code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc ->...
[blender.git] / source / blender / editors / sculpt_paint / paint_image_proj.c
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * along with this program; if not, write to the Free Software Foundation,
15  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16  *
17  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
18  * All rights reserved.
19  *
20  * The Original Code is: some of this file.
21  *
22  * Contributor(s): Jens Ole Wund (bjornmose), Campbell Barton (ideasman42)
23  *
24  * ***** END GPL LICENSE BLOCK *****
25  */
26
27 /** \file blender/editors/sculpt_paint/paint_image_proj.c
28  *  \ingroup edsculpt
29  *  \brief Functions to paint images in 2D and 3D.
30  */
31
32 #include <float.h>
33 #include <string.h>
34 #include <stdio.h>
35 #include <math.h>
36
37 #include "MEM_guardedalloc.h"
38
39 #ifdef WIN32
40 #  include "BLI_winstuff.h"
41 #endif
42
43 #include "BLI_math.h"
44 #include "BLI_blenlib.h"
45 #include "BLI_linklist.h"
46 #include "BLI_memarena.h"
47 #include "BLI_threads.h"
48 #include "BLI_utildefines.h"
49
50 #include "PIL_time.h"
51
52 #include "IMB_imbuf.h"
53 #include "IMB_imbuf_types.h"
54
55 #include "DNA_brush_types.h"
56 #include "DNA_mesh_types.h"
57 #include "DNA_node_types.h"
58 #include "DNA_object_types.h"
59
60 #include "BKE_camera.h"
61 #include "BKE_context.h"
62 #include "BKE_depsgraph.h"
63 #include "BKE_DerivedMesh.h"
64 #include "BKE_idprop.h"
65 #include "BKE_brush.h"
66 #include "BKE_image.h"
67 #include "BKE_library.h"
68 #include "BKE_main.h"
69 #include "BKE_mesh.h"
70 #include "BKE_node.h"
71 #include "BKE_object.h"
72 #include "BKE_paint.h"
73 #include "BKE_report.h"
74 #include "BKE_scene.h"
75 #include "BKE_colortools.h"
76
77 #include "BKE_editmesh.h"
78
79 #include "BIF_gl.h"
80 #include "BIF_glutil.h"
81
82 #include "UI_view2d.h"
83
84 #include "ED_image.h"
85 #include "ED_screen.h"
86 #include "ED_sculpt.h"
87 #include "ED_uvedit.h"
88 #include "ED_view3d.h"
89 #include "ED_mesh.h"
90
91 #include "GPU_extensions.h"
92
93 #include "WM_api.h"
94 #include "WM_types.h"
95
96 #include "RNA_access.h"
97 #include "RNA_define.h"
98 #include "RNA_enum_types.h"
99
100 #include "GPU_draw.h"
101
102 #include "IMB_colormanagement.h"
103
104 #include "paint_intern.h"
105
106 /* Defines and Structs */
107 /* FTOCHAR as inline function */
108 BLI_INLINE unsigned char f_to_char(const float val)
109 {
110         return FTOCHAR(val);
111 }
112
113 #define IMAPAINT_FLOAT_RGBA_TO_CHAR(c, f)  {                                  \
114         (c)[0] = f_to_char((f)[0]);                                               \
115         (c)[1] = f_to_char((f)[1]);                                               \
116         (c)[2] = f_to_char((f)[2]);                                               \
117         (c)[3] = f_to_char((f)[3]);                                               \
118 } (void)0
119
120 #define IMAPAINT_CHAR_RGBA_TO_FLOAT(f, c)  {                                  \
121         (f)[0] = IMAPAINT_CHAR_TO_FLOAT((c)[0]);                                  \
122         (f)[1] = IMAPAINT_CHAR_TO_FLOAT((c)[1]);                                  \
123         (f)[2] = IMAPAINT_CHAR_TO_FLOAT((c)[2]);                                  \
124         (f)[3] = IMAPAINT_CHAR_TO_FLOAT((c)[3]);                                  \
125 } (void)0
126
127 #define IMAPAINT_FLOAT_RGB_TO_CHAR(c, f)  {                                   \
128         (c)[0] = f_to_char((f)[0]);                                               \
129         (c)[1] = f_to_char((f)[1]);                                               \
130         (c)[2] = f_to_char((f)[2]);                                               \
131 } (void)0
132
133 /* ProjectionPaint defines */
134
135 /* approx the number of buckets to have under the brush,
136  * used with the brush size to set the ps->buckets_x and ps->buckets_y value.
137  *
138  * When 3 - a brush should have ~9 buckets under it at once
139  * ...this helps for threading while painting as well as
140  * avoiding initializing pixels that wont touch the brush */
141 #define PROJ_BUCKET_BRUSH_DIV 4
142
143 #define PROJ_BUCKET_RECT_MIN 4
144 #define PROJ_BUCKET_RECT_MAX 256
145
146 #define PROJ_BOUNDBOX_DIV 8
147 #define PROJ_BOUNDBOX_SQUARED  (PROJ_BOUNDBOX_DIV * PROJ_BOUNDBOX_DIV)
148
149 //#define PROJ_DEBUG_PAINT 1
150 //#define PROJ_DEBUG_NOSEAMBLEED 1
151 //#define PROJ_DEBUG_PRINT_CLIP 1
152 #define PROJ_DEBUG_WINCLIP 1
153
154 /* projectFaceSeamFlags options */
155 //#define PROJ_FACE_IGNORE      (1<<0)  /* When the face is hidden, backfacing or occluded */
156 //#define PROJ_FACE_INIT        (1<<1)  /* When we have initialized the faces data */
157 #define PROJ_FACE_SEAM1 (1 << 0)  /* If this face has a seam on any of its edges */
158 #define PROJ_FACE_SEAM2 (1 << 1)
159 #define PROJ_FACE_SEAM3 (1 << 2)
160 #define PROJ_FACE_SEAM4 (1 << 3)
161
162 #define PROJ_FACE_NOSEAM1   (1 << 4)
163 #define PROJ_FACE_NOSEAM2   (1 << 5)
164 #define PROJ_FACE_NOSEAM3   (1 << 6)
165 #define PROJ_FACE_NOSEAM4   (1 << 7)
166
167 #define PROJ_SRC_VIEW       1
168 #define PROJ_SRC_IMAGE_CAM  2
169 #define PROJ_SRC_IMAGE_VIEW 3
170
171 #define PROJ_VIEW_DATA_ID "view_data"
172 #define PROJ_VIEW_DATA_SIZE (4 * 4 + 4 * 4 + 3) /* viewmat + winmat + clipsta + clipend + is_ortho */
173
174
175 /* a slightly scaled down face is used to get fake 3D location for edge pixels in the seams
176  * as this number approaches  1.0f the likelihood increases of float precision errors where
177  * it is occluded by an adjacent face */
178 #define PROJ_FACE_SCALE_SEAM    0.99f
179
180 #define PROJ_BUCKET_NULL        0
181 #define PROJ_BUCKET_INIT        (1 << 0)
182 // #define PROJ_BUCKET_CLONE_INIT       (1<<1)
183
184 /* used for testing doubles, if a point is on a line etc */
185 #define PROJ_GEOM_TOLERANCE 0.00075f
186
187 /* vert flags */
188 #define PROJ_VERT_CULL 1
189
190 /* This is mainly a convenience struct used so we can keep an array of images we use
191  * Thir imbufs, etc, in 1 array, When using threads this array is copied for each thread
192  * because 'partRedrawRect' and 'touch' values would not be thread safe */
193 typedef struct ProjPaintImage {
194         Image *ima;
195         ImBuf *ibuf;
196         ImagePaintPartialRedraw *partRedrawRect;
197         void **undoRect; /* only used to build undo tiles after painting */
198         int touch;
199 } ProjPaintImage;
200
201 /* Main projection painting struct passed to all projection painting functions */
202 typedef struct ProjPaintState {
203         View3D *v3d;
204         RegionView3D *rv3d;
205         ARegion *ar;
206         Scene *scene;
207         int source; /* PROJ_SRC_**** */
208
209         Brush *brush;
210         short tool, blend, mode;
211         int orig_brush_size;
212         Object *ob;
213         /* end similarities with ImagePaintState */
214
215         DerivedMesh    *dm;
216         int dm_totface;
217         int dm_totvert;
218         int dm_release;
219
220         MVert          *dm_mvert;
221         MFace          *dm_mface;
222         MTFace         *dm_mtface;
223         MTFace         *dm_mtface_clone;    /* other UV map, use for cloning between layers */
224         MTFace         *dm_mtface_stencil;
225
226         /* projection painting only */
227         MemArena *arena_mt[BLENDER_MAX_THREADS]; /* for multithreading, the first item is sometimes used for non threaded cases too */
228         LinkNode **bucketRect;              /* screen sized 2D array, each pixel has a linked list of ProjPixel's */
229         LinkNode **bucketFaces;             /* bucketRect aligned array linkList of faces overlapping each bucket */
230         unsigned char *bucketFlags;         /* store if the bucks have been initialized  */
231 #ifndef PROJ_DEBUG_NOSEAMBLEED
232         char *faceSeamFlags;                /* store info about faces, if they are initialized etc*/
233         float (*faceSeamUVs)[4][2];         /* expanded UVs for faces to use as seams */
234         LinkNode **vertFaces;               /* Only needed for when seam_bleed_px is enabled, use to find UV seams */
235 #endif
236         char *vertFlags;                    /* store options per vert, now only store if the vert is pointing away from the view */
237         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 */
238         int buckets_y;
239
240         ProjPaintImage *projImages;
241
242         int pixel_sizeof;           /* result of project_paint_pixel_sizeof(), constant per stroke */
243
244         int image_tot;              /* size of projectImages array */
245
246         float (*screenCoords)[4];   /* verts projected into floating point screen space */
247
248         float screenMin[2];         /* 2D bounds for mesh verts on the screen's plane (screenspace) */
249         float screenMax[2];
250         float screen_width;         /* Calculated from screenMin & screenMax */
251         float screen_height;
252         int winx, winy;             /* from the carea or from the projection render */
253
254         /* options for projection painting */
255         int do_layer_clone;
256         int do_layer_stencil;
257         int do_layer_stencil_inv;
258
259         short do_occlude;               /* Use raytraced occlusion? - ortherwise will paint right through to the back*/
260         short do_backfacecull;          /* ignore faces with normals pointing away, skips a lot of raycasts if your normals are correctly flipped */
261         short do_mask_normal;           /* mask out pixels based on their normals */
262         short do_new_shading_nodes;     /* cache BKE_scene_use_new_shading_nodes value */
263         float normal_angle;             /* what angle to mask at*/
264         float normal_angle_inner;
265         float normal_angle_range;       /* difference between normal_angle and normal_angle_inner, for easy access */
266
267         short is_ortho;
268         bool do_masking;              /* use masking during painting. Some operations such as airbrush may disable */
269         bool is_texbrush;              /* only to avoid running  */
270         bool is_maskbrush;
271 #ifndef PROJ_DEBUG_NOSEAMBLEED
272         float seam_bleed_px;
273 #endif
274         /* clone vars */
275         float cloneOffset[2];
276
277         float projectMat[4][4];     /* Projection matrix, use for getting screen coords */
278         float viewDir[3];           /* View vector, use for do_backfacecull and for ray casting with an ortho viewport  */
279         float viewPos[3];           /* View location in object relative 3D space, so can compare to verts  */
280         float clipsta, clipend;
281
282         /* reproject vars */
283         Image *reproject_image;
284         ImBuf *reproject_ibuf;
285
286
287         /* threads */
288         int thread_tot;
289         int bucketMin[2];
290         int bucketMax[2];
291         int context_bucket_x, context_bucket_y; /* must lock threads while accessing these */
292 } ProjPaintState;
293
294 typedef union pixelPointer {
295         float *f_pt;            /* float buffer */
296         unsigned int *uint_pt; /* 2 ways to access a char buffer */
297         unsigned char *ch_pt;
298 } PixelPointer;
299
300 typedef union pixelStore {
301         unsigned char ch[4];
302         unsigned int uint;
303         float f[4];
304 } PixelStore;
305
306 typedef struct ProjPixel {
307         float projCoSS[2]; /* the floating point screen projection of this pixel */
308         float worldCoSS[3];
309         /* Only used when the airbrush is disabled.
310          * Store the max mask value to avoid painting over an area with a lower opacity
311          * with an advantage that we can avoid touching the pixel at all, if the
312          * new mask value is lower then mask_max */
313         unsigned short mask_max;
314
315         /* for various reasons we may want to mask out painting onto this pixel */
316         unsigned short mask;
317
318         short x_px, y_px;
319
320         PixelStore origColor;
321         PixelStore newColor;
322         PixelPointer pixel;
323
324         short image_index; /* if anyone wants to paint onto more than 32768 images they can bite me */
325         unsigned char bb_cell_index;
326 } ProjPixel;
327
328 typedef struct ProjPixelClone {
329         struct ProjPixel __pp;
330         PixelStore clonepx;
331 } ProjPixelClone;
332
333 /* blur, store surrounding colors */
334 #define PROJ_PIXEL_SOFTEN_TOT 4
335 /* blur picking offset (in screenspace) */
336 #define PROJ_PIXEL_SOFTEN_OFS_PX 1.0f
337
338 static const float proj_pixel_soften_v2[PROJ_PIXEL_SOFTEN_TOT][2] = {
339         {-PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
340         { 0.0f,                        -PROJ_PIXEL_SOFTEN_OFS_PX},
341         { 0.0f,                         PROJ_PIXEL_SOFTEN_OFS_PX},
342         { PROJ_PIXEL_SOFTEN_OFS_PX,                         0.0f},
343 };
344
345 /* Finish projection painting structs */
346
347 static Image *project_paint_face_image(const ProjPaintState *ps, MTFace *dm_mtface, int face_index)
348 {
349         Image *ima;
350
351         if (ps->do_new_shading_nodes) { /* cached BKE_scene_use_new_shading_nodes result */
352                 MFace *mf = ps->dm_mface + face_index;
353                 ED_object_get_active_image(ps->ob, mf->mat_nr + 1, &ima, NULL, NULL);
354         }
355         else {
356                 ima = dm_mtface[face_index].tpage;
357         }
358
359         return ima;
360 }
361
362 /* fast projection bucket array lookup, use the safe version for bound checking  */
363 static int project_bucket_offset(const ProjPaintState *ps, const float projCoSS[2])
364 {
365         /* If we were not dealing with screenspace 2D coords we could simple do...
366          * ps->bucketRect[x + (y*ps->buckets_y)] */
367
368         /* please explain?
