Merging r58073 through r58111 from trunk into soc-2013-depsgraph_mt
[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_blenlib.h"
44 #include "BLI_linklist.h"
45 #include "BLI_math.h"
46 #include "BLI_math_color_blend.h"
47 #include "BLI_memarena.h"
48 #include "BLI_threads.h"
49 #include "BLI_utildefines.h"
50
51 #include "PIL_time.h"
52
53 #include "IMB_imbuf.h"
54 #include "IMB_imbuf_types.h"
55
56 #include "DNA_brush_types.h"
57 #include "DNA_mesh_types.h"
58 #include "DNA_node_types.h"
59 #include "DNA_object_types.h"
60
61 #include "BKE_camera.h"
62 #include "BKE_context.h"
63 #include "BKE_depsgraph.h"
64 #include "BKE_DerivedMesh.h"
65 #include "BKE_idprop.h"
66 #include "BKE_brush.h"
67 #include "BKE_image.h"
68 #include "BKE_library.h"
69 #include "BKE_main.h"
70 #include "BKE_mesh.h"
71 #include "BKE_node.h"
72 #include "BKE_object.h"
73 #include "BKE_paint.h"
74 #include "BKE_report.h"
75 #include "BKE_scene.h"
76 #include "BKE_colortools.h"
77
78 #include "BKE_editmesh.h"
79
80 #include "BIF_gl.h"
81 #include "BIF_glutil.h"
82
83 #include "UI_view2d.h"
84
85 #include "ED_image.h"
86 #include "ED_screen.h"
87 #include "ED_sculpt.h"
88 #include "ED_uvedit.h"
89 #include "ED_view3d.h"
90 #include "ED_mesh.h"
91
92 #include "GPU_extensions.h"
93
94 #include "WM_api.h"
95 #include "WM_types.h"
96
97 #include "RNA_access.h"
98 #include "RNA_define.h"
99 #include "RNA_enum_types.h"
100
101 #include "GPU_draw.h"
102
103 #include "IMB_colormanagement.h"
104
105 #include "paint_intern.h"
106
107 /* Defines and Structs */
108 /* FTOCHAR as inline function */
109 BLI_INLINE unsigned char f_to_char(const float val)
110 {
111         return FTOCHAR(val);
112 }
113
114 /* ProjectionPaint defines */
115
116 /* approx the number of buckets to have under the brush,
117  * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
118  *
119  * When 3 - a brush should have ~9 buckets under it at once
120  * ...this helps for threading while painting as well as
121  * avoiding initializing pixels that wont touch the brush */
122 #define PROJ_BUCKET_BRUSH_DIV 4
123
124 #define PROJ_BUCKET_RECT_MIN 4
125 #define PROJ_BUCKET_RECT_MAX 256
126
127 #define PROJ_BOUNDBOX_DIV 8
128 #define PROJ_BOUNDBOX_SQUARED  (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
129
130 //#define PROJ_DEBUG_PAINT 1
131 //#define PROJ_DEBUG_NOSEAMBLEED 1
132 //#define PROJ_DEBUG_PRINT_CLIP 1
133 #define PROJ_DEBUG_WINCLIP 1
134
135 /* projectFaceSeamFlags options */
136 //#define PROJ_FACE_IGNORE      (1<<0)  /* When the face is hidden, backfacing or occluded */
137 //#define PROJ_FACE_INIT        (1<<1)  /* When we have initialized the faces data */
138 #define PROJ_FACE_SEAM1 (1 << 0)  /* If this face has a seam on any of its edges */
139 #define PROJ_FACE_SEAM2 (1 << 1)
140 #define PROJ_FACE_SEAM3 (1 << 2)
141 #define PROJ_FACE_SEAM4 (1 << 3)
142
143 #define PROJ_FACE_NOSEAM1   (1 << 4)
144 #define PROJ_FACE_NOSEAM2   (1 << 5)
145 #define PROJ_FACE_NOSEAM3   (1 << 6)
146 #define PROJ_FACE_NOSEAM4   (1 << 7)
147
148 #define PROJ_SRC_VIEW       1
149 #define PROJ_SRC_IMAGE_CAM  2
150 #define PROJ_SRC_IMAGE_VIEW 3
151
152 #define PROJ_VIEW_DATA_ID "view_data"
153 #define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
154
155
156 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
157  * as this number approaches  1.0f the likelihood increases of float precision errors where
158  * it is occluded by an adjacent face */
159 #define PROJ_FACE_SCALE_SEAM    0.99f
160
161 #define PROJ_BUCKET_NULL        0
162 #define PROJ_BUCKET_INIT        (1 << 0)
163 // #define PROJ_BUCKET_CLONE_INIT       (1<<1)
164
165 /* used for testing doubles, if a point is on a line etc */
166 #define PROJ_GEOM_TOLERANCE 0.00075f
167
168 /* vert flags */
169 #define PROJ_VERT_CULL 1
170
171 /* This is mainly a convenience struct used so we can keep an array of images we use
172  * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
173  * because 'partRedrawRect' and 'touch' values would not be thread safe */
174 typedef struct ProjPaintImage {
175         Image *ima;
176         ImBuf *ibuf;
177         ImagePaintPartialRedraw *partRedrawRect;
178         void **undoRect; /* only used to build undo tiles after painting */
179         int touch;
180 } ProjPaintImage;
181
182 /* Main projection painting struct passed to all projection painting functions */
183 typedef struct ProjPaintState {
184         View3D *v3d;
185         RegionView3D *rv3d;
186         ARegion *ar;
187         Scene *scene;
188         int source; /* PROJ_SRC_**** */
189
190         Brush *brush;
191         short tool, blend, mode;
192         int orig_brush_size;
193         Object *ob;
194         /* end similarities with ImagePaintState */
195
196         DerivedMesh    *dm;
197         int dm_totface;
198         int dm_totvert;
199         int dm_release;
200
201         MVert          *dm_mvert;
202         MFace          *dm_mface;
203         MTFace         *dm_mtface;
204         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
205         MTFace         *dm_mtface_stencil;
206
207         /* projection painting only */
208         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
209         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
210         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
211         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
212 #ifndef PROJ_DEBUG_NOSEAMBLEED
213         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
214         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
215         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
216 #endif
217         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
218         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 */
219         int buckets_y;
220
221         ProjPaintImage *projImages;
222
223         int pixel_sizeof;           /* result of project_paint_pixel_sizeof(), constant per stroke */
224
225         int image_tot;              /* size of projectImages array */
226
227         float (*screenCoords)[4];   /* verts projected into floating point screen space */
228
229         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
230         float screenMax[2];
231         float screen_width;         /* Calculated from screenMin & screenMax */
232         float screen_height;
233         int winx, winy;             /* from the carea or from the projection render */
234
235         /* options for projection painting */
236         int do_layer_clone;
237         int do_layer_stencil;
238         int do_layer_stencil_inv;
239
240         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
241         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
242         short do_mask_normal;           /* mask out pixels based on their normals */
243         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
244         float normal_angle;             /* what angle to mask at*/
245         float normal_angle_inner;
246         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
247
248         bool do_face_sel;               /* quick access to (me->editflag & ME_EDIT_PAINT_FACE_SEL) */
249         bool is_ortho;
250         bool do_masking;              /* use masking during painting. Some operations such as airbrush may disable */
251         bool is_texbrush;              /* only to avoid running  */
252         bool is_maskbrush;            /* mask brush is applied before masking */
253         bool is_maskbrush_tiled;      /* mask brush is applied after masking */
254 #ifndef PROJ_DEBUG_NOSEAMBLEED
255         float seam_bleed_px;
256 #endif
257         /* clone vars */
258         float cloneOffset[2];
259
260         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
261         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
262         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
263         float clipsta, clipend;
264
265         /* reproject vars */
266         Image *reproject_image;
267         ImBuf *reproject_ibuf;
268
269         /* threads */
270         int thread_tot;
271         int bucketMin[2];
272         int bucketMax[2];
273         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
274
275         /* redraw */
276         bool need_redraw;
277 } ProjPaintState;
278
279 typedef union pixelPointer {
280         float *f_pt;            /* float buffer */
281         unsigned int *uint_pt; /* 2 ways to access a char buffer */
282         unsigned char *ch_pt;
283 } PixelPointer;
284
285 typedef union pixelStore {
286         unsigned char ch[4];
287         unsigned int uint;
288         float f[4];
289 } PixelStore;
290
291 typedef struct ProjPixel {
292         float projCoSS[2]; /* the floating point screen projection of this pixel */
293         float worldCoSS[3];
294         /* Only used when the airbrush is disabled.
295          * Store the max mask value to avoid painting over an area with a lower opacity
296          * with an advantage that we can avoid touching the pixel at all, if the
297          * new mask value is lower then mask_accum */
298         unsigned short mask_accum;
299
300         /* for various reasons we may want to mask out painting onto this pixel */
301         unsigned short mask;
302
303         short x_px, y_px;
304
305         PixelStore origColor;
306         PixelStore newColor;
307         PixelPointer pixel;
308
309         short image_index; /* if anyone wants to paint onto more than 32768 images they can bite me */
310         unsigned char bb_cell_index;
311 } ProjPixel;
312
313 typedef struct ProjPixelClone {
314         struct ProjPixel __pp;
315         PixelStore clonepx;
316 } ProjPixelClone;
317
318 /* blur, store surrounding colors */
319 #define PROJ_PIXEL_SOFTEN_TOT 4
320 /* blur picking offset (in screenspace) */
321 #define PROJ_PIXEL_SOFTEN_OFS_PX 1.0f
322
323 static const float proj_pixel_soften_v2[PROJ_PIXEL_SOFTEN_TOT][2] = {
324         {-PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
325         { 0.0f,                        -PROJ_PIXEL_SOFTEN_OFS_PX},
326         { 0.0f,                         PROJ_PIXEL_SOFTEN_OFS_PX},
327         { PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
328 };
329
330 /* Finish projection painting structs */
331
332 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
333 {
334         Image *ima;
335
336         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
337                 MFace *mf = ps->dm_mface + face_index;
338                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
339         }
340         else {
341                 ima = dm_mtface[face_index].tpage;
342         }
343
344         return ima;
345 }
346
347 /* fast projection bucket array lookup, use the safe version for bound checking  */
348 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
349 {
350         /* If we were not dealing with screenspace 2D coords we could simple do...
