         projPixel->mask_max = 0;
1358
1359         /* which bounding box cell are we in?, needed for undo */
1360         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1361                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1362
1363         /* done with view3d_project_float inline */
1364         if (ps->tool == PAINT_TOOL_CLONE) {
1365                 if (ps->dm_mtface_clone) {
1366                         ImBuf *ibuf_other;
1367                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1368                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1369
1370                         if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1371                                 /* BKE_image_acquire_ibuf - TODO - this may be slow */
1372
1373                                 if (ibuf->rect_float) {
1374                                         if (ibuf_other->rect_float) { /* from float to float */
1375                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1376                                         }
1377                                         else { /* from char to float */
1378                                                 unsigned char rgba_ub[4];
1379                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1380                                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(((ProjPixelClone *)projPixel)->clonepx.f, rgba_ub);
1381                                         }
1382                                 }
1383                                 else {
1384                                         if (ibuf_other->rect_float) { /* float to char */
1385                                                 float rgba[4];
1386                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1387                                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1388                                         }
1389                                         else { /* char to char */
1390                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1391                                         }
1392                                 }
1393
1394                                 BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1395                         }
1396                         else {
1397                                 if (ibuf->rect_float) {
1398                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1399                                 }
1400                                 else {
1401                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1402                                 }
1403                         }
1404
1405                 }
1406                 else {
1407                         float co[2];
1408                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1409
1410                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1411                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1412                         if (ibuf->rect_float) {
1413                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1414                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1415                                 }
1416                         }
1417                         else {
1418                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1419                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1420                                 }
1421                         }
1422                 }
1423         }
1424
1425 #ifdef PROJ_DEBUG_PAINT
1426         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1427         else                  projPixel->pixel.ch_pt[0] = 0;
1428 #endif
1429         projPixel->image_index = image_index;
1430
1431         return projPixel;
1432 }
1433
1434 static int line_clip_rect2f(
1435         rctf *rect,
1436         const float l1[2], const float l2[2],
1437         float l1_clip[2], float l2_clip[2])
1438 {
1439         /* first account for horizontal, then vertical lines */
1440         /* horiz */
1441         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1442                 /* is the line out of range on its Y axis? */
1443                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1444                         return 0;
1445                 }
1446                 /* line is out of range on its X axis */
1447                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1448                         return 0;
1449                 }
1450
1451
1452                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1453                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1454                                 copy_v2_v2(l1_clip, l1);
1455                                 copy_v2_v2(l2_clip, l2);
1456                                 return 1;
1457                         }
1458                         else {
1459                                 return 0;
1460                         }
1461                 }
1462
1463                 copy_v2_v2(l1_clip, l1);
1464                 copy_v2_v2(l2_clip, l2);
1465                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1466                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1467                 return 1;
1468         }
1469         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1470                 /* is the line out of range on its X axis? */
1471                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1472                         return 0;
1473                 }
1474
1475                 /* line is out of range on its Y axis */
1476                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1477                         return 0;
1478                 }
1479
1480                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1481                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1482                                 copy_v2_v2(l1_clip, l1);
1483                                 copy_v2_v2(l2_clip, l2);
1484                                 return 1;
1485                         }
1486                         else {
1487                                 return 0;
1488                         }
1489                 }
1490
1491                 copy_v2_v2(l1_clip, l1);
1492                 copy_v2_v2(l2_clip, l2);
1493                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1494                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1495                 return 1;
1496         }
1497         else {
1498                 float isect;
1499                 short ok1 = 0;
1500                 short ok2 = 0;
1501
1502                 /* Done with vertical lines */
1503
1504                 /* are either of the points inside the rectangle ? */
1505                 if (BLI_rctf_isect_pt_v(rect, l1)) {
1506                         copy_v2_v2(l1_clip, l1);
1507                         ok1 = 1;
1508                 }
1509
1510                 if (BLI_rctf_isect_pt_v(rect, l2)) {
1511                         copy_v2_v2(l2_clip, l2);
1512                         ok2 = 1;
1513                 }
1514
1515                 /* line inside rect */