369          * projCoSS[0] - ps->screenMin[0]   : zero origin
370          * ... / ps->screen_width           : range from 0.0 to 1.0
371          * ... * ps->buckets_x              : use as a bucket index
372          *
373          * Second multiplication does similar but for vertical offset
374          */
375         return ( (int)(((projCoSS[0] - ps->screenMin[0]) / ps->screen_width)  * ps->buckets_x)) +
376                (((int)(((projCoSS[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y)) * ps->buckets_x);
377 }
378
379 static int project_bucket_offset_safe(const ProjPaintState *ps, const float projCoSS[2])
380 {
381         int bucket_index = project_bucket_offset(ps, projCoSS);
382
383         if (bucket_index < 0 || bucket_index >= ps->buckets_x * ps->buckets_y) {
384                 return -1;
385         }
386         else {
387                 return bucket_index;
388         }
389 }
390
391 /* still use 2D X,Y space but this works for verts transformed by a perspective matrix, using their 4th component as a weight */
392 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])
393 {
394         float wtot_inv, wtot;
395
396         w[0] = area_tri_signed_v2(v2, v3, co) / v1[3];
397         w[1] = area_tri_signed_v2(v3, v1, co) / v2[3];
398         w[2] = area_tri_signed_v2(v1, v2, co) / v3[3];
399         wtot = w[0] + w[1] + w[2];
400
401         if (wtot != 0.0f) {
402                 wtot_inv = 1.0f / wtot;
403
404                 w[0] = w[0] * wtot_inv;
405                 w[1] = w[1] * wtot_inv;
406                 w[2] = w[2] * wtot_inv;
407         }
408         else /* dummy values for zero area face */
409                 w[0] = w[1] = w[2] = 1.0f / 3.0f;
410 }
411
412 static float VecZDepthOrtho(const float pt[2],
413                             const float v1[3], const float v2[3], const float v3[3],
414                             float w[3])
415 {
416         barycentric_weights_v2(v1, v2, v3, pt, w);
417         return (v1[2] * w[0]) + (v2[2] * w[1]) + (v3[2] * w[2]);
418 }
419
420 static float VecZDepthPersp(const float pt[2],
421                             const float v1[4], const float v2[4], const float v3[4],
422                             float w[3])
423 {
424         float wtot_inv, wtot;
425         float w_tmp[3];
426
427         barycentric_weights_v2_persp(v1, v2, v3, pt, w);
428         /* for the depth we need the weights to match what
429          * barycentric_weights_v2 would return, in this case its easiest just to
430          * undo the 4th axis division and make it unit-sum
431          *
432          * don't call barycentric_weights_v2() because our callers expect 'w'
433          * to be weighted from the perspective */
434         w_tmp[0] = w[0] * v1[3];
435         w_tmp[1] = w[1] * v2[3];
436         w_tmp[2] = w[2] * v3[3];
437
438         wtot = w_tmp[0] + w_tmp[1] + w_tmp[2];
439
440         if (wtot != 0.0f) {
441                 wtot_inv = 1.0f / wtot;
442
443                 w_tmp[0] = w_tmp[0] * wtot_inv;
444                 w_tmp[1] = w_tmp[1] * wtot_inv;
445                 w_tmp[2] = w_tmp[2] * wtot_inv;
446         }
447         else /* dummy values for zero area face */
448                 w_tmp[0] = w_tmp[1] = w_tmp[2] = 1.0f / 3.0f;
449         /* done mimicing barycentric_weights_v2() */
450
451         return (v1[2] * w_tmp[0]) + (v2[2] * w_tmp[1]) + (v3[2] * w_tmp[2]);
452 }
453
454
455 /* Return the top-most face index that the screen space coord 'pt' touches (or -1) */
456 static int project_paint_PickFace(const ProjPaintState *ps, const float pt[2], float w[3], int *side)
457 {
458         LinkNode *node;
459         float w_tmp[3];
460         float *v1, *v2, *v3, *v4;
461         int bucket_index;
462         int face_index;
463         int best_side = -1;
464         int best_face_index = -1;
465         float z_depth_best = FLT_MAX, z_depth;
466         MFace *mf;
467
468         bucket_index = project_bucket_offset_safe(ps, pt);
469         if (bucket_index == -1)
470                 return -1;
471
472
473
474         /* we could return 0 for 1 face buckets, as long as this function assumes
475          * that the point its testing is only every originated from an existing face */
476
477         for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
478                 face_index = GET_INT_FROM_POINTER(node->link);
479                 mf = ps->dm_mface + face_index;
480
481                 v1 = ps->screenCoords[mf->v1];
482                 v2 = ps->screenCoords[mf->v2];
483                 v3 = ps->screenCoords[mf->v3];
484
485                 if (isect_point_tri_v2(pt, v1, v2, v3)) {
486                         if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v2, v3, w_tmp);
487                         else z_depth = VecZDepthPersp(pt, v1, v2, v3, w_tmp);
488
489                         if (z_depth < z_depth_best) {
490                                 best_face_index = face_index;
491                                 best_side = 0;
492                                 z_depth_best = z_depth;
493                                 copy_v3_v3(w, w_tmp);
494                         }
495                 }
496                 else if (mf->v4) {
497                         v4 = ps->screenCoords[mf->v4];
498
499                         if (isect_point_tri_v2(pt, v1, v3, v4)) {
500                                 if (ps->is_ortho) z_depth = VecZDepthOrtho(pt, v1, v3, v4, w_tmp);
501                                 else z_depth = VecZDepthPersp(pt, v1, v3, v4, w_tmp);
502
503                                 if (z_depth < z_depth_best) {
504                                         best_face_index = face_index;
505                                         best_side = 1;
506                                         z_depth_best = z_depth;
507                                         copy_v3_v3(w, w_tmp);
508                                 }
509                         }
510                 }
511         }
512
513         *side = best_side;
514         return best_face_index; /* will be -1 or a valid face */
515 }
516
517 /* Converts a uv coord into a pixel location wrapping if the uv is outside 0-1 range */
518 static void uvco_to_wrapped_pxco(float uv[2], int ibuf_x, int ibuf_y, float *x, float *y)
519 {
520         /* use */
521         *x = (float)fmodf(uv[0], 1.0f);
522         *y = (float)fmodf(uv[1], 1.0f);
523
524         if (*x < 0.0f) *x += 1.0f;
525         if (*y < 0.0f) *y += 1.0f;
526
527         *x = *x * ibuf_x - 0.5f;
528         *y = *y * ibuf_y - 0.5f;
529 }
530
531 /* Set the top-most face color that the screen space coord 'pt' touches (or return 0 if none touch) */
532 static int project_paint_PickColor(const ProjPaintState *ps, const float pt[2],
533                                    float *rgba_fp, unsigned char *rgba, const int interp)
534 {
535         float w[3], uv[2];
536         int side;
537         int face_index;
538         MTFace *tf;
539         Image *ima;
540         ImBuf *ibuf;
541         int xi, yi;
542
543
544         face_index = project_paint_PickFace(ps, pt, w, &side);
545
546         if (face_index == -1)
547                 return 0;
548
549         tf = ps->dm_mtface + face_index;
550
551         if (side == 0) {
552                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[1], tf->uv[2], w);
553         }
554         else { /* QUAD */
555                 interp_v2_v2v2v2(uv, tf->uv[0], tf->uv[2], tf->uv[3], w);
556         }
557
558         ima = project_paint_face_image(ps, ps->dm_mtface, face_index);
559         ibuf = ima->ibufs.first; /* we must have got the imbuf before getting here */
560         if (!ibuf) return 0;
561
562         if (interp) {
563                 float x, y;
564                 uvco_to_wrapped_pxco(uv, ibuf->x, ibuf->y, &x, &y);
565
566                 if (ibuf->rect_float) {
567                         if (rgba_fp) {
568                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_fp, x, y);
569                         }
570                         else {
571                                 float rgba_tmp_f[4];
572                                 bilinear_interpolation_color_wrap(ibuf, NULL, rgba_tmp_f, x, y);
573                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_f);
574                         }
575                 }
576                 else {
577                         if (rgba) {
578                                 bilinear_interpolation_color_wrap(ibuf, rgba, NULL, x, y);
579                         }
580                         else {
581                                 unsigned char rgba_tmp[4];
582                                 bilinear_interpolation_color_wrap(ibuf, rgba_tmp, NULL, x, y);
583                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, rgba_tmp);
584                         }
585                 }
586         }
587         else {
588                 //xi = (int)((uv[0]*ibuf->x) + 0.5f);
589                 //yi = (int)((uv[1]*ibuf->y) + 0.5f);
590                 //if (xi < 0 || xi >= ibuf->x  ||  yi < 0 || yi >= ibuf->y) return 0;
591
592                 /* wrap */
593                 xi = ((int)(uv[0] * ibuf->x)) % ibuf->x;
594                 if (xi < 0) xi += ibuf->x;
595                 yi = ((int)(uv[1] * ibuf->y)) % ibuf->y;
596                 if (yi < 0) yi += ibuf->y;
597
598
599                 if (rgba) {
600                         if (ibuf->rect_float) {
601                                 float *rgba_tmp_fp = ibuf->rect_float + (xi + yi * ibuf->x * 4);
602                                 IMAPAINT_FLOAT_RGBA_TO_CHAR(rgba, rgba_tmp_fp);
603                         }
604                         else {
605                                 *((unsigned int *)rgba) = *(unsigned int *)(((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4));
606                         }
607                 }
608
609                 if (rgba_fp) {
610                         if (ibuf->rect_float) {
611                                 copy_v4_v4(rgba_fp, (ibuf->rect_float + ((xi + yi * ibuf->x) * 4)));
612                         }
613                         else {
614                                 char *tmp_ch = ((char *)ibuf->rect) + ((xi + yi * ibuf->x) * 4);
615                                 IMAPAINT_CHAR_RGBA_TO_FLOAT(rgba_fp, tmp_ch);
616                         }
617                 }
618         }
619         return 1;
620 }
621
622 /* Check if 'pt' is infront of the 3 verts on the Z axis (used for screenspace occlusuion test)
623  * return...
624  *  0   : no occlusion
625  * -1   : no occlusion but 2D intersection is true (avoid testing the other half of a quad)
626  *  1   : occluded
627  *  2   : occluded with w[3] weights set (need to know in some cases) */
628
629 static int project_paint_occlude_ptv(float pt[3], float v1[4], float v2[4], float v3[4], float w[3], int is_ortho)
630 {
631         /* if all are behind us, return false */
632         if (v1[2] > pt[2] && v2[2] > pt[2] && v3[2] > pt[2])
633                 return 0;
634
635         /* do a 2D point in try intersection */
636         if (!isect_point_tri_v2(pt, v1, v2, v3))
637                 return 0;  /* we know there is  */
638
639
640         /* From here on we know there IS an intersection */
641         /* if ALL of the verts are infront of us then we know it intersects ? */
642         if (v1[2] < pt[2] && v2[2] < pt[2] && v3[2] < pt[2]) {
643                 return 1;
644         }
645         else {
646                 /* we intersect? - find the exact depth at the point of intersection */
647                 /* Is this point is occluded by another face? */
648                 if (is_ortho) {
649                         if (VecZDepthOrtho(pt, v1, v2, v3, w) < pt[2]) return 2;
650                 }
651                 else {
652                         if (VecZDepthPersp(pt, v1, v2, v3, w) < pt[2]) return 2;
653                 }
654         }
655         return -1;
656 }
657
658
659 static int project_paint_occlude_ptv_clip(const ProjPaintState *ps, const MFace *mf,
660                                           float pt[3], float v1[4], float v2[4], float v3[4],
661                                           const int side)
662 {
663         float w[3], wco[3];
664         int ret = project_paint_occlude_ptv(pt, v1, v2, v3, w, ps->is_ortho);
665
666         if (ret <= 0)
667                 return ret;
668
669         if (ret == 1) { /* weights not calculated */
670                 if (ps->is_ortho) barycentric_weights_v2(v1, v2, v3, pt, w);
671                 else barycentric_weights_v2_persp(v1, v2, v3, pt, w);
672         }
673
674         /* Test if we're in the clipped area, */
675         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);
676         else interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
677
678         if (!ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
679                 return 1;
680         }
681
682         return -1;
683 }
684
685
686 /* Check if a screenspace location is occluded by any other faces
687  * check, pixelScreenCo must be in screenspace, its Z-Depth only needs to be used for comparison
688  * and doesn't need to be correct in relation to X and Y coords (this is the case in perspective view) */
689 static int project_bucket_point_occluded(const ProjPaintState *ps, LinkNode *bucketFace, const int orig_face, float pixelScreenCo[4])
690 {
691         MFace *mf;
692         int face_index;
693         int isect_ret;
694         float w[3]; /* not needed when clipping */
695         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
696
697         /* we could return 0 for 1 face buckets, as long as this function assumes
698          * that the point its testing is only every originated from an existing face */
699
700         for (; bucketFace; bucketFace = bucketFace->next) {
701                 face_index = GET_INT_FROM_POINTER(bucketFace->link);
702
703                 if (orig_face != face_index) {
704                         mf = ps->dm_mface + face_index;
705                         if (do_clip)
706                                 isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], 0);
707                         else
708                                 isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v2], ps->screenCoords[mf->v3], w, ps->is_ortho);
709
710                         /* Note, if (isect_ret == -1) then we don't want to test the other side of the quad */
711                         if (isect_ret == 0 && mf->v4) {
712                                 if (do_clip)
713                                         isect_ret = project_paint_occlude_ptv_clip(ps, mf, pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], 1);
714                                 else
715                                         isect_ret = project_paint_occlude_ptv(pixelScreenCo, ps->screenCoords[mf->v1], ps->screenCoords[mf->v3], ps->screenCoords[mf->v4], w, ps->is_ortho);
716                         }
717                         if (isect_ret >= 1) {
718                                 /* TODO - we may want to cache the first hit,
719                                  * it is not possible to swap the face order in the list anymore */
720                                 return 1;
721                         }
722                 }
723         }
724         return 0;
725 }
726
727 /* basic line intersection, could move to math_geom.c, 2 points with a horiz line
728  * 1 for an intersection, 2 if the first point is aligned, 3 if the second point is aligned */
729 #define ISECT_TRUE 1
730 #define ISECT_TRUE_P1 2
731 #define ISECT_TRUE_P2 3
732 static int line_isect_y(const float p1[2], const float p2[2], const float y_level, float *x_isect)
733 {
734         float y_diff;
735
736         if (y_level == p1[1]) { /* are we touching the first point? - no interpolation needed */
737                 *x_isect = p1[0];
738                 return ISECT_TRUE_P1;
739         }
740         if (y_level == p2[1]) { /* are we touching the second point? - no interpolation needed */
741                 *x_isect = p2[0];
742                 return ISECT_TRUE_P2;
743         }
744
745         y_diff = fabsf(p1[1] - p2[1]); /* yuck, horizontal line, we cant do much here */
746
747         if (y_diff < 0.000001f) {
748                 *x_isect = (p1[0] + p2[0]) * 0.5f;
749                 return ISECT_TRUE;
750         }
751
752         if (p1[1] > y_level && p2[1] < y_level) {
753                 *x_isect = (p2[0] * (p1[1] - y_level) + p1[0] * (y_level - p2[1])) / y_diff;  /*(p1[1]-p2[1]);*/
754                 return ISECT_TRUE;
755         }
756         else if (p1[1] < y_level && p2[1] > y_level) {
757                 *x_isect = (p2[0] * (y_level - p1[1]) + p1[0] * (p2[1] - y_level)) / y_diff;  /*(p2[1]-p1[1]);*/
758                 return ISECT_TRUE;
759         }
760         else {
761                 return 0;
762         }
763 }
764
765 static int line_isect_x(const float p1[2], const float p2[2], const float x_level, float *y_isect)
766 {
767         float x_diff;
768
769         if (x_level == p1[0]) { /* are we touching the first point? - no interpolation needed */
770                 *y_isect = p1[1];
771                 return ISECT_TRUE_P1;
772         }
773         if (x_level == p2[0]) { /* are we touching the second point? - no interpolation needed */
774                 *y_isect = p2[1];
775                 return ISECT_TRUE_P2;
776         }
777
778         x_diff = fabsf(p1[0] - p2[0]); /* yuck, horizontal line, we cant do much here */
779
780         if (x_diff < 0.000001f) { /* yuck, vertical line, we cant do much here */
781                 *y_isect = (p1[0] + p2[0]) * 0.5f;
782                 return ISECT_TRUE;
783         }
784
785         if (p1[0] > x_level && p2[0] < x_level) {
786                 *y_isect = (p2[1] * (p1[0] - x_level) + p1[1] * (x_level - p2[0])) / x_diff; /*(p1[0]-p2[0]);*/
787                 return ISECT_TRUE;
788         }
789         else if (p1[0] < x_level && p2[0] > x_level) {
790                 *y_isect = (p2[1] * (x_level - p1[0]) + p1[1] * (p2[0] - x_level)) / x_diff; /*(p2[0]-p1[0]);*/
791                 return ISECT_TRUE;
792         }
793         else {
794                 return 0;
795         }
796 }
797
798 /* simple func use for comparing UV locations to check if there are seams.