351          * ps->bucketRect[x + (y*ps->buckets_y)] */
352
353         /* please explain?
354          * projCoSS[0] - ps->screenMin[0]   : zero origin
355          * ... / ps->screen_width           : range from 0.0 to 1.0
356          * ... * ps->buckets_x              : use as a bucket index
357          *
358          * Second multiplication does similar but for vertical offset
359          */
360         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
361                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
362 }
363
364 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
365 {
366         int bucket_index = project_bucket_offset(ps, projCoSS);
367
368         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
369                 return -1;
370         }
371         else {
372                 return bucket_index;
373         }
374 }
375
376 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
377 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])
378 {
379         float wtot_inv, wtot;
380
381         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
382         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
383         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
384         wtot = w[0] + w[1] + w[2];
385
386         if (wtot != 0.0f) {
387                 wtot_inv = 1.0f / wtot;
388
389                 w[0] = w[0] * wtot_inv;
390                 w[1] = w[1] * wtot_inv;
391                 w[2] = w[2] * wtot_inv;
392         }
393         else /* dummy values for zero area face */
394                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
395 }
396
397 static float VecZDepthOrtho(const float pt[2],
398                             const float v1[3], const float v2[3], const float v3[3],
399                             float w[3])
400 {
401         barycentric_weights_v2(v1, v2, v3, pt, w);
402         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
403 }
404
405 static float VecZDepthPersp(const float pt[2],
406                             const float v1[4], const float v2[4], const float v3[4],
407                             float w[3])
408 {
409         float wtot_inv, wtot;
410         float w_tmp[3];
411
412         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
413         /* for the depth we need the weights to match what
414          * barycentric_weights_v2 would return, in this case its easiest just to
415          * undo the 4th axis division and make it unit-sum
416          *
417          * don't call barycentric_weights_v2() because our callers expect 'w'
418          * to be weighted from the perspective */
419         w_tmp[0] = w[0] * v1[3];
420         w_tmp[1] = w[1] * v2[3];
421         w_tmp[2] = w[2] * v3[3];
422
423         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
424
425         if (wtot != 0.0f) {
426                 wtot_inv = 1.0f / wtot;
427
428                 w_tmp[0] = w_tmp[0] * wtot_inv;
429                 w_tmp[1] = w_tmp[1] * wtot_inv;
430                 w_tmp[2] = w_tmp[2] * wtot_inv;
431         }
432         else /* dummy values for zero area face */
433                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
434         /* done mimicing barycentric_weights_v2() */
435
436         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
437 }
438
439
440 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
441 static int project_paint_PickFace(const ProjPaintState *ps, const float pt[2], float w[3], int *side)
442 {
443         LinkNode *node;
444         float w_tmp[3];
445         float *v1, *v2, *v3, *v4;
446         int bucket_index;
447         int face_index;
448         int best_side = -1;
449         int best_face_index = -1;
450         float z_depth_best = FLT_MAX, z_depth;
451         MFace *mf;
452
453         bucket_index = project_bucket_offset_safe(ps, pt);
454         if (bucket_index == -1)
455                 return -1;
456
457
458
459         /* we could return 0 for 1 face buckets, as long as this function assumes
460          * that the point its testing is only every originated from an existing face */
461
462         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
463                 face_index = GET_INT_FROM_POINTER(node->link);
464                 mf = ps->dm_mface + face_index;
465
466                 v1 = ps->screenCoords[mf->v1];
467                 v2 = ps->screenCoords[mf->v2];
468                 v3 = ps->screenCoords[mf->v3];
469
470                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
471                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
472                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
473
474                         if (z_depth < z_depth_best) {
475                                 best_face_index = face_index;
476                                 best_side = 0;
477                                 z_depth_best = z_depth;
478                                 copy_v3_v3(w, w_tmp);
479                         }
480                 }
481                 else if (mf->v4) {
482                         v4 = ps->screenCoords[mf->v4];
483
484                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
485                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
486                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
487
488                                 if (z_depth < z_depth_best) {
489                                         best_face_index = face_index;
490                                         best_side = 1;
491                                         z_depth_best = z_depth;
492                                         copy_v3_v3(w, w_tmp);
493                                 }
494                         }
495                 }
496         }
497
498         *side = best_side;
499         return best_face_index; /* will be -1 or a valid face */
500 }
501
502 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
503 static void uvco_to_wrapped_pxco(const float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
504 {
505         /* use */
506         *x = (float)fmodf(uv[0], 1.0f);
507         *y = (float)fmodf(uv[1], 1.0f);
508
509         if (*x < 0.0f) *x += 1.0f;
510         if (*y < 0.0f) *y += 1.0f;
511
512         *x = *x * ibuf_x - 0.5f;
513         *y = *y * ibuf_y - 0.5f;
514 }
515
516 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
517 static int project_paint_PickColor(const ProjPaintState *ps, const float pt[2],
518                                    float *rgba_fp, unsigned char *rgba, const int interp)
519 {
520         float w[3], uv[2];
521         int side;
522         int face_index;
523         MTFace *tf;
524         Image *ima;
525         ImBuf *ibuf;
526         int xi, yi;
527
528
529         face_index = project_paint_PickFace(ps, pt, w, &side);
530
531         if (face_index == -1)
532                 return 0;
533
534         tf = ps->dm_mtface + face_index;
535
536         if (side == 0) {
537                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
538         }
539         else { /* QUAD */
540                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
541         }
542
543         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
544         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
545         if (!ibuf) return 0;
546
547         if (interp) {
548                 float x, y;
549                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
550
551                 if (ibuf->rect_float) {
552                         if (rgba_fp) {
553                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
554                         }
555                         else {
556                                 float rgba_tmp_f[4];
557                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
558                                 premul_float_to_straight_uchar(rgba, rgba_tmp_f);
559                         }
560                 }
561                 else {
562                         if (rgba) {
563                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
564                         }
565                         else {
566                                 unsigned char rgba_tmp[4];
567                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
568                                 straight_uchar_to_premul_float(rgba_fp, rgba_tmp);
569                         }
570                 }
571         }
572         else {
573                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
574                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
575                 //if (xi < 0 || xi >= ibuf->x  ||  yi < 0 || yi >= ibuf->y) return 0;
576
577                 /* wrap */
578                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
579                 if (xi < 0) xi += ibuf->x;
580                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
581                 if (yi < 0) yi += ibuf->y;
582
583
584                 if (rgba) {
585                         if (ibuf->rect_float) {
586                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
587                                 premul_float_to_straight_uchar(rgba, rgba_tmp_fp);
588                         }
589                         else {
590                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
591                         }
592                 }
593
594                 if (rgba_fp) {
595                         if (ibuf->rect_float) {
596                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
597                         }
598                         else {
599                                 unsigned char *tmp_ch = ((unsigned char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
600                                 straight_uchar_to_premul_float(rgba_fp, tmp_ch);
601                         }
602                 }
603         }
604         return 1;
605 }
606
607 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
608  * return...
609  *  0   : no occlusion
610  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
611  *  1   : occluded
612  *  2   : occluded with w[3] weights set (need to know in some cases) */
613
614 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
615 {
616         /* if all are behind us, return false */
617         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
618                 return 0;
619
620         /* do a 2D point in try intersection */
621         if (!isect_point_tri_v2(pt, v1, v2, v3))
622                 return 0;  /* we know there is  */
623
624
625         /* From here on we know there IS an intersection */
626         /* if ALL of the verts are infront of us then we know it intersects ? */
627         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
628                 return 1;
629         }
630         else {
631                 /* we intersect? - find the exact depth at the point of intersection */
632                 /* Is this point is occluded by another face? */
633                 if (is_ortho) {
634                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
635                 }
636                 else {
637                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
638                 }
639         }
640         return -1;
641 }
642
643
644 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
645                                           float pt[3], float v1[4], float v2[4], float v3[4],
646                                           const int side)
647 {
648         float w[3], wco[3];
649         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
650
651         if (ret <= 0)
652                 return ret;
653
654         if (ret == 1) { /* weights not calculated */
655                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
656                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
657         }
658
659         /* Test if we're in the clipped area, */
660         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);
661         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
662
663         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
664                 return 1;
665         }
666
667         return -1;
668 }
669
670
671 /* Check if a screenspace location is occluded by any other faces
672  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
673  * and doesn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
674 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
675 {
676         MFace *mf;
677         int face_index;
678         int isect_ret;
679         float w[3]; /* not needed when clipping */
680         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
681
682         /* we could return 0 for 1 face buckets, as long as this function assumes
683          * that the point its testing is only every originated from an existing face */
684
685         for (; bucketFace; bucketFace = bucketFace->next) {
686                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
687
688                 if (orig_face != face_index) {
689                         mf = ps->dm_mface + face_index;
690                         if (do_clip)
691                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
692                         else
693                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
694
695                         /* Note, if (isect_ret == -1) then we don't want to test the other side of the quad */
696                         if (isect_ret == 0 && mf->v4) {
697                                 if (do_clip)
698                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
699                                 else
700                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
701                         }
702                         if (isect_ret >= 1) {
703                                 /* TODO - we may want to cache the first hit,
704                                  * it is not possible to swap the face order in the list anymore */
705                                 return 1;
706                         }
707                 }
708         }
709         return 0;
710 }
711
712 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
713  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
714 #define ISECT_TRUE 1
715 #define ISECT_TRUE_P1 2
716 #define ISECT_TRUE_P2 3
717 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
718 {
719         float y_diff;
720
721         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
722                 *x_isect = p1[0];
723                 return ISECT_TRUE_P1;
724         }
725         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
726                 *x_isect = p2[0];
727                 return ISECT_TRUE_P2;
728         }
729
730         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
731
732         if (y_diff < 0.000001f) {
733                 *x_isect = (p1[0] + p2[0]) * 0.5f;
734                 return ISECT_TRUE;
735         }
736
737         if (p1[1] > y_level && p2[1] < y_level) {
738                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
739                 return ISECT_TRUE;
740         }
741         else if (p1[1] < y_level && p2[1] > y_level) {
742                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
743                 return ISECT_TRUE;
744         }
745         else {
746                 return 0;
747         }
748 }
749
750 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
751 {
752         float x_diff;
753
754         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
755                 *y_isect = p1[1];
756                 return ISECT_TRUE_P1;
757         }
758         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
759                 *y_isect = p2[1];
760                 return ISECT_TRUE_P2;
761         }
762
763         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
764
765         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
766                 *y_isect = (p1[0] + p2[0]) * 0.5f;
767                 return ISECT_TRUE;
768         }
769
770         if (p1[0] > x_level && p2[0] < x_level) {
771                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
772                 return ISECT_TRUE;
773         }
774         else if (p1[0] < x_level && p2[0] > x_level) {
775                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
776                 return ISECT_TRUE;
777         }
778         else {
779                 return 0;
780         }
781 }
782
783 /* simple func use for comparing UV locations to check if there are seams.