1516                 if (ok1 && ok2) return 1;
1517
1518                 /* top/bottom */
1519                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1520                         if (l1[1] < l2[1]) { /* line 1 is outside */
1521                                 l1_clip[0] = isect;
1522                                 l1_clip[1] = rect->ymin;
1523                                 ok1 = 1;
1524                         }
1525                         else {
1526                                 l2_clip[0] = isect;
1527                                 l2_clip[1] = rect->ymin;
1528                                 ok2 = 2;
1529                         }
1530                 }
1531
1532                 if (ok1 && ok2) return 1;
1533
1534                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1535                         if (l1[1] > l2[1]) { /* line 1 is outside */
1536                                 l1_clip[0] = isect;
1537                                 l1_clip[1] = rect->ymax;
1538                                 ok1 = 1;
1539                         }
1540                         else {
1541                                 l2_clip[0] = isect;
1542                                 l2_clip[1] = rect->ymax;
1543                                 ok2 = 2;
1544                         }
1545                 }
1546
1547                 if (ok1 && ok2) return 1;
1548
1549                 /* left/right */
1550                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1551                         if (l1[0] < l2[0]) { /* line 1 is outside */
1552                                 l1_clip[0] = rect->xmin;
1553                                 l1_clip[1] = isect;
1554                                 ok1 = 1;
1555                         }
1556                         else {
1557                                 l2_clip[0] = rect->xmin;
1558                                 l2_clip[1] = isect;
1559                                 ok2 = 2;
1560                         }
1561                 }
1562
1563                 if (ok1 && ok2) return 1;
1564
1565                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1566                         if (l1[0] > l2[0]) { /* line 1 is outside */
1567                                 l1_clip[0] = rect->xmax;
1568                                 l1_clip[1] = isect;
1569                                 ok1 = 1;
1570                         }
1571                         else {
1572                                 l2_clip[0] = rect->xmax;
1573                                 l2_clip[1] = isect;
1574                                 ok2 = 2;
1575                         }
1576                 }
1577
1578                 if (ok1 && ok2) {
1579                         return 1;
1580                 }
1581                 else {
1582                         return 0;
1583                 }
1584         }
1585 }
1586
1587
1588
1589 /* scale the quad & tri about its center
1590  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1591  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1592 #ifndef PROJ_DEBUG_NOSEAMBLEED
1593 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1594 {
1595         float cent[3];
1596         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1597         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1598         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1599
1600         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1601         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1602         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1603         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1604
1605         mul_v3_fl(insetCos[0], inset);
1606         mul_v3_fl(insetCos[1], inset);
1607         mul_v3_fl(insetCos[2], inset);
1608         mul_v3_fl(insetCos[3], inset);
1609
1610         add_v3_v3(insetCos[0], cent);
1611         add_v3_v3(insetCos[1], cent);
1612         add_v3_v3(insetCos[2], cent);
1613         add_v3_v3(insetCos[3], cent);
1614 }
1615
1616
1617 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1618 {
1619         float cent[3];
1620         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1621         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1622         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1623
1624         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1625         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1626         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1627
1628         mul_v3_fl(insetCos[0], inset);
1629         mul_v3_fl(insetCos[1], inset);
1630         mul_v3_fl(insetCos[2], inset);
1631
1632         add_v3_v3(insetCos[0], cent);
1633         add_v3_v3(insetCos[1], cent);
1634         add_v3_v3(insetCos[2], cent);
1635 }
1636 #endif //PROJ_DEBUG_NOSEAMBLEED
1637
1638 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1639 {
1640         float x, y;
1641
1642         x = v1[0] - v2_1;
1643         y = v1[1] - v2_2;
1644         return x * x + y * y;
1645 }
1646
1647 /* note, use a squared value so we can use len_squared_v2v2
1648  * be sure that you have done a bounds check first or this may fail */
1649 /* only give bucket_bounds as an arg because we need it elsewhere */
1650 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1651 {
1652
1653         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
1654          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1655          * this is even less work then an intersection test
1656          */
1657 #if 0
1658         if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
1659                 return 1;
1660 #endif
1661
1662         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1663             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1664         {
1665                 return 1;
1666         }
1667
1668         /* out of bounds left */
1669         if (cent[0] < bucket_bounds->xmin) {
1670                 /* lower left out of radius test */
1671                 if (cent[1] < bucket_bounds->ymin) {
1672                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1673                 }
1674                 /* top left test */
1675                 else if (cent[1] > bucket_bounds->ymax) {
1676                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1677                 }
1678         }
1679         else if (cent[0] > bucket_bounds->xmax) {
1680                 /* lower right out of radius test */
1681                 if (cent[1] < bucket_bounds->ymin) {
1682                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1683                 }
1684                 /* top right test */
1685                 else if (cent[1] > bucket_bounds->ymax) {
1686                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1687                 }
1688         }
1689
1690         return 0;
1691 }
1692
1693
1694
1695 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1696  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1697  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1698  * (viewed from the side)
1699  *
1700  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1701  * funcs that only account for points inside the triangle.