799  * Its possible this gives incorrect results, when the UVs for 1 face go into the next
800  * tile, but do not do this for the adjacent face, it could return a false positive.
801  * This is so unlikely that Id not worry about it. */
802 #ifndef PROJ_DEBUG_NOSEAMBLEED
803 static int cmp_uv(const float vec2a[2], const float vec2b[2])
804 {
805         /* if the UV's are not between 0.0 and 1.0 */
806         float xa = (float)fmodf(vec2a[0], 1.0f);
807         float ya = (float)fmodf(vec2a[1], 1.0f);
808
809         float xb = (float)fmodf(vec2b[0], 1.0f);
810         float yb = (float)fmodf(vec2b[1], 1.0f);
811
812         if (xa < 0.0f) xa += 1.0f;
813         if (ya < 0.0f) ya += 1.0f;
814
815         if (xb < 0.0f) xb += 1.0f;
816         if (yb < 0.0f) yb += 1.0f;
817
818         return ((fabsf(xa - xb) < PROJ_GEOM_TOLERANCE) && (fabsf(ya - yb) < PROJ_GEOM_TOLERANCE)) ? 1 : 0;
819 }
820 #endif
821
822 /* set min_px and max_px to the image space bounds of the UV coords
823  * return zero if there is no area in the returned rectangle */
824 #ifndef PROJ_DEBUG_NOSEAMBLEED
825 static int pixel_bounds_uv(
826         const float uv1[2], const float uv2[2], const float uv3[2], const float uv4[2],
827         rcti *bounds_px,
828         const int ibuf_x, const int ibuf_y,
829         int is_quad
830         )
831 {
832         float min_uv[2], max_uv[2]; /* UV bounds */
833
834         INIT_MINMAX2(min_uv, max_uv);
835
836         minmax_v2v2_v2(min_uv, max_uv, uv1);
837         minmax_v2v2_v2(min_uv, max_uv, uv2);
838         minmax_v2v2_v2(min_uv, max_uv, uv3);
839         if (is_quad)
840                 minmax_v2v2_v2(min_uv, max_uv, uv4);
841
842         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
843         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
844
845         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
846         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
847
848         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
849
850         /* face uses no UV area when quantized to pixels? */
851         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
852 }
853 #endif
854
855 static int pixel_bounds_array(float (*uv)[2], rcti *bounds_px, const int ibuf_x, const int ibuf_y, int tot)
856 {
857         float min_uv[2], max_uv[2]; /* UV bounds */
858
859         if (tot == 0) {
860                 return 0;
861         }
862
863         INIT_MINMAX2(min_uv, max_uv);
864
865         while (tot--) {
866                 minmax_v2v2_v2(min_uv, max_uv, (*uv));
867                 uv++;
868         }
869
870         bounds_px->xmin = (int)(ibuf_x * min_uv[0]);
871         bounds_px->ymin = (int)(ibuf_y * min_uv[1]);
872
873         bounds_px->xmax = (int)(ibuf_x * max_uv[0]) + 1;
874         bounds_px->ymax = (int)(ibuf_y * max_uv[1]) + 1;
875
876         /*printf("%d %d %d %d\n", min_px[0], min_px[1], max_px[0], max_px[1]);*/
877
878         /* face uses no UV area when quantized to pixels? */
879         return (bounds_px->xmin == bounds_px->xmax || bounds_px->ymin == bounds_px->ymax) ? 0 : 1;
880 }
881
882 #ifndef PROJ_DEBUG_NOSEAMBLEED
883
884 /* This function returns 1 if this face has a seam along the 2 face-vert indices
885  * 'orig_i1_fidx' and 'orig_i2_fidx' */
886 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)
887 {
888         LinkNode *node;
889         int face_index;
890         unsigned int i1, i2;
891         int i1_fidx = -1, i2_fidx = -1; /* index in face */
892         MFace *mf;
893         MTFace *tf;
894         const MFace *orig_mf = ps->dm_mface + orig_face;
895         const MTFace *orig_tf = ps->dm_mtface + orig_face;
896
897         /* vert indices from face vert order indices */
898         i1 = (*(&orig_mf->v1 + orig_i1_fidx));
899         i2 = (*(&orig_mf->v1 + orig_i2_fidx));
900
901         for (node = ps->vertFaces[i1]; node; node = node->next) {
902                 face_index = GET_INT_FROM_POINTER(node->link);
903
904                 if (face_index != orig_face) {
905                         mf = ps->dm_mface + face_index;
906                         /* could check if the 2 faces images match here,
907                          * but then there wouldn't be a way to return the opposite face's info */
908
909
910                         /* We need to know the order of the verts in the adjacent face
911                          * set the i1_fidx and i2_fidx to (0,1,2,3) */
912                         if      (mf->v1 == i1) i1_fidx = 0;
913                         else if (mf->v2 == i1) i1_fidx = 1;
914                         else if (mf->v3 == i1) i1_fidx = 2;
915                         else if (mf->v4 && mf->v4 == i1) i1_fidx = 3;
916
917                         if      (mf->v1 == i2) i2_fidx = 0;
918                         else if (mf->v2 == i2) i2_fidx = 1;
919                         else if (mf->v3 == i2) i2_fidx = 2;
920                         else if (mf->v4 && mf->v4 == i2) i2_fidx = 3;
921
922                         /* Only need to check if 'i2_fidx' is valid because we know i1_fidx is the same vert on both faces */
923                         if (i2_fidx != -1) {
924                                 Image *tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
925                                 Image *orig_tpage = project_paint_face_image(ps, ps->dm_mtface, orig_face);
926
927                                 /* This IS an adjacent face!, now lets check if the UVs are ok */
928                                 tf = ps->dm_mtface + face_index;
929
930                                 /* set up the other face */
931                                 *other_face = face_index;
932                                 *orig_fidx = (i1_fidx < i2_fidx) ? i1_fidx : i2_fidx;
933
934                                 /* first test if they have the same image */
935                                 if ((orig_tpage == tpage) &&
936                                     cmp_uv(orig_tf->uv[orig_i1_fidx], tf->uv[i1_fidx]) &&
937                                     cmp_uv(orig_tf->uv[orig_i2_fidx], tf->uv[i2_fidx]) )
938                                 {
939                                         // printf("SEAM (NONE)\n");
940                                         return 0;
941
942                                 }
943                                 else {
944                                         // printf("SEAM (UV GAP)\n");
945                                         return 1;
946                                 }
947                         }
948                 }
949         }
950         // printf("SEAM (NO FACE)\n");
951         *other_face = -1;
952         return 1;
953 }
954
955 /* Calculate outset UV's, this is not the same as simply scaling the UVs,
956  * since the outset coords are a margin that keep an even distance from the original UV's,
957  * note that the image aspect is taken into account */
958 static void uv_image_outset(float (*orig_uv)[2], float (*outset_uv)[2], const float scaler,
959                             const int ibuf_x, const int ibuf_y, const int is_quad)
960 {
961         float a1, a2, a3, a4 = 0.0f;
962         float puv[4][2]; /* pixelspace uv's */
963         float no1[2], no2[2], no3[2], no4[2]; /* normals */
964         float dir1[2], dir2[2], dir3[2], dir4[2];
965         float ibuf_inv[2];
966
967         ibuf_inv[0] = 1.0f / (float)ibuf_x;
968         ibuf_inv[1] = 1.0f / (float)ibuf_y;
969
970         /* make UV's in pixel space so we can */
971         puv[0][0] = orig_uv[0][0] * ibuf_x;
972         puv[0][1] = orig_uv[0][1] * ibuf_y;
973
974         puv[1][0] = orig_uv[1][0] * ibuf_x;
975         puv[1][1] = orig_uv[1][1] * ibuf_y;
976
977         puv[2][0] = orig_uv[2][0] * ibuf_x;
978         puv[2][1] = orig_uv[2][1] * ibuf_y;
979
980         if (is_quad) {
981                 puv[3][0] = orig_uv[3][0] * ibuf_x;
982                 puv[3][1] = orig_uv[3][1] * ibuf_y;
983         }
984
985         /* face edge directions */
986         sub_v2_v2v2(dir1, puv[1], puv[0]);
987         sub_v2_v2v2(dir2, puv[2], puv[1]);
988         normalize_v2(dir1);
989         normalize_v2(dir2);
990
991         if (is_quad) {
992                 sub_v2_v2v2(dir3, puv[3], puv[2]);
993                 sub_v2_v2v2(dir4, puv[0], puv[3]);
994                 normalize_v2(dir3);
995                 normalize_v2(dir4);
996         }
997         else {
998                 sub_v2_v2v2(dir3, puv[0], puv[2]);
999                 normalize_v2(dir3);
1000         }
1001
1002         /* TODO - angle_normalized_v2v2(...) * (M_PI/180.0f)
1003          * This is incorrect. Its already given radians but without it wont work.
1004          * need to look into a fix - campbell */
1005         if (is_quad) {
1006                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir4, dir1) * ((float)M_PI / 180.0f));
1007                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1008                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1009                 a4 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir4) * ((float)M_PI / 180.0f));
1010         }
1011         else {
1012                 a1 = shell_angle_to_dist(angle_normalized_v2v2(dir3, dir1) * ((float)M_PI / 180.0f));
1013                 a2 = shell_angle_to_dist(angle_normalized_v2v2(dir1, dir2) * ((float)M_PI / 180.0f));
1014                 a3 = shell_angle_to_dist(angle_normalized_v2v2(dir2, dir3) * ((float)M_PI / 180.0f));
1015         }
1016
1017         if (is_quad) {
1018                 sub_v2_v2v2(no1, dir4, dir1);
1019                 sub_v2_v2v2(no2, dir1, dir2);
1020                 sub_v2_v2v2(no3, dir2, dir3);
1021                 sub_v2_v2v2(no4, dir3, dir4);
1022                 normalize_v2(no1);
1023                 normalize_v2(no2);
1024                 normalize_v2(no3);
1025                 normalize_v2(no4);
1026                 mul_v2_fl(no1, a1 * scaler);
1027                 mul_v2_fl(no2, a2 * scaler);
1028                 mul_v2_fl(no3, a3 * scaler);
1029                 mul_v2_fl(no4, a4 * scaler);
1030                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1031                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1032                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1033                 add_v2_v2v2(outset_uv[3], puv[3], no4);
1034                 mul_v2_v2(outset_uv[0], ibuf_inv);
1035                 mul_v2_v2(outset_uv[1], ibuf_inv);
1036                 mul_v2_v2(outset_uv[2], ibuf_inv);
1037                 mul_v2_v2(outset_uv[3], ibuf_inv);
1038         }
1039         else {
1040                 sub_v2_v2v2(no1, dir3, dir1);
1041                 sub_v2_v2v2(no2, dir1, dir2);
1042                 sub_v2_v2v2(no3, dir2, dir3);
1043                 normalize_v2(no1);
1044                 normalize_v2(no2);
1045                 normalize_v2(no3);
1046                 mul_v2_fl(no1, a1 * scaler);
1047                 mul_v2_fl(no2, a2 * scaler);
1048                 mul_v2_fl(no3, a3 * scaler);
1049                 add_v2_v2v2(outset_uv[0], puv[0], no1);
1050                 add_v2_v2v2(outset_uv[1], puv[1], no2);
1051                 add_v2_v2v2(outset_uv[2], puv[2], no3);
1052
1053                 mul_v2_v2(outset_uv[0], ibuf_inv);
1054                 mul_v2_v2(outset_uv[1], ibuf_inv);
1055                 mul_v2_v2(outset_uv[2], ibuf_inv);
1056         }
1057 }
1058
1059 /*
1060  * Be tricky with flags, first 4 bits are PROJ_FACE_SEAM1 to 4, last 4 bits are PROJ_FACE_NOSEAM1 to 4
1061  * 1<<i - where i is (0-3)
1062  *
1063  * If we're multithreadng, make sure threads are locked when this is called
1064  */
1065 static void project_face_seams_init(const ProjPaintState *ps, const int face_index, const int is_quad)
1066 {
1067         int other_face, other_fidx; /* vars for the other face, we also set its flag */
1068         int fidx1 = is_quad ? 3 : 2;
1069         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 */
1070
1071         do {
1072                 if ((ps->faceSeamFlags[face_index] & (1 << fidx1 | 16 << fidx1)) == 0) {
1073                         if (check_seam(ps, face_index, fidx1, fidx2, &other_face, &other_fidx)) {
1074                                 ps->faceSeamFlags[face_index] |= 1 << fidx1;
1075                                 if (other_face != -1)
1076                                         ps->faceSeamFlags[other_face] |= 1 << other_fidx;
1077                         }
1078                         else {
1079                                 ps->faceSeamFlags[face_index] |= 16 << fidx1;
1080                                 if (other_face != -1)
1081                                         ps->faceSeamFlags[other_face] |= 16 << other_fidx;  /* second 4 bits for disabled */
1082                         }
1083                 }
1084
1085                 fidx2 = fidx1;
1086         } while (fidx1--);
1087 }
1088 #endif // PROJ_DEBUG_NOSEAMBLEED
1089
1090
1091 /* Converts a UV location to a 3D screenspace location
1092  * Takes a 'uv' and 3 UV coords, and sets the values of pixelScreenCo
1093  *
1094  * This is used for finding a pixels location in screenspace for painting */
1095 static void screen_px_from_ortho(
1096         float uv[2],
1097         float v1co[3], float v2co[3], float v3co[3],  /* Screenspace coords */
1098         float uv1co[2], float uv2co[2], float uv3co[2],
1099         float pixelScreenCo[4],
1100         float w[3])
1101 {
1102         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1103         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1104 }
1105
1106 /* same as screen_px_from_ortho except we need to take into account
1107  * the perspective W coord for each vert */
1108 static void screen_px_from_persp(
1109         float uv[2],
1110         float v1co[4], float v2co[4], float v3co[4],  /* screenspace coords */
1111         float uv1co[2], float uv2co[2], float uv3co[2],
1112         float pixelScreenCo[4],
1113         float w[3])
1114 {
1115
1116         float wtot_inv, wtot;
1117         barycentric_weights_v2(uv1co, uv2co, uv3co, uv, w);
1118
1119         /* re-weight from the 4th coord of each screen vert */
1120         w[0] *= v1co[3];
1121         w[1] *= v2co[3];
1122         w[2] *= v3co[3];
1123
1124         wtot = w[0] + w[1] + w[2];
1125
1126         if (wtot > 0.0f) {
1127                 wtot_inv = 1.0f / wtot;
1128                 w[0] *= wtot_inv;
1129                 w[1] *= wtot_inv;
1130                 w[2] *= wtot_inv;
1131         }
1132         else {
1133                 w[0] = w[1] = w[2] = 1.0f / 3.0f;  /* dummy values for zero area face */
1134         }
1135         /* done re-weighting */
1136
1137         interp_v3_v3v3v3(pixelScreenCo, v1co, v2co, v3co, w);
1138 }
1139
1140 static void project_face_pixel(const MTFace *tf_other, ImBuf *ibuf_other, const float w[3],
1141                                int side, unsigned char rgba_ub[4], float rgba_f[4])
1142 {
1143         float *uvCo1, *uvCo2, *uvCo3;
1144         float uv_other[2], x, y;
1145
1146         uvCo1 =  (float *)tf_other->uv[0];
1147         if (side == 1) {
1148                 uvCo2 =  (float *)tf_other->uv[2];
1149                 uvCo3 =  (float *)tf_other->uv[3];
1150         }
1151         else {
1152                 uvCo2 =  (float *)tf_other->uv[1];
1153                 uvCo3 =  (float *)tf_other->uv[2];
1154         }
1155
1156         interp_v2_v2v2v2(uv_other, uvCo1, uvCo2, uvCo3, (float *)w);
1157
1158         /* use */
1159         uvco_to_wrapped_pxco(uv_other, ibuf_other->x, ibuf_other->y, &x, &y);
1160
1161
1162         if (ibuf_other->rect_float) { /* from float to float */
1163                 bilinear_interpolation_color_wrap(ibuf_other, NULL, rgba_f, x, y);
1164         }
1165         else { /* from char to float */
1166                 bilinear_interpolation_color_wrap(ibuf_other, rgba_ub, NULL, x, y);
1167         }
1168
1169 }
1170
1171 /* run this outside project_paint_uvpixel_init since pixels with mask 0 don't need init */
1172 static float project_paint_uvpixel_mask(
1173         const ProjPaintState *ps,
1174         const int face_index,
1175         const int side,
1176         const float w[3])
1177 {
1178         float mask;
1179
1180         /* Image Mask */
1181         if (ps->do_layer_stencil) {
1182                 /* another UV maps image is masking this one's */
1183                 ImBuf *ibuf_other;
1184                 Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_stencil, face_index);