784  * Its possible this gives incorrect results, when the UVs for 1 face go into the next
785  * tile, but do not do this for the adjacent face, it could return a false positive.
786  * This is so unlikely that Id not worry about it. */
787 #ifndef PROJ_DEBUG_NOSEAMBLEED
788 static int cmp_uv(const float vec2a[2], const float vec2b[2])
789 {
790         /* if the UV's are not between 0.0 and 1.0 */
791         float xa = (float)fmodf(vec2a[0], 1.0f);
792         float ya = (float)fmodf(vec2a[1], 1.0f);
793
794         float xb = (float)fmodf(vec2b[0], 1.0f);
795         float yb = (float)fmodf(vec2b[1], 1.0f);
796
797         if (xa < 0.0f) xa += 1.0f;
798         if (ya < 0.0f) ya += 1.0f;
799
800         if (xb < 0.0f) xb += 1.0f;
801         if (yb < 0.0f) yb += 1.0f;
802
803         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
804 }
805 #endif
806
807 /* set min_px and max_px to the image space bounds of the UV coords
808  * return zero if there is no area in the returned rectangle */
809 #ifndef PROJ_DEBUG_NOSEAMBLEED
810 static int pixel_bounds_uv(
811         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
812         rcti *bounds_px,
813         const int ibuf_x, const int ibuf_y,
814         int is_quad
815         )
816 {
817         float min_uv[2], max_uv[2]; /* UV bounds */
818
819         INIT_MINMAX2(min_uv, max_uv);
820
821         minmax_v2v2_v2(min_uv, max_uv, uv1);
822         minmax_v2v2_v2(min_uv, max_uv, uv2);
823         minmax_v2v2_v2(min_uv, max_uv, uv3);
824         if (is_quad)
825                 minmax_v2v2_v2(min_uv, max_uv, uv4);
826
827         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
828         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
829
830         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
831         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
832
833         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
834
835         /* face uses no UV area when quantized to pixels? */
836         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
837 }
838 #endif
839
840 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
841 {
842         float min_uv[2], max_uv[2]; /* UV bounds */
843
844         if (tot == 0) {
845                 return 0;
846         }
847
848         INIT_MINMAX2(min_uv, max_uv);
849
850         while (tot--) {
851                 minmax_v2v2_v2(min_uv, max_uv, (*uv));
852                 uv++;
853         }
854
855         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
856         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
857
858         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
859         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
860
861         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
862
863         /* face uses no UV area when quantized to pixels? */
864         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
865 }
866
867 #ifndef PROJ_DEBUG_NOSEAMBLEED
868
869 /* This function returns 1 if this face has a seam along the 2 face-vert indices
870  * 'orig_i1_fidx' and 'orig_i2_fidx' */
871 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)
872 {
873         LinkNode *node;
874         int face_index;
875         unsigned int i1, i2;
876         int i1_fidx = -1, i2_fidx = -1; /* index in face */
877         MFace *mf;
878         MTFace *tf;
879         const MFace *orig_mf = ps->dm_mface + orig_face;
880         const MTFace *orig_tf = ps->dm_mtface + orig_face;
881
882         /* vert indices from face vert order indices */
883         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
884         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
885
886         for (node = ps->vertFaces[i1]; node; node = node->next) {
887                 face_index = GET_INT_FROM_POINTER(node->link);
888
889                 if (face_index != orig_face) {
890                         mf = ps->dm_mface + face_index;
891                         /* could check if the 2 faces images match here,
892                          * but then there wouldn't be a way to return the opposite face's info */
893
894
895                         /* We need to know the order of the verts in the adjacent face
896                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
897                         if      (mf->v1 == i1) i1_fidx = 0;
898                         else if (mf->v2 == i1) i1_fidx = 1;
899                         else if (mf->v3 == i1) i1_fidx = 2;
900                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
901
902                         if      (mf->v1 == i2) i2_fidx = 0;
903                         else if (mf->v2 == i2) i2_fidx = 1;
904                         else if (mf->v3 == i2) i2_fidx = 2;
905                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
906
907                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
908                         if (i2_fidx != -1) {
909                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
910                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
911
912                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
913                                 tf = ps->dm_mtface + face_index;
914
915                                 /* set up the other face */
916                                 *other_face = face_index;
917                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
918
919                                 /* first test if they have the same image */
920                                 if ((orig_tpage == tpage) &&
921                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
922                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
923                                 {
924                                         // printf("SEAM (NONE)\n");
925                                         return 0;
926
927                                 }
928                                 else {
929                                         // printf("SEAM (UV GAP)\n");
930                                         return 1;
931                                 }
932                         }
933                 }
934         }
935         // printf("SEAM (NO FACE)\n");
936         *other_face = -1;
937         return 1;
938 }
939
940 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
941  * since the outset coords are a margin that keep an even distance from the original UV's,
942  * note that the image aspect is taken into account */
943 static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler,
944                             const int ibuf_x, const int ibuf_y, const int is_quad)
945 {
946         float a1, a2, a3, a4 = 0.0f;
947         float puv[4][2]; /* pixelspace uv's */
948         float no1[2], no2[2], no3[2], no4[2]; /* normals */
949         float dir1[2], dir2[2], dir3[2], dir4[2];
950         float ibuf_inv[2];
951
952         ibuf_inv[0] = 1.0f / (float)ibuf_x;
953         ibuf_inv[1] = 1.0f / (float)ibuf_y;
954
955         /* make UV's in pixel space so we can */
956         puv[0][0] = orig_uv[0][0] * ibuf_x;
957         puv[0][1] = orig_uv[0][1] * ibuf_y;
958
959         puv[1][0] = orig_uv[1][0] * ibuf_x;
960         puv[1][1] = orig_uv[1][1] * ibuf_y;
961
962         puv[2][0] = orig_uv[2][0] * ibuf_x;
963         puv[2][1] = orig_uv[2][1] * ibuf_y;
964
965         if (is_quad) {
966                 puv[3][0] = orig_uv[3][0] * ibuf_x;
967                 puv[3][1] = orig_uv[3][1] * ibuf_y;
968         }
969
970         /* face edge directions */
971         sub_v2_v2v2(dir1, puv[1], puv[0]);
972         sub_v2_v2v2(dir2, puv[2], puv[1]);
973         normalize_v2(dir1);
974         normalize_v2(dir2);
975
976         if (is_quad) {
977                 sub_v2_v2v2(dir3, puv[3], puv[2]);
978                 sub_v2_v2v2(dir4, puv[0], puv[3]);
979                 normalize_v2(dir3);
980                 normalize_v2(dir4);
981         }
982         else {
983                 sub_v2_v2v2(dir3, puv[0], puv[2]);
984                 normalize_v2(dir3);
985         }
986
987         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
988          * This is incorrect. Its already given radians but without it wont work.
989          * need to look into a fix - campbell */
990         if (is_quad) {
991                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
992                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
993                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
994                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
995         }
996         else {
997                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
998                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
999                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1000         }
1001
1002         if (is_quad) {
1003                 sub_v2_v2v2(no1, dir4, dir1);
1004                 sub_v2_v2v2(no2, dir1, dir2);
1005                 sub_v2_v2v2(no3, dir2, dir3);
1006                 sub_v2_v2v2(no4, dir3, dir4);
1007                 normalize_v2(no1);
1008                 normalize_v2(no2);
1009                 normalize_v2(no3);
1010                 normalize_v2(no4);
1011                 mul_v2_fl(no1, a1 * scaler);
1012                 mul_v2_fl(no2, a2 * scaler);
1013                 mul_v2_fl(no3, a3 * scaler);
1014                 mul_v2_fl(no4, a4 * scaler);
1015                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1016                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1017                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1018                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1019                 mul_v2_v2(outset_uv[0], ibuf_inv);
1020                 mul_v2_v2(outset_uv[1], ibuf_inv);
1021                 mul_v2_v2(outset_uv[2], ibuf_inv);
1022                 mul_v2_v2(outset_uv[3], ibuf_inv);
1023         }
1024         else {
1025                 sub_v2_v2v2(no1, dir3, dir1);
1026                 sub_v2_v2v2(no2, dir1, dir2);
1027                 sub_v2_v2v2(no3, dir2, dir3);
1028                 normalize_v2(no1);
1029                 normalize_v2(no2);
1030                 normalize_v2(no3);
1031                 mul_v2_fl(no1, a1 * scaler);
1032                 mul_v2_fl(no2, a2 * scaler);
1033                 mul_v2_fl(no3, a3 * scaler);
1034                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1035                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1036                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1037
1038                 mul_v2_v2(outset_uv[0], ibuf_inv);
1039                 mul_v2_v2(outset_uv[1], ibuf_inv);
1040                 mul_v2_v2(outset_uv[2], ibuf_inv);
1041         }
1042 }
1043
1044 /*
1045  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1046  * 1<<i - where i is (0-3)
1047  *
1048  * If we're multithreadng, make sure threads are locked when this is called
1049  */
1050 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1051 {
1052         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1053         int fidx1 = is_quad ? 3 : 2;
1054         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 */
1055
1056         do {
1057                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1058                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1059                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1060                                 if (other_face != -1)
1061                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1062                         }
1063                         else {
1064                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1065                                 if (other_face != -1)
1066                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1067                         }
1068                 }
1069
1070                 fidx2 = fidx1;
1071         } while (fidx1--);
1072 }
1073 #endif // PROJ_DEBUG_NOSEAMBLEED
1074
1075
1076 /* Converts a UV location to a 3D screenspace location
1077  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1078  *
1079  * This is used for finding a pixels location in screenspace for painting */
1080 static void screen_px_from_ortho(
1081         float uv[2],
1082         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1083         float uv1co[2], float uv2co[2], float uv3co[2],
1084         float pixelScreenCo[4],
1085         float w[3])
1086 {
1087         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1088         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1089 }
1090
1091 /* same as screen_px_from_ortho except we need to take into account
1092  * the perspective W coord for each vert */
1093 static void screen_px_from_persp(
1094         float uv[2],
1095         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1096         float uv1co[2], float uv2co[2], float uv3co[2],
1097         float pixelScreenCo[4],
1098         float w[3])
1099 {
1100
1101         float wtot_inv, wtot;
1102         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1103
1104         /* re-weight from the 4th coord of each screen vert */
1105         w[0] *= v1co[3];
1106         w[1] *= v2co[3];
1107         w[2] *= v3co[3];
1108
1109         wtot = w[0] + w[1] + w[2];
1110
1111         if (wtot > 0.0f) {
1112                 wtot_inv = 1.0f / wtot;
1113                 w[0] *= wtot_inv;
1114                 w[1] *= wtot_inv;
1115                 w[2] *= wtot_inv;
1116         }
1117         else {
1118                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1119         }
1120         /* done re-weighting */
1121
1122         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1123 }
1124
1125
1126 /* same as screen_px_from_persp except we return ortho weights back to the caller.