1702  * however switching back to this for ortho is always an option */
1703
1704 static void rect_to_uvspace_ortho(
1705         rctf *bucket_bounds,
1706         float *v1coSS, float *v2coSS, float *v3coSS,
1707         float *uv1co, float *uv2co, float *uv3co,
1708         float bucket_bounds_uv[4][2],
1709         const int flip)
1710 {
1711         float uv[2];
1712         float w[3];
1713
1714         /* get the UV space bounding box */
1715         uv[0] = bucket_bounds->xmax;
1716         uv[1] = bucket_bounds->ymin;
1717         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1718         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1719
1720         //uv[0] = bucket_bounds->xmax; // set above
1721         uv[1] = bucket_bounds->ymax;
1722         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1723         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1724
1725         uv[0] = bucket_bounds->xmin;
1726         //uv[1] = bucket_bounds->ymax; // set above
1727         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1728         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1729
1730         //uv[0] = bucket_bounds->xmin; // set above
1731         uv[1] = bucket_bounds->ymin;
1732         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1733         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1734 }
1735
1736 /* same as above but use barycentric_weights_v2_persp */
1737 static void rect_to_uvspace_persp(
1738         rctf *bucket_bounds,
1739         float *v1coSS, float *v2coSS, float *v3coSS,
1740         float *uv1co, float *uv2co, float *uv3co,
1741         float bucket_bounds_uv[4][2],
1742         const int flip
1743         )
1744 {
1745         float uv[2];
1746         float w[3];
1747
1748         /* get the UV space bounding box */
1749         uv[0] = bucket_bounds->xmax;
1750         uv[1] = bucket_bounds->ymin;
1751         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1752         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1753
1754         //uv[0] = bucket_bounds->xmax; // set above
1755         uv[1] = bucket_bounds->ymax;
1756         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1757         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1758
1759         uv[0] = bucket_bounds->xmin;
1760         //uv[1] = bucket_bounds->ymax; // set above
1761         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1762         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1763
1764         //uv[0] = bucket_bounds->xmin; // set above
1765         uv[1] = bucket_bounds->ymin;
1766         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1767         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1768 }
1769
1770 /* This works as we need it to but we can save a few steps and not use it */
1771
1772 #if 0
1773 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1774 {
1775         float v1[2], v2[2];
1776
1777         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
1778         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
1779
1780         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
1781 }
1782 #endif
1783
1784 #define ISECT_1 (1)
1785 #define ISECT_2 (1 << 1)
1786 #define ISECT_3 (1 << 2)
1787 #define ISECT_4 (1 << 3)
1788 #define ISECT_ALL3 ((1 << 3) - 1)
1789 #define ISECT_ALL4 ((1 << 4) - 1)
1790
1791 /* limit must be a fraction over 1.0f */
1792 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1793 {
1794         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;
1795 }
1796
1797 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1798  * so we have the clipped UV's to do pixel intersection tests with
1799  * */
1800 static int float_z_sort_flip(const void *p1, const void *p2)
1801 {
1802         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
1803 }
1804
1805 static int float_z_sort(const void *p1, const void *p2)
1806 {
1807         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
1808 }
1809
1810 static void project_bucket_clip_face(
1811         const int is_ortho,
1812         rctf *bucket_bounds,
1813         float *v1coSS, float *v2coSS, float *v3coSS,
1814         float *uv1co, float *uv2co, float *uv3co,
1815         float bucket_bounds_uv[8][2],
1816         int *tot)
1817 {
1818         int inside_bucket_flag = 0;
1819         int inside_face_flag = 0;
1820         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
1821
1822         float bucket_bounds_ss[4][2];
1823
1824         /* get the UV space bounding box */
1825         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
1826         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
1827         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
1828
1829         if (inside_bucket_flag == ISECT_ALL3) {
1830                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
1831                 if (flip) { /* facing the back? */
1832                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
1833                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1834                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
1835                 }
1836                 else {
1837                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
1838                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1839                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
1840                 }
1841
1842                 *tot = 3;
1843                 return;
1844         }
1845
1846         /* get the UV space bounding box */
1847         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
1848         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
1849         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
1850         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
1851
1852         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
1853         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
1854         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
1855
1856         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
1857         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
1858         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
1859
1860         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
1861         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
1862         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
1863
1864         if (inside_face_flag == ISECT_ALL4) {
1865                 /* bucket is totally inside the screenspace face, we can safely use weights */
1866
1867                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1868                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1869
1870                 *tot = 4;
1871                 return;
1872         }
1873         else {
1874                 /* The Complicated Case!
1875                  *
1876                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
1877                  *
1878                  * we need to make a convex polyline from the intersection between the screenspace face
1879                  * and the bucket bounds.
1880                  *
1881                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
1882                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
1883                  * do a correct clipping on both shapes. */
1884
1885
1886                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
1887
1888
1889
1890                 /* Maximum possible 6 intersections when using a rectangle and triangle */
1891                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
1892                 float v1_clipSS[2], v2_clipSS[2];
1893                 float w[3];
1894
1895                 /* calc center */
1896                 float cent[2] = {0.0f, 0.0f};
1897                 /*float up[2] = {0.0f, 1.0f};*/
1898                 int i;
1899                 short doubles;
1900
1901                 (*tot) = 0;
1902
1903                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
1904                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
1905                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
1906                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
1907
1908                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