1185                 const MTFace *tf_other = ps->dm_mtface_stencil + face_index;
1186
1187                 if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1188                         /* BKE_image_acquire_ibuf - TODO - this may be slow */
1189                         unsigned char rgba_ub[4];
1190                         float rgba_f[4];
1191
1192                         project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, rgba_f);
1193
1194                         if (ibuf_other->rect_float) { /* from float to float */
1195                                 mask = ((rgba_f[0] + rgba_f[1] + rgba_f[2]) / 3.0f) * rgba_f[3];
1196                         }
1197                         else { /* from char to float */
1198                                 mask = ((rgba_ub[0] + rgba_ub[1] + rgba_ub[2]) / (256 * 3.0f)) * (rgba_ub[3] / 256.0f);
1199                         }
1200
1201                         BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1202
1203                         if (!ps->do_layer_stencil_inv) /* matching the gimps layer mask black/white rules, white==full opacity */
1204                                 mask = (1.0f - mask);
1205
1206                         if (mask == 0.0f) {
1207                                 return 0.0f;
1208                         }
1209                 }
1210                 else {
1211                         return 0.0f;
1212                 }
1213         }
1214         else {
1215                 mask = 1.0f;
1216         }
1217
1218         /* calculate mask */
1219         if (ps->do_mask_normal) {
1220                 MFace *mf = &ps->dm_mface[face_index];
1221                 float no[3], angle;
1222                 if (mf->flag & ME_SMOOTH) {
1223                         short *no1, *no2, *no3;
1224                         no1 = ps->dm_mvert[mf->v1].no;
1225                         if (side == 1) {
1226                                 no2 = ps->dm_mvert[mf->v3].no;
1227                                 no3 = ps->dm_mvert[mf->v4].no;
1228                         }
1229                         else {
1230                                 no2 = ps->dm_mvert[mf->v2].no;
1231                                 no3 = ps->dm_mvert[mf->v3].no;
1232                         }
1233
1234                         no[0] = w[0] * no1[0] + w[1] * no2[0] + w[2] * no3[0];
1235                         no[1] = w[0] * no1[1] + w[1] * no2[1] + w[2] * no3[1];
1236                         no[2] = w[0] * no1[2] + w[1] * no2[2] + w[2] * no3[2];
1237                         normalize_v3(no);
1238                 }
1239                 else {
1240                         /* incase the */
1241 #if 1
1242                         /* normalizing per pixel isn't optimal, we could cache or check ps->*/
1243                         if (mf->v4)
1244                                 normal_quad_v3(no,
1245                                                ps->dm_mvert[mf->v1].co,
1246                                                ps->dm_mvert[mf->v2].co,
1247                                                ps->dm_mvert[mf->v3].co,
1248                                                ps->dm_mvert[mf->v4].co);
1249                         else
1250                                 normal_tri_v3(no,
1251                                               ps->dm_mvert[mf->v1].co,
1252                                               ps->dm_mvert[mf->v2].co,
1253                                               ps->dm_mvert[mf->v3].co);
1254 #else
1255                         /* don't use because some modifiers dont have normal data (subsurf for eg) */
1256                         copy_v3_v3(no, (float *)ps->dm->getTessFaceData(ps->dm, face_index, CD_NORMAL));
1257 #endif
1258                 }
1259
1260                 /* now we can use the normal as a mask */
1261                 if (ps->is_ortho) {
1262                         angle = angle_normalized_v3v3((float *)ps->viewDir, no);
1263                 }
1264                 else {
1265                         /* Annoying but for the perspective view we need to get the pixels location in 3D space :/ */
1266                         float viewDirPersp[3];
1267                         float *co1, *co2, *co3;
1268                         co1 = ps->dm_mvert[mf->v1].co;
1269                         if (side == 1) {
1270                                 co2 = ps->dm_mvert[mf->v3].co;
1271                                 co3 = ps->dm_mvert[mf->v4].co;
1272                         }
1273                         else {
1274                                 co2 = ps->dm_mvert[mf->v2].co;
1275                                 co3 = ps->dm_mvert[mf->v3].co;
1276                         }
1277
1278                         /* Get the direction from the viewPoint to the pixel and normalize */
1279                         viewDirPersp[0] = (ps->viewPos[0] - (w[0] * co1[0] + w[1] * co2[0] + w[2] * co3[0]));
1280                         viewDirPersp[1] = (ps->viewPos[1] - (w[0] * co1[1] + w[1] * co2[1] + w[2] * co3[1]));
1281                         viewDirPersp[2] = (ps->viewPos[2] - (w[0] * co1[2] + w[1] * co2[2] + w[2] * co3[2]));
1282                         normalize_v3(viewDirPersp);
1283
1284                         angle = angle_normalized_v3v3(viewDirPersp, no);
1285                 }
1286
1287                 if (angle >= ps->normal_angle) {
1288                         return 0.0f; /* outsize the normal limit*/
1289                 }
1290                 else if (angle > ps->normal_angle_inner) {
1291                         mask *= (ps->normal_angle - angle) / ps->normal_angle_range;
1292                 } /* otherwise no mask normal is needed, were within the limit */
1293         }
1294
1295         /* This only works when the opacity dosnt change while painting, stylus pressure messes with this
1296          * so don't use it. */
1297         // if (ps->is_airbrush == 0) mask *= BKE_brush_alpha_get(ps->brush);
1298
1299         return mask;
1300 }
1301
1302 static int project_paint_pixel_sizeof(const short tool)
1303 {
1304         if ((tool == PAINT_TOOL_CLONE) || (tool == PAINT_TOOL_SMEAR)) {
1305                 return sizeof(ProjPixelClone);
1306         }
1307         else {
1308                 return sizeof(ProjPixel);
1309         }
1310 }
1311
1312
1313 /* run this function when we know a bucket's, face's pixel can be initialized,
1314  * return the ProjPixel which is added to 'ps->bucketRect[bucket_index]' */
1315 static ProjPixel *project_paint_uvpixel_init(
1316         const ProjPaintState *ps,
1317         MemArena *arena,
1318         const ImBuf *ibuf,
1319         short x_px, short y_px,
1320         const float mask,
1321         const int face_index,
1322         const int image_index,
1323         const float pixelScreenCo[4],
1324         const float world_spaceCo[3],
1325         const int side,
1326         const float w[3])
1327 {
1328         ProjPixel *projPixel;
1329
1330         /* wrap pixel location */
1331         x_px = x_px % ibuf->x;
1332         if (x_px < 0) x_px += ibuf->x;
1333         y_px = y_px % ibuf->y;
1334         if (y_px < 0) y_px += ibuf->y;
1335
1336         BLI_assert(ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool));
1337         projPixel = (ProjPixel *)BLI_memarena_alloc(arena, ps->pixel_sizeof);
1338         //memset(projPixel, 0, size);
1339
1340         if (ibuf->rect_float) {
1341                 projPixel->pixel.f_pt = ibuf->rect_float + ((x_px + y_px * ibuf->x) * 4);
1342                 projPixel->origColor.f[0] = projPixel->newColor.f[0] = projPixel->pixel.f_pt[0];
1343                 projPixel->origColor.f[1] = projPixel->newColor.f[1] = projPixel->pixel.f_pt[1];
1344                 projPixel->origColor.f[2] = projPixel->newColor.f[2] = projPixel->pixel.f_pt[2];
1345                 projPixel->origColor.f[3] = projPixel->newColor.f[3] = projPixel->pixel.f_pt[3];
1346         }
1347         else {
1348                 projPixel->pixel.ch_pt = ((unsigned char *)ibuf->rect + ((x_px + y_px * ibuf->x) * 4));
1349                 projPixel->origColor.uint = projPixel->newColor.uint = *projPixel->pixel.uint_pt;
1350         }
1351
1352         /* screenspace unclamped, we could keep its z and w values but don't need them at the moment */
1353         if (ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D) {
1354                 copy_v3_v3(projPixel->worldCoSS, world_spaceCo);
1355         }
1356
1357         copy_v2_v2(projPixel->projCoSS, pixelScreenCo);
1358
1359         projPixel->x_px = x_px;
1360         projPixel->y_px = y_px;
1361
1362         projPixel->mask = (unsigned short)(mask * 65535);
1363         projPixel->mask_max = 0;
1364
1365         /* which bounding box cell are we in?, needed for undo */
1366         projPixel->bb_cell_index = ((int)(((float)x_px / (float)ibuf->x) * PROJ_BOUNDBOX_DIV)) +
1367                                    ((int)(((float)y_px / (float)ibuf->y) * PROJ_BOUNDBOX_DIV)) * PROJ_BOUNDBOX_DIV;
1368
1369         /* done with view3d_project_float inline */
1370         if (ps->tool == PAINT_TOOL_CLONE) {
1371                 if (ps->dm_mtface_clone) {
1372                         ImBuf *ibuf_other;
1373                         Image *other_tpage = project_paint_face_image(ps, ps->dm_mtface_clone, face_index);
1374                         const MTFace *tf_other = ps->dm_mtface_clone + face_index;
1375
1376                         if (other_tpage && (ibuf_other = BKE_image_acquire_ibuf(other_tpage, NULL, NULL))) {
1377                                 /* BKE_image_acquire_ibuf - TODO - this may be slow */
1378
1379                                 if (ibuf->rect_float) {
1380                                         if (ibuf_other->rect_float) { /* from float to float */
1381                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, ((ProjPixelClone *)projPixel)->clonepx.f);
1382                                         }
1383                                         else { /* from char to float */
1384                                                 unsigned char rgba_ub[4];
1385                                                 float rgba[4];
1386                                                 project_face_pixel(tf_other, ibuf_other, w, side, rgba_ub, NULL);
1387                                                 srgb_to_linearrgb_uchar4(rgba, rgba_ub);
1388                                                 straight_to_premul_v4_v4(((ProjPixelClone *)projPixel)->clonepx.f, rgba);
1389                                         }
1390                                 }
1391                                 else {
1392                                         if (ibuf_other->rect_float) { /* float to char */
1393                                                 float rgba[4];
1394                                                 project_face_pixel(tf_other, ibuf_other, w, side, NULL, rgba);
1395                                                 premul_to_straight_v4(rgba);
1396                                                 linearrgb_to_srgb_uchar3(((ProjPixelClone *)projPixel)->clonepx.ch, rgba);
1397                                         }
1398                                         else { /* char to char */
1399                                                 project_face_pixel(tf_other, ibuf_other, w, side, ((ProjPixelClone *)projPixel)->clonepx.ch, NULL);
1400                                         }
1401                                 }
1402
1403                                 BKE_image_release_ibuf(other_tpage, ibuf_other, NULL);
1404                         }
1405                         else {
1406                                 if (ibuf->rect_float) {
1407                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0;
1408                                 }
1409                                 else {
1410                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0;
1411                                 }
1412                         }
1413
1414                 }
1415                 else {
1416                         float co[2];
1417                         sub_v2_v2v2(co, projPixel->projCoSS, (float *)ps->cloneOffset);
1418
1419                         /* no need to initialize the bucket, we're only checking buckets faces and for this
1420                          * the faces are already initialized in project_paint_delayed_face_init(...) */
1421                         if (ibuf->rect_float) {
1422                                 if (!project_paint_PickColor(ps, co, ((ProjPixelClone *)projPixel)->clonepx.f, NULL, 1)) {
1423                                         ((ProjPixelClone *)projPixel)->clonepx.f[3] = 0; /* zero alpha - ignore */
1424                                 }
1425                         }
1426                         else {
1427                                 if (!project_paint_PickColor(ps, co, NULL, ((ProjPixelClone *)projPixel)->clonepx.ch, 1)) {
1428                                         ((ProjPixelClone *)projPixel)->clonepx.ch[3] = 0; /* zero alpha - ignore */
1429                                 }
1430                         }
1431                 }
1432         }
1433
1434 #ifdef PROJ_DEBUG_PAINT
1435         if (ibuf->rect_float) projPixel->pixel.f_pt[0] = 0;
1436         else                  projPixel->pixel.ch_pt[0] = 0;
1437 #endif
1438         projPixel->image_index = image_index;
1439
1440         return projPixel;
1441 }
1442
1443 static int line_clip_rect2f(
1444         rctf *rect,
1445         const float l1[2], const float l2[2],
1446         float l1_clip[2], float l2_clip[2])
1447 {
1448         /* first account for horizontal, then vertical lines */
1449         /* horiz */
1450         if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) {
1451                 /* is the line out of range on its Y axis? */
1452                 if (l1[1] < rect->ymin || l1[1] > rect->ymax) {
1453                         return 0;
1454                 }
1455                 /* line is out of range on its X axis */
1456                 if ((l1[0] < rect->xmin && l2[0] < rect->xmin) || (l1[0] > rect->xmax && l2[0] > rect->xmax)) {
1457                         return 0;
1458                 }
1459
1460
1461                 if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1462                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1463                                 copy_v2_v2(l1_clip, l1);
1464                                 copy_v2_v2(l2_clip, l2);
1465                                 return 1;
1466                         }
1467                         else {
1468                                 return 0;
1469                         }
1470                 }
1471
1472                 copy_v2_v2(l1_clip, l1);
1473                 copy_v2_v2(l2_clip, l2);
1474                 CLAMP(l1_clip[0], rect->xmin, rect->xmax);
1475                 CLAMP(l2_clip[0], rect->xmin, rect->xmax);
1476                 return 1;
1477         }
1478         else if (fabsf(l1[0] - l2[0]) < PROJ_GEOM_TOLERANCE) {
1479                 /* is the line out of range on its X axis? */
1480                 if (l1[0] < rect->xmin || l1[0] > rect->xmax) {
1481                         return 0;
1482                 }
1483
1484                 /* line is out of range on its Y axis */
1485                 if ((l1[1] < rect->ymin && l2[1] < rect->ymin) || (l1[1] > rect->ymax && l2[1] > rect->ymax)) {
1486                         return 0;
1487                 }
1488
1489                 if (fabsf(l1[1] - l2[1]) < PROJ_GEOM_TOLERANCE) { /* this is a single point  (or close to)*/
1490                         if (BLI_rctf_isect_pt_v(rect, l1)) {
1491                                 copy_v2_v2(l1_clip, l1);
1492                                 copy_v2_v2(l2_clip, l2);
1493                                 return 1;
1494                         }
1495                         else {
1496                                 return 0;
1497                         }
1498                 }
1499
1500                 copy_v2_v2(l1_clip, l1);
1501                 copy_v2_v2(l2_clip, l2);
1502                 CLAMP(l1_clip[1], rect->ymin, rect->ymax);
1503                 CLAMP(l2_clip[1], rect->ymin, rect->ymax);
1504                 return 1;
1505         }
1506         else {
1507                 float isect;
1508                 short ok1 = 0;
1509                 short ok2 = 0;
1510
1511                 /* Done with vertical lines */
1512
1513                 /* are either of the points inside the rectangle ? */