1127  * These weights will be used to determine correct interpolation of uvs in cloned uv layer */
1128 static void screen_px_from_persp_ortho_weights(
1129         float uv[2],
1130         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1131         float uv1co[2], float uv2co[2], float uv3co[2],
1132         float pixelScreenCo[4],
1133         float w[3])
1134 {
1135         float w_int[3];
1136         float wtot_inv, wtot;
1137         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1138
1139         /* re-weight from the 4th coord of each screen vert */
1140         w_int[0] = w[0] * v1co[3];
1141         w_int[1] = w[1] * v2co[3];
1142         w_int[2] = w[2] * v3co[3];
1143
1144         wtot = w_int[0] + w_int[1] + w_int[2];
1145
1146         if (wtot > 0.0f) {
1147                 wtot_inv = 1.0f / wtot;
1148                 w_int[0] *= wtot_inv;
1149                 w_int[1] *= wtot_inv;
1150                 w_int[2] *= wtot_inv;
1151         }
1152         else {
1153                 w[0] = w[1] = w[2] =
1154                 w_int[0] = w_int[1] = w_int[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1155         }
1156         /* done re-weighting */
1157
1158         /* do interpolation based on projected weight */
1159         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w_int);
1160 }
1161
1162
1163 static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3],
1164                                int side, unsigned char rgba_ub[4], float rgba_f[4])
1165 {
1166         float *uvCo1, *uvCo2, *uvCo3;
1167         float uv_other[2], x, y;
1168
1169         uvCo1 =  (float *)tf_other->uv[0];
1170         if (side == 1) {
1171                 uvCo2 =  (float *)tf_other->uv[2];
1172                 uvCo3 =  (float *)tf_other->uv[3];
1173         }
1174         else {
1175                 uvCo2 =  (float *)tf_other->uv[1];
1176                 uvCo3 =  (float *)tf_other->uv[2];
1177         }
1178
1179         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1180
1181         /* use */
1182         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1183
1184
1185         if (ibuf_other->rect_float) { /* from float to float */
1186                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1187         }
1188         else { /* from char to float */
1189                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1190         }
1191
1192 }
1193
1194 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1195 static float project_paint_uvpixel_mask(
1196         const ProjPaintState *ps,
1197         const int face_index,
1198         const int side,
1199         const float w[3])
1200 {
1201         float mask;
1202
1203         /* Image Mask */
1204         if (ps->do_layer_stencil) {
1205                 /* another UV maps image is masking this one's */
1206                 ImBuf *ibuf_other;
1207                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1208                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1209
1210                 if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1211                         /* BKE_image_acquire_ibuf - TODO - this may be slow */
1212                         unsigned char rgba_ub[4];
1213                         float rgba_f[4];
1214
1215                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1216
1217                         if (ibuf_other->rect_float) { /* from float to float */
1218                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) * (1.0f / 3.0f)) * rgba_f[3];
1219                         }
1220                         else { /* from char to float */
1221                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) * (1.0f / (255.0f * 3.0f))) * (rgba_ub[3] * (1.0f / 255.0f));
1222                         }
1223
1224                         BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1225
1226                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1227                                 mask = (1.0f - mask);
1228
1229                         if (mask == 0.0f) {
1230                                 return 0.0f;
1231                         }
1232                 }
1233                 else {
1234                         return 0.0f;
1235                 }
1236         }
1237         else {
1238                 mask = 1.0f;
1239         }
1240
1241         /* calculate mask */
1242         if (ps->do_mask_normal) {
1243                 MFace *mf = &ps->dm_mface[face_index];
1244                 float no[3], angle;
1245                 if (mf->flag & ME_SMOOTH) {
1246                         short *no1, *no2, *no3;
1247                         no1 = ps->dm_mvert[mf->v1].no;
1248                         if (side == 1) {
1249                                 no2 = ps->dm_mvert[mf->v3].no;
1250                                 no3 = ps->dm_mvert[mf->v4].no;
1251                         }
1252                         else {
1253                                 no2 = ps->dm_mvert[mf->v2].no;
1254                                 no3 = ps->dm_mvert[mf->v3].no;
1255                         }
1256
1257                         no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1258                         no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1259                         no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1260                         normalize_v3(no);
1261                 }
1262                 else {
1263                         /* incase the */
1264 #if 1
1265                         /* normalizing per pixel isn't optimal, we could cache or check ps->*/
1266                         if (mf->v4)
1267                                 normal_quad_v3(no,
1268                                                ps->dm_mvert[mf->v1].co,
1269                                                ps->dm_mvert[mf->v2].co,
1270                                                ps->dm_mvert[mf->v3].co,
1271                                                ps->dm_mvert[mf->v4].co);
1272                         else
1273                                 normal_tri_v3(no,
1274                                               ps->dm_mvert[mf->v1].co,
1275                                               ps->dm_mvert[mf->v2].co,
1276                                               ps->dm_mvert[mf->v3].co);
1277 #else
1278                         /* don't use because some modifiers dont have normal data (subsurf for eg) */
1279                         copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
1280 #endif
1281                 }
1282
1283                 /* now we can use the normal as a mask */
1284                 if (ps->is_ortho) {
1285                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1286                 }
1287                 else {
1288                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1289                         float viewDirPersp[3];
1290                         float *co1, *co2, *co3;
1291                         co1 = ps->dm_mvert[mf->v1].co;
1292                         if (side == 1) {
1293                                 co2 = ps->dm_mvert[mf->v3].co;
1294                                 co3 = ps->dm_mvert[mf->v4].co;
1295                         }
1296                         else {
1297                                 co2 = ps->dm_mvert[mf->v2].co;
1298                                 co3 = ps->dm_mvert[mf->v3].co;
1299                         }
1300
1301                         /* Get the direction from the viewPoint to the pixel and normalize */
1302                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1303                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1304                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1305                         normalize_v3(viewDirPersp);
1306
1307                         angle = angle_normalized_v3v3(viewDirPersp, no);
1308                 }
1309
1310                 if (angle >= ps->normal_angle) {
1311                         return 0.0f; /* outsize the normal limit*/
1312                 }
1313                 else if (angle > ps->normal_angle_inner) {
1314                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1315                 } /* otherwise no mask normal is needed, were within the limit */
1316         }
1317
1318         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1319          * so don't use it. */
1320         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1321
1322         return mask;
1323 }
1324
1325 static int project_paint_pixel_sizeof(const short tool)
1326 {
1327         if ((tool == PAINT_TOOL_CLONE) || (tool == PAINT_TOOL_SMEAR)) {
1328                 return sizeof(ProjPixelClone);
1329         }
1330         else {
1331                 return sizeof(ProjPixel);
1332         }
1333 }
1334
1335
1336 /* run this function when we know a bucket's, face's pixel can be initialized,
1337  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1338 static ProjPixel *project_paint_uvpixel_init(
1339         const ProjPaintState *ps,
1340         MemArena *arena,
1341         const ImBuf *ibuf,
1342         short x_px, short y_px,
1343         const float mask,
1344         const int face_index,
1345         const int image_index,
1346         const float pixelScreenCo[4],
1347         const float world_spaceCo[3],
1348         const int side,
1349         const float w[3])
1350 {
1351         ProjPixel *projPixel;
1352
1353         /* wrap pixel location */
1354         x_px = x_px % ibuf->x;
1355         if (x_px < 0) x_px += ibuf->x;
1356         y_px = y_px % ibuf->y;
1357         if (y_px < 0) y_px += ibuf->y;
1358
1359         BLI_assert(ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool));
1360         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, ps->pixel_sizeof);
1361         //memset(projPixel, 0, size);
1362
1363         if (ibuf->rect_float) {
1364                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1365                 projPixel->origColor.f[0] = projPixel->pixel.f_pt[0];
1366                 projPixel->origColor.f[1] = projPixel->pixel.f_pt[1];
1367                 projPixel->origColor.f[2] = projPixel->pixel.f_pt[2];
1368                 projPixel->origColor.f[3] = projPixel->pixel.f_pt[3];
1369                 zero_v4(projPixel->newColor.f);
1370         }
1371         else {
1372                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1373                 projPixel->origColor.uint = *projPixel->pixel.uint_pt;
1374                 projPixel->newColor.uint = 0;
1375         }
1376
1377         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1378         if (ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D) {
1379                 copy_v3_v3(projPixel->worldCoSS, world_spaceCo);
1380         }
1381
1382         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1383
1384         projPixel->x_px = x_px;
1385         projPixel->y_px = y_px;
1386
1387         projPixel->mask = (unsigned short)(mask * 65535);
1388         projPixel->mask_accum = 0;
1389
1390         /* which bounding box cell are we in?, needed for undo */
1391         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1392                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1393
1394         /* done with view3d_project_float inline */
1395         if (ps->tool == PAINT_TOOL_CLONE) {
1396                 if (ps->dm_mtface_clone) {
1397                         ImBuf *ibuf_other;
1398                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1399                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1400
1401                         if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1402                                 /* BKE_image_acquire_ibuf - TODO - this may be slow */
1403
1404                                 if (ibuf->rect_float) {
1405                                         if (ibuf_other->rect_float) { /* from float to float */
1406                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1407                                         }
1408                                         else { /* from char to float */
1409                                                 unsigned char rgba_ub[4];
1410                                                 float rgba[4];
1411                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1412                                                 srgb_to_linearrgb_uchar4(rgba, rgba_ub);
1413                                                 straight_to_premul_v4_v4(((ProjPixelClone *)projPixel)->clonepx.f, rgba);
1414                                         }
1415                                 }
1416                                 else {
1417                                         if (ibuf_other->rect_float) { /* float to char */
1418                                                 float rgba[4];