1909                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
1910                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
1911
1912                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
1913                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
1914                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1915                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1916                         }
1917                 }
1918
1919                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
1920                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
1921                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1922                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1923                         }
1924                 }
1925
1926                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
1927                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
1928                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1929                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1930                         }
1931                 }
1932
1933
1934                 if ((*tot) < 3) { /* no intersections to speak of */
1935                         *tot = 0;
1936                         return;
1937                 }
1938
1939                 /* now we have all points we need, collect their angles and sort them clockwise */
1940
1941                 for (i = 0; i < (*tot); i++) {
1942                         cent[0] += isectVCosSS[i][0];
1943                         cent[1] += isectVCosSS[i][1];
1944                 }
1945                 cent[0] = cent[0] / (float)(*tot);
1946                 cent[1] = cent[1] / (float)(*tot);
1947
1948
1949
1950                 /* Collect angles for every point around the center point */
1951
1952
1953 #if 0   /* uses a few more cycles then the above loop */
1954                 for (i = 0; i < (*tot); i++) {
1955                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
1956                 }
1957 #endif
1958
1959                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
1960                 v1_clipSS[1] = cent[1] + 1.0f;
1961
1962                 for (i = 0; i < (*tot); i++) {
1963                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
1964                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
1965                         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]);
1966                 }
1967
1968                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
1969                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
1970
1971                 /* remove doubles */
1972                 /* first/last check */
1973                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
1974                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
1975                 {
1976                         (*tot)--;
1977                 }
1978
1979                 /* its possible there is only a few left after remove doubles */
1980                 if ((*tot) < 3) {
1981                         // printf("removed too many doubles A\n");
1982                         *tot = 0;
1983                         return;
1984                 }
1985
1986                 doubles = TRUE;
1987                 while (doubles == TRUE) {
1988                         doubles = FALSE;
1989                         for (i = 1; i < (*tot); i++) {
1990                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
1991                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
1992                                 {
1993                                         int j;
1994                                         for (j = i + 1; j < (*tot); j++) {
1995                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
1996                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
1997                                         }
1998                                         doubles = TRUE; /* keep looking for more doubles */
1999                                         (*tot)--;
2000                                 }
2001                         }
2002                 }
2003
2004                 /* its possible there is only a few left after remove doubles */
2005                 if ((*tot) < 3) {
2006                         // printf("removed too many doubles B\n");
2007                         *tot = 0;
2008                         return;
2009                 }
2010
2011
2012                 if (is_ortho) {
2013                         for (i = 0; i < (*tot); i++) {
2014                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2015                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2016                         }
2017                 }
2018                 else {
2019                         for (i = 0; i < (*tot); i++) {
2020                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2021                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2022                         }
2023                 }
2024         }
2025
2026 #ifdef PROJ_DEBUG_PRINT_CLIP
2027         /* include this at the bottom of the above function to debug the output */
2028
2029         {
2030                 /* If there are ever any problems, */
2031                 float test_uv[4][2];
2032                 int i;
2033                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2034                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2035                 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]);
2036
2037                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2038
2039                 printf("[");
2040                 for (i = 0; i < (*tot); i++) {
2041                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2042                 }
2043                 printf("]),\\\n");
2044         }
2045 #endif
2046 }
2047
2048 /*
2049  * # This script creates faces in a blender scene from printed data above.
2050  *
2051  * project_ls = [
2052  * ...(output from above block)...
2053  * ]
2054  *
2055  * from Blender import Scene, Mesh, Window, sys, Mathutils
2056  *
2057  * import bpy
2058  *
2059  * V = Mathutils.Vector
2060  *
2061  * def main():
2062  *     sce = bpy.data.scenes.active
2063  *
2064  *     for item in project_ls:
2065  *         bb = item[0]
2066  *         uv = item[1]
2067  *         poly = item[2]
2068  *
2069  *         me = bpy.data.meshes.new()
2070  *         ob = sce.objects.new(me)
2071  *
2072  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2073  *         me.faces.extend([(0,1,2,3),])
2074  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2075  *         me.faces.extend([(4,5,6),])
2076  *
2077  *         vs = [V(p).xyz for p in poly]
2078  *         print len(vs)
2079  *         l = len(me.verts)
2080  *         me.verts.extend(vs)
2081  *
2082  *         i = l
2083  *         while i < len(me.verts):
2084  *             ii = i + 1
2085  *             if ii == len(me.verts):
2086  *                 ii = l
2087  *             me.edges.extend([i, ii])
2088  *             i += 1
2089  *
2090  * if __name__ == '__main__':
2091  *     main()
2092  */
2093
2094
2095 #undef ISECT_1
2096 #undef ISECT_2
2097 #undef ISECT_3
2098 #undef ISECT_4
2099 #undef ISECT_ALL3
2100 #undef ISECT_ALL4
2101
2102
2103 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2104  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2105 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2106 {
2107         int i;
2108         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2109                 return 0;
2110
2111         for (i = 1; i < tot; i++) {
2112                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2113                         return 0;
2114
2115         }
2116
2117         return 1;
2118 }
2119 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2120 {
2121         int i;
2122         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2123
2124         for (i = 1; i < tot; i++) {
2125                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2126                         return 0;
2127
2128         }
2129
2130         return 1;
2131 }
2132
2133 /* One of the most important function for projection painting, since it selects the pixels to be added into each bucket.