1514                 if (BLI_rctf_isect_pt_v(rect, l1)) {
1515                         copy_v2_v2(l1_clip, l1);
1516                         ok1 = 1;
1517                 }
1518
1519                 if (BLI_rctf_isect_pt_v(rect, l2)) {
1520                         copy_v2_v2(l2_clip, l2);
1521                         ok2 = 1;
1522                 }
1523
1524                 /* line inside rect */
1525                 if (ok1 && ok2) return 1;
1526
1527                 /* top/bottom */
1528                 if (line_isect_y(l1, l2, rect->ymin, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1529                         if (l1[1] < l2[1]) { /* line 1 is outside */
1530                                 l1_clip[0] = isect;
1531                                 l1_clip[1] = rect->ymin;
1532                                 ok1 = 1;
1533                         }
1534                         else {
1535                                 l2_clip[0] = isect;
1536                                 l2_clip[1] = rect->ymin;
1537                                 ok2 = 2;
1538                         }
1539                 }
1540
1541                 if (ok1 && ok2) return 1;
1542
1543                 if (line_isect_y(l1, l2, rect->ymax, &isect) && (isect >= rect->xmin) && (isect <= rect->xmax)) {
1544                         if (l1[1] > l2[1]) { /* line 1 is outside */
1545                                 l1_clip[0] = isect;
1546                                 l1_clip[1] = rect->ymax;
1547                                 ok1 = 1;
1548                         }
1549                         else {
1550                                 l2_clip[0] = isect;
1551                                 l2_clip[1] = rect->ymax;
1552                                 ok2 = 2;
1553                         }
1554                 }
1555
1556                 if (ok1 && ok2) return 1;
1557
1558                 /* left/right */
1559                 if (line_isect_x(l1, l2, rect->xmin, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1560                         if (l1[0] < l2[0]) { /* line 1 is outside */
1561                                 l1_clip[0] = rect->xmin;
1562                                 l1_clip[1] = isect;
1563                                 ok1 = 1;
1564                         }
1565                         else {
1566                                 l2_clip[0] = rect->xmin;
1567                                 l2_clip[1] = isect;
1568                                 ok2 = 2;
1569                         }
1570                 }
1571
1572                 if (ok1 && ok2) return 1;
1573
1574                 if (line_isect_x(l1, l2, rect->xmax, &isect) && (isect >= rect->ymin) && (isect <= rect->ymax)) {
1575                         if (l1[0] > l2[0]) { /* line 1 is outside */
1576                                 l1_clip[0] = rect->xmax;
1577                                 l1_clip[1] = isect;
1578                                 ok1 = 1;
1579                         }
1580                         else {
1581                                 l2_clip[0] = rect->xmax;
1582                                 l2_clip[1] = isect;
1583                                 ok2 = 2;
1584                         }
1585                 }
1586
1587                 if (ok1 && ok2) {
1588                         return 1;
1589                 }
1590                 else {
1591                         return 0;
1592                 }
1593         }
1594 }
1595
1596
1597
1598 /* scale the quad & tri about its center
1599  * scaling by PROJ_FACE_SCALE_SEAM (0.99x) is used for getting fake UV pixel coords that are on the
1600  * edge of the face but slightly inside it occlusion tests don't return hits on adjacent faces */
1601 #ifndef PROJ_DEBUG_NOSEAMBLEED
1602 static void scale_quad(float insetCos[4][3], float *origCos[4], const float inset)
1603 {
1604         float cent[3];
1605         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0] + origCos[3][0]) / 4.0f;
1606         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1] + origCos[3][1]) / 4.0f;
1607         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2] + origCos[3][2]) / 4.0f;
1608
1609         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1610         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1611         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1612         sub_v3_v3v3(insetCos[3], origCos[3], cent);
1613
1614         mul_v3_fl(insetCos[0], inset);
1615         mul_v3_fl(insetCos[1], inset);
1616         mul_v3_fl(insetCos[2], inset);
1617         mul_v3_fl(insetCos[3], inset);
1618
1619         add_v3_v3(insetCos[0], cent);
1620         add_v3_v3(insetCos[1], cent);
1621         add_v3_v3(insetCos[2], cent);
1622         add_v3_v3(insetCos[3], cent);
1623 }
1624
1625
1626 static void scale_tri(float insetCos[4][3], float *origCos[4], const float inset)
1627 {
1628         float cent[3];
1629         cent[0] = (origCos[0][0] + origCos[1][0] + origCos[2][0]) / 3.0f;
1630         cent[1] = (origCos[0][1] + origCos[1][1] + origCos[2][1]) / 3.0f;
1631         cent[2] = (origCos[0][2] + origCos[1][2] + origCos[2][2]) / 3.0f;
1632
1633         sub_v3_v3v3(insetCos[0], origCos[0], cent);
1634         sub_v3_v3v3(insetCos[1], origCos[1], cent);
1635         sub_v3_v3v3(insetCos[2], origCos[2], cent);
1636
1637         mul_v3_fl(insetCos[0], inset);
1638         mul_v3_fl(insetCos[1], inset);
1639         mul_v3_fl(insetCos[2], inset);
1640
1641         add_v3_v3(insetCos[0], cent);
1642         add_v3_v3(insetCos[1], cent);
1643         add_v3_v3(insetCos[2], cent);
1644 }
1645 #endif //PROJ_DEBUG_NOSEAMBLEED
1646
1647 static float len_squared_v2v2_alt(const float *v1, const float v2_1, const float v2_2)
1648 {
1649         float x, y;
1650
1651         x = v1[0] - v2_1;
1652         y = v1[1] - v2_2;
1653         return x * x + y * y;
1654 }
1655
1656 /* note, use a squared value so we can use len_squared_v2v2
1657  * be sure that you have done a bounds check first or this may fail */
1658 /* only give bucket_bounds as an arg because we need it elsewhere */
1659 static int project_bucket_isect_circle(const float cent[2], const float radius_squared, rctf *bucket_bounds)
1660 {
1661
1662         /* Would normally to a simple intersection test, however we know the bounds of these 2 already intersect
1663          * so we only need to test if the center is inside the vertical or horizontal bounds on either axis,
1664          * this is even less work then an intersection test
1665          */
1666 #if 0
1667         if (BLI_rctf_isect_pt_v(bucket_bounds, cent))
1668                 return 1;
1669 #endif
1670
1671         if ((bucket_bounds->xmin <= cent[0] && bucket_bounds->xmax >= cent[0]) ||
1672             (bucket_bounds->ymin <= cent[1] && bucket_bounds->ymax >= cent[1]))
1673         {
1674                 return 1;
1675         }
1676
1677         /* out of bounds left */
1678         if (cent[0] < bucket_bounds->xmin) {
1679                 /* lower left out of radius test */
1680                 if (cent[1] < bucket_bounds->ymin) {
1681                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1682                 }
1683                 /* top left test */
1684                 else if (cent[1] > bucket_bounds->ymax) {
1685                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmin, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1686                 }
1687         }
1688         else if (cent[0] > bucket_bounds->xmax) {
1689                 /* lower right out of radius test */
1690                 if (cent[1] < bucket_bounds->ymin) {
1691                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymin) < radius_squared) ? 1 : 0;
1692                 }
1693                 /* top right test */
1694                 else if (cent[1] > bucket_bounds->ymax) {
1695                         return (len_squared_v2v2_alt(cent, bucket_bounds->xmax, bucket_bounds->ymax) < radius_squared) ? 1 : 0;
1696                 }
1697         }
1698
1699         return 0;
1700 }
1701
1702
1703
1704 /* Note for rect_to_uvspace_ortho() and rect_to_uvspace_persp()
1705  * in ortho view this function gives good results when bucket_bounds are outside the triangle
1706  * however in some cases, perspective view will mess up with faces that have minimal screenspace area
1707  * (viewed from the side)
1708  *
1709  * for this reason its not reliable in this case so we'll use the Simple Barycentric'
1710  * funcs that only account for points inside the triangle.
1711  * however switching back to this for ortho is always an option */
1712
1713 static void rect_to_uvspace_ortho(
1714         rctf *bucket_bounds,
1715         float *v1coSS, float *v2coSS, float *v3coSS,
1716         float *uv1co, float *uv2co, float *uv3co,
1717         float bucket_bounds_uv[4][2],
1718         const int flip)
1719 {
1720         float uv[2];
1721         float w[3];
1722
1723         /* get the UV space bounding box */
1724         uv[0] = bucket_bounds->xmax;
1725         uv[1] = bucket_bounds->ymin;
1726         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1727         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1728
1729         //uv[0] = bucket_bounds->xmax; // set above
1730         uv[1] = bucket_bounds->ymax;
1731         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1732         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1733
1734         uv[0] = bucket_bounds->xmin;
1735         //uv[1] = bucket_bounds->ymax; // set above
1736         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1737         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1738
1739         //uv[0] = bucket_bounds->xmin; // set above
1740         uv[1] = bucket_bounds->ymin;
1741         barycentric_weights_v2(v1coSS, v2coSS, v3coSS, uv, w);
1742         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1743 }
1744
1745 /* same as above but use barycentric_weights_v2_persp */
1746 static void rect_to_uvspace_persp(
1747         rctf *bucket_bounds,
1748         float *v1coSS, float *v2coSS, float *v3coSS,
1749         float *uv1co, float *uv2co, float *uv3co,
1750         float bucket_bounds_uv[4][2],
1751         const int flip
1752         )
1753 {
1754         float uv[2];
1755         float w[3];
1756
1757         /* get the UV space bounding box */
1758         uv[0] = bucket_bounds->xmax;
1759         uv[1] = bucket_bounds->ymin;
1760         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1761         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 3 : 0], uv1co, uv2co, uv3co, w);
1762
1763         //uv[0] = bucket_bounds->xmax; // set above
1764         uv[1] = bucket_bounds->ymax;
1765         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1766         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 2 : 1], uv1co, uv2co, uv3co, w);
1767
1768         uv[0] = bucket_bounds->xmin;
1769         //uv[1] = bucket_bounds->ymax; // set above
1770         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1771         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 1 : 2], uv1co, uv2co, uv3co, w);
1772
1773         //uv[0] = bucket_bounds->xmin; // set above
1774         uv[1] = bucket_bounds->ymin;
1775         barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, uv, w);
1776         interp_v2_v2v2v2(bucket_bounds_uv[flip ? 0 : 3], uv1co, uv2co, uv3co, w);
1777 }
1778
1779 /* This works as we need it to but we can save a few steps and not use it */
1780
1781 #if 0
1782 static float angle_2d_clockwise(const float p1[2], const float p2[2], const float p3[2])
1783 {
1784         float v1[2], v2[2];
1785
1786         v1[0] = p1[0] - p2[0];    v1[1] = p1[1] - p2[1];
1787         v2[0] = p3[0] - p2[0];    v2[1] = p3[1] - p2[1];
1788
1789         return -atan2(v1[0] * v2[1] - v1[1] * v2[0], v1[0] * v2[0] + v1[1] * v2[1]);
1790 }
1791 #endif
1792
1793 #define ISECT_1 (1)
1794 #define ISECT_2 (1 << 1)
1795 #define ISECT_3 (1 << 2)
1796 #define ISECT_4 (1 << 3)
1797 #define ISECT_ALL3 ((1 << 3) - 1)
1798 #define ISECT_ALL4 ((1 << 4) - 1)
1799
1800 /* limit must be a fraction over 1.0f */
1801 static int IsectPT2Df_limit(float pt[2], float v1[2], float v2[2], float v3[2], float limit)
1802 {
1803         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;
1804 }
1805
1806 /* Clip the face by a bucket and set the uv-space bucket_bounds_uv
1807  * so we have the clipped UV's to do pixel intersection tests with
1808  * */
1809 static int float_z_sort_flip(const void *p1, const void *p2)
1810 {
1811         return (((float *)p1)[2] < ((float *)p2)[2] ? 1 : -1);
1812 }
1813
1814 static int float_z_sort(const void *p1, const void *p2)
1815 {
1816         return (((float *)p1)[2] < ((float *)p2)[2] ? -1 : 1);
1817 }
1818
1819 static void project_bucket_clip_face(
1820         const int is_ortho,
1821         rctf *bucket_bounds,
1822         float *v1coSS, float *v2coSS, float *v3coSS,
1823         float *uv1co, float *uv2co, float *uv3co,
1824         float bucket_bounds_uv[8][2],
1825         int *tot)
1826 {
1827         int inside_bucket_flag = 0;
1828         int inside_face_flag = 0;
1829         const int flip = ((line_point_side_v2(v1coSS, v2coSS, v3coSS) > 0.0f) != (line_point_side_v2(uv1co, uv2co, uv3co) > 0.0f));
1830
1831         float bucket_bounds_ss[4][2];
1832
1833         /* get the UV space bounding box */
1834         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v1coSS);
1835         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v2coSS) << 1;
1836         inside_bucket_flag |= BLI_rctf_isect_pt_v(bucket_bounds, v3coSS) << 2;
1837
1838         if (inside_bucket_flag == ISECT_ALL3) {
1839                 /* all screenspace points are inside the bucket bounding box, this means we don't need to clip and can simply return the UVs */
1840                 if (flip) { /* facing the back? */
1841                         copy_v2_v2(bucket_bounds_uv[0], uv3co);
1842                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1843                         copy_v2_v2(bucket_bounds_uv[2], uv1co);
1844                 }
1845                 else {
1846                         copy_v2_v2(bucket_bounds_uv[0], uv1co);
1847                         copy_v2_v2(bucket_bounds_uv[1], uv2co);
1848                         copy_v2_v2(bucket_bounds_uv[2], uv3co);
1849                 }
1850
1851                 *tot = 3;
1852                 return;
1853         }
1854
1855         /* get the UV space bounding box */
1856         /* use IsectPT2Df_limit here so we catch points are are touching the tri edge (or a small fraction over) */
1857         bucket_bounds_ss[0][0] = bucket_bounds->xmax;
1858         bucket_bounds_ss[0][1] = bucket_bounds->ymin;
1859         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[0], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_1 : 0);
1860
1861         bucket_bounds_ss[1][0] = bucket_bounds->xmax;
1862         bucket_bounds_ss[1][1] = bucket_bounds->ymax;
1863         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[1], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_2 : 0);
1864
1865         bucket_bounds_ss[2][0] = bucket_bounds->xmin;
1866         bucket_bounds_ss[2][1] = bucket_bounds->ymax;
1867         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[2], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_3 : 0);
1868
1869         bucket_bounds_ss[3][0] = bucket_bounds->xmin;
1870         bucket_bounds_ss[3][1] = bucket_bounds->ymin;
1871         inside_face_flag |= (IsectPT2Df_limit(bucket_bounds_ss[3], v1coSS, v2coSS, v3coSS, 1 + PROJ_GEOM_TOLERANCE) ? ISECT_4 : 0);
1872
1873         if (inside_face_flag == ISECT_ALL4) {
1874                 /* bucket is totally inside the screenspace face, we can safely use weights */
1875
1876                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1877                 else rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, bucket_bounds_uv, flip);
1878
1879                 *tot = 4;
1880                 return;
1881         }
1882         else {
1883                 /* The Complicated Case!
1884                  *
1885                  * The 2 cases above are where the face is inside the bucket or the bucket is inside the face.
1886                  *
1887                  * we need to make a convex polyline from the intersection between the screenspace face
1888                  * and the bucket bounds.