1419                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1420                                                 premul_to_straight_v4(rgba);
1421                                                 linearrgb_to_srgb_uchar3(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1422                                         }
1423                                         else { /* char to char */
1424                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1425                                         }
1426                                 }
1427
1428                                 BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1429                         }
1430                         else {
1431                                 if (ibuf->rect_float) {
1432                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1433                                 }
1434                                 else {
1435                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1436                                 }
1437                         }
1438
1439                 }
1440                 else {
1441                         float co[2];
1442                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1443
1444                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1445                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1446                         if (ibuf->rect_float) {
1447                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1448                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1449                                 }
1450                         }
1451                         else {
1452                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1453                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1454                                 }
1455                         }
1456                 }
1457         }
1458
1459 #ifdef PROJ_DEBUG_PAINT
1460         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1461         else                  projPixel->pixel.ch_pt[0] = 0;
1462 #endif
1463         projPixel->image_index = image_index;
1464
1465         return projPixel;
1466 }
1467
1468 static int line_clip_rect2f(
1469         rctf *rect,
1470         const float l1[2], const float l2[2],
1471         float l1_clip[2], float l2_clip[2])
1472 {
1473         /* first account for horizontal, then vertical lines */
1474         /* horiz */
1475         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1476                 /* is the line out of range on its Y axis? */
1477                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1478                         return 0;
1479                 }
1480                 /* line is out of range on its X axis */
1481                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1482                         return 0;
1483                 }
1484
1485
1486                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1487                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1488                                 copy_v2_v2(l1_clip, l1);
1489                                 copy_v2_v2(l2_clip, l2);
1490                                 return 1;
1491                         }
1492                         else {
1493                                 return 0;
1494                         }
1495                 }
1496
1497                 copy_v2_v2(l1_clip, l1);
1498                 copy_v2_v2(l2_clip, l2);
1499                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1500                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1501                 return 1;
1502         }
1503         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1504                 /* is the line out of range on its X axis? */
1505                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1506                         return 0;
1507                 }
1508
1509                 /* line is out of range on its Y axis */
1510                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1511                         return 0;
1512                 }
1513
1514                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1515                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1516                                 copy_v2_v2(l1_clip, l1);
1517                                 copy_v2_v2(l2_clip, l2);
1518                                 return 1;
1519                         }
1520                         else {
1521                                 return 0;
1522                         }
1523                 }
1524
1525                 copy_v2_v2(l1_clip, l1);
1526                 copy_v2_v2(l2_clip, l2);
1527                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1528                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1529                 return 1;
1530         }
1531         else {
1532                 float isect;
1533                 short ok1 = 0;
1534                 short ok2 = 0;
1535
1536                 /* Done with vertical lines */
1537
1538                 /* are either of the points inside the rectangle ? */
1539                 if (BLI_rctf_isect_pt_v(rect, l1)) {
1540                         copy_v2_v2(l1_clip, l1);
1541                         ok1 = 1;
1542                 }
1543
1544                 if (BLI_rctf_isect_pt_v(rect, l2)) {
1545                         copy_v2_v2(l2_clip, l2);
1546                         ok2 = 1;
1547                 }
1548
1549                 /* line inside rect */
1550                 if (ok1 && ok2) return 1;
1551
1552                 /* top/bottom */
1553                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1554                         if (l1[1] < l2[1]) { /* line 1 is outside */
1555                                 l1_clip[0] = isect;
1556                                 l1_clip[1] = rect->ymin;
1557                                 ok1 = 1;
1558                         }
1559                         else {
1560                                 l2_clip[0] = isect;
1561                                 l2_clip[1] = rect->ymin;
1562                                 ok2 = 2;
1563                         }
1564                 }
1565
1566                 if (ok1 && ok2) return 1;
1567
1568                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1569                         if (l1[1] > l2[1]) { /* line 1 is outside */
1570                                 l1_clip[0] = isect;
1571                                 l1_clip[1] = rect->ymax;
1572                                 ok1 = 1;
1573                         }
1574                         else {
1575                                 l2_clip[0] = isect;
1576                                 l2_clip[1] = rect->ymax;
1577                                 ok2 = 2;
1578                         }
1579                 }
1580
1581                 if (ok1 && ok2) return 1;
1582
1583                 /* left/right */
1584                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1585                         if (l1[0] < l2[0]) { /* line 1 is outside */
1586                                 l1_clip[0] = rect->xmin;
1587                                 l1_clip[1] = isect;
1588                                 ok1 = 1;
1589                         }
1590                         else {
1591                                 l2_clip[0] = rect->xmin;
1592                                 l2_clip[1] = isect;
1593                                 ok2 = 2;
1594                         }
1595                 }
1596
1597                 if (ok1 && ok2) return 1;
1598
1599                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1600                         if (l1[0] > l2[0]) { /* line 1 is outside */
1601                                 l1_clip[0] = rect->xmax;
1602                                 l1_clip[1] = isect;
1603                                 ok1 = 1;
1604                         }
1605                         else {
1606                                 l2_clip[0] = rect->xmax;
1607                                 l2_clip[1] = isect;
1608                                 ok2 = 2;
1609                         }
1610                 }
1611
1612                 if (ok1 && ok2) {
1613                         return 1;
1614                 }
1615                 else {
1616                         return 0;
1617                 }
1618         }
1619 }
1620
1621
1622
1623 /* scale the quad & tri about its center
1624  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1625  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1626 #ifndef PROJ_DEBUG_NOSEAMBLEED
1627 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1628 {
1629         float cent[3];
1630         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) * (1.0f / 4.0f);
1631         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) * (1.0f / 4.0f);
1632         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) * (1.0f / 4.0f);
1633
1634         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1635         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1636         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1637         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1638
1639         mul_v3_fl(insetCos[0], inset);
1640         mul_v3_fl(insetCos[1], inset);
1641         mul_v3_fl(insetCos[2], inset);
1642         mul_v3_fl(insetCos[3], inset);
1643
1644         add_v3_v3(insetCos[0], cent);
1645         add_v3_v3(insetCos[1], cent);
1646         add_v3_v3(insetCos[2], cent);
1647         add_v3_v3(insetCos[3], cent);
1648 }
1649
1650
1651 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1652 {
1653         float cent[3];
1654         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) * (1.0f / 3.0f);
1655         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) * (1.0f / 3.0f);
1656         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) * (1.0f / 3.0f);
1657
1658         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1659         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1660         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1661
1662         mul_v3_fl(insetCos[0], inset);
1663         mul_v3_fl(insetCos[1], inset);
1664         mul_v3_fl(insetCos[2], inset);
1665
1666         add_v3_v3(insetCos[0], cent);
1667         add_v3_v3(insetCos[1], cent);
1668         add_v3_v3(insetCos[2], cent);
1669 }
1670 #endif //PROJ_DEBUG_NOSEAMBLEED
1671
1672 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1673 {
1674         float x, y;
1675
1676         x = v1[0] - v2_1;
1677         y = v1[1] - v2_2;
1678         return x * x + y * y;
1679 }
1680
1681 /* note, use a squared value so we can use len_squared_v2v2
1682  * be sure that you have done a bounds check first or this may fail */
1683 /* only give bucket_bounds as an arg because we need it elsewhere */
1684 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1685 {
1686
1687         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
1688          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1689          * this is even less work then an intersection test
1690          */
1691 #if 0
1692         if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
1693                 return 1;
1694 #endif
1695
1696         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1697             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1698         {
1699                 return 1;
1700         }
1701
1702         /* out of bounds left */
1703         if (cent[0] < bucket_bounds->xmin) {
1704                 /* lower left out of radius test */
1705                 if (cent[1] < bucket_bounds->ymin) {
1706                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1707                 }
1708                 /* top left test */
1709                 else if (cent[1] > bucket_bounds->ymax) {
1710                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1711                 }
1712         }
1713         else if (cent[0] > bucket_bounds->xmax) {
1714                 /* lower right out of radius test */
1715                 if (cent[1] < bucket_bounds->ymin) {
1716                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1717                 }
1718                 /* top right test */
1719                 else if (cent[1] > bucket_bounds->ymax) {
1720                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1721                 }
1722         }
1723
1724         return 0;
1725 }
1726
1727
1728
1729 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1730  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1731  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1732  * (viewed from the side)
1733  *
1734  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1735  * funcs that only account for points inside the triangle.