2134  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2135 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)
2136 {
2137         /* Projection vars, to get the 3D locations into screen space  */
2138         MemArena *arena = ps->arena_mt[thread_index];
2139         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2140         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2141
2142         const MFace *mf = ps->dm_mface + face_index;
2143         const MTFace *tf = ps->dm_mtface + face_index;
2144
2145         /* UV/pixel seeking data */
2146         int x; /* Image X-Pixel */
2147         int y; /* Image Y-Pixel */
2148         float mask;
2149         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2150
2151         int side;
2152         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2153
2154         float *vCo[4]; /* vertex screenspace coords */
2155
2156         float w[3], wco[3];
2157
2158         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2159         float pixelScreenCo[4];
2160         bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D;
2161
2162         rcti bounds_px; /* ispace bounds */
2163         /* vars for getting uvspace bounds */
2164
2165         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2166         float xhalfpx, yhalfpx;
2167         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2168
2169         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2170
2171         int i1, i2, i3;
2172
2173         float uv_clip[8][2];
2174         int uv_clip_tot;
2175         const short is_ortho = ps->is_ortho;
2176         const short do_backfacecull = ps->do_backfacecull;
2177         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2178
2179         vCo[0] = ps->dm_mvert[mf->v1].co;
2180         vCo[1] = ps->dm_mvert[mf->v2].co;
2181         vCo[2] = ps->dm_mvert[mf->v3].co;
2182
2183
2184         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2185          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2186          * problems when wrapping negative coords */
2187         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
2188         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
2189
2190         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2191          * Needed to add this offset since UV coords are often quads aligned to pixels.
2192          * In this case pixels can be exactly between 2 triangles causing nasty
2193          * artifacts.
2194          *
2195          * This workaround can be removed and painting will still work on most cases
2196          * but since the first thing most people try is painting onto a quad- better make it work.
2197          */
2198
2199
2200
2201         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2202         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2203
2204         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2205         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2206
2207         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2208         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
2209
2210         if (mf->v4) {
2211                 vCo[3] = ps->dm_mvert[mf->v4].co;
2212
2213                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2214                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2215                 side = 1;
2216         }
2217         else {
2218                 side = 0;
2219         }
2220
2221         do {
2222                 if (side == 1) {
2223                         i1 = 0; i2 = 2; i3 = 3;
2224                 }
2225                 else {
2226                         i1 = 0; i2 = 1; i3 = 2;
2227                 }
2228
2229                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2230                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2231                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2232
2233                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2234                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2235                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2236
2237                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2238                 project_bucket_clip_face(
2239                         is_ortho, bucket_bounds,
2240                         v1coSS, v2coSS, v3coSS,
2241                         uv1co, uv2co, uv3co,
2242                         uv_clip, &uv_clip_tot
2243                         );
2244
2245                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2246 #if 0
2247                 if (uv_clip_tot > 6) {
2248                         printf("this should never happen! %d\n", uv_clip_tot);
2249                 }
2250 #endif
2251
2252                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2253
2254                         if (clamp_u) {
2255                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2256                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2257                         }
2258
2259                         if (clamp_v) {
2260                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2261                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2262                         }
2263
2264                         /* clip face and */
2265
2266                         has_isect = 0;
2267                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2268                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2269                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2270
2271                                 has_x_isect = 0;
2272                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2273                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2274                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2275
2276                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2277                                          * could check the poly direction but better to do this */
2278                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2279                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2280                                         {
2281
2282                                                 has_x_isect = has_isect = 1;
2283
2284                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2285                                                 else          screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2286
2287                                                 /* a pity we need to get the worldspace pixel location here */
2288                                                 if (do_clip || do_3d_mapping) {
2289                                                         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);
2290                                                         if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2291                                                                 continue; /* Watch out that no code below this needs to run */
2292                                                         }
2293                                                 }
2294
2295                                                 /* Is this UV visible from the view? - raytrace */
2296                                                 /* project_paint_PickFace is less complex, use for testing */
2297                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2298                                                 if ((ps->do_occlude == FALSE) ||
2299                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2300                                                 {
2301                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2302
2303                                                         if (mask > 0.0f) {
2304                                                                 BLI_linklist_prepend_arena(
2305                                                                         bucketPixelNodes,
2306                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index,
2307                                                                                                    image_index, pixelScreenCo, wco, side, w),
2308                                                                         arena
2309                                                                         );
2310                                                         }
2311                                                 }
2312
2313                                         }
2314 //#if 0
2315                                         else if (has_x_isect) {
2316                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2317                                                 break;
2318                                         }
2319 //#endif
2320                                 }
2321
2322
2323 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2324                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2325                                 if (has_x_isect == 0 && has_isect) {
2326                                         break;
2327                                 }
2328 #endif
2329                         }
2330                 }
2331         } while (side--);
2332
2333
2334
2335 #ifndef PROJ_DEBUG_NOSEAMBLEED
2336         if (ps->seam_bleed_px > 0.0f) {
2337                 int face_seam_flag;
2338
2339                 if (ps->thread_tot > 1)
2340                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2341
2342                 face_seam_flag = ps->faceSeamFlags[face_index];
2343
2344                 /* are any of our edges un-initialized? */
2345                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2346                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2347                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2348                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2349                 {
2350                         project_face_seams_init(ps, face_index, mf->v4);
2351                         face_seam_flag = ps->faceSeamFlags[face_index];
2352                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2353                 }
2354
2355                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2356
2357                         if (ps->thread_tot > 1)
2358                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2359
2360                 }
2361                 else {
2362                         /* we have a seam - deal with it! */
2363
2364                         /* Now create new UV's for the seam face */
2365                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2366                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2367
2368                         float *vCoSS[4]; /* vertex screenspace coords */
2369
2370                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2371                         float edge_verts_inset_clip[2][3];
2372                         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 */
2373
2374                         float seam_subsection[4][2];
2375                         float fac1, fac2, ftot;
2376
2377
2378                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2379                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2380
2381                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2382                         if (ps->thread_tot > 1)
2383                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2384
2385                         vCoSS[0] = ps->screenCoords[mf->v1];
2386                         vCoSS[1] = ps->screenCoords[mf->v2];
2387                         vCoSS[2] = ps->screenCoords[mf->v3];
2388                         if (mf->v4)
2389                                 vCoSS[3] = ps->screenCoords[mf->v4];
2390
2391                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2392                         if (is_ortho) {
2393                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2394                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2395                         }
2396                         else {
2397                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2398                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2399                         }