1889                  *
1890                  * There are a number of ways this could be done, currently it just collects all intersecting verts,
1891                  * and line intersections,  then sorts them clockwise, this is a lot easier then evaluating the geometry to
1892                  * do a correct clipping on both shapes. */
1893
1894
1895                 /* add a bunch of points, we know must make up the convex hull which is the clipped rect and triangle */
1896
1897
1898
1899                 /* Maximum possible 6 intersections when using a rectangle and triangle */
1900                 float isectVCosSS[8][3]; /* The 3rd float is used to store angle for qsort(), NOT as a Z location */
1901                 float v1_clipSS[2], v2_clipSS[2];
1902                 float w[3];
1903
1904                 /* calc center */
1905                 float cent[2] = {0.0f, 0.0f};
1906                 /*float up[2] = {0.0f, 1.0f};*/
1907                 int i;
1908                 short doubles;
1909
1910                 (*tot) = 0;
1911
1912                 if (inside_face_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[0]); (*tot)++; }
1913                 if (inside_face_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[1]); (*tot)++; }
1914                 if (inside_face_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[2]); (*tot)++; }
1915                 if (inside_face_flag & ISECT_4) { copy_v2_v2(isectVCosSS[*tot], bucket_bounds_ss[3]); (*tot)++; }
1916
1917                 if (inside_bucket_flag & ISECT_1) { copy_v2_v2(isectVCosSS[*tot], v1coSS); (*tot)++; }
1918                 if (inside_bucket_flag & ISECT_2) { copy_v2_v2(isectVCosSS[*tot], v2coSS); (*tot)++; }
1919                 if (inside_bucket_flag & ISECT_3) { copy_v2_v2(isectVCosSS[*tot], v3coSS); (*tot)++; }
1920
1921                 if ((inside_bucket_flag & (ISECT_1 | ISECT_2)) != (ISECT_1 | ISECT_2)) {
1922                         if (line_clip_rect2f(bucket_bounds, v1coSS, v2coSS, v1_clipSS, v2_clipSS)) {
1923                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1924                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1925                         }
1926                 }
1927
1928                 if ((inside_bucket_flag & (ISECT_2 | ISECT_3)) != (ISECT_2 | ISECT_3)) {
1929                         if (line_clip_rect2f(bucket_bounds, v2coSS, v3coSS, v1_clipSS, v2_clipSS)) {
1930                                 if ((inside_bucket_flag & ISECT_2) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1931                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1932                         }
1933                 }
1934
1935                 if ((inside_bucket_flag & (ISECT_3 | ISECT_1)) != (ISECT_3 | ISECT_1)) {
1936                         if (line_clip_rect2f(bucket_bounds, v3coSS, v1coSS, v1_clipSS, v2_clipSS)) {
1937                                 if ((inside_bucket_flag & ISECT_3) == 0) { copy_v2_v2(isectVCosSS[*tot], v1_clipSS); (*tot)++; }
1938                                 if ((inside_bucket_flag & ISECT_1) == 0) { copy_v2_v2(isectVCosSS[*tot], v2_clipSS); (*tot)++; }
1939                         }
1940                 }
1941
1942
1943                 if ((*tot) < 3) { /* no intersections to speak of */
1944                         *tot = 0;
1945                         return;
1946                 }
1947
1948                 /* now we have all points we need, collect their angles and sort them clockwise */
1949
1950                 for (i = 0; i < (*tot); i++) {
1951                         cent[0] += isectVCosSS[i][0];
1952                         cent[1] += isectVCosSS[i][1];
1953                 }
1954                 cent[0] = cent[0] / (float)(*tot);
1955                 cent[1] = cent[1] / (float)(*tot);
1956
1957
1958
1959                 /* Collect angles for every point around the center point */
1960
1961
1962 #if 0   /* uses a few more cycles then the above loop */
1963                 for (i = 0; i < (*tot); i++) {
1964                         isectVCosSS[i][2] = angle_2d_clockwise(up, cent, isectVCosSS[i]);
1965                 }
1966 #endif
1967
1968                 v1_clipSS[0] = cent[0]; /* Abuse this var for the loop below */
1969                 v1_clipSS[1] = cent[1] + 1.0f;
1970
1971                 for (i = 0; i < (*tot); i++) {
1972                         v2_clipSS[0] = isectVCosSS[i][0] - cent[0];
1973                         v2_clipSS[1] = isectVCosSS[i][1] - cent[1];
1974                         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]);
1975                 }
1976
1977                 if (flip) qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort_flip);
1978                 else      qsort(isectVCosSS, *tot, sizeof(float) * 3, float_z_sort);
1979
1980                 /* remove doubles */
1981                 /* first/last check */
1982                 if (fabsf(isectVCosSS[0][0] - isectVCosSS[(*tot) - 1][0]) < PROJ_GEOM_TOLERANCE &&
1983                     fabsf(isectVCosSS[0][1] - isectVCosSS[(*tot) - 1][1]) < PROJ_GEOM_TOLERANCE)
1984                 {
1985                         (*tot)--;
1986                 }
1987
1988                 /* its possible there is only a few left after remove doubles */
1989                 if ((*tot) < 3) {
1990                         // printf("removed too many doubles A\n");
1991                         *tot = 0;
1992                         return;
1993                 }
1994
1995                 doubles = TRUE;
1996                 while (doubles == TRUE) {
1997                         doubles = FALSE;
1998                         for (i = 1; i < (*tot); i++) {
1999                                 if (fabsf(isectVCosSS[i - 1][0] - isectVCosSS[i][0]) < PROJ_GEOM_TOLERANCE &&
2000                                     fabsf(isectVCosSS[i - 1][1] - isectVCosSS[i][1]) < PROJ_GEOM_TOLERANCE)
2001                                 {
2002                                         int j;
2003                                         for (j = i + 1; j < (*tot); j++) {
2004                                                 isectVCosSS[j - 1][0] = isectVCosSS[j][0];
2005                                                 isectVCosSS[j - 1][1] = isectVCosSS[j][1];
2006                                         }
2007                                         doubles = TRUE; /* keep looking for more doubles */
2008                                         (*tot)--;
2009                                 }
2010                         }
2011                 }
2012
2013                 /* its possible there is only a few left after remove doubles */
2014                 if ((*tot) < 3) {
2015                         // printf("removed too many doubles B\n");
2016                         *tot = 0;
2017                         return;
2018                 }
2019
2020
2021                 if (is_ortho) {
2022                         for (i = 0; i < (*tot); i++) {
2023                                 barycentric_weights_v2(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2024                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2025                         }
2026                 }
2027                 else {
2028                         for (i = 0; i < (*tot); i++) {
2029                                 barycentric_weights_v2_persp(v1coSS, v2coSS, v3coSS, isectVCosSS[i], w);
2030                                 interp_v2_v2v2v2(bucket_bounds_uv[i], uv1co, uv2co, uv3co, w);
2031                         }
2032                 }
2033         }
2034
2035 #ifdef PROJ_DEBUG_PRINT_CLIP
2036         /* include this at the bottom of the above function to debug the output */
2037
2038         {
2039                 /* If there are ever any problems, */
2040                 float test_uv[4][2];
2041                 int i;
2042                 if (is_ortho) rect_to_uvspace_ortho(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2043                 else          rect_to_uvspace_persp(bucket_bounds, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, test_uv, flip);
2044                 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]);
2045
2046                 printf("  [(%f,%f), (%f,%f), (%f,%f)], ", uv1co[0], uv1co[1],   uv2co[0], uv2co[1],    uv3co[0], uv3co[1]);
2047
2048                 printf("[");
2049                 for (i = 0; i < (*tot); i++) {
2050                         printf("(%f, %f),", bucket_bounds_uv[i][0], bucket_bounds_uv[i][1]);
2051                 }
2052                 printf("]),\\\n");
2053         }
2054 #endif
2055 }
2056
2057 /*
2058  * # This script creates faces in a blender scene from printed data above.
2059  *
2060  * project_ls = [
2061  * ...(output from above block)...
2062  * ]
2063  *
2064  * from Blender import Scene, Mesh, Window, sys, Mathutils
2065  *
2066  * import bpy
2067  *
2068  * V = Mathutils.Vector
2069  *
2070  * def main():
2071  *     sce = bpy.data.scenes.active
2072  *
2073  *     for item in project_ls:
2074  *         bb = item[0]
2075  *         uv = item[1]
2076  *         poly = item[2]
2077  *
2078  *         me = bpy.data.meshes.new()
2079  *         ob = sce.objects.new(me)
2080  *
2081  *         me.verts.extend([V(bb[0]).xyz, V(bb[1]).xyz, V(bb[2]).xyz, V(bb[3]).xyz])
2082  *         me.faces.extend([(0,1,2,3),])
2083  *         me.verts.extend([V(uv[0]).xyz, V(uv[1]).xyz, V(uv[2]).xyz])
2084  *         me.faces.extend([(4,5,6),])
2085  *
2086  *         vs = [V(p).xyz for p in poly]
2087  *         print len(vs)
2088  *         l = len(me.verts)
2089  *         me.verts.extend(vs)
2090  *
2091  *         i = l
2092  *         while i < len(me.verts):
2093  *             ii = i + 1
2094  *             if ii == len(me.verts):
2095  *                 ii = l
2096  *             me.edges.extend([i, ii])
2097  *             i += 1
2098  *
2099  * if __name__ == '__main__':
2100  *     main()
2101  */
2102
2103
2104 #undef ISECT_1
2105 #undef ISECT_2
2106 #undef ISECT_3
2107 #undef ISECT_4
2108 #undef ISECT_ALL3
2109 #undef ISECT_ALL4
2110
2111
2112 /* checks if pt is inside a convex 2D polyline, the polyline must be ordered rotating clockwise
2113  * otherwise it would have to test for mixed (line_point_side_v2 > 0.0f) cases */
2114 static int IsectPoly2Df(const float pt[2], float uv[][2], const int tot)
2115 {
2116         int i;
2117         if (line_point_side_v2(uv[tot - 1], uv[0], pt) < 0.0f)
2118                 return 0;
2119
2120         for (i = 1; i < tot; i++) {
2121                 if (line_point_side_v2(uv[i - 1], uv[i], pt) < 0.0f)
2122                         return 0;
2123
2124         }
2125
2126         return 1;
2127 }
2128 static int IsectPoly2Df_twoside(const float pt[2], float uv[][2], const int tot)
2129 {
2130         int i;
2131         int side = (line_point_side_v2(uv[tot - 1], uv[0], pt) > 0.0f);
2132
2133         for (i = 1; i < tot; i++) {
2134                 if ((line_point_side_v2(uv[i - 1], uv[i], pt) > 0.0f) != side)
2135                         return 0;
2136
2137         }
2138
2139         return 1;
2140 }
2141
2142 /* One of the most important function for projection painting, since it selects the pixels to be added into each bucket.
2143  * initialize pixels from this face where it intersects with the bucket_index, optionally initialize pixels for removing seams */
2144 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)
2145 {
2146         /* Projection vars, to get the 3D locations into screen space  */
2147         MemArena *arena = ps->arena_mt[thread_index];
2148         LinkNode **bucketPixelNodes = ps->bucketRect + bucket_index;
2149         LinkNode *bucketFaceNodes = ps->bucketFaces[bucket_index];
2150
2151         const MFace *mf = ps->dm_mface + face_index;
2152         const MTFace *tf = ps->dm_mtface + face_index;
2153
2154         /* UV/pixel seeking data */
2155         int x; /* Image X-Pixel */
2156         int y; /* Image Y-Pixel */
2157         float mask;
2158         float uv[2]; /* Image floating point UV - same as x, y but from 0.0-1.0 */
2159
2160         int side;
2161         float *v1coSS, *v2coSS, *v3coSS; /* vert co screen-space, these will be assigned to mf->v1,2,3 or mf->v1,3,4 */
2162
2163         float *vCo[4]; /* vertex screenspace coords */
2164
2165         float w[3], wco[3];
2166
2167         float *uv1co, *uv2co, *uv3co; /* for convenience only, these will be assigned to tf->uv[0],1,2 or tf->uv[0],2,3 */
2168         float pixelScreenCo[4];
2169         bool do_3d_mapping = ps->brush->mtex.brush_map_mode == MTEX_MAP_MODE_3D;
2170
2171         rcti bounds_px; /* ispace bounds */
2172         /* vars for getting uvspace bounds */
2173
2174         float tf_uv_pxoffset[4][2]; /* bucket bounds in UV space so we can init pixels only for this face,  */
2175         float xhalfpx, yhalfpx;
2176         const float ibuf_xf = (float)ibuf->x, ibuf_yf = (float)ibuf->y;
2177
2178         int has_x_isect = 0, has_isect = 0; /* for early loop exit */
2179
2180         int i1, i2, i3;
2181
2182         float uv_clip[8][2];
2183         int uv_clip_tot;
2184         const short is_ortho = ps->is_ortho;
2185         const short do_backfacecull = ps->do_backfacecull;
2186         const short do_clip = ps->rv3d ? ps->rv3d->rflag & RV3D_CLIPPING : 0;
2187
2188         vCo[0] = ps->dm_mvert[mf->v1].co;
2189         vCo[1] = ps->dm_mvert[mf->v2].co;
2190         vCo[2] = ps->dm_mvert[mf->v3].co;
2191
2192
2193         /* Use tf_uv_pxoffset instead of tf->uv so we can offset the UV half a pixel
2194          * this is done so we can avoid offsetting all the pixels by 0.5 which causes
2195          * problems when wrapping negative coords */
2196         xhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 3.0f)) / ibuf_xf;
2197         yhalfpx = (0.5f + (PROJ_GEOM_TOLERANCE / 4.0f)) / ibuf_yf;
2198
2199         /* Note about (PROJ_GEOM_TOLERANCE/x) above...
2200          * Needed to add this offset since UV coords are often quads aligned to pixels.
2201          * In this case pixels can be exactly between 2 triangles causing nasty
2202          * artifacts.
2203          *
2204          * This workaround can be removed and painting will still work on most cases
2205          * but since the first thing most people try is painting onto a quad- better make it work.