1736  * however switching back to this for ortho is always an option */
1737
1738 static void rect_to_uvspace_ortho(
1739         rctf *bucket_bounds,
1740         float *v1coSS, float *v2coSS, float *v3coSS,
1741         float *uv1co, float *uv2co, float *uv3co,
1742         float bucket_bounds_uv[4][2],
1743         const int flip)
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(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(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(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(v1coSS, v2coSS, v3coSS, uv, w);
1767         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1768 }
1769
1770 /* same as above but use barycentric_weights_v2_persp */
1771 static void rect_to_uvspace_persp(
1772         rctf *bucket_bounds,
1773         float *v1coSS, float *v2coSS, float *v3coSS,
1774         float *uv1co, float *uv2co, float *uv3co,
1775         float bucket_bounds_uv[4][2],
1776         const int flip
1777         )
1778 {
1779         float uv[2];
1780         float w[3];
1781
1782         /* get the UV space bounding box */
1783         uv[0] = bucket_bounds->xmax;
1784         uv[1] = bucket_bounds->ymin;
1785         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1786         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1787
1788         //uv[0] = bucket_bounds->xmax; // set above
1789         uv[1] = bucket_bounds->ymax;
1790         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1791         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1792
1793         uv[0] = bucket_bounds->xmin;
1794         //uv[1] = bucket_bounds->ymax; // set above
1795         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1796         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1797
1798         //uv[0] = bucket_bounds->xmin; // set above
1799         uv[1] = bucket_bounds->ymin;
1800         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1801         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1802 }
1803
1804 /* This works as we need it to but we can save a few steps and not use it */
1805
1806 #if 0
1807 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1808 {
1809         float v1[2], v2[2];
1810
1811         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
1812         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
1813
1814         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
1815 }
1816 #endif
1817
1818 #define ISECT_1 (1)
1819 #define ISECT_2 (1 << 1)
1820 #define ISECT_3 (1 << 2)
1821 #define ISECT_4 (1 << 3)
1822 #define ISECT_ALL3 ((1 << 3) - 1)
1823 #define ISECT_ALL4 ((1 << 4) - 1)
1824
1825 /* limit must be a fraction over 1.0f */
1826 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1827 {
1828         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;
1829 }
1830
1831 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1832  * so we have the clipped UV's to do pixel intersection tests with
1833  * */
1834 static int float_z_sort_flip(const void *p1, const void *p2)
1835 {
1836         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
1837 }
1838
1839 static int float_z_sort(const void *p1, const void *p2)
1840 {
1841         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
1842 }
1843
1844 static void project_bucket_clip_face(
1845         const int is_ortho,
1846         rctf *bucket_bounds,
1847         float *v1coSS, float *v2coSS, float *v3coSS,
1848         float *uv1co, float *uv2co, float *uv3co,
1849         float bucket_bounds_uv[8][2],
1850         int *tot)
1851 {
1852         int inside_bucket_flag = 0;
1853         int inside_face_flag = 0;
1854         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
1855
1856         float bucket_bounds_ss[4][2];
1857
1858         /* get the UV space bounding box */
1859         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
1860         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
1861         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
1862
1863         if (inside_bucket_flag == ISECT_ALL3) {
1864                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
1865                 if (flip) { /* facing the back? */
1866                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
1867                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1868                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
1869                 }
1870                 else {
1871                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
1872                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1873                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
1874                 }
1875
1876                 *tot = 3;
1877                 return;
1878         }
1879
1880         /* get the UV space bounding box */
1881         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
1882         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
1883         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
1884         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
1885
1886         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
1887         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
1888         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
1889
1890         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
1891         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
1892         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
1893
1894         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
1895         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
1896         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
1897
1898         if (inside_face_flag == ISECT_ALL4) {
1899                 /* bucket is totally inside the screenspace face, we can safely use weights */
1900
1901                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1902                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1903
1904                 *tot = 4;
1905                 return;
1906         }
1907         else {
1908                 /* The Complicated Case!
1909                  *
1910                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
1911                  *
1912                  * we need to make a convex polyline from the intersection between the screenspace face
1913                  * and the bucket bounds.
1914                  *
1915                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
1916                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
1917                  * do a correct clipping on both shapes. */
1918
1919
1920                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
1921
1922
1923
1924                 /* Maximum possible 6 intersections when using a rectangle and triangle */
1925                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
1926                 float v1_clipSS[2], v2_clipSS[2];
1927                 float w[3];
1928
1929                 /* calc center */
1930                 float cent[2] = {0.0f, 0.0f};
1931                 /*float up[2] = {0.0f, 1.0f};*/
1932                 int i;
1933                 short doubles;
1934
1935                 (*tot) = 0;
1936
1937                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
1938                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
1939                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
1940                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
1941
1942                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
1943                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
1944                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
1945
1946                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
1947                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
1948                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1949                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1950                         }
1951                 }
1952
1953                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
1954                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
1955                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1956                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1957                         }
1958                 }
1959
1960                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
1961                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
1962                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1963                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1964                         }
1965                 }
1966
1967
1968                 if ((*tot) < 3) { /* no intersections to speak of */
1969                         *tot = 0;
1970                         return;
1971                 }
1972
1973                 /* now we have all points we need, collect their angles and sort them clockwise */
1974
1975                 for (i = 0; i < (*tot); i++) {
1976                         cent[0] += isectVCosSS[i][0];
1977                         cent[1] += isectVCosSS[i][1];
1978                 }
1979                 cent[0] = cent[0] / (float)(*tot);
1980                 cent[1] = cent[1] / (float)(*tot);
1981
1982
1983
1984                 /* Collect angles for every point around the center point */
1985
1986
1987 #if 0   /* uses a few more cycles then the above loop */
1988                 for (i = 0; i < (*tot); i++) {
1989                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
1990                 }
1991 #endif
1992
1993                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
1994                 v1_clipSS[1] = cent[1] + 1.0f;
1995
1996                 for (i = 0; i < (*tot); i++) {
1997                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
1998                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
1999                         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]);
2000                 }
2001
2002                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
2003                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
2004
2005                 /* remove doubles */
2006                 /* first/last check */
2007                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
2008                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
2009                 {
2010                         (*tot)--;
2011                 }
2012
2013                 /* its possible there is only a few left after remove doubles */
2014                 if ((*tot) < 3) {
2015                         // printf("removed too many doubles A\n");
2016                         *tot = 0;
2017                         return;
2018                 }
2019
2020                 doubles = TRUE;
2021                 while (doubles == TRUE) {
2022                         doubles = FALSE;
2023                         for (i = 1; i < (*tot); i++) {
2024                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2025                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2026                                 {
2027                                         int j;
2028                                         for (j = i + 1; j < (*tot); j++) {
2029                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
2030                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
2031                                         }
2032                                         doubles = TRUE; /* keep looking for more doubles */
2033                                         (*tot)--;
2034                                 }
2035                         }
2036                 }
2037
2038                 /* its possible there is only a few left after remove doubles */
2039                 if ((*tot) < 3) {
2040                         // printf("removed too many doubles B\n");
2041                         *tot = 0;
2042                         return;
2043                 }
2044
2045
2046                 if (is_ortho) {
2047                         for (i = 0; i < (*tot); i++) {
2048                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2049                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2050                         }
2051                 }
2052                 else {
2053                         for (i = 0; i < (*tot); i++) {
2054                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2055                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2056                         }
2057                 }
2058         }
2059
2060 #ifdef PROJ_DEBUG_PRINT_CLIP
2061         /* include this at the bottom of the above function to debug the output */
2062
2063         {
2064                 /* If there are ever any problems, */
2065                 float test_uv[4][2];
2066                 int i;
2067                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2068                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2069                 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]);
2070
2071                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2072
2073                 printf("[");
2074                 for (i = 0; i < (*tot); i++) {
2075                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2076                 }
2077                 printf("]),\\\n");
2078         }
2079 #endif
2080 }
2081
2082 /*
2083  * # This script creates faces in a blender scene from printed data above.
2084  *
2085  * project_ls = [
2086  * ...(output from above block)...
2087  * ]
2088  *
2089  * from Blender import Scene, Mesh, Window, sys, Mathutils
2090  *
2091  * import bpy
2092  *
2093  * V = Mathutils.Vector
2094  *
2095  * def main():
2096  *     sce = bpy.data.scenes.active
2097  *
2098  *     for item in project_ls:
2099  *         bb = item[0]
2100  *         uv = item[1]
2101  *         poly = item[2]
2102  *
2103  *         me = bpy.data.meshes.new()
2104  *         ob = sce.objects.new(me)
2105  *
2106  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2107  *         me.faces.extend([(0,1,2,3),])
2108  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2109  *         me.faces.extend([(4,5,6),])
2110  *
2111  *         vs = [V(p).xyz for p in poly]
2112  *         print len(vs)
2113  *         l = len(me.verts)
2114  *         me.verts.extend(vs)
2115  *
2116  *         i = l
2117  *         while i < len(me.verts):
2118  *             ii = i + 1
2119  *             if ii == len(me.verts):
2120  *                 ii = l
2121  *             me.edges.extend([i, ii])
2122  *             i += 1
2123  *
2124  * if __name__ == '__main__':
2125  *     main()
2126  */
2127
2128
2129 #undef ISECT_1
2130 #undef ISECT_2
2131 #undef ISECT_3
2132 #undef ISECT_4
2133 #undef ISECT_ALL3
2134 #undef ISECT_ALL4
2135
2136
2137 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2138  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2139 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2140 {
2141         int i;
2142         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2143                 return 0;
2144
2145         for (i = 1; i < tot; i++) {
2146                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2147                         return 0;
2148
2149         }
2150
2151         return 1;
2152 }
2153 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2154 {
2155         int i;
2156         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2157
2158         for (i = 1; i < tot; i++) {
2159                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2160                         return 0;
2161
2162         }
2163
2164         return 1;
2165 }
2166
2167 /* One of the most important function for projection painting, since it selects the pixels to be added into each bucket.