2400
2401                         side = 0; /* for triangles this wont need to change */
2402
2403                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2404                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2405                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2406
2407                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2408                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2409                                 {
2410
2411                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2412
2413                                         if (ftot > 0.0f) { /* avoid div by zero */
2414                                                 if (mf->v4) {
2415                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2416                                                         else side = 0;
2417                                                 }
2418
2419                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2420                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2421
2422                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2423                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2424
2425                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2426                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2427
2428                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2429                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2430                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2431                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2432
2433
2434                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2435                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2436
2437                                                         has_isect = 0;
2438                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2439                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2440                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2441
2442                                                                 has_x_isect = 0;
2443                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2444                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2445                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2446
2447                                                                         /* test we're inside uvspace bucket and triangle bounds */
2448                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2449                                                                                 float fac;
2450
2451                                                                                 /* We need to find the closest point along the face edge,
2452                                                                                  * getting the screen_px_from_*** wont work because our actual location
2453                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2454                                                                                  * our location on the side of the face's UV */
2455 #if 0
2456                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2457                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2458 #endif
2459
2460                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2461                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2462
2463                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2464                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2465                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2466                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2467
2468                                                                                 if (!is_ortho) {
2469                                                                                         pixelScreenCo[3] = 1.0f;
2470                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2471                                                                                         pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
2472                                                                                         pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
2473                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2474                                                                                 }
2475
2476                                                                                 if ((ps->do_occlude == FALSE) ||
2477                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2478                                                                                 {
2479                                                                                         /* Only bother calculating the weights if we intersect */
2480                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2481 #if 1
2482                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2483                                                                                                 float uv_close[2];
2484                                                                                                 float uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2485                                                                                                 if      (uv_fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2486                                                                                                 else if (uv_fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2487
2488                                                                                                 if (side) {
2489                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2490                                                                                                 }
2491                                                                                                 else {
2492                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2493                                                                                                 }
2494 #else                                                                                   /* this is buggy with quads, don't use for now */
2495
2496                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2497                                                                                                 uv_fac = fac1 + (uv_fac * (fac2 - fac1));
2498
2499                                                                                                 w[0] = w[1] = w[2] = 0.0;
2500                                                                                                 if (side) {
2501                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - uv_fac;
2502                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = uv_fac;
2503                                                                                                 }
2504                                                                                                 else {
2505                                                                                                         w[fidx1] = 1.0f - uv_fac;
2506                                                                                                         w[fidx2] = uv_fac;
2507                                                                                                 }
2508 #endif
2509                                                                                         }
2510
2511                                                                                         /* a pity we need to get the worldspace pixel location here */
2512                                                                                         if (do_clip || do_3d_mapping) {
2513                                                                                                 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);
2514                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2515
2516                                                                                                 if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2517                                                                                                         continue; /* Watch out that no code below this needs to run */
2518                                                                                                 }
2519                                                                                         }
2520
2521                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2522
2523                                                                                         if (mask > 0.0f) {
2524                                                                                                 BLI_linklist_prepend_arena(
2525                                                                                                         bucketPixelNodes,
2526                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, wco, side, w),
2527                                                                                                         arena
2528                                                                                                         );
2529                                                                                         }
2530
2531                                                                                 }
2532                                                                         }
2533                                                                         else if (has_x_isect) {
2534                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2535                                                                                 break;
2536                                                                         }
2537                                                                 }
2538
2539 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2540                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2541                                                                 if (has_x_isect == 0 && has_isect) {
2542                                                                         break;
2543                                                                 }
2544 #endif
2545                                                         }
2546                                                 }
2547                                         }
2548                                 }
2549                         }
2550                 }
2551         }
2552 #endif // PROJ_DEBUG_NOSEAMBLEED
2553 }
2554
2555
2556 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2557 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2558 {
2559         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2560         /* 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 */
2561         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 */
2562         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2563
2564         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2565         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2566
2567         /* in case the rect is outside the mesh 2d bounds */
2568         CLAMP(bucketMin[0], 0, ps->buckets_x);
2569         CLAMP(bucketMin[1], 0, ps->buckets_y);
2570
2571         CLAMP(bucketMax[0], 0, ps->buckets_x);
2572         CLAMP(bucketMax[1], 0, ps->buckets_y);
2573 }
2574
2575 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2576 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2577 {
2578         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2579         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2580
2581         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2582         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2583 }
2584
2585 /* Fill this bucket with pixels from the faces that intersect it.