2206          */
2207
2208
2209
2210         tf_uv_pxoffset[0][0] = tf->uv[0][0] - xhalfpx;
2211         tf_uv_pxoffset[0][1] = tf->uv[0][1] - yhalfpx;
2212
2213         tf_uv_pxoffset[1][0] = tf->uv[1][0] - xhalfpx;
2214         tf_uv_pxoffset[1][1] = tf->uv[1][1] - yhalfpx;
2215
2216         tf_uv_pxoffset[2][0] = tf->uv[2][0] - xhalfpx;
2217         tf_uv_pxoffset[2][1] = tf->uv[2][1] - yhalfpx;
2218
2219         if (mf->v4) {
2220                 vCo[3] = ps->dm_mvert[mf->v4].co;
2221
2222                 tf_uv_pxoffset[3][0] = tf->uv[3][0] - xhalfpx;
2223                 tf_uv_pxoffset[3][1] = tf->uv[3][1] - yhalfpx;
2224                 side = 1;
2225         }
2226         else {
2227                 side = 0;
2228         }
2229
2230         do {
2231                 if (side == 1) {
2232                         i1 = 0; i2 = 2; i3 = 3;
2233                 }
2234                 else {
2235                         i1 = 0; i2 = 1; i3 = 2;
2236                 }
2237
2238                 uv1co = tf_uv_pxoffset[i1]; // was tf->uv[i1];
2239                 uv2co = tf_uv_pxoffset[i2]; // was tf->uv[i2];
2240                 uv3co = tf_uv_pxoffset[i3]; // was tf->uv[i3];
2241
2242                 v1coSS = ps->screenCoords[(*(&mf->v1 + i1))];
2243                 v2coSS = ps->screenCoords[(*(&mf->v1 + i2))];
2244                 v3coSS = ps->screenCoords[(*(&mf->v1 + i3))];
2245
2246                 /* This funtion gives is a concave polyline in UV space from the clipped quad and tri*/
2247                 project_bucket_clip_face(
2248                         is_ortho, bucket_bounds,
2249                         v1coSS, v2coSS, v3coSS,
2250                         uv1co, uv2co, uv3co,
2251                         uv_clip, &uv_clip_tot
2252                         );
2253
2254                 /* sometimes this happens, better just allow for 8 intersectiosn even though there should be max 6 */
2255 #if 0
2256                 if (uv_clip_tot > 6) {
2257                         printf("this should never happen! %d\n", uv_clip_tot);
2258                 }
2259 #endif
2260
2261                 if (pixel_bounds_array(uv_clip, &bounds_px, ibuf->x, ibuf->y, uv_clip_tot)) {
2262
2263                         if (clamp_u) {
2264                                 CLAMP(bounds_px.xmin, 0, ibuf->x);
2265                                 CLAMP(bounds_px.xmax, 0, ibuf->x);
2266                         }
2267
2268                         if (clamp_v) {
2269                                 CLAMP(bounds_px.ymin, 0, ibuf->y);
2270                                 CLAMP(bounds_px.ymax, 0, ibuf->y);
2271                         }
2272
2273                         /* clip face and */
2274
2275                         has_isect = 0;
2276                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2277                                 //uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2278                                 uv[1] = (float)y / ibuf_yf; /* use pixel offset UV coords instead */
2279
2280                                 has_x_isect = 0;
2281                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2282                                         //uv[0] = (((float)x) + 0.5f) / ibuf->x;
2283                                         uv[0] = (float)x / ibuf_xf; /* use pixel offset UV coords instead */
2284
2285                                         /* Note about IsectPoly2Df_twoside, checking the face or uv flipping doesnt work,
2286                                          * could check the poly direction but better to do this */
2287                                         if ((do_backfacecull == TRUE  && IsectPoly2Df(uv, uv_clip, uv_clip_tot)) ||
2288                                             (do_backfacecull == FALSE && IsectPoly2Df_twoside(uv, uv_clip, uv_clip_tot)))
2289                                         {
2290
2291                                                 has_x_isect = has_isect = 1;
2292
2293                                                 if (is_ortho) screen_px_from_ortho(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2294                                                 else          screen_px_from_persp(uv, v1coSS, v2coSS, v3coSS, uv1co, uv2co, uv3co, pixelScreenCo, w);
2295
2296                                                 /* a pity we need to get the worldspace pixel location here */
2297                                                 if (do_clip || do_3d_mapping) {
2298                                                         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);
2299                                                         if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2300                                                                 continue; /* Watch out that no code below this needs to run */
2301                                                         }
2302                                                 }
2303
2304                                                 /* Is this UV visible from the view? - raytrace */
2305                                                 /* project_paint_PickFace is less complex, use for testing */
2306                                                 //if (project_paint_PickFace(ps, pixelScreenCo, w, &side) == face_index) {
2307                                                 if ((ps->do_occlude == FALSE) ||
2308                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2309                                                 {
2310                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2311
2312                                                         if (mask > 0.0f) {
2313                                                                 BLI_linklist_prepend_arena(
2314                                                                         bucketPixelNodes,
2315                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index,
2316                                                                                                    image_index, pixelScreenCo, wco, side, w),
2317                                                                         arena
2318                                                                         );
2319                                                         }
2320                                                 }
2321
2322                                         }
2323 //#if 0
2324                                         else if (has_x_isect) {
2325                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2326                                                 break;
2327                                         }
2328 //#endif
2329                                 }
2330
2331
2332 #if 0           /* TODO - investigate why this dosnt work sometimes! it should! */
2333                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2334                                 if (has_x_isect == 0 && has_isect) {
2335                                         break;
2336                                 }
2337 #endif
2338                         }
2339                 }
2340         } while (side--);
2341
2342
2343
2344 #ifndef PROJ_DEBUG_NOSEAMBLEED
2345         if (ps->seam_bleed_px > 0.0f) {
2346                 int face_seam_flag;
2347
2348                 if (ps->thread_tot > 1)
2349                         BLI_lock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2350
2351                 face_seam_flag = ps->faceSeamFlags[face_index];
2352
2353                 /* are any of our edges un-initialized? */
2354                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_NOSEAM1)) == 0 ||
2355                     (face_seam_flag & (PROJ_FACE_SEAM2 | PROJ_FACE_NOSEAM2)) == 0 ||
2356                     (face_seam_flag & (PROJ_FACE_SEAM3 | PROJ_FACE_NOSEAM3)) == 0 ||
2357                     (face_seam_flag & (PROJ_FACE_SEAM4 | PROJ_FACE_NOSEAM4)) == 0)
2358                 {
2359                         project_face_seams_init(ps, face_index, mf->v4);
2360                         face_seam_flag = ps->faceSeamFlags[face_index];
2361                         //printf("seams - %d %d %d %d\n", flag&PROJ_FACE_SEAM1, flag&PROJ_FACE_SEAM2, flag&PROJ_FACE_SEAM3, flag&PROJ_FACE_SEAM4);
2362                 }
2363
2364                 if ((face_seam_flag & (PROJ_FACE_SEAM1 | PROJ_FACE_SEAM2 | PROJ_FACE_SEAM3 | PROJ_FACE_SEAM4)) == 0) {
2365
2366                         if (ps->thread_tot > 1)
2367                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2368
2369                 }
2370                 else {
2371                         /* we have a seam - deal with it! */
2372
2373                         /* Now create new UV's for the seam face */
2374                         float (*outset_uv)[2] = ps->faceSeamUVs[face_index];
2375                         float insetCos[4][3]; /* inset face coords.  NOTE!!! ScreenSace for ortho, Worldspace in prespective view */
2376
2377                         float *vCoSS[4]; /* vertex screenspace coords */
2378
2379                         float bucket_clip_edges[2][2]; /* store the screenspace coords of the face, clipped by the bucket's screen aligned rectangle */
2380                         float edge_verts_inset_clip[2][3];
2381                         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 */
2382
2383                         float seam_subsection[4][2];
2384                         float fac1, fac2, ftot;
2385
2386
2387                         if (outset_uv[0][0] == FLT_MAX) /* first time initialize */
2388                                 uv_image_outset(tf_uv_pxoffset, outset_uv, ps->seam_bleed_px, ibuf->x, ibuf->y, mf->v4);
2389
2390                         /* ps->faceSeamUVs cant be modified when threading, now this is done we can unlock */
2391                         if (ps->thread_tot > 1)
2392                                 BLI_unlock_thread(LOCK_CUSTOM1);  /* Other threads could be modifying these vars */
2393
2394                         vCoSS[0] = ps->screenCoords[mf->v1];
2395                         vCoSS[1] = ps->screenCoords[mf->v2];
2396                         vCoSS[2] = ps->screenCoords[mf->v3];
2397                         if (mf->v4)
2398                                 vCoSS[3] = ps->screenCoords[mf->v4];
2399
2400                         /* PROJ_FACE_SCALE_SEAM must be slightly less then 1.0f */
2401                         if (is_ortho) {
2402                                 if (mf->v4) scale_quad(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2403                                 else        scale_tri(insetCos, vCoSS, PROJ_FACE_SCALE_SEAM);
2404                         }
2405                         else {
2406                                 if (mf->v4) scale_quad(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2407                                 else        scale_tri(insetCos, vCo, PROJ_FACE_SCALE_SEAM);
2408                         }
2409
2410                         side = 0; /* for triangles this wont need to change */
2411
2412                         for (fidx1 = 0; fidx1 < (mf->v4 ? 4 : 3); fidx1++) {
2413                                 if (mf->v4) fidx2 = (fidx1 == 3) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2,3) -> (1,2,3,0) */
2414                                 else        fidx2 = (fidx1 == 2) ? 0 : fidx1 + 1;  /* next fidx in the face (0,1,2) -> (1,2,0) */
2415
2416                                 if ((face_seam_flag & (1 << fidx1)) && /* 1<<fidx1 -> PROJ_FACE_SEAM# */
2417                                     line_clip_rect2f(bucket_bounds, vCoSS[fidx1], vCoSS[fidx2], bucket_clip_edges[0], bucket_clip_edges[1]))
2418                                 {
2419
2420                                         ftot = len_v2v2(vCoSS[fidx1], vCoSS[fidx2]); /* screenspace edge length */
2421
2422                                         if (ftot > 0.0f) { /* avoid div by zero */
2423                                                 if (mf->v4) {
2424                                                         if (fidx1 == 2 || fidx2 == 2) side = 1;
2425                                                         else side = 0;
2426                                                 }
2427
2428                                                 fac1 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[0]) / ftot;
2429                                                 fac2 = len_v2v2(vCoSS[fidx1], bucket_clip_edges[1]) / ftot;
2430
2431                                                 interp_v2_v2v2(seam_subsection[0], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac1);
2432                                                 interp_v2_v2v2(seam_subsection[1], tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2], fac2);
2433
2434                                                 interp_v2_v2v2(seam_subsection[2], outset_uv[fidx1], outset_uv[fidx2], fac2);
2435                                                 interp_v2_v2v2(seam_subsection[3], outset_uv[fidx1], outset_uv[fidx2], fac1);
2436
2437                                                 /* if the bucket_clip_edges values Z values was kept we could avoid this
2438                                                  * Inset needs to be added so occlusion tests wont hit adjacent faces */
2439                                                 interp_v3_v3v3(edge_verts_inset_clip[0], insetCos[fidx1], insetCos[fidx2], fac1);
2440                                                 interp_v3_v3v3(edge_verts_inset_clip[1], insetCos[fidx1], insetCos[fidx2], fac2);
2441
2442
2443                                                 if (pixel_bounds_uv(seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3], &bounds_px, ibuf->x, ibuf->y, 1)) {
2444                                                         /* bounds between the seam rect and the uvspace bucket pixels */
2445
2446                                                         has_isect = 0;
2447                                                         for (y = bounds_px.ymin; y < bounds_px.ymax; y++) {
2448                                                                 // uv[1] = (((float)y) + 0.5f) / (float)ibuf->y;
2449                                                                 uv[1] = (float)y / ibuf_yf; /* use offset uvs instead */
2450
2451                                                                 has_x_isect = 0;
2452                                                                 for (x = bounds_px.xmin; x < bounds_px.xmax; x++) {
2453                                                                         //uv[0] = (((float)x) + 0.5f) / (float)ibuf->x;
2454                                                                         uv[0] = (float)x / ibuf_xf; /* use offset uvs instead */
2455
2456                                                                         /* test we're inside uvspace bucket and triangle bounds */
2457                                                                         if (isect_point_quad_v2(uv, seam_subsection[0], seam_subsection[1], seam_subsection[2], seam_subsection[3])) {
2458                                                                                 float fac;
2459
2460                                                                                 /* We need to find the closest point along the face edge,
2461                                                                                  * getting the screen_px_from_*** wont work because our actual location
2462                                                                                  * is not relevant, since we are outside the face, Use VecLerpf to find
2463                                                                                  * our location on the side of the face's UV */
2464 #if 0
2465                                                                                 if (is_ortho) screen_px_from_ortho(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2466                                                                                 else          screen_px_from_persp(ps, uv, v1co, v2co, v3co, uv1co, uv2co, uv3co, pixelScreenCo);
2467 #endif
2468
2469                                                                                 /* Since this is a seam we need to work out where on the line this pixel is */
2470                                                                                 //fac = line_point_factor_v2(uv, uv_seam_quad[0], uv_seam_quad[1]);
2471
2472                                                                                 fac = line_point_factor_v2(uv, seam_subsection[0], seam_subsection[1]);
2473                                                                                 if      (fac < 0.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[0]); }
2474                                                                                 else if (fac > 1.0f) { copy_v3_v3(pixelScreenCo, edge_verts_inset_clip[1]); }
2475                                                                                 else                 { interp_v3_v3v3(pixelScreenCo, edge_verts_inset_clip[0], edge_verts_inset_clip[1], fac); }
2476
2477                                                                                 if (!is_ortho) {
2478                                                                                         pixelScreenCo[3] = 1.0f;
2479                                                                                         mul_m4_v4((float(*)[4])ps->projectMat, pixelScreenCo); /* cast because of const */
2480                                                                                         pixelScreenCo[0] = (float)(ps->winx / 2.0f) + (ps->winx / 2.0f) * pixelScreenCo[0] / pixelScreenCo[3];
2481                                                                                         pixelScreenCo[1] = (float)(ps->winy / 2.0f) + (ps->winy / 2.0f) * pixelScreenCo[1] / pixelScreenCo[3];
2482                                                                                         pixelScreenCo[2] = pixelScreenCo[2] / pixelScreenCo[3]; /* Use the depth for bucket point occlusion */
2483                                                                                 }
2484
2485                                                                                 if ((ps->do_occlude == FALSE) ||
2486                                                                                     !project_bucket_point_occluded(ps, bucketFaceNodes, face_index, pixelScreenCo))
2487                                                                                 {
2488                                                                                         /* Only bother calculating the weights if we intersect */
2489                                                                                         if (ps->do_mask_normal || ps->dm_mtface_clone) {
2490 #if 1
2491                                                                                                 /* get the UV on the line since we want to copy the pixels from there for bleeding */
2492                                                                                                 float uv_close[2];
2493                                                                                                 float uv_fac = closest_to_line_v2(uv_close, uv, tf_uv_pxoffset[fidx1], tf_uv_pxoffset[fidx2]);
2494                                                                                                 if      (uv_fac < 0.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx1]);
2495                                                                                                 else if (uv_fac > 1.0f) copy_v2_v2(uv_close, tf_uv_pxoffset[fidx2]);
2496
2497                                                                                                 if (side) {
2498                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[2], tf_uv_pxoffset[3], uv_close, w);
2499                                                                                                 }
2500                                                                                                 else {
2501                                                                                                         barycentric_weights_v2(tf_uv_pxoffset[0], tf_uv_pxoffset[1], tf_uv_pxoffset[2], uv_close, w);
2502                                                                                                 }
2503 #else                                                                                   /* this is buggy with quads, don't use for now */
2504
2505                                                                                                 /* Cheat, we know where we are along the edge so work out the weights from that */
2506                                                                                                 uv_fac = fac1 + (uv_fac * (fac2 - fac1));
2507
2508                                                                                                 w[0] = w[1] = w[2] = 0.0;
2509                                                                                                 if (side) {
2510                                                                                                         w[fidx1 ? fidx1 - 1 : 0] = 1.0f - uv_fac;
2511                                                                                                         w[fidx2 ? fidx2 - 1 : 0] = uv_fac;
2512                                                                                                 }
2513                                                                                                 else {
2514                                                                                                         w[fidx1] = 1.0f - uv_fac;
2515                                                                                                         w[fidx2] = uv_fac;
2516                                                                                                 }
2517 #endif
2518                                                                                         }
2519
2520                                                                                         /* a pity we need to get the worldspace pixel location here */
2521                                                                                         if (do_clip || do_3d_mapping) {
2522                                                                                                 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);
2523                                                                                                 else      interp_v3_v3v3v3(wco, ps->dm_mvert[mf->v1].co, ps->dm_mvert[mf->v2].co, ps->dm_mvert[mf->v3].co, w);
2524
2525                                                                                                 if (do_clip && ED_view3d_clipping_test(ps->rv3d, wco, TRUE)) {
2526                                                                                                         continue; /* Watch out that no code below this needs to run */
2527                                                                                                 }
2528                                                                                         }
2529
2530                                                                                         mask = project_paint_uvpixel_mask(ps, face_index, side, w);
2531
2532                                                                                         if (mask > 0.0f) {
2533                                                                                                 BLI_linklist_prepend_arena(
2534                                                                                                         bucketPixelNodes,
2535                                                                                                         project_paint_uvpixel_init(ps, arena, ibuf, x, y, mask, face_index, image_index, pixelScreenCo, wco, side, w),
2536                                                                                                         arena
2537                                                                                                         );
2538                                                                                         }
2539
2540                                                                                 }
2541                                                                         }
2542                                                                         else if (has_x_isect) {
2543                                                                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2544                                                                                 break;
2545                                                                         }
2546                                                                 }
2547
2548 #if 0                           /* TODO - investigate why this dosnt work sometimes! it should! */
2549                                                                 /* no intersection for this entire row, after some intersection above means we can quit now */
2550                                                                 if (has_x_isect == 0 && has_isect) {
2551                                                                         break;
2552                                                                 }
2553 #endif
2554                                                         }
2555                                                 }
2556                                         }
2557                                 }
2558                         }
2559                 }
2560         }
2561 #endif // PROJ_DEBUG_NOSEAMBLEED
2562 }
2563
2564
2565 /* takes floating point screenspace min/max and returns int min/max to be used as indices for ps->bucketRect, ps->bucketFlags */
2566 static void project_paint_bucket_bounds(const ProjPaintState *ps, const float min[2], const float max[2], int bucketMin[2], int bucketMax[2])
2567 {
2568         /* divide by bucketWidth & bucketHeight so the bounds are offset in bucket grid units */
2569         /* 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 */
2570         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 */
2571         bucketMin[1] = (int)((int)(((float)(min[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 0.5f);
2572
2573         bucketMax[0] = (int)((int)(((float)(max[0] - ps->screenMin[0]) / ps->screen_width) * ps->buckets_x) + 1.5f);
2574         bucketMax[1] = (int)((int)(((float)(max[1] - ps->screenMin[1]) / ps->screen_height) * ps->buckets_y) + 1.5f);
2575
2576         /* in case the rect is outside the mesh 2d bounds */
2577         CLAMP(bucketMin[0], 0, ps->buckets_x);
2578         CLAMP(bucketMin[1], 0, ps->buckets_y);
2579
2580         CLAMP(bucketMax[0], 0, ps->buckets_x);
2581         CLAMP(bucketMax[1], 0, ps->buckets_y);
2582 }
2583
2584 /* set bucket_bounds to a screen space-aligned floating point bound-box */
2585 static void project_bucket_bounds(const ProjPaintState *ps, const int bucket_x, const int bucket_y, rctf *bucket_bounds)
2586 {
2587         bucket_bounds->xmin = ps->screenMin[0] + ((bucket_x) * (ps->screen_width / ps->buckets_x));     /* left */
2588         bucket_bounds->xmax = ps->screenMin[0] + ((bucket_x + 1) * (ps->screen_width / ps->buckets_x)); /* right */
2589
2590         bucket_bounds->ymin = ps->screenMin[1] + ((bucket_y) * (ps->screen_height / ps->buckets_y));      /* bottom */
2591         bucket_bounds->ymax = ps->screenMin[1] + ((bucket_y + 1) * (ps->screen_height  / ps->buckets_y)); /* top */
2592 }
2593
2594 /* Fill this bucket with pixels from the faces that intersect it.