2168  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2169 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)
2170 {
2171         /* Projection vars, to get the 3D locations into screen space  */
2172         MemArena *arena = ps->arena_mt[thread_index];
2173         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2174         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2175
2176         const MFace *mf = ps->dm_mface + face_index;
2177         const MTFace *tf = ps->dm_mtface + face_index;
2178
2179         /* UV/pixel seeking data */
2180         int x; /* Image X-Pixel */
2181         int y; /* Image Y-Pixel */
2182         float mask;
2183         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2184
2185         int side;
2186         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2187
2188         float *vCo[4]; /* vertex screenspace coords */
2189
2190         float w[3], wco[3];
2191
2192         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2193         float pixelScreenCo[4];
2194         bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D;
2195
2196         rcti bounds_px; /* ispace bounds */
2197         /* vars for getting uvspace bounds */
2198
2199         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2200         float xhalfpx, yhalfpx;
2201         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2202
2203         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2204
2205         int i1, i2, i3;
2206
2207         float uv_clip[8][2];
2208         int uv_clip_tot;
2209         const short is_ortho = ps->is_ortho;
2210         const short is_clone_other = ((ps->brush->imagepaint_tool == PAINT_TOOL_CLONE) && ps->dm_mtface_clone);
2211         const short do_backfacecull = ps->do_backfacecull;
2212         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2213
2214         vCo[0] = ps->dm_mvert[mf->v1].co;
2215         vCo[1] = ps->dm_mvert[mf->v2].co;
2216         vCo[2] = ps->dm_mvert[mf->v3].co;
2217
2218
2219         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2220          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2221          * problems when wrapping negative coords */
2222         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE * (1.0f / 3.0f))) / ibuf_xf;
2223         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE * (1.0f / 4.0f))) / ibuf_yf;
2224
2225         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2226          * Needed to add this offset since UV coords are often quads aligned to pixels.
2227          * In this case pixels can be exactly between 2 triangles causing nasty
2228          * artifacts.
2229          *
2230          * This workaround can be removed and painting will still work on most cases
2231          * but since the first thing most people try is painting onto a quad- better make it work.
2232          */
2233
2234         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2235         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2236
2237         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2238         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2239
2240         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2241         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
2242
2243         if (mf->v4) {
2244                 vCo[3] = ps->dm_mvert[mf->v4].co;
2245
2246                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2247                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2248                 side = 1;
2249         }
2250         else {
2251                 side = 0;
2252         }
2253
2254         do {
2255                 if (side == 1) {
2256                         i1 = 0; i2 = 2; i3 = 3;
2257                 }
2258                 else {
2259                         i1 = 0; i2 = 1; i3 = 2;
2260                 }
2261
2262                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2263                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2264                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2265
2266                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2267                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2268                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2269
2270                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2271                 project_bucket_clip_face(
2272                         is_ortho, bucket_bounds,
2273                         v1coSS, v2coSS, v3coSS,
2274                         uv1co, uv2co, uv3co,
2275                         uv_clip, &uv_clip_tot
2276                         );
2277
2278                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2279 #if 0
2280                 if (uv_clip_tot > 6) {
2281                         printf("this should never happen! %d\n", uv_clip_tot);
2282                 }
2283 #endif
2284
2285                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2286
2287                         if (clamp_u) {
2288                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2289                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2290                         }
2291
2292                         if (clamp_v) {
2293                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2294                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2295                         }
2296
2297                         /* clip face and */
2298
2299                         has_isect = 0;
2300                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2301                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2302                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2303
2304                                 has_x_isect = 0;
2305                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2306                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2307                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2308
2309                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2310                                          * could check the poly direction but better to do this */
2311                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2312                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2313                                         {
2314
2315                                                 has_x_isect = has_isect = 1;
2316
2317                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2318                                                 else if (is_clone_other) screen_px_from_persp_ortho_weights(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2319                                                 else screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2320
2321                                                 /* a pity we need to get the worldspace pixel location here */
2322                                                 if (do_clip || do_3d_mapping) {
2323                                                         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);
2324                                                         if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2325                                                                 continue; /* Watch out that no code below this needs to run */
2326                                                         }
2327                                                 }
2328
2329                                                 /* Is this UV visible from the view? - raytrace */
2330                                                 /* project_paint_PickFace is less complex, use for testing */
2331                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2332                                                 if ((ps->do_occlude == FALSE) ||
2333                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2334                                                 {
2335                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2336
2337                                                         if (mask > 0.0f) {
2338                                                                 BLI_linklist_prepend_arena(
2339                                                                         bucketPixelNodes,
2340                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index,
2341                                                                                                    image_index, pixelScreenCo, wco, side, w),
2342                                                                         arena
2343                                                                         );
2344                                                         }
2345                                                 }
2346
2347                                         }
2348 //#if 0
2349                                         else if (has_x_isect) {
2350                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2351                                                 break;
2352                                         }
2353 //#endif
2354                                 }
2355
2356
2357 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2358                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2359                                 if (has_x_isect == 0 && has_isect) {
2360                                         break;
2361                                 }
2362 #endif
2363                         }
2364                 }
2365         } while (side--);
2366
2367
2368
2369 #ifndef PROJ_DEBUG_NOSEAMBLEED
2370         if (ps->seam_bleed_px > 0.0f) {
2371                 int face_seam_flag;
2372
2373                 if (ps->thread_tot > 1)
2374                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2375
2376                 face_seam_flag = ps->faceSeamFlags[face_index];
2377
2378                 /* are any of our edges un-initialized? */
2379                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2380                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2381                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2382                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2383                 {
2384                         project_face_seams_init(ps, face_index, mf->v4);
2385                         face_seam_flag = ps->faceSeamFlags[face_index];
2386                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2387                 }
2388
2389                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2390
2391                         if (ps->thread_tot > 1)
2392                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2393
2394                 }
2395                 else {
2396                         /* we have a seam - deal with it! */
2397
2398                         /* Now create new UV's for the seam face */
2399                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2400                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2401
2402                         float *vCoSS[4]; /* vertex screenspace coords */
2403
2404                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2405                         float edge_verts_inset_clip[2][3];
2406                         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 */
2407
2408                         float seam_subsection[4][2];
2409                         float fac1, fac2, ftot;
2410
2411
2412                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2413                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2414
2415                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2416                         if (ps->thread_tot > 1)
2417                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2418
2419                         vCoSS[0] = ps->screenCoords[mf->v1];
2420                         vCoSS[1] = ps->screenCoords[mf->v2];
2421                         vCoSS[2] = ps->screenCoords[mf->v3];
2422                         if (mf->v4)
2423                                 vCoSS[3] = ps->screenCoords[mf->v4];
2424
2425                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2426                         if (is_ortho) {
2427                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2428                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2429                         }
2430                         else {
2431                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2432                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2433                         }
2434
2435                         side = 0; /* for triangles this wont need to change */
2436
2437                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2438                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2439                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2440
2441                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2442                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2443                                 {
2444
2445                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2446
2447                                         if (ftot > 0.0f) { /* avoid div by zero */
2448                                                 if (mf->v4) {
2449                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2450                                                         else side = 0;
2451                                                 }
2452
2453                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2454                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2455
2456                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2457                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2458
2459                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2460                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2461
2462                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2463                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2464                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2465                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2466
2467
2468                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2469                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2470
2471                                                         has_isect = 0;
2472                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2473                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2474                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2475
2476                                                                 has_x_isect = 0;
2477                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2478                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2479                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2480
2481                                                                         /* test we're inside uvspace bucket and triangle bounds */
2482                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2483                                                                                 float fac;
2484
2485                                                                                 /* We need to find the closest point along the face edge,
2486                                                                                  * getting the screen_px_from_*** wont work because our actual location
2487                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2488                                                                                  * our location on the side of the face's UV */
2489 #if 0
2490                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2491                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2492 #endif
2493
2494                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2495                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2496
2497                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2498                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2499                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2500                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2501
2502                                                                                 if (!is_ortho) {
2503                                                                                         pixelScreenCo[3] = 1.0f;
2504                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2505                                                                                         pixelScreenCo[0] = (float)(ps->winx * 0.5f) + (ps->winx * 0.5f) * pixelScreenCo[0] / pixelScreenCo[3];
2506                                                                                         pixelScreenCo[1] = (float)(ps->winy * 0.5f) + (ps->winy * 0.5f) * pixelScreenCo[1] / pixelScreenCo[3];
2507                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2508                                                                                 }
2509
2510                                                                                 if ((ps->do_occlude == FALSE) ||
2511                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2512                                                                                 {
2513                                                                                         /* Only bother calculating the weights if we intersect */
2514                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2515 #if 1
2516                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2517                                                                                                 float uv_close[2];
2518                                                                                                 float uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2519                                                                                                 if      (uv_fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2520                                                                                                 else if (uv_fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2521
2522                                                                                                 if (side) {
2523                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2524                                                                                                 }
2525                                                                                                 else {
2526                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2527                                                                                                 }
2528 #else                                                                                   /* this is buggy with quads, don't use for now */
2529
2530                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2531                                                                                                 uv_fac = fac1 + (uv_fac * (fac2 - fac1));
2532
2533                                                                                                 w[0] = w[1] = w[2] = 0.0;
2534                                                                                                 if (side) {
2535                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - uv_fac;
2536                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = uv_fac;
2537                                                                                                 }
2538                                                                                                 else {
2539                                                                                                         w[fidx1] = 1.0f - uv_fac;
2540                                                                                                         w[fidx2] = uv_fac;
2541                                                                                                 }
2542 #endif
2543                                                                                         }
2544
2545                                                                                         /* a pity we need to get the worldspace pixel location here */
2546                                                                                         if (do_clip || do_3d_mapping) {
2547                                                                                                 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);
2548                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2549
2550                                                                                                 if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2551                                                                                                         continue; /* Watch out that no code below this needs to run */
2552                                                                                                 }
2553                                                                                         }
2554
2555                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2556
2557                                                                                         if (mask > 0.0f) {
2558                                                                                                 BLI_linklist_prepend_arena(
2559                                                                                                         bucketPixelNodes,
2560                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, wco, side, w),
2561                                                                                                         arena
2562                                                                                                         );
2563                                                                                         }
2564
2565                                                                                 }
2566                                                                         }
2567                                                                         else if (has_x_isect) {
2568                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2569                                                                                 break;
2570                                                                         }
2571                                                                 }
2572
2573 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2574                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2575                                                                 if (has_x_isect == 0 && has_isect) {
2576                                                                         break;
2577                                                                 }
2578 #endif
2579                                                         }
2580                                                 }
2581                                         }
2582                                 }
2583                         }
2584                 }
2585         }
2586 #endif // PROJ_DEBUG_NOSEAMBLEED
2587 }
2588
2589
2590 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2591 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2592 {
2593         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2594         /* 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 */
2595         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 */
2596         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2597
2598         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2599         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2600
2601         /* in case the rect is outside the mesh 2d bounds */
2602         CLAMP(bucketMin[0], 0, ps->buckets_x);
2603         CLAMP(bucketMin[1], 0, ps->buckets_y);
2604
2605         CLAMP(bucketMax[0], 0, ps->buckets_x);
2606         CLAMP(bucketMax[1], 0, ps->buckets_y);
2607 }
2608
2609 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2610 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2611 {
2612         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2613         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2614
2615         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2616         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2617 }
2618
2619 /* Fill this bucket with pixels from the faces that intersect it.