2586  *
2587  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2588 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2589 {
2590         LinkNode *node;
2591         int face_index, image_index = 0;
2592         ImBuf *ibuf = NULL;
2593         Image *tpage_last = NULL, *tpage;
2594         Image *ima = NULL;
2595
2596         if (ps->image_tot == 1) {
2597                 /* Simple loop, no context switching */
2598                 ibuf = ps->projImages[0].ibuf;
2599                 ima = ps->projImages[0].ima;
2600
2601                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2602                         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);
2603                 }
2604         }
2605         else {
2606
2607                 /* More complicated loop, switch between images */
2608                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2609                         face_index = GET_INT_FROM_POINTER(node->link);
2610
2611                         /* Image context switching */
2612                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2613                         if (tpage_last != tpage) {
2614                                 tpage_last = tpage;
2615
2616                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2617                                         if (ps->projImages[image_index].ima == tpage_last) {
2618                                                 ibuf = ps->projImages[image_index].ibuf;
2619                                                 ima = ps->projImages[image_index].ima;
2620                                                 break;
2621                                         }
2622                                 }
2623                         }
2624                         /* context switching done */
2625
2626                         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);
2627                 }
2628         }
2629
2630         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2631 }
2632
2633
2634 /* We want to know if a bucket and a face overlap in screen-space
2635  *
2636  * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2637  * calculated when it might not be needed later, (at the moment at least)
2638  * obviously it shouldn't have bugs though */
2639
2640 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2641 {
2642         /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2643         rctf bucket_bounds;
2644         float p1[2], p2[2], p3[2], p4[2];
2645         float *v, *v1, *v2, *v3, *v4 = NULL;
2646         int fidx;
2647
2648         project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2649
2650         /* Is one of the faces verts in the bucket bounds? */
2651
2652         fidx = mf->v4 ? 3 : 2;
2653         do {
2654                 v = ps->screenCoords[(*(&mf->v1 + fidx))];
2655                 if (BLI_rctf_isect_pt_v(&bucket_bounds, v)) {
2656                         return 1;
2657                 }
2658         } while (fidx--);
2659
2660         v1 = ps->screenCoords[mf->v1];
2661         v2 = ps->screenCoords[mf->v2];
2662         v3 = ps->screenCoords[mf->v3];
2663         if (mf->v4) {
2664                 v4 = ps->screenCoords[mf->v4];
2665         }
2666
2667         p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
2668         p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
2669         p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
2670         p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
2671
2672         if (mf->v4) {
2673                 if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
2674                     isect_point_quad_v2(p2, v1, v2, v3, v4) ||
2675                     isect_point_quad_v2(p3, v1, v2, v3, v4) ||
2676                     isect_point_quad_v2(p4, v1, v2, v3, v4) ||
2677
2678                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2679                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
2680                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
2681                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
2682                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
2683                 {
2684                         return 1;
2685                 }
2686         }
2687         else {
2688                 if (isect_point_tri_v2(p1, v1, v2, v3) ||
2689                     isect_point_tri_v2(p2, v1, v2, v3) ||
2690                     isect_point_tri_v2(p3, v1, v2, v3) ||
2691                     isect_point_tri_v2(p4, v1, v2, v3) ||
2692                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2693                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
2694                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
2695                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
2696                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3)))
2697                 {
2698                         return 1;
2699                 }
2700         }
2701
2702         return 0;
2703 }
2704
2705 /* Add faces to the bucket but don't initialize its pixels
2706  * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
2707 static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
2708 {
2709         float min[2], max[2], *vCoSS;
2710         int bucketMin[2], bucketMax[2]; /* for  ps->bucketRect indexing */
2711         int fidx, bucket_x, bucket_y;
2712         int has_x_isect = -1, has_isect = 0; /* for early loop exit */
2713         MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
2714
2715         INIT_MINMAX2(min, max);
2716
2717         fidx = mf->v4 ? 3 : 2;
2718         do {
2719                 vCoSS = ps->screenCoords[*(&mf->v1 + fidx)];
2720                 minmax_v2v2_v2(min, max, vCoSS);
2721         } while (fidx--);
2722
2723         project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
2724
2725         for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
2726                 has_x_isect = 0;
2727                 for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
2728                         if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
2729                                 int bucket_index = bucket_x + (bucket_y * ps->buckets_x);
2730                                 BLI_linklist_prepend_arena(