2595  *
2596  * have bucket_bounds as an argument so we don't need to give bucket_x/y the rect function needs */
2597 static void project_bucket_init(const ProjPaintState *ps, const int thread_index, const int bucket_index, rctf *bucket_bounds)
2598 {
2599         LinkNode *node;
2600         int face_index, image_index = 0;
2601         ImBuf *ibuf = NULL;
2602         Image *tpage_last = NULL, *tpage;
2603         Image *ima = NULL;
2604
2605         if (ps->image_tot == 1) {
2606                 /* Simple loop, no context switching */
2607                 ibuf = ps->projImages[0].ibuf;
2608                 ima = ps->projImages[0].ima;
2609
2610                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2611                         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);
2612                 }
2613         }
2614         else {
2615
2616                 /* More complicated loop, switch between images */
2617                 for (node = ps->bucketFaces[bucket_index]; node; node = node->next) {
2618                         face_index = GET_INT_FROM_POINTER(node->link);
2619
2620                         /* Image context switching */
2621                         tpage = project_paint_face_image(ps, ps->dm_mtface, face_index);
2622                         if (tpage_last != tpage) {
2623                                 tpage_last = tpage;
2624
2625                                 for (image_index = 0; image_index < ps->image_tot; image_index++) {
2626                                         if (ps->projImages[image_index].ima == tpage_last) {
2627                                                 ibuf = ps->projImages[image_index].ibuf;
2628                                                 ima = ps->projImages[image_index].ima;
2629                                                 break;
2630                                         }
2631                                 }
2632                         }
2633                         /* context switching done */
2634
2635                         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);
2636                 }
2637         }
2638
2639         ps->bucketFlags[bucket_index] |= PROJ_BUCKET_INIT;
2640 }
2641
2642
2643 /* We want to know if a bucket and a face overlap in screen-space
2644  *
2645  * Note, if this ever returns false positives its not that bad, since a face in the bounding area will have its pixels
2646  * calculated when it might not be needed later, (at the moment at least)
2647  * obviously it shouldn't have bugs though */
2648
2649 static int project_bucket_face_isect(ProjPaintState *ps, int bucket_x, int bucket_y, const MFace *mf)
2650 {
2651         /* TODO - replace this with a tricker method that uses sideofline for all screenCoords's edges against the closest bucket corner */
2652         rctf bucket_bounds;
2653         float p1[2], p2[2], p3[2], p4[2];
2654         float *v, *v1, *v2, *v3, *v4 = NULL;
2655         int fidx;
2656
2657         project_bucket_bounds(ps, bucket_x, bucket_y, &bucket_bounds);
2658
2659         /* Is one of the faces verts in the bucket bounds? */
2660
2661         fidx = mf->v4 ? 3 : 2;
2662         do {
2663                 v = ps->screenCoords[(*(&mf->v1 + fidx))];
2664                 if (BLI_rctf_isect_pt_v(&bucket_bounds, v)) {
2665                         return 1;
2666                 }
2667         } while (fidx--);
2668
2669         v1 = ps->screenCoords[mf->v1];
2670         v2 = ps->screenCoords[mf->v2];
2671         v3 = ps->screenCoords[mf->v3];
2672         if (mf->v4) {
2673                 v4 = ps->screenCoords[mf->v4];
2674         }
2675
2676         p1[0] = bucket_bounds.xmin; p1[1] = bucket_bounds.ymin;
2677         p2[0] = bucket_bounds.xmin; p2[1] = bucket_bounds.ymax;
2678         p3[0] = bucket_bounds.xmax; p3[1] = bucket_bounds.ymax;
2679         p4[0] = bucket_bounds.xmax; p4[1] = bucket_bounds.ymin;
2680
2681         if (mf->v4) {
2682                 if (isect_point_quad_v2(p1, v1, v2, v3, v4) ||
2683                     isect_point_quad_v2(p2, v1, v2, v3, v4) ||
2684                     isect_point_quad_v2(p3, v1, v2, v3, v4) ||
2685                     isect_point_quad_v2(p4, v1, v2, v3, v4) ||
2686
2687                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2688                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3) || isect_line_line_v2(p1, p2, v3, v4)) ||
2689                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3) || isect_line_line_v2(p2, p3, v3, v4)) ||
2690                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3) || isect_line_line_v2(p3, p4, v3, v4)) ||
2691                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3) || isect_line_line_v2(p4, p1, v3, v4)))
2692                 {
2693                         return 1;
2694                 }
2695         }
2696         else {
2697                 if (isect_point_tri_v2(p1, v1, v2, v3) ||
2698                     isect_point_tri_v2(p2, v1, v2, v3) ||
2699                     isect_point_tri_v2(p3, v1, v2, v3) ||
2700                     isect_point_tri_v2(p4, v1, v2, v3) ||
2701                     /* we can avoid testing v3,v1 because another intersection MUST exist if this intersects */
2702                     (isect_line_line_v2(p1, p2, v1, v2) || isect_line_line_v2(p1, p2, v2, v3)) ||
2703                     (isect_line_line_v2(p2, p3, v1, v2) || isect_line_line_v2(p2, p3, v2, v3)) ||
2704                     (isect_line_line_v2(p3, p4, v1, v2) || isect_line_line_v2(p3, p4, v2, v3)) ||
2705                     (isect_line_line_v2(p4, p1, v1, v2) || isect_line_line_v2(p4, p1, v2, v3)))
2706                 {
2707                         return 1;
2708                 }
2709         }
2710
2711         return 0;
2712 }
2713
2714 /* Add faces to the bucket but don't initialize its pixels
2715  * TODO - when painting occluded, sort the faces on their min-Z and only add faces that faces that are not occluded */
2716 static void project_paint_delayed_face_init(ProjPaintState *ps, const MFace *mf, const int face_index)
2717 {
2718         float min[2], max[2], *vCoSS;
2719         int bucketMin[2], bucketMax[2]; /* for  ps->bucketRect indexing */
2720         int fidx, bucket_x, bucket_y;
2721         int has_x_isect = -1, has_isect = 0; /* for early loop exit */
2722         MemArena *arena = ps->arena_mt[0]; /* just use the first thread arena since threading has not started yet */
2723
2724         INIT_MINMAX2(min, max);
2725
2726         fidx = mf->v4 ? 3 : 2;
2727         do {
2728                 vCoSS = ps->screenCoords[*(&mf->v1 + fidx)];
2729                 minmax_v2v2_v2(min, max, vCoSS);
2730         } while (fidx--);
2731
2732         project_paint_bucket_bounds(ps, min, max, bucketMin, bucketMax);
2733
2734         for (bucket_y = bucketMin[1]; bucket_y < bucketMax[1]; bucket_y++) {
2735                 has_x_isect = 0;
2736                 for (bucket_x = bucketMin[0]; bucket_x < bucketMax[0]; bucket_x++) {
2737                         if (project_bucket_face_isect(ps, bucket_x, bucket_y, mf)) {
2738                                 int bucket_index = bucket_x + (bucket_y * ps->buckets_x);
2739                                 BLI_linklist_prepend_arena(
2740                                         &ps->bucketFaces[bucket_index],
2741                                         SET_INT_IN_POINTER(face_index), /* cast to a pointer to shut up the compiler */
2742                                         arena
2743                                         );
2744
2745                                 has_x_isect = has_isect = 1;
2746                         }
2747                         else if (has_x_isect) {
2748                                 /* assuming the face is not a bow-tie - we know we cant intersect again on the X */
2749                                 break;
2750                         }
2751                 }
2752
2753                 /* no intersection for this entire row, after some intersection above means we can quit now */
2754                 if (has_x_isect == 0 && has_isect) {
2755                         break;
2756                 }
2757         }
2758
2759 #ifndef PROJ_DEBUG_NOSEAMBLEED
2760         if (ps->seam_bleed_px > 0.0f) {
2761                 if (!mf->v4) {
2762                         ps->faceSeamFlags[face_index] |= PROJ_FACE_NOSEAM4; /* so this wont show up as an untagged edge */
2763                 }
2764                 **ps->faceSeamUVs[face_index] = FLT_MAX; /* set as uninitialized */
2765         }
2766 #endif
2767 }
2768
2769 /* run once per stroke before projection painting */
2770 static void project_paint_begin(ProjPaintState *ps)
2771 {
2772         /* Viewport vars */
2773         float mat[3][3];
2774
2775         float no[3];
2776
2777         float *projScreenCo; /* Note, we could have 4D vectors are only needed for */
2778         float projMargin;
2779
2780         /* Image Vars - keep track of images we have used */
2781         LinkNode *image_LinkList = NULL;
2782         LinkNode *node;
2783
2784         ProjPaintImage *projIma;
2785         Image *tpage_last = NULL, *tpage;
2786
2787         /* Face vars */
2788         MFace *mf;
2789         MTFace *tf;
2790
2791         int a, i; /* generic looping vars */
2792         int image_index = -1, face_index;
2793         MVert *mv;
2794
2795         MemArena *arena; /* at the moment this is just ps->arena_mt[0], but use this to show were not multithreading */
2796
2797         const int diameter = 2 * BKE_brush_size_get(ps->scene, ps->brush);
2798
2799         /* ---- end defines ---- */
2800
2801         if (ps->source == PROJ_SRC_VIEW)
2802                 ED_view3d_clipping_local(ps->rv3d, ps->ob->obmat);  /* faster clipping lookups */
2803
2804         /* paint onto the derived mesh */
2805
2806         /* Workaround for subsurf selection, try the display mesh first */
2807         if (ps->source == PROJ_SRC_IMAGE_CAM) {
2808                 /* using render mesh, assume only camera was rendered from */
2809                 ps->dm = mesh_create_derived_render(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2810                 ps->dm_release = TRUE;
2811         }
2812         else if (ps->ob->derivedFinal && CustomData_has_layer(&ps->ob->derivedFinal->faceData, CD_MTFACE)) {
2813                 ps->dm = ps->ob->derivedFinal;
2814                 ps->dm_release = FALSE;
2815         }
2816         else {
2817                 ps->dm = mesh_get_derived_final(ps->scene, ps->ob, ps->scene->customdata_mask | CD_MASK_MTFACE);
2818                 ps->dm_release = TRUE;
2819         }
2820
2821         if (!CustomData_has_layer(&ps->dm->faceData, CD_MTFACE) ) {
2822
2823                 if (ps->dm_release)
2824                         ps->dm->release(ps->dm);
2825
2826                 ps->dm = NULL;
2827                 return;
2828         }
2829
2830         ps->dm_mvert = ps->dm->getVertArray(ps->dm);
2831         ps->dm_mface = ps->dm->getTessFaceArray(ps->dm);
2832         ps->dm_mtface = ps->dm->getTessFaceDataArray(ps->dm, CD_MTFACE);
2833
2834         ps->dm_totvert = ps->dm->getNumVerts(ps->dm);
2835         ps->dm_totface = ps->dm->getNumTessFaces(ps->dm);
2836
2837         /* use clone mtface? */
2838
2839
2840         /* Note, use the original mesh for getting the clone and mask layer index
2841          * this avoids re-generating the derived mesh just to get the new index */
2842         if (ps->do_layer_clone) {
2843                 //int layer_num = CustomData_get_clone_layer(&ps->dm->faceData, CD_MTFACE);
2844                 int layer_num = CustomData_get_clone_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
2845                 if (layer_num != -1)
2846                         ps->dm_mtface_clone = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
2847
2848                 if (ps->dm_mtface_clone == NULL || ps->dm_mtface_clone == ps->dm_mtface) {
2849                         ps->do_layer_clone = FALSE;
2850                         ps->dm_mtface_clone = NULL;
2851                         printf("ACK!\n");
2852                 }
2853         }
2854
2855         if (ps->do_layer_stencil) {
2856                 //int layer_num = CustomData_get_stencil_layer(&ps->dm->faceData, CD_MTFACE);
2857                 int layer_num = CustomData_get_stencil_layer(&((Mesh *)ps->ob->data)->fdata, CD_MTFACE);
2858                 if (layer_num != -1)
2859                         ps->dm_mtface_stencil = CustomData_get_layer_n(&ps->dm->faceData, CD_MTFACE, layer_num);
2860
2861                 if (ps->dm_mtface_stencil == NULL || ps->dm_mtface_stencil == ps->dm_mtface) {
2862                         ps->do_layer_stencil = FALSE;
2863                         ps->dm_mtface_stencil = NULL;
2864                 }
2865         }
2866
2867         /* when using subsurf or multires, mface arrays are thrown away, we need to keep a copy */
2868         if (ps->dm->type != DM_TYPE_CDDM) {
2869                 ps->dm_mvert = MEM_dupallocN(ps->dm_mvert);
2870                 ps->dm_mface = MEM_dupallocN(ps->dm_mface);
2871                 /* looks like these are ok for now.*/
2872 #if 0
2873                 ps->dm_mtface = MEM_dupallocN(ps->dm_mtface);
2874                 ps->dm_mtface_clone = MEM_dupallocN(ps->dm_mtface_clone);
2875                 ps->dm_mtface_stencil = MEM_dupallocN(ps->dm_mtface_stencil);
2876 #endif