2620  *
2621  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2622 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2623 {
2624         LinkNode *node;
2625         int face_index, image_index = 0;
2626         ImBuf *ibuf = NULL;
2627         Image *tpage_last = NULL, *tpage;
2628         Image *ima = NULL;
2629
2630         if (ps->image_tot == 1) {
2631                 /* Simple loop, no context switching */
2632                 ibuf = ps->projImages[0].ibuf;
2633                 ima = ps->projImages[0].ima;
2634
2635                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2636                         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);
2637                 }
2638         }
2639         else {
2640
2641                 /* More complicated loop, switch between images */
2642                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2643                         face_index = GET_INT_FROM_POINTER(node->link);
2644
2645                         /* Image context switching */
2646                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2647                         if (tpage_last != tpage) {
2648                                 tpage_last = tpage;
2649
2650                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2651                                         if (ps->projImages[image_index].ima == tpage_last) {
2652                                                 ibuf = ps->projImages[image_index].ibuf;
2653                                                 ima = ps->projImages[image_index].ima;
2654                                                 break;
2655                                         }
2656                                 }
2657                         }
2658                         /* context switching done */
2659
2660                         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);
2661                 }
2662         }
2663
2664         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2665 }
2666
2667
2668 /* We want to know if a bucket and a face overlap in screen-space
2669  *
2670  * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2671  * calculated when it might not be needed later, (at the moment at least)
2672  * obviously it shouldn't have bugs though */
2673
2674 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2675 {
2676         /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2677         rctf bucket_bounds;
2678         float p1[2], p2[2], p3[2], p4[2];
2679         float *v, *v1, *v2, *v3, *v4 = NULL;
2680         int fidx;
2681
2682         project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2683
2684         /* Is one of the faces verts in the bucket bounds? */
2685
2686         fidx = mf->v4 ? 3 : 2;
2687         do {
2688                 v = ps->screenCoords[(*(&mf->v1 + fidx))];
2689                 if (BLI_rctf_isect_pt_v(&bucket_bounds, v)) {
2690                         return 1;
2691                 }
2692         } while (fidx--);
2693
2694         v1 = ps->screenCoords[mf->v1];
2695         v2 = ps->screenCoords[mf->v2];
2696         v3 = ps->screenCoords[mf->v3];
2697         if (mf->v4) {
2698                 v4 = ps->screenCoords[mf->v4];
2699         }
2700
2701         p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
2702         p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
2703         p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
2704         p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
2705
2706         if (mf->v4) {
2707                 if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
2708                     isect_point_quad_v2(p2, v1, v2, v3, v4) ||
2709                     isect_point_quad_v2(p3, v1, v2, v3, v4) ||
2710                     isect_point_quad_v2(p4, v1, v2, v3, v4) ||
2711
2712                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2713                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
2714                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
2715                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
2716                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
2717                 {
2718                         return 1;
2719                 }
2720         }
2721         else {
2722                 if (isect_point_tri_v2(p1, v1, v2, v3) ||
2723                     isect_point_tri_v2(p2, v1, v2, v3) ||
2724                     isect_point_tri_v2(p3, v1, v2, v3) ||
2725                     isect_point_tri_v2(p4, v1, v2, v3) ||
2726                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2727                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
2728                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
2729                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
2730                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3)))
2731                 {
2732                         return 1;
2733                 }
2734         }
2735
2736         return 0;
2737 }
2738
2739 /* Add faces to the bucket but don't initialize its pixels
2740  * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
2741 static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
2742 {
2743         float min[2], max[2], *vCoSS;
2744         int bucketMin[2], bucketMax[2]; /* for  ps->bucketRect indexing */
2745         int fidx, bucket_x, bucket_y;
2746         int has_x_isect = -1, has_isect = 0; /* for early loop exit */
2747         MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
2748
2749         INIT_MINMAX2(min, max);
2750
2751         fidx = mf->v4 ? 3 : 2;
2752         do {
2753                 vCoSS = ps->screenCoords[*(&mf->v1 + fidx)];
2754                 minmax_v2v2_v2(min, max, vCoSS);
2755         } while (fidx--);
2756
2757         project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
2758
2759         for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
2760                 has_x_isect = 0;
2761                 for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
2762                         if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
2763                                 int bucket_index = bucket_x + (bucket_y * ps->buckets_x);
2764                                 BLI_linklist_prepend_arena(
2765                                         &ps->bucketFaces[bucket_index],
2766                                         SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
2767                                         arena
2768                                         );
2769
2770                                 has_x_isect = has_isect = 1;
2771                         }
2772                         else if (has_x_isect) {
2773                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2774                                 break;
2775                         }
2776                 }
2777
2778                 /* no intersection for this entire row, after some intersection above means we can quit now */
2779                 if (has_x_isect == 0 && has_isect) {
2780                         break;
2781                 }
2782         }
2783
2784 #ifndef PROJ_DEBUG_NOSEAMBLEED
2785         if (ps->seam_bleed_px > 0.0f) {
2786                 if (!mf->v4) {
2787                         ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
2788                 }
2789                 **ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
2790         }
2791 #endif
2792 }
2793
2794 /* run once per stroke before projection painting */
2795 static void project_paint_begin(ProjPaintState *ps)
2796 {
2797         /* Viewport vars */
2798         float mat[3][3];
2799
2800         float no[3];
2801
2802         float *projScreenCo; /* Note, we could have 4D vectors are only needed for */
2803         float projMargin;
2804
2805         /* Image Vars - keep track of images we have used */
2806         LinkNode *image_LinkList = NULL;
2807         LinkNode *node;
2808
2809         ProjPaintImage *projIma;
2810         Image *tpage_last = NULL, *tpage;
2811
2812         /* Face vars */
2813         MPoly *mpoly_orig;
2814         MFace *mf;
2815         MTFace *tf;
2816
2817         int a, i; /* generic looping vars */
2818         int image_index = -1, face_index;
2819         int *mpoly_origindex;
2820         MVert *mv;
2821
2822         MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
2823
2824         const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
2825
2826         bool reset_threads = false;
2827
2828         /* ---- end defines ---- */
2829
2830         if (ps->source == PROJ_SRC_VIEW)
2831                 ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat);  /* faster clipping lookups */
2832
2833         ps->do_face_sel = ((((Mesh *)ps->ob->data)->editflag & ME_EDIT_PAINT_FACE_SEL) != 0);
2834
2835         /* paint onto the derived mesh */
2836
2837         /* Workaround for subsurf selection, try the display mesh first */
2838         if (ps->source == PROJ_SRC_IMAGE_CAM) {
2839                 /* using render mesh, assume only camera was rendered from */
2840                 ps->dm = mesh_create_derived_render(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2841                 ps->dm_release = TRUE;
2842         }
2843         else if (ps->ob->derivedFinal &&
2844                  CustomData_has_layer(&ps->ob->derivedFinal->faceData, CD_MTFACE) &&
2845                  (ps->do_face_sel == false || CustomData_has_layer(&ps->ob->derivedFinal->polyData, CD_ORIGINDEX)))
2846         {
2847                 ps->dm = ps->ob->derivedFinal;
2848                 ps->dm_release = FALSE;
2849         }
2850         else {
2851                 ps->dm = mesh_get_derived_final(
2852                              ps->scene, ps->ob,
2853                              ps->scene->customdata_mask | CD_MASK_MTFACE | (ps->do_face_sel ? CD_ORIGINDEX : 0));
2854                 ps->dm_release = TRUE;
2855         }
2856
2857         if (!CustomData_has_layer(&ps->dm->faceData, CD_MTFACE) ) {
2858
2859                 if (ps->dm_release)
2860                         ps->dm->release(ps->dm);
2861
2862                 ps->dm = NULL;
2863                 return;
2864         }
2865
2866         ps->dm_mvert = ps->dm->getVertArray(ps->dm);
2867         ps->dm_mface = ps->dm->getTessFaceArray(ps->dm);
2868         ps->dm_mtface = ps->dm->getTessFaceDataArray(ps->dm, CD_MTFACE);
2869
2870         ps->dm_totvert = ps->dm->getNumVerts(ps->dm);
2871         ps->dm_totface = ps->dm->getNumTessFaces(ps->dm);
2872
2873         if (ps->do_face_sel) {
2874                 mpoly_orig = ((Mesh *)ps->ob->data)->mpoly;
2875                 mpoly_origindex = ps->dm->getPolyDataArray(ps->dm, CD_ORIGINDEX);
2876         }
2877         else {
2878                 mpoly_orig = NULL;
2879                 mpoly_origindex = NULL;
2880         }
2881
2882         /* use clone mtface? */
2883
2884
2885         /* Note, use the original mesh for getting the clone and mask layer index
2886          * this avoids re-generating the derived mesh just to get the new index */
2887