2731                                         &ps->bucketFaces[bucket_index],
2732                                         SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
2733                                         arena
2734                                         );
2735
2736                                 has_x_isect = has_isect = 1;
2737                         }
2738                         else if (has_x_isect) {
2739                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2740                                 break;
2741                         }
2742                 }
2743
2744                 /* no intersection for this entire row, after some intersection above means we can quit now */
2745                 if (has_x_isect == 0 && has_isect) {
2746                         break;
2747                 }
2748         }
2749
2750 #ifndef PROJ_DEBUG_NOSEAMBLEED
2751         if (ps->seam_bleed_px > 0.0f) {
2752                 if (!mf->v4) {
2753                         ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
2754                 }
2755                 **ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
2756         }
2757 #endif
2758 }
2759
2760 static int project_paint_view_clip(View3D *v3d, RegionView3D *rv3d, float *clipsta, float *clipend)
2761 {
2762         int orth = ED_view3d_clip_range_get(v3d, rv3d, clipsta, clipend);
2763
2764         if (orth) { /* only needed for ortho */
2765                 float fac = 2.0f / ((*clipend) - (*clipsta));
2766                 *clipsta *= fac;
2767                 *clipend *= fac;
2768         }
2769
2770         return orth;
2771 }
2772
2773 /* run once per stroke before projection painting */
2774 static void project_paint_begin(ProjPaintState *ps)
2775 {
2776         /* Viewport vars */
2777         float mat[3][3];
2778
2779         float no[3];
2780
2781         float *projScreenCo; /* Note, we could have 4D vectors are only needed for */
2782         float projMargin;
2783
2784         /* Image Vars - keep track of images we have used */
2785         LinkNode *image_LinkList = NULL;
2786         LinkNode *node;
2787
2788         ProjPaintImage *projIma;
2789         Image *tpage_last = NULL, *tpage;
2790
2791         /* Face vars */
2792         MFace *mf;
2793         MTFace *tf;
2794
2795         int a, i; /* generic looping vars */
2796         int image_index = -1, face_index;
2797         MVert *mv;
2798
2799         MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
2800
2801         const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
2802
2803         /* ---- end defines ---- */
2804
2805         if (ps->source == PROJ_SRC_VIEW)
2806                 ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat);  /* faster clipping lookups */
2807
2808         /* paint onto the derived mesh */
2809
2810         /* Workaround for subsurf selection, try the display mesh first */
2811         if (ps->source == PROJ_SRC_IMAGE_CAM) {
2812                 /* using render mesh, assume only camera was rendered from */
2813                 ps->dm = mesh_create_derived_render(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2814                 ps->dm_release = TRUE;
2815         }
2816         else if (ps->ob->derivedFinal && CustomData_has_layer(&ps->ob->derivedFinal->faceData, CD_MTFACE)) {
2817                 ps->dm = ps->ob->derivedFinal;
2818                 ps->dm_release = FALSE;
2819         }
2820         else {
2821                 ps->dm = mesh_get_derived_final(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2822                 ps->dm_release = TRUE;
2823         }
2824
2825         if (!CustomData_has_layer(&ps->dm->faceData, CD_MTFACE) ) {
2826
2827                 if (ps->dm_release)
2828                         ps->dm->release(ps->dm);
2829
2830                 ps->dm = NULL;
2831                 return;
2832         }
2833
2834         ps->dm_mvert = ps->dm->getVertArray(ps->dm);
2835         ps->dm_mface = ps->dm->getTessFaceArray(ps->dm);
2836         ps->dm_mtface = ps->dm->getTessFaceDataArray(ps->dm, CD_MTFACE);
2837
2838         ps->dm_totvert = ps->dm->getNumVerts(ps->dm);
2839         ps->dm_totface = ps->dm->getNumTessFaces(ps->dm);
2840
2841         /* use clone mtface? */
2842
2843
2844         /* Note, use the original mesh for getting the clone and mask layer index
2845          * this avoids re-generating the derived mesh just to get the new index */
2846         if (ps->do_layer_clone) {
2847                 //int layer_num = CustomData_get_clone_layer(&ps->dm->faceData, CD_MTFACE);
2848                 int layer_num = CustomData_get_clone_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
2849                 if (layer_num != -1)
2850                         ps->dm_mtface_clone = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
2851
2852                 if (ps->dm_mtface_clone == NULL || ps->dm_mtface_clone == ps->dm_mtface) {
2853                         ps->do_layer_clone = FALSE;
2854                         ps->dm_mtface_clone = NULL;
2855                         printf("ACK!\n");
2856                 }
2857         }
2858
2859         if (ps->do_layer_stencil) {
2860                 //int layer_num = CustomData_get_stencil_layer(&ps->dm->faceData, CD_MTFACE);
2861                 int layer_num = CustomData_get_stencil_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
2862                 if (layer_num != -1)
2863                         ps->dm_mtface_stencil = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
2864
2865                 if (ps->dm_mtface_stencil == NULL || ps->dm_mtface_stencil == ps->dm_mtface) {
2866                         ps->do_layer_stencil = FALSE;
2867                         ps->dm_mtface_stencil = NULL;
2868                 }
2869         }
2870
2871         /* when using subsurf or multires, mface arrays are thrown away, we need to keep a copy */
2872         if (ps->dm->type != DM_TYPE_CDDM) {
2873                 ps->dm_mvert = MEM_dupallocN(ps->dm_mvert);
2874                 ps->dm_mface = MEM_dupallocN(ps->dm_mface);
2875                 /* looks like these are ok for now.*/
2876 #if 0
2877                 ps->dm_mtface = MEM_dupallocN(ps->dm_mtface);
2878                 ps->dm_mtface_clone = MEM_dupallocN(ps->dm_mtface_clone);
2879                 ps->dm_mtface_stencil = MEM_dupallocN(ps->dm_mtface_stencil);